Take on the NES Library

An 8-bit Extravaganza!

david

JUL
05
2018
0

#80 – A Boy and His Blob: Trouble on Blobolonia

Candy is dandy, and jelly beans are really keen.

Nice music here, and if you wait a bit, some credits!

To Beat: Reach the ending
To Complete: Reach the ending with all treasures
What I Did: Completed the game
Played: 4/7/18 – 4/11/18
Difficulty: 5/10
My Difficulty: 3/10
Video: A Boy and His Blob 100% Longplay

Today we are dipping back into the NES library to play another weird game. A Boy and His Blob: Trouble in Blobolonia is an adventure game that doesn’t have a parallel I can think of to any other game of its time. I’ve talked about what I consider weird or quirky games before, specifically Ghoul School and Mendel Palace come to mind, that have a unique personality or feel to them. A Boy and His Blob certainly fits that bill, and I believe it is a more accessible game that has a wider appeal than those other two games I covered. Let’s take a deeper look and see what we are getting into.

A Boy and His Blob: Trouble on Blobolonia was released on the NES in North America in January 1990. It was developed by Imagineering and published by Absolute Entertainment. This was one of the first NES releases for both companies. The Famicom version, named Fushigi na Blobby: Blobania no Kiki, was published by Jaleco in November 1990. The name translates to Mysterious Blobby: The Crisis of Blobania. The PAL version was released in 1991. The game is attributed to David Crane, who was lead designer and developer on the game. A Game Boy sequel, The Rescue of Princess Blobette, was first released in Japan also in November 1990. This sequel predates the original in Japan by a few weeks, while the other versions released in 1991. WayForward Technologies developed the Wii remake of A Boy and His Blob in 2009, the same year the NES game appeared on Wii Virtual Console.

A Boy and His Blob has a simple story that is nearly summed up in the title alone. You play the role of the boy who makes friends with a blob from outer space. According to the manual, the blob’s name is Blobert. He is from Blobolonia and he is looking for help in defeating his evil emperor, who makes everyone eat marshmallows and chocolate instead of health-promoting vitamins. To defeat the emperor, you need vitamins. (Those are harmful to the emperor, you see.) To get vitamins, you need money, and you get money by finding treasures in the underground cave. The blob can turn into various objects by feeding him certain flavors of jelly beans, and you will need the blob’s abilities to achieve your goal of defeating the emperor.

Your good friend will follow you anywhere.

The starting controls are simple. You control the boy directly and the blob will follow after you. Press Left or Right to walk around. The boy has significant inertia, so he is slow to start moving and slides around a lot. Press the A button to toss a jelly bean. I suppose you could call it jelly bean inertia because he takes a little while to pluck the jelly bean out of the bag and toss it. You can move while tossing to throw the jelly bean farther ahead. If you throw a jelly bean off screen, the camera will follow it until it hits the ground. This is helpful when you don’t know what’s below you, for instance. The B button causes the boy to let out a loud whistle. This calls the blob toward you, and it transforms the blob from any object back to normal blob form. Press Select to change the flavor of jelly bean you wish to throw. You can cycle through the list in reverse by holding Down and pressing Select.

The top and bottom of the screen contain all the information you need to play. The top displays the current score, the number of treasures remaining, and how many lives you have left. The bottom of the screen shows which jelly bean you have selected along with how many of that flavor you have remaining.

The fun of the game is making use of the blob’s many transformations. You need to feed the blob a certain way. First, stand a step or so away and make sure he is facing you. You can use the whistle to help guide him. Then simply press A to toss the jelly bean. It should fall right into his mouth, and then he shrinks down into a ball before transforming. If a jelly bean hits the ground, it’s gone forever. If you throw a jelly bean near the blob that he doesn’t reach, he makes a sad face. Try not to do that!

A happy blob is a helpful blob.

Let’s take a look at what each jelly bean does:

Licorice is for Ladder. You can press Up and Down to climb the ladder to reach ledges about half a screen in height. Sometimes the ladder will go through a ledge above it, and sometimes it doesn’t. You have plenty of licorice jelly beans to use if one ladder doesn’t pan out.

Strawberry is for Bridge. Position the blob next to the edge of a ledge and feed him a jelly bean. He will stretch out horizontally to the opposite ledge so you can safely cross.

Coconut is for Coconut. This transformation is the most direct, for sure. You can pick up the blob in coconut form. Press A to drop the coconut blob or press B to throw him ahead. He will roll for awhile and usually the camera will follow him so you can see what’s ahead.

Cola is for Bubble. The blob turns into a large bubble just your size. You can walk into the bubble and bounce along. While inside, you will fall slowly and you can even breathe underwater.

