Take on the NES Library

An 8-bit Extravaganza!

electro

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)

 
APR
02
2018
1

#70 – Puss ‘N Boots: Pero’s Great Adventure

You won’t need any cat-like reflexes to get through Puss ‘N Boots.

This static title screen’s theme music has an ending.

To Beat: Reach the ending
Played: 1/7/18
Difficulty: 2/10
My Difficulty: 2/10
Video: Puss ‘N Boots Longplay

Most people familiar with NES games know of the concept “Nintendo Hard.” Things like limited continues, unfair enemy patterns, fragile heroes, and little to no checkpoints are just some of the features of games that have this reputation. In this case, Puss ‘N Boots: Pero’s Great Adventure has virtually none of these issues. That sounds great, but what is left is a game that is super short and way too easy. I’ll spend far more time explaining the game than it took me to play it. Maybe Puss ‘N Boots is the kind of romp that you might be looking for in an NES game, so read on to see if it’s something you might want to try on for size.

You have to go way back to find the roots of this game’s character. Puss in Boots is an old European fairy tale about a cat who tricks others in order to gain power and fame. The oldest known telling of the story was from the Italian author Giovanni Francesco Straparola around the year 1550. The most famous version of this story was later written by French author Charles Perrault in 1697 within a collection of eight fairy tales. There were many adaptations and retellings of this fairy tale, and the one of importance here is the 1969 Japanese animated film The Wonderful World of Puss ‘n Boots by Toei Animation. In this version, the cat was named Pero after Charles Perrault and he would become the mascot for Toei Animation.

Starting off within a ghost town.

There are two games based on The Wonderful World of Puss ‘N Boots. The first is the Famicom exclusive Nagagutsu o Haita Neko: Sekai Isshu 80 Nichi Dai Boken. It was released in November 1986, published by Toei Animation and developed by Shouei System. The developer is mostly known for Fist of the North Star games in addition to Puss ‘N Boots. The NES received the sequel Puss ‘N Boots: Pero’s Great Adventure in June 1990. The games are both loosely based on Jules Verne’s Around the World in Eighty Days and are quite similar in style and structure. The NES game was also developed by Shouei System but published by Electro Brain.

The story is a little bit more interesting than your typical NES game. You play the role of Pero who was ordered by Count Gruemon to get rid of a mouse in his castle. Pero befriended the mouse and helped him escape. This really upset Count Gruemon, so he enlisted the help of Dr. Gari-gari to send Pero in a time machine to the past. To make matters worse, Pero is being pursued by hitmen from the Cat Kingdom because Pero violated Cat Kingdom law by helping a mouse. Pero must travel through seven different areas all over the world in order to track down and defeat Count Gruemon and Dr. Gari-gari and take their time machine to get back home. Do this and you beat the game.

Puss ‘N Boots is a side-scrolling platformer with a typical control scheme. You use the D-Pad to walk around left and right. Press the A button to jump and press B to fire your weapon. The Start button pauses the game. While paused, you can press Left or Right to select one of Pero’s three weapons. Then press B to equip the weapon and unpause the game. Pero can squat by holding Down. If you are standing on top of a ledge, you can squat and press B to fall through the platform. I’m not sure if this even works since I didn’t need to try it.

Pero travels by steamboat in mostly calm waters.

All of Pero’s weapons have unlimited use and you can pick whichever one you want at any time. The default pistol fires a straight bullet ahead. The bomb is thrown in more of an arc. It goes upward a little bit and then falls quickly, exploding when it hits the ground. It’s useful for lower targets. The boomerang is a pretty large weapon that is thrown in a huge loop spanning most of the length and height of the screen. You can have two pistol shots on-screen at once, but only a single bomb or boomerang.

There are a bunch of vehicles you get to ride throughout the game, all with slightly different controls and capabilities. The ship floats on top of the water. All you can do it in is fire missiles straight ahead or move left and right. The underwater submarine can move in all directions and you can also raise it by holding the A button. The B button fires torpedoes that can destroy pieces of land that get in your way. The car has the same missiles as the ship, but you can jump and move similar to how Pero moves on foot. The airplane has the same movement as the submarine but is armed with a machine gun that functions similarly to the missiles, and it only faces to the right so you can’t shoot behind you. The hot air balloon is more like the submarine but uses missiles like the ship and the car.

