Take on the NES Library

An 8-bit Extravaganza!

don

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

 
MAR
29
2019
0

#114 – Dirty Harry

Go ahead, make my day.

There’s another title screen but this is clearly the better one.

To Beat: Reach the ending
Played: 2/8/19 – 2/23/19
Difficulty: 8/10
My Difficulty: 8/10
My Video: Dirty Harry Longplay

Dirty Harry shares something in common with Gilligan’s Island. Trust me, these are comparisons I never in my wildest dreams thought I would be making on this blog. Nevertheless, this is a trivial one at best. One of the dates on Dirty Harry’s copyright screen is 1971, the year the film came out. It is the second earliest year displayed on an NES game that I’ve seen so far, several years after Gilligan’s Island’s 1964 debut. While Gilligan’s Island is still a weird choice for an NES game, Dirty Harry was timelier at least and would seem to make for a decent game. In reality, the game is at best passable.

Clint Eastwood stars in the film Dirty Harry. It was released in 1971 and was produced and directed by Don Siegel. It follows the story of inspector “Dirty” Harry Callahan of the San Francisco Police Department as he tracks down a killer named Scorpio. The movie was both a critical and financial success and is regarded as one of the best movies of 1971. There were four Dirty Harry sequels: Magnum Force, The Enforcer, Sudden Impact, and The Dead Pool. The final film released in 1988, which is inside the NES life span and could explain why an NES Dirty Harry game was made.

Dirty Harry on NES was released in December 1990 in North America only. It is sometimes referred to as Dirty Harry: The War Against Drugs though I cannot figure out where that subtitle originated from. It is not listed in any of the packaging, manual, or screens within the game. Dirty Harry was developed by Gray Matter and published by Mindscape.

Punching thugs in the streets like a boss

The game has a unique story from any of the other Dirty Harry films, though there are scenes borrowed from some of the movies for this game. The Anaconda is a new drug kingpin hailing from Colombia who has taken out The Dealmaker, the most successful criminal in the San Francisco Bay Area. The Anaconda is also taking over all the drug gangs in the city and killing anyone else who stands in his way. Not to be deterred by the police chief, Harry Callahan sets off on a mission to find and capture the Anaconda. The game takes place over three stages: The city streets, the waterfront docks, and Alcatraz Island. If you can capture The Anaconda on Alcatraz, you win the game.

Dirty Harry is a side-scrolling platformer. The controls for this one are a little clumsy. Use the D-pad to move around as usual. Up lets you climb ladders, enter doors, and walk up alleyways. Down does the same thing under or in front of you, otherwise you use Down to crouch. The B button punches. If you hold Up and press B, you kick instead. The A button is used for your gun. First press A to hold out and aim your gun, then press A again to shoot. Firing only work if you have both feet on the ground. You can press Up and Down to adjust the angle of your gun prior to firing. To jump you have to press A and B together. It sounds bad, and it’s not the best control, but jumping is surprisingly responsive. You can either jump straight up and down or jump forward at a fixed distance.

Press Start to pause the game and bring up the inventory screen. The top row of items are selectable with Left and Right. Put the cursor over the item you want and unpause to equip that item. Some items can only be used in certain situations and you default to the gun if that item can’t be used. If you run out of bullets, you can still hold out the gun but cannot fire. The second row of items cannot be selected and are used automatically as needed. Following the items are your score, health meter, and number of lives remaining.

Cops stroll on fire escapes in alleyways all the time.

You will spend most of your time in the first level if you are playing this game. The game starts out in the city streets. The layout here is parallel city streets connected by alleyways or sometimes doorways. For example, you start on one street, then you can go down the alley to another screen, and finally go out the alleyway on the other side onto a different street. All of these sections are side scrolling and there’s no map or compass to guide you. You must also enter buildings. Inside buildings, there are doorways and hallways you move through. Sometimes you can exit a building from the opposite side onto a different street. Other times there might be side doors that lead back into an alley. There is also a sewer system. These are side-scrolling sections with several different entry points on the streets. Passageways are typically blocked off by sewer grates and you have to locate switches to open them up so you can pass. The description here doesn’t really do justice on how tough this level is to navigate.