Cinnamon is for Blow Torch. This is another transformation you can pick up. This time B doesn’t do anything when held. The blow torch is active while you are holding it.

Apple is for Jack. Haha, it’s a cereal joke. This is just like a jack that lifts up a car. You can’t pick it up either.

Vanilla is for Umbrella. This is a useful one. This is grabbable like the coconut and blow torch, only the boy holds the umbrella up over his head. You can use this to fall slowly and also protect your head from falling objects.

Many transformations are helpful tools.

Tangerine is for Trampoline. This lets you jump super high, though it is tricky to use. Walk up to the trampoline to start bouncing. Hold Up to bounce higher and hold Down to bounce lower. You stay locked in place above the trampoline until you reach the top of your bounce. Then you can hold Left or Right to get out from above the trampoline, hopefully to a nearby ledge so you don’t fall to your death.

Root Beer is for Rocket. Blast off to the skies! More on this one later.

Honey is for Hummingbird. The blob will fly toward you and travels through any solid ground with ease. It’s useful for getting the blob back to you if you leave him behind as a trampoline.

The ketchup jelly bean is the one flavor the blob doesn’t like. He will flat out reject them. What it does instead is instantly teleports the blob to wherever it hits the ground. This is your failsafe to get the blob back if you become so separated that you can’t reunite by normal means.

Punch is for Hole. Yes, the blob can turn himself into the absence of material. If the ledge is thin enough, you can place a hole and fall through it. There’s a trick to use the same hole more than once. If you fall through and whistle without moving, the hole will fall to you. As soon as it hits the ground, you will fall through it again. Otherwise, the blob goes back to normal.

Lime is for Key. This is yet another grabbable form. Certainly, it is useful for something.

Orange is for the Vitablaster. You might be able to guess what this one does by name alone. More on this one later.

He can even become transparent and help you breathe underwater.

A Boy and His Blob is divided into two clear halves. The first half of the game is the treasure hunt. You will try out all the different transformations and explore the caves below the city subway. There are many treasures here, as well as different traps and things to avoid. Bouncing worms show up in several places and you die if you touch them. Spikes and falling rocks defeat you, as well as entering water without the bubble. You also die if you fall from a height greater than roughly a screen and a half tall. Caves are dangerous for a young boy!

While there are a finite number of treasures, you don’t need them to find them all to finish the game. Two of the treasures are bags of extra jelly beans. One of those bags holds both the Lime and Orange jelly beans among others. These are the only two kinds you don’t begin the game with, and you need them to beat the game. Once you are satisfied with your underground excursion, make your way back up to the surface. On the far right is a health food shop. Depending on how many treasures you found, you will get a predefined assortment of Vitamins A, B, and C upon entering the store and spending your hard-earned treasure. Now’s the time to use the Root Beer jelly bean to create a rocket taking you to Blobolonia.

Seeking the emperor in Blobolonia is the second half of the game. There’s no real exploration here, rather it’s a gauntlet of enemies and traps. This is where the Orange jelly beans and the Vitablaster come in handy. You can pick up the Vitablaster like other carryable forms. Hold the Vitablaster and press Select to cycle between Vitamins A, B, and C. You also see the ammo count next to the selected type. Press B to fire a vitamin, and the type of vitamin determines its flight path. Vitamin A fires in a long arc. Vitamin B travels a short distance and bounces straight up when it hits the ground. Vitamin C is a completely straight shot. You can also press Up or Down while holding the Vitablaster to aim either straight ahead, at a 45-degree angle, or straight up. There are marshmallows, cherry bombs, popcorn, and chocolate kisses you can shoot with the Vitablaster to clear the path ahead. On Blobolonia you can also collect peppermints. These are displayed on the top of the screen once you get one, and you earn an extra life for every five peppermints you collect. Hopefully you saved up enough lives for this part of the game.

Killer marshmallows are the least of your worries.

You begin each game with five lives. The boy is pretty fragile so they can go fast. There are no continues in the game either, and there’s no way to earn extra lives until you get to the latter half of the game. Fortunately, the game is on the shorter side and you can try again quickly.

A Boy and His Blob is a game I had growing up and I’ve beaten it many times before. I’m not sure how I ended up with the game in the first place, but it was probably through a yard sale or game store or something. I seem to remember either renting it or playing it at a friend’s house before that.

Even though I knew how to beat the game, I haven’t played it in many years. I forgot the path I used to take through the cave to get all the treasures. It only took a few tries for it to all come back to me. I remembered all the transformations and what to do with them too. I spent a few attempts over a couple of days to hone my skills back in, and then set out to record a full run. I’m pleased with how my video longplay turned out. I only died one time in a pretty tricky spot, and I feel I played well for the rest of the game. After I finished playing the game, I looked at a map of the caves and discovered that it is all a lot smaller than I remembered. This is probably why I didn’t have much trouble finding all the treasures again.