There are some items you can find along the way. The boot makes Pero invincible briefly and awards 500 points. The hamburger is also worth 500 points and restores some of Pero’s health. The money bag is just for additional points, but you can earn either 1000 or 3000 points each. The Pero face powerup is an extra life. You can see Pero’s remaining lives, health, score, high score, and weapon selection at the bottom of the screen during play.

Just driving through the desert, no big deal.

Puss ‘N Boots has quite the variety of enemies. For the most part, the enemies are suitable for the levels they are found in. There are pirate ships on top of the water, piranhas in the water, and birds and other balloons while airborne. There are weird enemies too, such as flying horseshoes and UFO’s. Perhaps my favorite are the giant lightning bolts that you can blow up with your firepower. Puss ‘N Boots also features a few boss battles at the end of some stages. These are neat but don’t really make much sense. After the ocean stage, for instance, the boss is this giant mechanical frog. You have to hit him in the mouth while he spews out smaller frogs. Bosses have a health bar displayed below yours during these fights.

Pero begins his journey with two extra lives. I don’t think you can earn more lives with your score, just by grabbing 1ups. If you lose all your lives you may continue. There is a Continue option on the title screen that starts you off with three more lives. Either using a continue or resuming after death puts you back at the most recent checkpoint. Some levels don’t have any checkpoints and other stages have more than one part to them with a checkpoint at the start of each section. It’s a generous system. The catch is that you can only continue three times before starting over from scratch.

This was my first time playing Puss ‘N Boots. It’s not the most common game out there, but it is inexpensive. I’m pretty sure I got my copy in one of those eBay bulk lots I bought often while actively collecting. It wasn’t until after that that I learned that it is regarded as one of the easiest NES games. It did seem pretty simple when I tested my cart out but I only played a couple of minutes.

Puss ‘N Boots is also part shooter.

The game’s reputation did not disappoint. I was able to beat Puss ‘N Boots in 20 minutes on my first try. It’s such a simple game and you don’t even have to take your time in the levels to have a decent shot at getting through successfully, at least until the end of the game. Most of the experience is move to the right and defeat any enemies that approach you. The final area is a door maze that also has some sections that scroll upward. There are two bosses in this stage. The first one isn’t too bad, but the final boss is surprisingly tricky and easily the most difficult part of the game. It’s easy to have your health sucked away fast. I used up a bunch of lives here but eventually I got through. I would have given the game a 1/10 difficulty rating up until the final boss.

There is nothing notable about Puss ‘N Boots on the NES. It doesn’t look very good for a 1990 NES game. I don’t recall anything about the music. They tried to introduce some variety with the different vehicles and weapons, but everything feels roughly the same. The physics feel very unpolished. Jumping and throwing projectiles is rigid, and you move forward faster by jumping all the time. Levels are straightforward and end before they get going. It’s the brevity of it all that makes Puss ‘N Boots completely forgettable. If you are in the mood for a short, easy game or get a thrill out of beating something new, then this is definitely the game for you. Games like this are very welcome for my kind of long-term project but aren’t all that interesting otherwise. You aren’t missing anything special if you take a pass on Puss ‘N Boots.

#70 – Puss ‘N Boots: Pero’s Great Adventure

#70 – Puss ‘N Boots: Pero’s Great Adventure

 
NOV
22
2016
0
Fisher-Price: Perfect Fit Box Cover

#30 – Fisher-Price: Perfect Fit

Can you make all the pieces fit? I sure hope so!

Fisher-Price: Perfect Fit Title Screen

Could this title screen be any more perfect?

To Beat: Complete any round
To Complete: Win a round on the highest difficulty against the computer
What I Did: Completed the game
Played: 9/16/16
Difficulty: 1/10
My Difficulty: 1/10

As discussed here on this blog before, there were many companies that wanted to get a piece of the NES pie, including popular toy maker Fisher-Price. Developed for kids, Fisher-Price: Perfect Fit was just the game I needed to check off the list as I have been waiting to balance out all that time spent on mastering Ikari Warriors. Contrary to the title, this game isn’t exactly a good fit for the current NES collector or player unless you want to feel that satisfaction of completing any old NES game.

Fisher-Price was founded in 1930 by Herman Fisher, Irving Price, his wife Margaret Evans Price, and Helen Schelle. They originally made wooden toys but eventually switched to plastic in the 1950s which helped the company continue to grow. The Quaker Oats company bought Fisher-Price in 1969 after Herman Fisher retired. Fisher-Price became an independent company once more in 1991 and was bought in 1993 by Mattel.