The buildings are where you find most of the items in this game. Once you enter through a hallway door, the rooms within are purely side-scrolling with no depth or other exits aside from the opposite end of the room. Some rooms have boxes in the background or on the floor. Kick the boxes in the background to break them and collect their contents. You can open boxes on the floor by jumping on top of them. There are also safes that can only be busted by blowing them up with explosives.

There are many items to collect. You can find bullets for your gun, either a small pack of 10 bullets or a large pack of 25 bullets, which is the max Dirty Harry can hold. Plastic explosives blow up safes. Select the explosive and then press A to set one up that explodes shortly after. You can also hurt enemies with these. Chili dogs restore half of your health meter and you get a little eating animation to go with it. The harpoon gun and missile launcher are powerful firing weapons that have limited ammo. Grappling hooks are used for swinging over treacherous areas. Bulletproof vests absorb enemy bullets for a while. The gas mask lets you survive in poisonous rooms. The flashlight lets you see while exploring the sewers. Crowbars are used to open locked doors within the buildings. You can find money bags or stashes of drugs that you confiscate for points. You can also find badges for extra lives that are sure to come in handy.

Sewers are merely door mazes with poison, shocks, and death water.

With all the ways you can go, the first stage is one gigantic maze. The city streets often have large walls that are too high to jump over. Sometimes you can do some platforming across ledges high enough where you can cross over the walls. There is some honest-to-goodness level design here where you need to plan out your movements so that you don’t fall. Since jump distance is fixed, you can get a feel for what you can do and it will always be consistent. The problem is there are some sections of forced high ground traversal where if you fall, you have to backtrack through the city to get back to where you were. It’s laughably easy to get lost when everything kind of looks the same.

There are many enemies in this game and they are all out to get you. Gang members run the streets and roam the halls. Some bad guys hang out on the rooftops and throw out grenades, bricks, or nets that trap you. Some just go straight to shooting. Enemies pour out of windows and bash you with punches or pipes. There can only be I think two enemies on the ground at once, but when you defeat them they will keep appearing. Buildings have huge snakes that guard drugs and money. You can jump on them to either stun them or kill them; the outcome seems to be random. Some rooms have lasers sliding across the floor. The sewers also have traps such as dripping sewer sludge, electric shocks, giant rats and cockroaches, and even remote-controlled cars. Falling into sewer water is instant death. All of these dangers are just in the first stage alone, though you will see other similar threats in the other two stages.

Dirty Harry faces several bosses in this game. Many of them are really large people that pack a lot of firepower. Usually you need to use your best weapons to take them out most effectively. Some of them require different tactics where you need to either trap them somehow or figure out how to pierce their defenses. There can be more than one boss in a level, so you can’t really tell from those encounters that you are at the end of the level. A good thing is that many defeated bosses give you three lives for winning.

This is one large guy!

Levels 2 and 3 are, thankfully, more straightforward affairs. There’s little exploration but more challenging enemies and tricky platforming. In the first level, you get nearly all your items from inside the buildings. After that, you don’t go into buildings any more, so sometimes defeated enemies will give you items. The item drops appear to be scripted and sometimes you can use that to your advantage.

Dirty Harry includes a password feature and continues. The passwords are five characters long A-Z. In this game you only receive two passwords that are simple words that are easy to remember. There is a third password I’ve found online that I believe gives you unlimited lives. I didn’t use it, but I found it easily just by doing some basic research on this game. If you’re not into passwords, some continues might help. The system in this game is a little weird. In the first stage only, you can continue up to three times with a fresh set of lives. You continue exactly from where you died if you ran out of health. In the other two levels, you are only given one continue. It doesn’t matter if you survive the first level with all continues intact or use them all up. Continues do refresh your gun ammo back to the maximum.

This was my first time playing Dirty Harry. Surprise, surprise, I haven’t seen any of the movies either. I’m sure I would like them if I ever gave them the chance. This is not an expensive game but is not commonly found either. It costs around $6-$8. I believe my collection copy is the only one I’ve owned, though I have seen it in stores on occasion.

As you could imagine, I spent most of my time figuring out the first stage. It is truly a nightmarish level. There are loops in the map that I had to take several times before I realized I was just retracing my steps. It’s not clear right away that you have to do platforming without falling on some streets to reach new areas. The sewer system is confusing and complicated with all the traps and switches you need to find. I couldn’t figure out one of the bosses and had to look up the solution online. I normally hate doing that but I’m glad I did here. I spent maybe a week and a half of playing before I learned how to clear the level. Things proceeded much more quickly after that. I beat the second level in about 30 minutes. The last level was pretty challenging but I beat it in a couple of days anyway.