A Boy and His Blob was a game I fondly remembered from my youth, and from my experience I believe it’s an NES game that more people remember than you might think. Overall, it’s a solid game with a unique, quirky hook to it that keeps you coming back. The graphics go for a lifelike look which doesn’t hold up as well today but is fine for playing. The detailed character animation does hold up well. The music is awfully catchy and suits the game well. The blob has a lot of charisma and character as he can transform into so many different things and even shows emotion at times. The main downside to the game is a lack of precision. The boy’s movement is very slippery, and sometimes you can’t get the blob to cooperate with you either. You end up using extra jelly beans to help position the blob just so, which slows the game down. Some transformations don’t quite work right in specific situations. Also, precise jumping with the trampoline is often an exercise in frustration. Some players would appreciate a map of the game too, though it’s not as bad as it first appears. The fun of the game will likely override those concerns. It’s a fun adventure to take if you are trying to beat the game, and it’s also enjoyable just to tinker around with.

#80 – A Boy and His Blob: Trouble on Blobolonia

 
APR
24
2018
0

#73 – Q*bert

Our hero teaches you to swear early and often!

Boring screen, but the next one tells you the rules at least.

To Beat: Finish Level 9 Round 4
Played: 2/1/18 – 2/18/18
Difficulty:10/10
My Difficulty:10/10
My Video: Q*bert Longplay

If you’re like me, your eyes got wide seeing another 10/10 difficulty rating appear. Indeed, Q*bert on NES is one of those games that doesn’t come up often. We have already seen a previous arcade port, the infamous Ikari Warriors, receive the only prior 10/10 rating. Ikari Warriors was a different case because it is a much more expansive game on NES than in the arcade. NES Q*bert on the other hand is close to the arcade experience. I think it’s neat to see how two arcade ports on NES go in different directions but still retain a very high level of difficulty compared with other NES games. Beating Q*bert is something you can feel proud of if you are one of the few that can conquer it.

Q*bert started as an arcade game that was both developed and published by Gottlieb in 1982. Jeff Lee is credited with both designing the character Q*bert as well as the initial ideas of gameplay. Warren Davis stepped in later as a programmer and further contributed to the game. David Theil was the audio engineer, and his trouble in finding enough time to properly add clear voices to the game led to the idea of having the sound synthesizer read random data, producing gibberish that composes Q*bert’s somewhat iconic swearing noises. The development team also included a pinball device inside the arcade cabinet that slams into the side of it whenever Q*bert falls off the board. Another risky idea was turning the game joystick 45 degrees for diagonal-only movement. All of the above pieces combined to make Q*bert a success for Gottlieb, so the game was widely ported to many home consoles and computers throughout 1983 and 1984.

Q*bert on NES was released in February 1989. It was developed and published by Ultra Games, the alternate publishing label of Konami. It wasn’t released on the Famicom nor outside of the US. This version is closely aligned to the original arcade game, but some later titles expanded on the idea. A unique sequel, Q*bert’s Qubes, was released in arcades in 1984. It is a more complex game and wasn’t as widely distributed. Q*bert on MSX was released in 1986. This version doesn’t feature Q*bert at all, but does include 50 different stage layouts. The Game Boy port of Q*bert in 1992 goes back to starring the original character while also introducing new stage layouts. Q*bert 3 on SNES in 1992 also has different levels. Q*bert also had different versions on Windows, mobile, and other platforms more recently.

Most of what you need to know is evident from the start.

Q*bert is a single screen action game with puzzle elements. You play as Q*bert on a triangular pyramid of cubes. It holds seven rows of cubes containing 28 total cubes. You hop along the top faces of these cubes changing the color of any one you step on. To complete each level, you must switch all the tiles to a specified target color while avoiding other enemies that try to get in your way or disrupt your progress. There are nine levels of four rounds each, so you have to complete 36 pyramids to beat the game.