In addition to their toy lines, there were a number of PC games bearing the company name. Three of these games were ported to the NES: Perfect Fit, I Can Remember, and Firehouse Rescue. The earliest release of these three was Firehouse Rescue but it turned out to be the last of the NES ports so I will be covering that one last. These three games appear to be the only console releases of any Fisher-Price video game. The early Fisher-Price games are all published by GameTek, and Perfect Fit on NES was developed by Beam Software. This was a US exclusive title.

Nice and simple!

Nice and simple!

Perfect Fit is a game meant for young children, so the controls and rules are quite simple. The object of the game is to match up pieces with their places on the puzzle. These pieces can be letters, numbers, toys, and other objects like that. One at a time, these pieces will drop down a chute on the left side of the screen. On the puzzle there will be silhouettes of these objects. You have to move the current piece on top of the matching shadow and press A to put the piece down. Get it right and the next piece will come down, but if you get it wrong you will hear a buzz and you get to try again with no further penalty. Place all the pieces correctly and you win! There are three puzzle boards to solve and you win the game when you complete all three.

There are three difficulty levels. Level One has few pieces to solve so this mode is great for a first time young player. Level Two introduces a flip mechanic. In this mode there are two fields below the chute labelled “Flip Image” with arrows. One field is for flipping the piece horizontally and the other is for vertical flips. If you need to flip the piece to get it to match up, simply place the piece over the appropriate field and press A to flip the piece in the direction indicated by the arrow. This difficulty also introduces a time limit and scoring. In Level Two you get six minutes to finish all the three puzzles and for every second left at the end of the game you are awarded 10 points. Difficulty Level Three is the same as Level Two but with a stricter time limit of three minutes and 20 points awarded for each remaining second at the end.

I put my thing down, flip it and reverse it...

I put my thing down, flip it and reverse it…

This game has a two player mode where players take turns solving their own puzzles and compete for the higher score in the scoring modes. Before starting the game you get to enter your name for display on the level start screen and high score screen. There is also a single player mode versus the computer. The CPU opponent is named Electro. Ultimately this gives no advantage when playing. It’s mildly interesting watching the AI bumble through piece placement. I found while playing that the AI always attempts to place the piece in the correct spot but does not know which way to properly flip the piece, so it will alternate between horizontal flips and vertical flips and test each time to see if the piece actually fits. Despite the slow going it seems to be able to solve all the puzzles in time.

One minor oddity about the scoring system is that the way to get the best scores is through Level Two difficulty. There is a maximum score and points are essentially lost the longer the game goes on. That maximum score is the same for Levels Two and Three but the point loss is twice as fast in Level Three as it is in Level Two. The high score chart is shared between these difficulty levels. I suppose if the game designers really cared about scoring then there would be some kind of point bonus just for playing on the harder level.

His best is not good enough!

His best is not good enough!

This was my first time playing Perfect Fit and there’s a pretty good chance that it will also be my last time playing the game. While playing I completed all difficulty settings both alone and with the CPU player. It was overkill even though the game didn’t take too long. I also played with my daughter in the room to see how interested she would be in the game. She is not quite two years old yet so she’s not really ready for the game yet. She does enjoy holding the controller and pressing buttons for a few minutes, and she also knew what each of the letter and number pieces were. I think the graphics may be a bit too primitive for her to recognize any of the other pieces when I asked her what they were.

There’s really not much else to say about Perfect Fit. It plays well but doesn’t do much to hold your attention. Kids today have much better options for introductory gaming. The only thing perfect about it is that is it a very easy game to clear for the sake of an NES completion project like this one. Perhaps there’s a benefit here for easing a child into using a game controller if he or she is interested in playing NES games. Otherwise there’s really no reason to play Perfect Fit.

I played through Perfect Fit on my NES top loader and not long after that I received my AVS console. Aside from a few exceptions like Zapper and R.O.B. games, going forward I will be playing everything else with my AVS. I also have started capturing footage starting with the next game so there are gameplay videos coming soon. I didn’t make one for Perfect Fit but I don’t think it’s a big loss!

Fisher-Price: Perfect Fit Ending Screen

#30 – Fisher-Price: Perfect Fit

Fisher-Price: Perfect Fit High Scores

#30 – Fisher-Price: Perfect Fit (High Scores)

 
MAY
13
2016
0
Ghoul School Box Cover

#23 – Ghoul School

I’m willing to bet the name of the game was thought of first.

A nicely detailed title screen!

A nicely detailed title screen!

