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MAR
22
2021
0

#164 – Days of Thunder

Here we go ‘round the race driving track so early in the morning.

One of the few songs in the game is here!

To Beat: Finish 8 Races
To Complete: Win the Championship
What I Did: Completed the game
Played: 8/16/20 – 9/27/20
Difficulty: 9/10
My Difficulty: 9/10
My Video: Days of Thunder Longplay

I can’t say if this is true of all NES racing games, but the ones I have played and beaten so far have been awfully hard.  Bill Elliott’s NASCAR Challenge was surprisingly puzzle-like in configuring the car properly for top speed, and it also had a low threshold for failure that made the game very challenging.  Nigel Mansell’s World Championship Racing had more arcade style racing but required near perfection to post top times and win races.  That game also had randomness in the pit stops that often made good finishes next to impossible.  Days of Thunder has a pretty strong claim for being the hardest of these three games and was very close to earning a surprise 10/10 difficulty rating.  Read on to discover why this game is so hard and I had to do to clear it.

Days of Thunder was a Summer 1990 racing film.  It stars Tom Cruise, was directed by Tony Scott, and produced by both Don Simpson and Jerry Bruckheimer.  Production on the film seemed troubled with many reported arguments between the director and producers on how certain scenes were shot.  As a result, the film went way over budget, coming it at around $55 million.  Despite all the issue involved, the movie ended up a financial success, grossing over $150 million worldwide, plus tens of millions more in rentals.  The film was received by mixed reviews critically.

Days of Thunder was adapted into a couple of video games.  The initial version was a PC release in 1990, developed by Argonaut Software and published by Mindscape.  This version was ported to many other computers, as well as the NES.  The NES version of Days of Thunder was released in October 1990.  This port was also published by Mindscape but was developed by Beam Software.  PAL versions were released in April 1991.  A Game Boy version also followed in 1992.  The 2nd Days of Thunder game was a PS3 and Xbox 360 release in 2011 for the 20th anniversary of the film.  This game had very few critical reviews, but of those it had it was received poorly.

You can pull right up to the front of the place.

The story of this game follows in line fairly well with the source material.  You play the role of Cole Trickle, a rookie driver who has never driven in stock car racing before.  Even still, he has his eyes on winning and winning big.  To win the championship, he will need to win many races including beating his rivals Rowdy Burns and Russ Wheeler, both characters from the film.  This game features an eight-race series with a leaderboard and you will need to perform very well if you expect to win.

The racing controls are very straightforward.  All races in this game are run on circular tracks driving counter-clockwise around the track.  You use the A button to accelerate and the B button to brake.  After accelerating you can let go of the A button and maintain speed without pressing anything.  Tap the B button to brake.  Once you initiate the brake, you will continue to slow down until you press A again.  Naturally, you will use Left and Right to turn.  The Select button pauses the game.  

While racing in this game takes place from behind the car, you still see different indicators about the car along the edges of the screen.  The top left shows your fuel gauge, nice and big.  The top right side shows which lap you are on, as well as either timings for qualifying or your position in the current race.  The two round meters are your speedometer and tachometer respectively.  The speedometer indicates how fast you are going, while the tachometer shows how many RPMs your engine is running.  You may notice during driving that your acceleration and braking most directly affect your tachometer.  The lower right shows a top down image of your car, with color coded damage and wear indicators.  You can see the condition of your tires, engine, and fuel tank.  Green is good, yellow means some wear, purple means significant wear, and red is extreme wear.  Condition is affected both by normal driving over time, as well as collisions with other drivers or the sides of the tracks.  Your driving performance is reduced once components begin to wear.

Before competing in each race, you must run qualifying laps first.  The first thing you’ll see is a top down overview of the racetrack along with a text scrawl at the bottom of the screen.  Move past this screen and you go directly into the action.  Each course requires you to drive four qualifying laps first.  The bottom text as the laps begin show you the target time you are trying to beat in any one lap of the four.  On the right side you will see your current lap timer as well as your best completed lap, which starts off at 0.  It turns out the lap you want to focus on the most is the second lap because the first lap begins with you not at top speed, and by the third lap you will start having tire wear which reduces your performance just enough to make a difference.  Your best lap determines where you begin the race.  Beat the target time to start in pole position, tie the target time to start second, and then you lose a place for every tenth of a second slower than that.  At worst, you’ll start the race in eighth place.