The controls are simple and can even be customized, which is great because by nature of the game Q*bert’s hops are always diagonal. On the title screen, first select one or two players. Multiplayer is alternating play so this might as well be a single player game. The first thing you get to see is the control customization screen. It includes a demonstration of Q*bert hopping so you can see clearly which direction you are setting, and there is also an image of the NES controller. First you choose what direction on the D-pad you want to press to make Q*bert jump up and right, then down and right, down and left, and finally up and left. The initial setting is Up on the D-pad to move Q*bert up and right. You can press A to lock that in or press B to turn 45 degrees clockwise. You can keep pressing B to pivot this selection around to any direction you want. If you want inverted controls or something really bizarre, you can do it. After you make selections for all four directions, you must press A one more time to confirm. If you press B instead, then you have to re-enter all four directions again from the start. My recommendation is setting the default controls by mashing the A button right away. This locks controls to the main cardinal directions of the D-pad, so visually if you were to turn the controller 45 degrees clockwise the D-pad perfectly aligns with Q*bert’s movement on screen. The other common control scheme is locking in all diagonal D-pad inputs, but I didn’t bother with this because pressing diagonals isn’t always precise enough.

When you are playing the game, just use the D-pad. Press the direction you set to hop in the desired direction. Q*bert’s jumps are always deliberate and take time to finish. You may tap the direction you want to move when you are standing still. If you hold a direction while Q*bert is in mid jump, he will go ahead and jump in that direction after he lands. This acts as an input buffer so you can hold the direction you next intend to go early and Q*bert will transition as quickly as possible. Finally, the Start button pauses the game if you need a break in the action.

Q*bert’s biggest fan helps out with control customization.

There are several enemies that stand in your color changing ways. The rule of thumb is you can safely come in contact with green enemies, but any other color enemy kills you when touched. The one enemy that appears in every stage is Coily. He first appears as a purple ball falling from the sky and landing in the second row. He hops randomly downward until he reaches the bottom row and comes alive as a snake. Now he will follow you around in hot pursuit. The only safe way to deal with Coily is to use disks that can appear on either the left or right side of the pyramid. Q*bert is allowed to jump completely off the pyramid to his death if you aren’t careful, in which case you lose a life and he respawns on the topmost tile, just as he starts every level. Hop off the pyramid onto one of those disks, and it will carry Q*bert to the top of the pyramid. During this transport, if Coily was close enough to you he will also jump off the pyramid, and as a bonus this also removes all enemies from play, plus you get 500 points. You may only use a disk once and there are only a handful per level.

Ugg and Wrong Way are two similar enemies that have a strange movement pattern. Unlike other enemies, they appear from the bottom of the screen and hop on the sides of the cubes instead of on the top. Wrong Way begins on the bottom left and will either jump up or right. Ugg begins on the bottom right and only jumps up or left. Maybe it’s the opposite, I don’t know. Either way, when they reach the side of the pyramid, they jump completely off and go away. Because they don’t land on the top tiles, it takes a while to completely understand how to safely move around them.

The remaining enemies all move like Coily’s purple ball and they all jump off the bottom of the board. However, each one has other characteristics. Red balls are called Whammy Balls. They are simple, common enemies that hurt when you collide with them. The remaining enemies are green and can be touched safely. The green ball is a powerup. Grab the green ball to both freeze all enemies on screen and make Q*bert invincible. This lasts for several seconds which is perfect for flipping a bunch of tiles the way you want them. You also get 100 points from the green ball. The final two enemies are Sam and Slick. I can’t tell the two of them apart mid-game, but Slick wears sunglasses and Sam doesn’t. Like Q*bert, they change tile colors every step they take, and so they have a bad habit of undoing all your hard work. You can take them out of play if you grab them and you get 300 points for your efforts. I believe Sam advances each square one color ahead and Slick always turns tiles one of the non-target colors. Maybe their characteristics are level dependent and not character dependent. Either way, these are very annoying non-lethal enemies.

Early levels already have a lot going on.

Other than the enemies, there are some other ways to earn points. Flipping a tile earns you 30 points. You also get a bonus after each round. Any remaining disks give you 50 points, and then you earn the main round bonus. This begins at 1000 points for completing Level 1-1, and it steps up an additional 250 points for subsequent rounds. Around Level 5-1 it stops at 5000 points per round but then goes up to 6000 points for Level 8 and 8000 points for each round in the final level. Points let you earn extra lives. You get your first extra life at 6000 points, and then you get another one for every 12,000 points after that.

The main objective is coloring tiles, and this gradually gets more complex. Each level begins with a demonstration of how colors change when Q*bert hops on tiles. Levels can feature up to three colors which I’ll call Colors A, B, and C. The colors themselves vary just for aesthetic reasons. All levels begin with all Color A tiles, and the target color is B for two-color levels and C for three-color levels. Level 1 just has two colors with only A flipping to B. Color B is locked in for the round unless Sam or Slick get involved. Essentially, step on every tile once. Level 2 goes to three colors, with A flipping to B, B flipping to C, and C stays locked. Just step on every tile twice. Level 3 is only two colors, however, A goes to B and B goes back to A. Uh-oh. The puzzle element shows up here, but it’s gets better with experience. Level 4 goes A to B, B to C, and C to B. It’s more hopping, but eventually boils down to the same as Level 3. Level 5 and onward is just nasty, and I bet you can already guess where this is going. Here, A flips to B, B flips to C, and C flips back to A. This is the last pattern, but you have to suffer through 20 rounds of this if you are set on beating NES Q*bert. Each subsequent level gets faster too.