To Beat: Reach the ending
Played: 4/16/16 – 4/22/16
Difficulty: 4/10
My Difficulty: 4/10

With a game library as big as the NES has there are sure to be several interesting games hidden away. Well, interesting is a word that can certainly be used to describe Ghoul School but I’m not sure it’s the best one. There is absolutely an intriguing game here that is pretty creative but ultimately it falls flat in a number of ways. However, just like several other games I’ve covered, it has grown on me and I’m glad to get to share it with you.

Ghoul School was released on the NES in March 1992 and it is exclusive to North America. It was developed by Imagineering and published by Electro Brain. I was surprised to learn that Imagineering developed several games for the NES but having looked at various lists online most if not all of their games are not regarded very well. Their best known games are the three Bart Simpson games on the NES. Electro Brain published six games on the NES and all of them are ones that could be consider obscure.

Ghoul School is a side-scrolling platformer. You play as a high school student Spike who finds a mysterious skull and brings it to school which ends up causing all sorts of nefarious creatures to take over the place. It’s up to you to both rid the school of evil and save the head cheerleader. You start off in the main hallway of the school armed with only a baseball bat, but you can explore the school freely searching for more weapons and items that will help you explore the school. It is very reminiscent of Metroid in this way. Each room is individually numbered and displayed at the top of the screen to help keep track of where you are in the school.

The ghouls look much more terrifying than they actually are.

The ghouls look much more terrifying than they actually are.

There are several weapons to find in the school and you can switch to any collected weapon you want. Everything has unlimited use so fire away. One of the first weapons you will find is the towel which has better range and is also somehow more powerful than the bat. There are also a number of guns that let you attack from a distance though they generally deal less damage. Some weapons fire downward to help you attack enemies on the ground. There is usually one weapon best suited for a particular situation so there will be lots of switching weapons around.

There are also a couple of different pairs of shoes you can equip. You start off with basic sneakers but you will also need to find the spring shoes and suction cup shoes. The spring shoes cause you to jump higher and they also make you taller. These are needed to pass by tall obstacles in order to explore further in the school. The suction cup shoes let you walk along the ceiling provided the ceiling is low enough to reach with a jump.

You will also find apples that restore your health. Green apples restore a quarter of your health and red apples fully restore your health. The best of all is the golden apple. There’s only one of these in the game but it is a permanent upgrade that cuts your damage received by half. Enemies don’t drop any health pickups so you will have to seek out these items as you explore the school. If you play the game for a little while you’ll figure out where you can generally find the healing items.

The school map contains a lot of areas that you would expect to find in a school. There’s a gymnasium, cafeteria, office, library, and so on. These one-off locations are the areas you want to search out because they contain the weapons and shoes you need to progress onward. These areas also feature unique ghouls that are tougher than the standard enemies and they often require specific weapons to take them out. Think of them like bosses. There are several of these unique enemies which is a nice touch.

Other than the deep void of darkness in the background, this does resemble a weight room.

Other than the deep void of darkness in the background, this does resemble a weight room.

Now all of this so far may sound pretty good, but there are a number of things that really hurt the game and make it hard to play. The biggest sticking point is the physics of the character. Spike feels very heavy to control. He takes some time to build momentum and takes even more time to slide to a stop. The jumping is very stiff and doesn’t seem to respect gravity. He falls down just as fast as he jumps, and this makes it very hard to make long-distance jumps. These movement problems are really evident early in the game when you have barely any attack range with the bat. You have to get really close to deal damage and more often than not you will run right into the enemy until you get used to the controls. Some of the early enemies attack really quickly as well leaving you with a small window to get in and hurt them.

The other physics related complication is that colliding with the enemy gives you really severe knockback. Trying to fight enemies with short range attacks is so frustrating in Ghoul School. Either you don’t get close enough to deal any damage or you get too close and get thrown backwards. Now for some reason the developers decided to place enemies right at the entrance to some of the hallways. What happens is that you try to get close enough to attack and if you accidentally touch the enemy then you get thrown back into the previous hallway. Now you have to start all over and try fighting the enemy again. This happens in several locations and it only provides unnecessary frustration. The only solace here is that once an enemy is killed it remains dead. It will only respawn after you travel many rooms away.

I'm pretty sure most of the classrooms are for teaching history.

I’m pretty sure most of the classrooms are for teaching history.