Other levels are straightforward, except for this part.

There are some really bad design choices in the first level alone that are sure to turn people off of the game. Some people will hate the forced platforming sections, but I like them. I think it is one of the few elements of the game that has real design to it. They are a lot like jumping puzzles and you have to reason your way through the jumps. What I don’t like is falling down and having to backtrack because those sections always lock you away so that you just can’t go back directly and retry. You also get to cope with enemies that are trying to knock you down. A particularly egregious example of this is at the end of the first stage. There is a large expanse you must cross by hand-walking your way across a power line. Enemies are shooting at you and one bullet knocks you down. For a large portion of that section, if you fall the only way out is through the sewers. There you are led down into a one-way section that puts you all the way back to the start of the level. It takes at least five minutes of real time to backtrack to where you can try again, plus you will likely lose several lives along the way. It’s complete trash, but not as trash as the “ha ha ha” room. One building contains a room with the words “ha ha ha” written on the side. The room doesn’t contain an exit door so once you go in you are stuck. The only way out is to reset the console and start over. This room is deep in the level too. I can’t tell if maybe this was a default room and the developers neglected to link the door to an actual room, or if the developers left this in as a dumb joke. I tend to believe the latter, but who knows?

I ended up beating Dirty Harry four times. I realize this is way too many times to beat this game, but I have my reasons. The first time was playing normally, and right after that I beat the game from the start just to see how I would fare in a complete run. I started doing a little research and discovered a claim about a secret ending that was eluded to in both this FAQ and the game manual. From what I gathered, the idea is that if you recover all the items in the game, you will receive a special medal from the police chief at the end. I haven’t found any further evidence and didn’t find a video of said ending, but I had to give it a try for myself. My third time through the game was a failed attempt at the best ending. I used a map I found to make sure I didn’t miss any of the buildings in the first stage, which did lead to some rooms I missed on my own, but it wasn’t enough. I even tried poking at the game on an emulator with a debugger to see if I could discover anything and got nowhere. Chalk this one up to a rumor I suppose. The fourth time through was for finally recording a proper longplay video. I thought I would try cutting straight to the chase in the first level and that was a bad idea. I skipped a bunch of items and lives, and then due to some bad mistakes in the run I ran out of lives. I needed to start the final level over a few times before I could beat it with the password. It’s not my best effort, but it’s a documented completion at least which is always my goal.

I’m sure the Dirty Harry movies are great, but this game is not very good. The graphics are passable with a lot of samey-looking buildings. Some of the building residents are interesting looking, and I dig the security lasers in the buildings, so it’s not all bad. The music has some decent depth to it, though the base sounds are so low that I barely heard them while playing with a relatively low volume. The controls work okay. I’m not a fan of two-button jumping but it works fine. I found the controls a little bit sluggish at times, like when pointing and firing weapons. The gameplay is challenging but not in a good way. The forced backtracking when making mistakes is bad, you can easily get trapped between two enemies and get knocked around, and the navigation around the city is both confusing and frustrating. I sort of appreciate the jumping puzzles centered around Dirty Harry’s fixed jump length, but I reckon it is more of an inconvenience for many players. For all the warts this game has, the ending is unique and was one of the neatest parts of the entire game. Even then, it’s not exactly a suitable award for putting up with the difficulties of playing Dirty Harry.

#114 – Dirty Harry

 
JAN
26
2018
1

#64 – Jeopardy!

It’s an outdated version of the long running TV quiz show!

Includes the iconic theme song!

To Beat: Win a single round
To Complete: Win a single round on the highest difficulty
What I Did: Completed the game
Played: 12/1/17 – 12/2/17
Difficulty: 2/10
My Difficulty: 2/10
Video: Jeopardy! Longplay

This is another one of these project milestones, as today I am covering the first game show game on the NES. Well, that’s only true if you don’t count American Gladiators, I suppose. Even at the time of the NES game release, Jeopardy! was already a popular, long-running TV game show. It is still going strong today and I doubt there is an end in sight. This NES game suffers solely because of its age as the questions and answers are now nearly 30 years old, but it holds true to the Jeopardy! formula we are familiar with.