Now it all starts to come together why Q*bert is one of the hardest games to beat on the NES. The game does provide a bit of extra assistance. Each game of Q*bert begins with four additional lives. You can continue when you run out of lives, but only three times. The extra credits help tremendously, but this is still a steep mountain to climb.

I always like these stages with the black cube sides.

I had a little previous experience with Q*bert. I believe I mentioned this in my Snow Brothers review, but I originally played that game at a babysitter’s house long ago as a rental. The other rented game that day was Q*bert, and I remember getting as far as Level 3. I sought it out specifically when I got back into game collecting. I ended up buying a nice, clean copy with manual on eBay for $6 shipped. This is a silly reason, but I wanted to get it early on because one of my collection milestones was collecting all NES games that start with each letter of the alphabet. Q is the easiest to finish since it’s only Q*bert and Qix, at least for licensed NES. I do like the game though, so I was happy to own it. Nowadays a cart copy costs around $8-$10, same as it did around 2014 when I bought my own.

I’ve done a lot of research into the NES library and I already know several games that project to be among the most difficult. Q*bert was absolutely on my radar as a Top 10 candidate. Because of this, I kept track of my attempts including milestones anytime I reached a new stage for the first time. I was looser with this than my Ikari Warriors tracking, so I neglected to note exactly which attempts reached which stages. I also didn’t keep track of how many hours I spent playing. The stats I did collect are interesting enough. I beat Q*bert on my 67th attempt over 18 days of playing. I’d say I reset early on maybe a dozen or more attempts, especially toward the end of my grind when I knew I needed to play well early to have a better shot at the end. Later attempts took as long as 45 minutes, and earlier attempts were at least 20-30 minutes long. I’m pretty comfortable guessing that I played 30 hours of Q*bert before I won.

The road getting there was pretty long, despite what I consider a condensed timeframe. I started out very strong, reaching Level 5 on my first day playing. This is no small feat. The first two levels are challenging to start, but straightforward. Level 3 is the first big step up where you have to contend with pathfinding and Sam and Slick really hindering progress. It gets a little worse in Level 4, but Level 5 is where the gloves truly come off. I think it was huge for me to do well enough reaching Level 5 so early in the process. Who knows how long I would have spent playing Q*bert if I struggled earlier, like I’m sure many players do. But that’s where things stalled out for quite some time. I reached Level 6 on my third day and then got stuck for a few days. I was getting angry about losing in those later levels, and solving them more felt like I was lucky than I was skilled. After the first week of attempts, I had something of a breakthrough, reaching 8-4 in one of those magical runs. Following that were three days of heavy playing over the weekend where I didn’t come all that close. My Level 5+ technique was gradually coming together, and by the next weekend I was routinely reaching Levels 7 and 8, and even Level 9. Finally it all came together and I beat Q*bert!

Getting the jump on the green ball is huge.

My winning run was an attempt that I nearly threw away. I was gauging attempts based on how many lives I had entering 5-1. I had gotten there a couple of times with ten lives, but usually I had six to eight lives. This time I broke even and only had the starting four. I decided to try anyway and things were really clicking for me, at least until Level 8. From 5-3 on, both the disk layout and Sam’s tile flipping behavior are always the same. Later levels do speed up, but aside from that there’s no reason why Level 8 would be unique in its difficulty. Anyway, that’s where things looked bleak. I used all three continues here: One in 8-1, another in 8-2, and my last in 8-4. I wanted to at least get to Level 9, but I ended up playing very well and beat 9-4 with several lives to spare. I didn’t have any notes for 9-4 but I didn’t need them. It was a huge relief to mark Q*bert off the list!

The best advice I can give for beating Q*bert is this: The enemy movements are random, but the order in which enemies appear is fixed for each level. Armed with this knowledge, it is possible to map out exactly when certain enemies appear, especially the green ball. I had a few notes for the first three levels that I didn’t really use, but from Level 4 on I wrote down about when I expected the ball to show up. My strategy for those levels was to start clearing out the lower left corner, particularly the three corner tiles. Wait there for Coily to approach you and then take the disk in that corner. Repeat that step for the other corner. After that, try and work the board from the bottom on up. If you can stop Sam, by all means do it, but it’s not absolutely critical. Occasionally, Sam will hug one side of the board and mess up the corner, so when that happens I fix that as soon as possible. My notes indicated about how many times I could bait Coily off the edge with a disk before the green ball appears. I had to improvise somewhat since Coily can end up too far away from where I’m waiting, but for the most part I made it work. The green ball often follows a Whammy Ball in the sequencing, so I tried using that sometimes as a visual cue.