Along the same lines, there are some enemies that are too low for you to properly attack. One little recurring nuisance of an enemy is called Blinky. They scurry around at ankle level and they run super fast. You can’t duck in this game and the majority of the weapons attack too high for you to deal with these critters. The weapons that do reach down don’t shoot downward quickly enough to be effective. For example, the first weapon you will come across that can reach tiny ground enemies is called the Digestaray. It shoots a straight shot that curves toward the ground. To use it against Blinky, you need to have it already equipped and start firing off shots the moment you see it running on screen. If you wait too long you will shoot right over its head and now you have no chance of killing it. Blinky will never leave the screen instead opting to run around you just outside of attack range and it will bounce you all over the place with the knockback. They don’t do much damage at all, but they make it really tough to make any kind of forward progress in the room.

The whole game really boils down to exploring one giant maze. A large portion of the game map consists of similar looking hallways and similar looking classrooms that for the most part don’t hold anything of interest in advancing your quest. The hallways often have doors that lead to isolated classrooms, and the hallways link together via walkways and stairways at the end of the hall. Each end of the hallway can have up to three exits: Forwards, upstairs, or downstairs. Many of the hallways are just empty dead ends. It is very confusing to make sense of the layout. Having every single room in the game numbered is about the only thing that makes rooms distinguishable.

You will see your health bar on the top of the screen as well as the health bar of the enemy you are fighting. There’s also a scoring system that doesn’t really mean anything since there’s no high score keeping. It doesn’t show up during game play, but Spike has five lives in all and you see how many lives are remaining in between lives. There are no extra lives in this game. It’s not obvious but you do continue when you start over. You start back at the school entrance with all of your collected items intact. There’s no saving in this game and no passwords so you will have to beat it all in one shot.

As expected, the science experiment went wrong!

As expected, the science experiment went wrong!

The graphics in this game are more than adequate. It very clearly looks like a school. There are several interesting setpieces that are unique to the areas they are found in. For instance, the weight room has a huge, detailed exercise machine right in the middle. You can walk behind the bookshelves in the library and see yourself peeking behind the gaps in the books. The graphics may not be super great but they are interesting to look at. The character designs are really strange and creepy. Many of the enemy types look like people and they are generally drawn very tall and lanky. Spike changes visibly when switching weapons and shoes for a nice touch. The music isn’t too bad. Perhaps it might be grating to some but I didn’t really mind it.

I bought my copy of Ghoul School on eBay for $10 a couple of years ago. It was selling for around $15 at the time so it was a nice deal, but I missed that the fold on the label was completely torn off so that the end label and front label are split in two. It’s not awful but I’ll want to upgrade it at some point if I ever run into another copy. My local store had one for $10 for a long time but the end label was faded really badly so I kept passing on it. It eventually got bumped up to $18 and since then someone bought it. It’s not a game I’ve seen around much so I’m not surprised someone else snagged it.

Certainly this is punishment for severe misconduct!

Certainly this is punishment for severe misconduct!

This was my first time beating Ghoul School. I had only tried it when I got the cart and I pretty much dismissed the game as weird right away. When I started out this time, I wandered around and almost instantly got lost. I have a good sense of direction overall but this game made me at least question it a little bit! I realized the only way I was going to make sense of this school was to go old school and draw a map. The art of video game map making goes back a very long way but I believe this is the first time I have ever drawn a map for a game. It turned out to be a very good decision since I only had to hit the unnecessary portions of the map once. Each time I played I got a little bit further and it didn’t take that many attempts to complete the game.

Without spoiling a lot of the game, there’s not much more for me to say about Ghoul School. What I will say is that I found the game got more interesting the farther I went. The last quarter of the game in particular did a few things that I thought were really kind of neat. I believe I have almost all of the game mapped out in my notes. After I finished the game I combed over my map and tried to find all the rooms by number and there were some I did not account for. I’m not sure if these are rooms that I missed or rooms that were not used in the game at all. I think I developed a pretty good route through the school and now I can finish the game relatively quickly. I’m toying with the idea of writing up a more thorough walkthrough. If I ever do that, I’ll host it on the blog and link it here. I’ve peeked at a few walkthroughs online and I’m sure I could do a better job.

UPDATE 7/18/16: Indeed, I did create a Ghoul School Walkthrough. Check it out!

It’s hard for me to recommend playing Ghoul School, but after wading through the control difficulties and getting a handle on the map I really enjoyed this game. Metroid-styled platformers are one of my favorite types of games and so now I have a soft spot for this weird little NES adventure. One final thought: It’s too bad that this game didn’t emerge on my list around Halloween as that would have been most fitting.

#23 - Ghoul School

#23 – Ghoul School