Take on the NES Library

An 8-bit Extravaganza!

human

NOV
08
2019
0

#132 – Kabuki Quantum Fighter

The game with the hair whip.

Nice bold heading!

To Beat: Reach the ending
Played: 8/5/19
Difficulty: 5/10
My Difficulty: 2/10
My Video: Kabuki Quantum Fighter Longplay

There aren’t many NES games that have a more interesting title than Kabuki Quantum Fighter. Once you know a little more about the background of the game and a bit of history, the title makes perfect sense. Your main character resembles an ancient Kabuki dancer, complete with elaborate makeup and clothing. The game takes places inside of a large, probably quantum computer. And, of course, in a game you will be doing some fighting. There you have it: Kabuki Quantum Fighter. Beyond the surprisingly accurate name, this is a real gem of a game that I enjoy playing quite a lot.

Kabuki Quantum Fighter was first released on the Famicom under the title Jigoku Gokurakumaru. The game was developed by Human Entertainment. The Japanese release was published by Pack-In Video and came out in December 1990. The NES release shortly followed in North America in January 1991, published by HAL America. The European NES release was in February 1992, published by HAL Laboratory. Sadly, this game has not been re-released digitally and is only available on these older platforms.

The game’s story takes place in a futuristic Earth. The planet has a main defense computer that has been affected by a nasty virus. The only way to combat the virus is to go inside the computer and take it out from within. You play the role of the brave Colonel Scott O’Connor who has volunteered to neutralize the threat. To do this, he has to be converted into raw binary data through the untested Image Transfer System in order to fight the virus. The transfer works, but his appearance is altered to that of one of his ancestors who was a Kabuki dancer. To beat the game, just clear the game’s six stages.

A powerful head of hair.

Kabuki Quantum Fighter is a platformer with a standard control scheme. You use the D-pad to walk around left or right. The A button jumps and you can control the height of your jump with how long the button is held. The B button attacks, only this game uses Scott’s flowing red locks as a whip to damage enemies. You can crouch down by holding Down. Your attack in the crouched position is a short-range punch. There are hooks scattered throughout the stages than you can hang from by jumping into them from below. While hanging, the B button performs a sweeping kick. You can drop down from hanging by pressing Down or you can jump with A, allowing you to flip up to a higher ledge or to another nearby hook. You can attach to some walls and you can climb them by pressing Up or Down. The Select button switches your weapon, and the Start button pauses the action. You can switch weapons while paused.

Your status bar is at the bottom of the screen. On the left, you see your life bar, your chip meter, and the boss’s health bar. Below that is your score, the number of lives remaining, and the stage timer. The far right contains an icon indicating your currently equipped weapon. Nice and straightforward.

Normal attacks are all short range, so to compensate you can use special weapons. (Of random note: The names in game don’t line up with the ones in the manual, so I’m going with the in-game descriptions for these.) You begin the game with one special weapon and earn others by completing stages, using memory chips for ammo. The first attack is the energy gun, which is a tiny projectile attack. In level 2, you get a larger, upgraded version of the energy gun. In level 3, you get the fusion gun which is a three-way spread attack. Starting in level 4 you can use quantum bombs. These are sticks of dynamite thrown forward in an arc and they have a wide attack splash. Finally, in level 5 you earn the remote control bolo. This is a set of three star-shaped weapons that home in on and wrap around enemies, dealing small damage for as long as they last. Naturally, the better weapons use up more of your chip stash.

This game contains many swinging challenges.

Enemies in this game sometimes drop basic items. Hearts refill a segment of your health meter, and flashing hearts refill several segments at once. You can also grab chips as ammo for your special weapons. Flashing chips give you several rounds of ammo. Occasionally, enemies will drop clearly labeled 1up items. There’s enough versatility in the move set that these pickups are enough for this game.

Kabuki Quantum Fighter plays out similarly to Ninja Gaiden but has a few significant differences. Each level is a long scrolling stage. Some levels have more than one of these segments. At the end of each one, you get some bonus points for each bar of health and each chip you have remaining. Then the bars refill back out along with some extra health and ammo. Every level ends in a boss fight. There is a neat mechanic that appears only during these boss encounters. When you pause the game and press either Up or Down, you can exchange your health for chips and vice versa. This gives you some choice during fights. Do you want to sacrifice health so that you can do more long range attacks with your special weapons, or you do you want to give up your special weapons and try to fight close quarters with extra health points? You can mix and match as much as you want as long as you have enough health and ammo to swap. After beating the bosses, you can view cutscenes that progress the story and show you which new weapon you have acquired.