Just you and the track. Go fast!

Now that qualifying is finished, it’s time to race.  You will first see the same top down view as before, but also you see your starting position.  If you pay attention to the text on this screen, it will tell you how many laps the race is, which is very important to know.  Press Start to immediately begin the race.  Now the real fun begins as you try to handle the turns, weave around other drivers, and avoid collisions to keep your car in tip-top shape.  You earn points for completing each race that are reflected on the overall leaderboard.  The scores from 1st through 8th place are 175, 170, 165, 160, 155, 150, 146, and 142.  No matter how many cars are in the race, it seems you cannot do worse than 8th place if you finish the race.  If you are unable to finish the race, you get no points, which is disastrous.  There is also a 5 point bonus for leading any individual lap, as well as another 5 point bonus to the driver who led the most laps in the race.  The leaderboard is cumulative over all races.

Racing is tough, and sometimes you don’t drive all that well and finish poorly.  Eventually, your team and sponsors have had enough of bad driving and demand that you run additional time trials to prove your mettle.  If this happens, after a race you will receive a telegram expressing disappointment along with a goal time they want you to meet.  This part functions the same as qualifying, only the goal time is an average of your laps, not just the best lap.  If you average ahead of the goal time, they allow you to continue racing, but if you fail, it is Game Over and you must restart from the beginning.  This sequence can happen up to three times in the game with stricter goal times each time.  Poor enough racing to trigger this for a fourth time is automatic Game Over as well, though I never saw this scenario.

A unique, and frustrating feature of this game are what happens in the pit stops.  Pit lane appears on the left side just before the lap finishes.  You must slow down and drive left into pit lane.  Go too fast and you will drive right through, wasting time and putting you at risk if you are in a dire situation with the car.  In the pits, you can refuel, replace your tires, and repair your engine, but you must do so manually.  Upon entering, fresh tires and jacks are in position, as well as your crew members.  There are three roving crew members that handle tires, one dedicated refueler, and one dedicated engine mechanic.  One at a time you control the pit crew members, putting them into place and performing actions.  Press the B button to cycle between the pit crew members.  You control the flashing person directly with the D-pad.  Press the A button to perform a context-specific action.

Pit stop management can be super tedious.

Juggling all the pit crew members around to perform the actions you need while under the clock can absolutely make or break your race, so you need to have a plan and execute quickly.  Replacing the tires is the most complicated, time consuming, and necessary procedure.  First off, you need a person in front of the jack, then press A to lift up that side of the car.  Next, switch to another roving member, put them in front of the old tire, and press A to start replacing it.  You will do the same thing with the other tire while this is taking place.  The tire replacement happens completely without any further interaction, and the pit crew member automatically backs away when finished.  To complete this, you need the center person to unjack the car and set it back down.  Now if you need to replace the right side tires, which you most likely will do, you need to run those same members one at a time around the car to the opposite side and perform the same procedure as above.  The positioning in front of the jack and tires is very precise and they won’t do the work unless they are just in the right spot.  Crew members can also get stuck on the sides of the car while running around, adding to the frustration.  Refueling is more simple, just move the refueler to the right and press A to start fueling.  However, the car must be lowered on that side.  Similarly, move the mechanic to the left to start fixing the engine, however in this case the car must be raised on the right side to perform the repairs.  You will often want to do everything in the pits, and there is a flow to it once you do it enough.  You have to do it fast as the race keeps happening and you lose position the longer you spend in the pits.  The most effective pit stops with all repairs take between 18-22 seconds, often it ends up longer than that due to the controls.