One super annoying thing from Level 5 on is that sometimes the board gets caught in an unwinnable state temporarily. This happens when all squares are the target color except the one you are standing on, which is one hop away. There are a few things that you can do to fix it. What I like to do is massage that final square up to the very top of the pyramid. This is generally a safe tile aside from Coily and, in rare cases, Ugg and Wrong Way. If Coily isn’t an eminent threat, wait here for Sam or Slick to show up. When he does, immediately land on his square before he gets away. His landing shuffles the corner enough so that you can finish it. You can also use a disk to flip the top tile and fix it, but this has to be one of the disks in an odd-numbered row for it to work. Finally, if you can work the final square to one of the tiles adjacent to the topmost tile, simply jump off the board. This method costs you a life, so keep that in mind. Q*bert respawns on the top tile but doesn’t shuffle it, so then you can hop directly to the last square and clear the board.

Even in the final levels, the same tricks apply.

There’s one last tidbit I have on NES Q*bert. After you beat the game and view the ending sequence, you start all over at Level 1. Q*bert gets even harder during the second loop, if you can believe that. The speed overall is increased, and if I’m not mistaken, the speed can fluctuate mid-level. If that’s not true, it sure seemed that way while I was playing. That adds a little extra unpredictability to a game that does not need to be any more complicated. Considering this is a Konami game, many of their games that repeat have three distinct difficulty loops. It would not surprise me if Q*bert also does this, although good luck finding out. I captured video of my winning run, and when it looped I decided to play it through to the end, reaching 5-1 on the second loop before biting the dust. I’m really happy I have video proof of this achievement to share.

I’m going to address the difficulty here, because I know I’m going to be asked about it. Q*bert is the second game I’ve given a 10/10 rating. Out of the entire NES licensed set, I expect to hand this out to around 20 games. Q*bert is deserving of the 10/10, no doubt in my mind. This should be reserved for the cream of the crop, the ones that take an extraordinary amount of effort to beat. The question I’m sure I’ll be asked is “How does Q*bert compare to Ikari Warriors?” That answer is crystal clear. Ikari Warriors is much, much harder than Q*bert. Within the timeframe it took me to beat Q*bert, I had not yet beat the first level in Ikari Warriors. I think it’s okay to have two games far apart in difficulty within this space, and I don’t want to get into half-ratings or anything like that. What I will do is rank the 10/10’s relative to each other as I beat new ones. This will be a glacially slow list to compile, but I think this is something people want to know. Maybe it will be worth the wait.

Q*bert is a game that, despite its rage-inducing difficulty, I had a good time with. Action games with puzzle elements are right up my alley. Now this is not a flashy game. The visuals are basic, but colorful aside from the plain black background. The soundtrack is almost non-existent. The developers opted for having sound effects as the main audio driver instead, but it is pretty helpful to have audio cues for enemies when your eyes are busy keeping Q*bert alive elsewhere. Considering this is based on an early arcade title, this is all to be expected. The controls are great, both responsive and accurate, within the limitation of Q*bert’s deliberately designed movement, at least. Q*bert is a well-designed game and the NES version hits all the right notes. It’s a fun game to pick up and play, and if that’s all you want out of it, you will have some fun. Beating it, however, is grueling and unforgiving. That will have you swearing more than Q*bert does.

#73 – Q*bert

 
MAR
02
2018
0

#67 – Rambo

Stab your way through the jungle in this action-packed movie tie-in.

This animated title screen is hard to capture properly.

To Beat: Reach the ending
Played: 12/18/17 – 12/21/17
Difficulty: 4/10
My Difficulty: 4/10
Video: Rambo Final Area and Ending

It’s time for another NES game based on a film license. John Rambo is a character ripe for a video game. He’s a tough soldier type with expertise in weaponry and hand-to-hand combat, and he gets to use his skills in the NES game to mow down enemy soldiers. Of course, he will also have to fend off snakes and birds and such because it’s a video game, but Rambo is more than up to the task. Rambo on NES is perhaps best known for its gameplay similarities to Zelda II: The Adventure of Link. Now that game may be one of the least heralded Zelda adventures, but it is still a great game that plays well. Let’s see if the NES version of Rambo can hold up to that kind of pedigree.