The enemies are quite varied from what you would expect fighting inside of a computer. Sure, there are tiny tanks and some robot-esque enemies. There are also flamethrowing heads, jumping dogs, hovering mouths, and gremlins that throw boomerangs, among others. The designs definitely make the game more interesting. There are also different kinds of traps you contend with. These are things like spike pits, conveyor belts, flowing water, and spike balls. A devious little device you’ll see sometimes is a hanging hook with a tiny conveyor belt on top. I give the designers credit for combining things in interesting ways, even if it’s a little mean in that case.

I wouldn’t deal with a floating mouth either.

Kabuki Quantum Fighter is a game I have owned since childhood and have plenty of experience in playing. I’m pretty sure this game was a bargain pickup for brand new back in the 90s. Unfortunately, I don’t think I kept the box and manual for this one unless it somehow turns up at my mom’s house. This is a reasonably affordable game, so I’m not too upset about it. Carts copies sell for around $15 today.

This is a game I have gone back and played many times over the years, so I breezed through it again for this playthrough. I completed the game without dying and I only used special weapons once or twice. I always use weapons on the final boss, but with a little practice I’m sure I could beat it without. (That’s an idea for a future challenge run, deathless and no special weapons!) My longplay video of the game was solid, however there was one omission I’m minorly annoyed about. After you beat the game and get through the credits, you can press B to see the sound test. You see a unique animation of our hero along with some text indicating another future adventure that never came to be. I cut the video before that only to see it come up when I was messing with the controller afterward. Oh well.

It is tough for me to pin a difficulty on a game like this that I know so well, but I decided on average difficulty. For the most part, the action is straightforward enough. There are plenty of item drops and even some places to grind them if necessary. Special weapons help for tricky spots. Being able to trade up for more health on the bosses also makes battling them easier. You also get two continues for when you run out of lives. That’s all the good stuff. Now what really makes this game difficult are the vertical levels. There are a couple of these in the game that you have to climb all the way to the top. By this point, you should have experience with the hanging hooks, and now your skills are put to the test. It is really easy to fall down. So not only do you have to manage your health for longer if you fall and enemies respawn, but also the timer becomes your biggest enemy. You do have plenty of time to complete the level since I can do it with a lot of time left over. These stages are difficulty spikes the first time through.

Vertical stages are the main pain point in the game.

I played Kabuki Quantum Fighter for high score as part of a weekly contest several years ago, and that gave me with a new way to play the game that I appreciated. The rules were one life only, scoring as many points as possible. It turned the game into a bit of a puzzle. I paid attention to the enemies and how many points I could earn from each one. Then I needed to grind the most lucrative enemies by scrolling back and forth to keep spawning them. I needed to know how much time it took to get from the grind point to the end of the level so that I had as much time to grind points as possible. The other thing I strived for was beating the bosses with normal moves. After I beat the boss, I would swap for as many chips as possible, hopefully up to the max. You trade chips for health at a two for one rate, so more chips mean more bonus points at the end of the level. That also means you might not have that much health for the next stage. I also wanted every extra life I could find since those go for big points at the end of the game. I must have enjoyed doing all that because I know I won the contest that week.

I really like Kabuki Quantum Fighter and I think it is a great platformer on the system. The graphics are well drawn with some good animation, particularly on the player character and the bosses. I think the music in the game is great with several good tunes. The controls work well, giving you many options with the short range standard attacks, long range special weapons, hanging from hooks, and climbing walls. Swinging around is a lot of fun and you have pretty good precision to jump from one hook to the next. The boss encounters are all varied and are pretty good fights in general. Personally, I wish the game were a little bit longer. I think they could have done more with the mechanics to make some additional challenges in the stages. I am a big fan of Kabuki Quantum Fighter and I encourage you to check this game out if you haven’t tried it.

#132 – Kabuki Quantum Fighter

 
APR
05
2019
1

#115 – Street Cop

Just your everyday police officer.

Street Cop is a good cop.

To Beat: Reach the ending
Played: 2/27/19 – 3/2/19
Difficulty: 5/10
My Difficulty: 4/10
My Video: Street Cop Longplay

We are dipping back into the world of Power Pad games for this one. Street Cop by name alone would not provide any indication that this is meant for the Power Pad. It seems to me like it would be some kind of action or adventure game instead. It turns out that’s exactly what it is! There is nothing else like this game on the NES and I’m excited to share it with you today.