Something special happens at the end of the game that lines up well with the events of the movie.  Before the final race, you receive a telegram that says Rowdy, the leaderboard champion, has suffered some serious injuries and cannot compete in the final race.  You have been asked to drive his car in his stead, presumably to allow him to remain sponsored or something like that.  For this final race, you will be driving his Mello Yello car.  This helps a lot because he won’t receive any points for the race, allowing you to come from behind and become the champion if you are also able to fend off Russ.  This also means for the duration of the game you only need to worry about maintaining second place overall.

Feels good to pull out in front!

Beating this game is one of those nebulous situations.  Just completing all the races is difficult enough, with the threat of getting kicked out for driving too poorly looming all the time.  But with a little practice, you can finish all the races and get an ending screen.  It turns out it is the same ending screen you get if you win the championship.  Does that make it a bad ending or a normal ending?  I suppose that is up for debate, though it is clear in my mind.  Considering it is a racing game, and that most of the other racers I’ve played on the NES require winning the title, that’s what I settled on here as well.  It doesn’t feel right to simply finish without being the best, plus there is a congratulations sequence for getting first place, an actual good ending.  Making this difficult is that this game has no continues or passwords whatsoever.  It is only 8 races, but there is little room for error over a full season.

This was my first time playing Days of Thunder.  I know I sound like a broken record at this point, but I don’t care for racing games at all, and also I never saw this movie.  This is one of those cheap, filler NES games that is not super common but easy to come across eventually in a game lot, for instance.  The one thing I did remember about my time from testing my cart was that the track animation as you are driving looks really nice.  That was my only memory of this game.

This game works against the player in several ways.  The driving mechanics seem straightforward enough.  You don’t have to hold A the entire time and slowing down in the curves is a matter of tapping B to slow down a bit and tapping A to maintain speed.  If you do it correctly, by holding left throughout the turn and starting low, you should move slightly toward the outside and finish the curve near the edge without touching the outside wall.  This is the standard technique that you will do over and over.  Navigating around the cars while doing this isn’t too bad, until you get to Rowdy in 1st and Russ in 2nd.  Their AI is different than all the other drivers.  Russ in particular is really a jerk as he always moves to get in front of you.  Rowdy tries to do the same but always holds the line in the curves, giving you a little more room to get around him.  There isn’t much room to squeak by them, so you need to get in close and sort of slingshot around them without touching them.  Any kind of bumping will add extra wear to your tires, and what’s worse is that if your fuel tank or engine gets degraded at all, there’s really nothing you can do to advance until you pit.  Pitting pretty much always loses you position even if you are on top of your game.  And that’s another thing, planning out when you should pit is also important.  Usually you will need to pit twice per race and you need to space them out as much as possible so as to keep in good running shape while also properly managing fuel usage.  Running out of fuel is a lost race and an automatic reset if you are set on winning the title.

It can feel hopeless attempting to pass your rivals.

My trajectory through this game to completion was about what you might expect.  I didn’t get very far for the first couple nights, struggling through pit stops and ending with poor results.  You can get decently far into the game even when you drive badly; the third time trial is really tough without proper seasoning but it takes several races to trigger that.  Within a few days I was able to finish 3rd in a lot of the races, enough to get through the game 2nd overall due to Rowdy dropping out.  This is where I stalled out for a long time.  I was always losing ground in the turns but couldn’t get the hang of taking them properly.  I spent one entire night grinding the first track just to see what kind of edge I could find, ultimately finding nothing.  After 10 hours total and over half of that with no progress, I decided to research proper strategies, and the answer was pretty simple.  I needed to start braking before the turn, not into the turn.  You don’t need to brake that much, just a little bit slower going into the turn and I took the whole thing at a higher speed than I was before.  Before I could do turns with the tachometer pointed between 3 and 4, now I could have it pointed at the 5 and still handle the turns perfectly.  This was the edge I needed.  Now I can get right behind the lead car just before the turn starts, and then whip around the outside and get in front.  On my winning attempt, I was able to win both of the first two races, setting the pace.  I didn’t do nearly as well from then on, even a 5th place finish in there, but by the end I edged out Russ by only five points on the board.  It was a hard fought victory for sure.