Jeopardy! first appeared on NBC in 1964 as a daytime show. Merv Griffin is the show’s creator. The original version ran until early 1975, which slightly overlapped a brief nighttime syndicated version airing from 1974 to 1975. A new version called The All-New Jeopardy! aired on NBC for a few months during 1978 and 1979. The show would return for good in daily syndication beginning in September 1984. This is the version of the show that is still running today. Art Fleming hosted the first three runs of Jeopardy! with Don Pardo as the announcer for the first two runs and John Harlan for The All-New Jeopardy! The current run of Jeopardy! is hosted by Alex Trebek and announced by Johnny Gilbert. It has won 33 daytime Emmy Awards and is now in its 34th season.

There have been many video game adaptations of the show, ranging from the mid-1980s up to 2017. The first version was the 1987 release on Apple II, Commodore 64, and DOS. The NES has four distinct versions of Jeopardy! with the original release coming in September 1988. Jeopardy! Junior Edition released in October 1989 and Jeopardy! 25th Anniversary Edition followed in June 1990. Super Jeopardy! was the final NES release in September 1991. Rare developed and GameTek published all versions of Jeopardy! on the NES, and all were US exclusives. GameTek published most video game versions of the game show until they filed for bankruptcy in 1998.

The developers got the look and feel right.

Since the NES game follows the same flow as the TV show, it makes sense to cover a basic overview of how Jeopardy! is played. Three contestants play three rounds aiming to earn the most money to win. Clues are given as answers and the contestant must respond with the appropriate question to earn money. The winner, or champion, of the prior game of Jeopardy! returns to play again and can accumulate winnings over multiple shows for as long as he or she keeps winning. The returning champion sits on the left and begins each game by choosing the first clue.

In the first round, the main game board is filled with six categories of five clue each. Each clue is assigned a dollar amount representing a wager. The original run of Jeopardy! had values ranging from $10 to $50, and the current show ranges from $200 to $1000. Typically, the higher the value, the more difficult the clue. One contestant chooses the category and a dollar amount on the board, and the host reads the full answer. Then, contestants can buzz in and provide the question. Correct responses add the dollar amount to that person’s total, while incorrect responses take away the amount. Totals can dip into the negative. The contestant with the correct response may choose the next clue from the board, or if no one answers correctly then the original contestant may choose again. The round ends when all thirty clues have been given.

One clue hides a Daily Double. When a contestant chooses that clue, the Daily Double is announced and only that contestant may give a response. The player must provide a wager of his or her own choosing, ranging from $5 up to their current winnings. If a player doesn’t have any accrued winnings, he or she can choose from any wager remaining on the board. Then the clue is given and the contestant gets a brief time to respond. Dollar amounts are added or deducted just the same as in normal play. Finally, the contestant gets to choose the next clue for everyone to play.

The simple keyboard interface works well.

The second round is called Double Jeopardy! and it plays out the same way as the first round. Six new categories appear but this time the dollar values are doubled. The player with the lowest total from the prior round gets to choose the first clue. This round hides two Daily Doubles. Once all those clues have been given, then Final Jeopardy! is played. Only contestants with a positive score may play this round. Here only the category is given to start and players must wager a dollar amount of his or her choice from $0 up to their current winnings. Then the clue is revealed and each contestant writes down a response within a shared time limit. One at a time, each question is revealed and the wager is added for a correct response or deducted for an incorrect response. The player with the highest total wins the game.

The NES game begins by choosing the number of players. One to three players may compete with computer players filling in any open spots. Use the D-pad to choose and press either A or B to select how many human players will participate. Next, choose the Skill Level 1, 2, or 3. Then, one at a time, each player enters in a name up to six characters long. The D-pad scrolls the cursor and either A or B enters the character. The cursor may wrap around from any edge to the other side. Then a player character is displayed at the stand and the game asks if you want a new character. Choose Yes to swap in a different character as many times as you want, then choose No to lock that character in. The character selection repeats for all human players and is filled in automatically for computer players. Player 2 uses the second controller and Player 3 uses the first controller, if necessary. This holds true for the entire game.