Family Trainer: Manhattan Police is the sixth game in the Family Trainer series of Power Pad games on the Famicom. The game was developed by Sonata (later known as Human Entertainment) and published by Bandai. The Famicom version came out in August 1987. The NES version, renamed Street Cop, was released in June 1989. The NES versions of the Bandai Power Pad games did not appear in the same order of release as Japan. Super Team Games, for instance, was the next game in the Family Trainer series in Japan but appeared on NES several months before Street Cop debuted.

Street Cop is an action/adventure game that uses the Power Pad controller. You play the role of “Little Ben,” a new police officer fresh out of the academy. He always hoped from a young age to be a detective, and you get to help make his dreams come true. In this game, you take to the streets of Manhattan. There are six stages in the game, each one featuring a bad guy on a wanted poster. You beat the game once you arrest all six main criminals.

Gonna take a walk in the park real quick.

Before we get into the game description, let’s recap briefly on the setup for this game. You will plug a standard controller into the first controller port on the NES. Then plug in the Power Pad to the second controller port. This game uses Side B of the Power Pad. In this configuration, there are three rows of four buttons each. All buttons are numbered from 1 to 12. The first row contains buttons 1 to 4, the middle row is 5 through 8, and the last row is 9 to 12.

Here is how you control Little Ben with the Power Pad. The neutral position is standing on buttons 6 and 7, right in the middle of the Power Pad. Alternate presses by either walking or running on those buttons to move forward. There are three different running speeds depending on how quickly you move. If you jump in place, Little Ben will jump, but you need to be standing on both buttons before you jump and sometimes it doesn’t respond like you would expect. You face either left or right and you are locked into that direction. To turn around, step once on either 10 or 11 in the bottom row. To move sideways, step on either 5 or 8 to sidestep one time in that direction. You will move in or out on the screen depending on the direction you are facing. If you need to walk into a building or down an alleyway, turn right by standing on 3 and 7 or turn left by standing on 2 and 6. The idea is you need to turn your body and face in the direction you want Little Ben to turn. The corner buttons are for using items. Thrown items can be tossed by pressing 1. Little Ben wields a baton at the bad guys by stepping on 4. Either 9 or 12 is used for any secondary items you may be holding. You also have the option to use the controller for a couple of options. Press B to use throwing items and press A to swing the baton.

Not sure throwing bombs is legal, but whatever.

All six levels have similar structure. In each stage, you see a wanted poster with the main bad guy you need to arrest. At the bottom of the wanted poster are images of some cohorts of the criminal along with a count. First you need to track down and capture all the cohorts. Then you will be able to track down the primary baddie. Some levels have two different types of cohorts. Each stage has a different layout you must explore.

The bottom of the screen shows information you need. On the left is the stage timer and Little Ben’s health meter. You get ten minutes to clear each stage. In the middle is the map of the level. Your position is represented as a blue dot, while an X appears where a bad guy is located. The right side shows how many cohorts are left to track down, as well as ammo for any items you find.

Capturing criminals can prove to be a little tricky. You can only go after one at a time. If his or her position shows up on the map, you first have to chase them down. When you catch up and see them, then you have to line yourself up with the criminal. The city streets have three running lanes. You can do the sidestep maneuver to change between those lanes at any time. The bad guys also switch lanes frequently. Once you get lined up with them, then you need to draw close enough to use either your throwing items or your baton. While enemies move relatively slowly, it’s tough sometimes to get everything to line up while navigating the controls. An easier way to catch a criminal is to knock them down by running into them at full speed. It doesn’t always trigger, but it works often enough that I found it to be the preferred method of fighting. Many enemies take more than one hit to defeat. Sometimes it works out where I can run into them once, and when they get up they walk right into me so I can baton them.

There is some straight up platforming here.

Each stage has a unique criminal to capture as well as some minor differences in the gameplay. In Stage 1, you capture Snatcher Joe. This is a basic level with only one strip of street to explore. This is a great introduction to the controls with plenty of time to meet your goal and get acquainted with the movement. As you walk through the city, there will be other pedestrians walking around, but you don’t interact with them and just walk right past them. It should be clear enough who is good and who is bad. Along the way you may find soda cans. Just walk into them to collect them, then press 1 to throw them. This simple stage does have one little trick to it. You might meet up with the enemy on the map but don’t see him walking around. In that case, he is hiding in one of the trash cans on the top row. Go up to the trash can and smack it with the baton to lure the bad guy out. He won’t hide again unless he goes off screen. Once all the cohorts are gone, then track down Snatcher Joe. He takes several hits to capture.