The Rambo series of movies began with the 1982 action movie called First Blood. It is based on the book First Blood written in 1972 by David Morrell. The film was co-written by Sylvester Stallone who also stars in the movie as John Rambo, a misunderstood Vietnam War veteran. Stallone would co-write and star in all four movies in the series. The next movie, Rambo: First Blood Part II was released in 1985 and this is the film the NES game is based on. Rambo III was released in 1988 and the simply-titled Rambo came out in 2008. The original series is effectively over as Stallone has stepped down from any future films. However, there is a Bollywood remake of Rambo slated for 2018 as well as a rumored future reboot of Rambo without Stallone.

The second Rambo film spawned three different video games. The first game is from 1985 that was released on the Amstrad CPC, Commodore 64, and ZX Spectrum and plays as a top-down action game. The 1986 Sega Master System game plays in similar fashion even though it is a different game. The NES version of the game is a side-scrolling action-adventure game. The Famicom version was first released in December 1987, and the North American version came in May 1988. This game was developed by Pack-In-Video and published by Acclaim.

Watch out Rambo! It’s a small bird!

Rambo on NES follows close to the story of Rambo: First Blood Part II. Rambo is imprisoned at the end of the first film and Colonel Trautman enlists Rambo on a mission that will allow him to get out of prison. He is tasked to go back to Vietnam to take pictures of the military bases to prove to the United States that there are no more POWs in the country after the war. Rambo discovers that there are still POWs in the country and he gets captured as he attempts to rescue one. You play as Rambo as you follow these and the rest of the main events from the film, and you beat the game once you reach the ending.

The game is an exploratory side-scrolling platformer in the vein of Zelda II. There is no overworld in Rambo and everything is played in the side-scrolling view. Play scrolls either left or right as you explore, and often you can venture off either side of the screen to different areas. There are also buildings you can enter as well as entrances to parallel areas. You may also talk to people you encounter to gain clues and figure out where you should head next. For the most part, the world is open to you and you can explore almost anywhere you want, although there is a critical path that is required to proceed with the story.

You use Left or Right on the D-Pad to move Rambo around. Press the A button to jump. Rambo ducks when you hold Down. You can jump down through some ledges by holding Down when you jump. Press Up when standing in front of someone to talk to them, although you can’t talk to everyone. Sometimes you can enter doors or buildings by pressing Up. You also use Up to move to different “rooms” either north or south whenever you stand on a tile marked with either an N or an S. You attack with your weapon with the B button. The default weapon is Rambo’s combat knife and it is a strong, close range attack. You can attack while standing and you may also perform a low stab by pressing B while ducking. The Start button pauses the game. The Select button is used to choose your weapon from the weapons displayed on the top status bar. You can also switch weapons when the game is paused.

Rambo has to deal with ankle-biting fish in shallow rivers.

Most of the game takes places within the action screens, but there are some additional actions you can perform during conversations. When speaking with someone you will see their picture and text on the top half of the screen. Rambo’s dialogue is on the lower half. Press A to advance the conversation. Sometimes you must choose your own response, in which case an arrow appears so you can select your choice with A.

Press Start during conversations to bring up the Status screen. I’m glad the manual explained this to me because I wouldn’t have figured that out on my own. There is some good information on the Status screen. At the top, you see your current health, the maximum possible health, your current experience points, and the number of points needed to advance to the next experience level. The middle of the screen shows your inventory. The lower part of the screen is your mission code, or password. These are complicated 32-character passwords that may contain numbers, lower case letters, upper case letters, and symbols. It’s on par with The Guardian Legend as far as passwords are concerned. You can input passwords when you select Continue on the title screen.

The top status bar contains information and weapon selection. Life and experience points are the same as show on the Status screen, and then the rest of the bar is dedicated to your weapons. First is the standard knife, and underneath that you see Rambo’s current strength level. To the right of that is the throwing knife which is a short range projectile attack. Underneath the throwing knife and every other weapon is Rambo’s current ammo count for that weapon. The bow and arrow has a longer range than the throwing knife and is more powerful. Exploding arrows do twice as much damage as the regular arrows. The machine gun is a powerful weapon that shoots quickly. Next are grenades which can be thrown a short distance in an upward-looping arc. Finally, you see the medicine bottle which restores 100 health when used. Rambo can have up to 99 of all weapons except for the grenades and medicine which max out at nine each.

Go crazy and use those throwing knives.

You gain experience points as you fight enemies. Defeated enemies display the number of experience points earned when you beat them, just like in Zelda II. Gain enough experience points to level up and increase the strength of your weapons. There are seven experience levels in Rambo and you become a one-man wrecking crew by the end of the adventure.