In early to mid-2020, the Video Game History Foundation acquired development materials from the late Chris Oberth, such as old computers and floppy disks.  Among these items was the source code for a completely different NES version of Days of Thunder that had never saw that light of day.  Thanks to the tireless efforts of these video game preservationists, the source code was compiled, and they managed to create a working build of this long lost title.  You can watch a gameplay video right here, the source code has been made public, and you can find a downloadable ROM floating around the Internet.  This version of the game features qualifying laps in the first-person perspective, with races taking place in a side view.  The pit stop mechanics are also different but do carry over the “do it yourself” feel from the released version.  I am so glad that things like this are still being found today.

While it’s no surprise that I was less than thrilled about playing this game, I can definitely respect the work that went into making it.  The graphics in this game are well done.  The way the track redraws as you approach curves really gives the game a sense of depth, done in a different way than other racers.  The music, like many racing games, is all sound effects during the races, but the smaller tunes in between parts sound good.  The game controls well during the actual racing and the driving feels right.  The controls during the pit stops are both finicky and challenging, not in a good way.  This is what sets this game apart, but also what leads to frustration and guaranteed time loss no matter how efficient you are.  That part could have been improved for certain.  Having no password or retry system really pushes the difficulty near the max.  As far as movie adaptations goes, this one is just fine.  I think it has some good qualities as a racing game.  I am happy this one is in my rearview mirror.

#164 – Days of Thunder

 
AUG
07
2018
0

#87 – RoadBlasters

Do what the title says and blast your way through this action driving game.

Pretty nice tune here.

To Beat: Reach the ending after Level 50
To Complete: Beat the game and play all levels
What I Did: Completed the game without dying
Played: 5/28/18
Difficulty: 6/10
My Difficulty: 3/10
My Video: RoadBlasters Longplay

I’m noticing that a lot of video game names are long and complicated these days. Part of that is because modern games are also longer and more complicated, and they do seem to trend that way all the time. It’s tough to sum up modern games with short names that can also carry the idea of the game itself. The other part is that most of the simpler names are already taken. With early games especially, the ideas are simple enough to sum up in a word. I’m thinking of games like Asteroids or Centipede where you don’t need to go any further in explanation to know what they are about. RoadBlasters has a straightforward name and you know what you are getting into when you play it.

RoadBlasters originated as an arcade title in 1987. It was both developed and published by Atari Games. The arcade version came in both a standard upright cabinet and a large, cockpit-style cabinet. This game was ported to various home computers and game consoles, including the Atari Lynx and the Sega Genesis. The NES port, released in January 1990 in North America, was published by Mindscape. PAL versions were released in Europe sometime in 1990. A lot of what I read said that Atari Games or Tengen developed the NES version, but I believe it was Beam Software as they are mentioned on the title screen for producing the game.

RoadBlasters is a driving game that’s more of a shoot-em-up than a racing game. There’s no story here for a change. You drive an armored car that is outfitted with guns on the front. Simply drive ahead and blast away anything that stands in your way. Your task is to reach the end of each course before running out of fuel. There are 50 courses in RoadBlasters and you beat the game when you reach the end of the final course.

Blow them up! It’s more of a shooter than a driving game.

This game has simple controls. You use the D-pad to drive. Press Up to accelerate and Down to brake. If you let go of both Up and Down, your car will maintain speed as long as you stay on the road. Press Left or Right to steer in the desired direction. Press the A button to fire your main guns. You have unlimited shots! The B button is used to launch any special items you have. The Start button pauses and unpauses the game.

The game screen mostly consists of the open road and your car with the view from behind your vehicle. The bottom part of the screen contains all pertinent information. The left side shows your score multiplier. The small, vertical rectangle to the right of the multiplier is an indicator light that flashes when you are approaching mines. Next to that is your fuel gauge, both your normal fuel and your reserve fuel tank. You also see your current speed as well as your score. The round number is displayed in the upper-right corner of the playfield.

One of the main mechanics to this game is the score multiplier. It begins at one and can go as high as ten. You accrue points rapidly just by driving and the multiplier determines how quickly your score increases. Every way you can earn points is influenced by the multiplier, whether it is from shooting enemies or earning a bonus at the end of each course. You increase the multiplier by one when you shoot down an enemy, but it decreases by one if you miss with a shot. You really need to work on your accuracy and not just spew fire all over the road if you want to have a high multiplier.