Stage 2 has you looking for Speedy Louis. This stage is more expansive than the first one, with a larger map connected with various alleyways. You will need to learn the turning controls to proceed down those paths. Another thing you need to learn is watching yourself on the map to make sure you are going the way you expect. When on the top row of the map, if you run to the right for example, your position on the map moves left instead. Just something to be aware of. This stage introduces a couple of new elements. There are some sewer entrances as holes on the street. Avoid them. Falling into one is always a setback and there is nothing down there for you to find at all. If you get stuck there, you need to move all the way to the right, jump onto the rightmost step, and then jump again to get out of the sewer. This level also introduces some other powerups. A clock adds one minute to the stage timer, up to the initial ten minutes. Picking up a can with a heart on it refills a portion of your health meter. Specific to this stage, you will find throwable bombs used as projectile weapons. One guy also holds a V-Max Turbo Drink. Just having this in your possession lets you run fast enough to chase down Speedy Louis.

You can just walk in and take the mustard.

In Stage 3, you must locate and capture Animal S. This stage consists of two long streets connected by a warehouse. If the enemy shows up on the other side of the street, then you need to cross through the warehouse. That section is a pure side-scrolling area with a single lane through to the other side. You’ll have to jump over boxes to get across. This stage has oranges you can pick up for throwing weapons. You also find a hyper drink useful for capturing Animal S. Animal S is one tough character. He has a charge attack that knocks you down on contact. He is very tough in a straight up fight. Here you will want to press 9 or 12 to use the hyper drink. You will turn red for a short time and Animal S can’t hurt you. Throwing items are also effective, especially when the drink effects wear off.

In Stage 4, you go after Big Burger. He can be found at the top of a skyscraper under construction and you will need to climb up after him one floor at a time. This level features stores that you can enter. Go inside and look for useful items. Mustard is the throwing item of choice in this stage. You can also find dog whistles in pet stores. Pressing one of the rear corner buttons blows the dog whistle, calling a dog on screen that attacks any bad guy in sight.

Stage 5 features Bloody Betty. She likes to shop so you will find her in one of the stores. You’ll need to explore all the doors here looking for items and her cohorts. The special items in this stage are throwing bombs and dog whistles. This level also features the subway. If you find Bloody Betty but let her get away, she will escape to another town. In that case, you will use the subway to travel over there, but you’ll have to search for her and defeat more cohorts all over again.

Bosses can be hard to find and tricky to beat.

The final stage squares you off against Don Mayonecheese. This level is a tricky one. There are three separate towns in this stage connected by the subway. Each town has a hideout where you might find the final boss. First you need to defeat the baddie that holds the key to the hideout. Then you can enter the hideout and search for Don. Of course, you have to defeat all the cohorts first per usual, both on the streets and in the hideout. You’ll be able to find bullets for your gun in case of a shootout as well as dog whistles in the stores. However, neither of those are effective against Don Mayonecheese. You’ll have to use all of your skills plus a little luck to finish the game.

There are no passwords, saving, or lives in this game. You can run out of health or run out of time, and then it’s Game Over. The good news is that you have unlimited continues. The bad news is that, if you are like me, you will need a rest break in between attempts. This is a more cerebral game than the other Power Pad games I’ve played so far, but it can still wear you out with all the footwork needed.

This was my first time playing through Street Cop. I didn’t bother testing out any of the Power Pad games beyond making sure they booted to the title screen. I remember watching TheMexicanRunner play this game so I already had an idea of how it works. This is an uncommon game that sells for around $20-$25. The only copy I’ve ever seen in person was the one I bought. I think I snagged it for around $8. This was at a game store where the owner didn’t yet understand how to value games using the Internet, so I ended up buying several uncommon games there for great prices before he caught on.

This is why he really wanted to be a cop.

I am glad that this ended up being a Power Pad game that I didn’t have to completely exhaust myself to play. I can’t help but break a sweat playing these games, but Street Cop took longer for me to get to that point. I even played it while I was a little bit sick and that seemed to have no effect on me. Once you get a handle on the controls, this game isn’t too difficult. You are free to pause with Start at any time to take a quick break. The enemies move slower to compensate for your lack of reaction time. The only real danger was running out of time, which happened a few times. I only had to continue at most twice per level before I cleared it. When I recorded my video longplay, I didn’t need to use any continues and only took small pause breaks in between levels. The only blemish on the run was skipping a cohort in the fourth stage. I was able to find the final boss in the second building I tried. Quite a solid run overall. I noticed I have the best completion time for this game (I can’t imagine that many people would try speedrunning it) so I have submitted it to speedrun.com as a new world record! I wonder how many more accidental speedruns I am going to get out of this project.