The first round starts with six categories and dollar amounts ranging from $100 to $500. Player 1 gets to pick the first clue. Press Left or Right to select a category and press A or B to lock it in. Then use Up and Down to select the wager and press A or B. Next, the answer appears on screen along with a timer shown in the corner. Players can buzz in at any time. Player 1 must press any key on the D-pad on the first controller to buzz in. Player 2 does the same on the second controller, while Player 3 uses the A or B button on the first controller. I guess you have to set controllers on the floor or on a table when playing with three players.

This was when the match was going well for me.

When a player jumps in, the question entry screen appears. Inputting the question here is the same as entering in your name at the start of the game, but here there is a time limit for submitting your response. This is where the skill level comes into play. Skill level 1 gets 50 seconds, level 2 is 45 seconds, and level 3 is 40 seconds. These aren’t actually full seconds. Unless the skill level also makes computer players buzz in more quickly, the skill level doesn’t mean much at all. Anyway, you will enter in the response and then choose End to submit. You don’t have to phrase your response in the form of the question because the game handles it for you, which is convenient. Other players get a chance to buzz in if the wrong answer is given. Daily Doubles are also handled similarly where you can input the wager you want or choose from one of the preset wagers if you haven’t earned enough money.

Final Jeopardy! is handled a bit differently than the first two rounds. Normally, contestants all submit their wagers and responses at the same time by writing them down. To get around it here, each player submits their response and wager while the other players are asked to look away from the TV. Of course there’s the potential for cheating if players 2 and 3 aren’t honest, but there’s really no other way to do it on the NES. Once the final submissions are resolved and scores are tallied, someone is crowned the winner! The game goes back to the title screen from here.

I’m sure this was not my first time playing Jeopardy! on the NES. I mean, I don’t remember exactly. It’s not a long game and so I may have completed a full round or two just to see what it was like. I imagine this was the first time I won a game. I managed to beat Jeopardy! on my first time playing, though it took me three tries to win. In all games, I had a reasonable score but didn’t have the lead going into the last round. On the first try, I missed the final question, and on the second try I got it right but didn’t wager enough to win. I played better the third game and nailed the Final Jeopardy! round to claim victory.

Maybe you could figure out some of these clues. I couldn’t.

The clear problem with older versions of trivia games like this is that the information is outdated. Sure, there are general questions and answers that are more timeless in nature. It just seems like about half of the categories or clues have to do with musicians, movie stars, or TV personalities of that period, and most of that information isn’t common knowledge anymore. I just had to hope that the computer would miss or ignore the ones I couldn’t answer, while buzzing in quickly on ones I knew I could answer. I also needed to get a good enough mix of categories that catered more to my knowledge. Perhaps I came out a bit lucky to only need three attempts. As an NES game though, it’s an easy one and a relatively quick clear.

If you want to try out NES Jeopardy! for some reason, here are a few tips for success. Both first and last names are required when the clue is about a person. Spaces for multiple word submissions are not required, though spelling is pretty important to get right. For numbers, you can type out the word or just the digits. Be sure to give the plural form of the words if you are responding with “What are” instead of “What is.”

Those are all input related tips and are somewhat useful, but I do have a couple of more helpful trends I noticed about the computer players. Sometimes the computer will buzz in and get the question wrong, and when they do they will enter in gibberish. Their incorrect response is the same as the correct one only with most of the letters replaced by symbols, so from that you know both how long the correct response should be as well as some of the correct letters in the spelling. You can sometimes glean the correct solution from this, and it’s even better because the opponent also loses points from the wrong response that can help you get the right one. It’s also to your benefit to place a full Final Jeopardy! wager unless you have a commanding lead. Most rounds will be decided by Final Jeopardy! anyway and you have nothing to lose but time if it doesn’t pan out. If you have a really big lead, you can simply wager nothing and probably win. I never saw the computer place particularly large wagers anyway.

Jeopardy! on NES is a competently programmed game and a good adaptation of the popular show. You don’t need flashy graphics or presentation here, but what you get is more than good enough. It’s just nothing special, and it’s too bad that the outdated questions and answers make it even less fun to play now. It was an easy clear for me, and for that I am thankful and won’t complain. For anyone else though, I wouldn’t bother with it.

#64 – Jeopardy!