Orange cars sometimes leave behind fuel pickups.

Another mechanic is the fuel system. Naturally, you use fuel in this game as you drive and you don’t want to run out before reaching the end of the course. There are a few ways to earn fuel. Sometimes there are fuel globes on the road and all you have to do is drive over them to add fuel. There are green ones that appear on the course that add a tiny amount of fuel, and there are orange ones you get by blasting certain cars that add more fuel than the green ones. Many levels have a checkpoint halfway through that automatically refills your main fuel tank back to the starting amount. You also have a reserve fuel tank. Only when you run out of fuel in the main tank will you automatically draw fuel from the reserve tank. When you complete a course, you get a point bonus that doubles as a reserve fuel refill. The more bonus points you get, the more reserve fuel you get. This is the real reason why you want to keep your multiplier as high as possible. A multiplier of ten at the end of the level fills up your reserve tank all the way.

There are some special items available. Periodically, a support plane will fly above and drop off some special gear containing one of four items. The item name will appear on the bottom of the screen after you collect it. The U.Z. Cannon mounts a turret on the top of your car. There is an ammo meter and the U.Z. Cannon is lost as soon as you run out of ammo. Firing the U.Z. Cannon does not affect your multiplier so you are more at liberty to fire at will. The other items can be used three times each. Round icons at the bottom show how many uses are remaining. The Electro Shield causes your car to flash colors for a while and you can drive through anything on the road unscathed. The Nitro Inject gives your car a huge speed boost. Normal max speed is 212 but you can get up to 298 with it. The Cruise Missile destroys everything on the road. Be careful because it also removes fuel globes on screen. All items are lost when either you use them all up or you crash your car.

Speaking of crashing, that’s another interesting thing about RoadBlasters. In most games, you would normally lose a life or lose a bunch of time when you crash. Here you can crash just about as often as you want and you come right back. The only penalty is a slight loss of fuel since you have to accelerate from a standstill each crash. I wrecked my car plenty of times when playing through RoadBlasters. It’s nice that the game is lenient in this regard.

The U.Z. Cannon is helpful against these off-road turrets.

There are several types of enemies and hazards on the road. The most common enemy is the orange Stinger car. These are taken down with one shot and can hide precious fuel globes. Small motorcycles can also be shot down, but they are a narrower target. Blue Command Cars aren’t damaged by normal fire and are often in your way. You can take them out with Cruise Missiles or the Electro Shield. Rat Jeeps are annoying enemies that only show up on a few courses. They drive in front of you from behind and then slam on the brakes to try and crash into you. You can blow them up but be quick. Gun Turrets sit on the sides of the road and shoot at you. They are difficult to shoot because of their positioning and are best left alone in my experience. Mines are telegraphed by the flashing indicator light but are tough to see on the road even if you know they are coming. Just avoid them. There are also rocks on the road that cause you to crash. Finally, oil slicks cause you to spin out and lose control when you drive over them. They are not deadly on their own if you manage to stay on the road.

The fifty stages in the game are grouped into twelve regions. At the start of the game, you may select from any of the first three regions, skipping some levels if you choose. When you complete a region, you are brought back to the select screen and you can choose a new region. This is really nice for practicing certain sections or getting to the end of the game faster. If you want to play every course in the game, then you must select the next region manually each time you get the opportunity.

You lose a life anytime you run out of fuel and are unable to reach the end of the stage or a checkpoint. You can continue from the start of the current course. After two continues, you have to start all over.

It gets tense when fuel is running low.

I have beaten RoadBlasters many times before. This was one of the earliest NES games my family owned and one of the few that was purchased new. I still have the same cart we bought back then and that’s what I used to play this time. I also beat RoadBlasters a couple of years ago for the NintendoAge NES contests. This is an affordable NES game that only costs around $5.