Some enemies will give you ammo or item drops instead of experience points. Each ammo drop gives you ten shots to add to your arsenal, but medicine jars are only accrued one at a time. Here’s a tip. The same enemies always drop the same kind of item, so you can leave and come back and stock up on anything you want. There are also a couple of temporary powerups you may find when you defeat certain enemies. The S powerup lets you move faster and the J powerup lets you jump higher. These abilities only apply to the current room. You can also find item drops inside breakable boxes.

There are a few boss fights sprinkled throughout Rambo. These are more like unique enemy encounters and you need to land a lot of hits to defeat these bosses. Beating a boss drops a heart which restores all your health and adds 100 to your maximum health. It’s possible to skip some of these fights altogether if you aren’t careful, so I recommended taking the time to find and fight them.

Boss battles can be mildly frantic.

This was my first time playing Rambo. I knew that it had the resemblance to Zelda II which is a game I really like, but I didn’t give the game a real try until now. It’s a common game that’s worth about $5. I do remember that it took me some time to get a copy of the game for my collection even though it should have been easy enough to run into by chance. It’s just a weird quirk of collecting that happens sometimes. Of course, since then I’ve had 5-6 copies of the game through buying game lots.

I found Rambo to be a pretty easy game, but maybe it shouldn’t have gone that well. The biggest issue with the game is that the map can be confusing to navigate. Screen exits off either side of the screen may behave differently depending on where you are. Sometimes they go to unique screens and sometimes they loop around to the other side of the area you just tried to leave. You get in situations where you exit the screen, then go right back where you came from and end up somewhere completely different. Some areas will let you fall to a different area below. There are also the entrances that take you either north or south, and occasionally these paths are one-way only and now you have to go around a different way to get back to where you were. It’s disorienting, and there is no in-game map to tell you where you are in the world. But somehow, it is less complicated in practice than it would seem. The characters give you a general direction you need to go and that was enough for me to figure it out.

My playthrough of the game was a little unusual. I struggled some with the combat at first and died a lot. I took every path I could find just to make sure I wasn’t missing anything. Maybe I took a little too long. In the middle of the game, you rescue one of the POWs and have to take him to the extraction point. You are supposed to get captured again and Co breaks you out of the enemy base. The game plays out these exact scenes, only that didn’t happen for me when I played. Co said that I was too late to meet the helicopter at the extraction point. Now I still had to go there, but instead of doing the following side section as Co, I had to wander back to the next location on my own with no real idea of where to go. In a way, it’s interesting that the game allows you a different way through the game under certain circumstances, but they definitely could have handled it better. The rest of the game took a little time to figure out, but it went well enough. The final boss was the most difficult part of the game and I ended up beating it just barely on my first attempt.

The enemies at the end of the game get a bit ridiculous.

I went through the game again with the intention of recording a longplay and checking out the content I missed previously. The first time through took around four to five hours, and the second time took under two hours. This time I did the scene with Co like I was supposed to, and the flow of the game and story was more sensible. Unfortunately, my computer crashed about halfway through the game and it ate the footage I had recorded up to that point. I think I’ve played enough Rambo, so my video of the final boss and ending will have to be good enough.

There are a couple of interesting things about the ending to the game, so this is your spoiler warning. In the film, Co gets shot and killed. The same thing happens in the NES game but there is a way to avoid it. You reach a screen with Co and a waterfall background. Talking to her here triggers the scene where she is killed. If you don’t talk to her, she never dies and you can speak with her again in the ending. After beating the final boss, you get to walk around the base until you talk to Troutman. Co will be here and she and Rambo share a touching moment. The other awesome thing you can do during the ending is turn Murdock into a frog! It’s totally weird, but you can do it. Attacking on that screen in the ending causes Rambo to spew out a huge Kanji character. It stands for Ikari which means rage. Your anger toward Murdock turns him into a frog. The only explanation for that is the experience meter is referred to as the anger meter in the Japanese version of the game. Thus, you are building up your rage through your journey and you are letting it all fly out quite literally in the end.

If I had to describe Rambo in one word, it would be janky. Enemy movement is often erratic. Bosses may spam floating projectiles. It’s tough to make contact with your knife, at least early on. Sometimes breaking a box with your knife destroys the wrong tile. Good luck trying to break a specific box that you have to jump to reach, by the way. Rambo’s character portrait can only be described as derpy. The experience point balance is way off. Early enemies give a point or two while some endgame enemies give you a whopping 500 points. The game feels unpolished, but it’s not necessarily a bad game. I think the game follows the story pretty well, and the music is good too. If Pack-In-Video was earnestly trying to make a Zelda II clone, I would say they didn’t hit the mark. It’s not nearly as good of a game and it was released almost a full year later. Still, Rambo is interesting enough that it might be worth a look.

#67 – Rambo