RoadBlasters isn’t exactly what I’d call an easy game. Some of the levels are very dependent on fuel globes and you need to be almost perfect to get through, even with a full reserve tank. You also have to do the dance of driving without shooting unless it’s necessary to keep the multiplier up so that you can top off your reserve tank for later. My past experience paid off big time, for I had no trouble beating RoadBlasters this time around. I played through every course and didn’t lose a life. My final score was a little over 1,950,000 which was better than I scored during the last NintendoAge contest. There were a few close calls in some of the later levels where I just barely survived, but overall I am very pleased with my run and my video longplay. It takes about an hour and a half to do a full run and it was good to get it done on my first try.

RoadBlasters is a fun action game that plays well on the NES. The controls are simple and work well for this kind of game. You can start out with easy levels or fast forward to some more difficult levels right away. This makes RoadBlasters a good game to play for just a few minutes or for longer stretches. The graphics are good and the roads curve quite a lot without any technical issues or slowdown. The sound is lackluster. All you hear during the game are car noises and sound effects. That can be exhausting for such a long game. The few songs that do play on the title screen and after each course are catchy and provide a nice sound break after the droning of the main action. One knock against RoadBlasters is that it’s a long game that is very repetitive if you take on all fifty courses. There’s also little room for error with only two continues to draw from. I’d say this a good NES game and a fun one to try out, even if you don’t care for racing games.

#87 – RoadBlasters

#87 – RoadBlasters (1,953,567 Points)

 
MAR
25
2016
0
Top Gun Box Cover

#19 – Top Gun

I feel the need … the need for speeding this game back to my shelf!

It's nice to have a white title screen for once!

It’s nice to have a white title screen for once!

To Beat: Finish all 4 missions to get the ending
To Complete: Beat the 2nd loop
My Goal: Beat the game
What I Did: Beat the game and a small part of the 2nd loop
Played: 3/5/16 – 3/16/16
Difficulty: 9/10
My Difficulty: 9/10

Please forgive me if I screwed up this blog post already with that initial reference. I haven’t actually seen the movie. Now before you leave in disgust, at least stick around to hear about the NES game. But first, and bear with me, let’s discuss the movie.

Top Gun was released in theaters in May 1986. The movie tells the story of Pete “Maverick” Mitchell, a US Naval Aviator attending the Top Gun school in order to follow in the footsteps of his father who was killed. Maverick is a reckless and aggressive pilot and his techniques eventually lead to the death of his wingman during a training exercise. Despite his struggles with the incident he eventually graduates only to be thrust into an emergency situation right away. Maverick and the team are able to overcome the conflict and make a triumphant return in the end. I hope I summarized that well enough. The movie had mixed reviews by critics, but it was a box office smash. It was the highest grossing film of 1986 with over $350 million earned worldwide. It would spawn several video games including two on the NES. There is also a movie sequel in the works as of this writing.

Top Gun on NES was developed and published by Konami. It was released in the US in November 1987, in Japan in December 1987, and in Europe in November of 1988. It is the first of several flight simulation games on the NES. In Top Gun, you play as Maverick on a top secret assignment spread out over four in-game missions. The game plays from the cockpit view of an F-14. There is a lot of information available here such as your altitude, speed, missile count, missile type, radar, damage indicator, fuel gauge, and plane orientation as shown from behind. Then in the windshield there is a targeting reticule that shows where your cannons shoot as well as the targeting area for launching a guided missile. Enemies will fly in from behind or come right at you and you can use the unlimited shots of your cannon by pressing A to take them out, or you can use homing missiles with the B button. When an enemy is within your targeting area, hit B once to lock on and hit it again to launch a missile.

Line up your shot and take them down!

Line up your shot and take them down!

At the start of each mission you get to choose from one of three different missile types: 40 T-11 Hound missiles, 20 T-22 Wolf missiles, and 10 T-33 Tiger missiles. It’s the typical quantity for damage tradeoff as the T-11’s are weak, T-22’s are average, and T-33’s are strong. You can choose the missiles you deem suitable for the mission at hand.

Now there is more to it than just taking down enemy fighters. At the end of each mission, you must land your plane on the aircraft carrier. The game switches to landing mode and you can control your speed as well as the angle of your aircraft. The radar screen shows the current orientation of your plane as well as giving you recommendations such as “Speed Up!” or “Left! Left!” The idea is to get your plane as close to 200 altitude and 288 speed as you can when you reach the carrier. The game provides a moderate range of acceptable values that will allow you to land successfully so you don’t need to be exact. Too far off from those measurements will cause a crash that is shown in the landing cutscene and it will cost you a life, but if you are successful you get to watch yourself make a graceful landing.

The second, third, and final missions are long enough that you won’t be able to make it all the way through on a full tank of fuel, so in the middle of the mission you’ll hear an alarm indicating low fuel. When that happens, you press Start to call in a refueling tanker. When everything is clear, your jet automatically flies upward, the radar zooms in, and you see the tanker come into view dropping its refueling boom in front of you. There is an ‘X’ on the hood of your jet as shown on the radar screen and you must align your fighter properly to latch on and refuel your plane. This reloads all of your missiles too. This plays out very similar to the landing sequence although this time there’s no numerical range to aim for. It’s more visual and it requires more of a feel for it, but it is similar to getting a feel for landing. If you are unable to refuel the game will resume, however with not enough fuel to survive you will soon crash and lose a life. In a way it’s worse to miss refueling because you have to wait out the inevitable death.

Everybody, get down!

Everybody, get down!

The missions all play out typically the same way. You are approached by a number of enemy formations from the air, sea, or land. You can take them out with your weapons or you can dodge their attacks and keep moving forward. Many enemies are passive and are just there for points. Other fighters will attack with cannons that deal damage to your aircraft and some other fighters launch guided missiles of their own. They seek out your plane and they are fatal. One hit and you are a goner no matter how much damage your jet has suffered. You can maneuver your way around them or if you are really bold you can shoot them down with your cannon. It is practically essential to learn how to destroy enemy missiles to survive this game all the way to the end.

The first mission is a training mission that takes place above the clouds. No refueling is necessary and there are no ground targets so it is a good introduction. The second mission takes place over the ocean so there are boats and battleships to deal with below. The third mission is similar except it is over the desert and there are enemy jeeps and tanks to fight on the ground. The air attack gets more difficult here as well. The fourth mission is a nighttime mission and the difficulty is cranked up to the max. Expect a lot of evasive maneuvers and guided missiles.

Occasionally during the mission an enemy fighter will lock on to you from behind. When this occurs an alarm sounds and you see the enemy’s location in your radar screen. You must shake them off of you by moving from side to side. It takes a more rhythmic rocking back and forth to get them off. At the same time you can still be attacked from ahead so it can get a little frantic sometimes. If you can’t get them off they will shoot you down so getting rid of the rear enemy is always the priority.

Shake it off, shake it off!

Shake it off, shake it off!

Aside from the first mission, there is a target that you are required to take out as part of the mission. It’s a fancy way of saying there is a boss battle at the end. The target is stationary but it has a health meter that appears on screen and it take a lot of damage before being blown to bits. During the fight you are being attacked constantly by enemy fighters while enemies at the target are firing at you as well. Take out the target and your mission is successful after you land the plane of course.

This was my first time playing Top Gun. I don’t care much for flight simulators so it’s not a game that I would normally play. In fact I know I moved several games like this all the way to the bottom of my list for the blog. I only kept it on the normal part of my list since it is developed by Konami and they typically make great games.

Top Gun is a cheap, common game but it took me a really long time to acquire a copy for my collection. If memory serves I had over 500 unique NES carts before I owned Top Gun. I have owned the sequel Top Gun: The Second Mission since childhood and I had multiple copies of that game before I owned the original. It’s just one of those strange, loopy coincidences. Of course, as soon as I finally got one then they started pouring in from all the eBay lots I was purchasing at that time. I was up to six copies before I sold them all off.

You need this fuel and they will leave you behind if you mess up.

You need this fuel and they will leave you behind if you mess up.

Top Gun is a really hard game. My biggest struggle with the game was dealing with enemy guided missiles. At first, I was always getting hit by them while banking away as far as I could away from it. I eventually learned that I could dodge them by flying away from them either left or right while rocking up and down. It’s harder to hit a more randomly moving target. That strategy failed whenever an enemy straight ahead decided to fire a missile at me. Then I realized I could shoot them down but it took some serious practice to get the hang of it. If you miss then that pretty much spells the end of your fighter and your life. It gets worse. Starting in Mission 2 some enemies fire three guided missiles at once. This frustrated me so much! I did develop a strategy. The set of three missiles always come in the same formation: one high, one low, and one middle-right. I would destroy the top missile, then fly high and left to completely skip the bottom missile and do the up and down wiggle to dodge the right one. If the enemy is just a little bit to the left to start with, then I would have to destroy the top two missiles and dodge the bottom one. The bottom missile was almost never a factor, although one time I managed to destroy all three in a crazy moment of panic.

The real reason this game is so difficult is that you only have three lives to work with for the entire game. There are no extra lives and there are no continues. Not only do you have to contend with so many homing missiles and all the enemy fire, but you also need to learn how to refuel your plane as well as land your jet consistently. Every mistake is magnified. The only saving grace is that the game is relatively short. The missions tend to drone on for quite awhile because the pacing is slow, but the entire game can be beaten in under 30 minutes.

I saw this so many times!

I saw this so many times!

After much frustration and a bunch of attempts I finally managed to beat Top Gun. I wasn’t keeping track of how many tries it took before I won but I am estimating 15-20 attempts. The second mission is a large bump up in difficulty and that is where I cut my teeth on everything the game has to offer. I found the third mission easier than the one before, but the final mission was quite the challenge. The third time I made it to Mission 4 I was completely in the zone and I made it through to the boss with two lives remaining. I lost them both. I was really upset at that loss. By that point I was getting good enough to get to the final mission nearly every run. My real vice in all of this was the second mission. No matter what I did I always lost at least one life there. I said to myself that once I cleared Mission 2 without failure, then that would be my winning run. Wouldn’t you know it, I was right! I no-deathed the game up to Mission 4 only to lose two lives in the first half of the mission. I kept my cool, beat the final boss, and landed the plane without any problems. I’m sure I would have lost my mind if I failed to land the plane at the very end of Top Gun!

Since beating Top Gun I have learned a few additional things about it. The game loops once you beat the game and in my brief experience with it after winning it is indeed harder than the first run. I encountered more guided missiles than the first loop. However, according to the NES Game Endings FAQ there is no different ending upon beating the game again so I am not going to bother with it.

Blowing up enemy fighters feels pretty nice, I have to admit!

Blowing up enemy fighters feels pretty nice, I have to admit!

Another tip is that you can cheese your way through the game by flying up and right the entire time. Doing this will avoid all enemies and missiles so you will only have to deal with the refueling sequences, landing sequences, and the targets at the end of the mission. I didn’t try it so I don’t know for certain. Even if I knew about it before hand, I wouldn’t bother beating the game that way. I suffered through it the right way!

There is another ending of sorts to Top Gun that is quite a bit better and easier to achieve than the actual ending after Mission 4. If you are able to best the high score of 50,000 points, you are awarded the designation of Top Gun indicated by a screen that acts like a certificate of achievement. It’s pretty neat. I’ll include a capture of the screen from my best score during my winning run so you can see what it looks like!

From a technical standpoint, Top Gun is a well made game. It looks nice graphically and it controls and plays well, especially considering that it is one of the earlier NES game made. There is a variety of activities in the game to mix things up a bit. Overall, I don’t really care for it. The difficulty is a big turn off here, and the game eventually get monotonous after playing it over and over again. The first mission amounts to a forced five minute tutorial which is great for just starting out but it doesn’t take long for it to be so dull. This is not really my type of game anyway. Still, I consider beating Top Gun to be quite the achievement. I feel it’s the hardest game I’ve conquered so far. I hope it has prepared me well for playing the sequel whenever it comes up!

#19 - Top Gun

#19 – Top Gun

#19 - Top Gun (High Score Screen)

#19 – Top Gun (High Score Screen)