Street Cop is a basic action game. The graphics are simplistic but carry the idea well. The music is fine, nothing special. The controls work well and are more responsive than I would have guessed. The only tricky move is jumping which doesn’t always trigger. The gameplay is simplistic, but that’s what you want when playing a game with your feet. This is a notable game because this is the only game on the NES, and maybe one of the only games ever, with this kind of control scheme and gameplay merged together. There is strategy and exploration in what amounts to a fitness game. I think the developers did a great job of varying your goals and designing the stages. Sure, combat is usually the same, repetitive action, but there’s just enough variance and some clever boss encounters to make this game worthwhile. Good on the developers to try something different while getting it to work well. While it is tough to recommend any of the Power Pad games today, if you happen to own one and are looking for something that’s a little bit different, I think you might have fun with this game.

#115 – Street Cop

 
MAR
09
2018
0

#68 – Super Team Games

Great, another exhausting Power Pad game!

Some balloons burst to get you started.

To Beat: Win all four events in single player
To Complete: Win all events on the highest difficulty
What I Did: Beat all events on the lowest difficulty
Played: 12/21/17 – 12/28/17
Difficulty: 7/10
My Difficulty: 7/10
Video: Super Team Games – All Events

Another Power Pad game already? I just finished World Class Track Meet not even a week before this. There are only a handful of Power Pad games that reached the NES, and it is just dumb luck that we get two such games almost back to back. This may have been a good thing here since my Power Pad muscle memory from the previous game carried over to this one. I needed that because Super Team Games is significantly more challenging than World Class Track Meet.

Super Team Games was developed by Sonata (who would later become Human Entertainment) for release in Japan in November 1987. It was originally published by Bandai, and it was the seventh game in their Family Trainer series. Nintendo published the NES release in November 1988, branded as a Power Pad game. It did not include any Family Trainer or Family Fun Fitness branding, just like World Class Track Meet. This was the final game of the Famicom’s Family Trainer series to reach North America.

Super Team Games is a running race game where you compete in different types of events and try to beat your opponent. There are several smaller events that are arranged into larger obstacle courses. There are several different modes for single player, two players, and two teams of players. Since multiplayer modes are competitions against each other, only the single player modes count for beating Super Team Games. There are four different obstacle courses in single player mode, and when you win all of them you have won the game.

You gotta start jumping pretty early.

This Power Pad game uses Side B, which contains blue buttons on the left and red buttons on the right, all individually numbered from 1 to 12. In single player, we are only concerned with the blue buttons. The top row buttons are 1 and 2, the middle row buttons are 5 and 6, and the bottom row buttons are 9 and 10. Multiplayer games use the red buttons, so just add two to each button number to get the same mappings for the second player.

The menu controls are the same as World Class Track Meet. On the title screen, press Select to move the cursor and press Start to go to name entry. In the tournament mode, you first select how many teams you want between three and six. Use the D-Pad to move the cursor at the bottom and press Select to lock in your choice. You then move to name entry which is identical for all modes. The blinking cursor at the top part of the screen determines which character in the name you want to choose, and you move that cursor by pressing B to move it left and A to move it right. Use the D-Pad to move the letter selection cursor at the bottom part of the screen. Press Select to write the selected character in the name field. When all names have been entered, press Start to begin.

Now you move to the event screen. There are flags displayed with the names of all the events. Press Select to choose the event and press Start. In 1 Player and 2 Player modes, the events are Super Obstacle Course, Obstacle Course A, Obstacle Course B, and Skateboard Race. The 2 Team Play and Tournament mode events are 6 Legged Race, Tug of War, and Relay Race. More on these modes later. The next screen is the versus screen showing who is competing in the race. If you are playing Tournament mode, you will see a screen in between showing the bracket setup. In single player, the versus screen lets you decide which computer character you want to race against. Press Select to choose from either Ollie, Jimmy, or Jack, and press Start to go to the race. Ollie is easy mode, Jimmy is medium difficulty, and Jack is the fastest.

What lovely flags!

The gameplay screen has the same structure in all events. The left runner, designed as the White team, is displayed on the top part of the screen and the right runner, or Red team, is below. At the bottom of the screen is a minimap that shows how far each player or team has reached in the current race. You also see times for each runner. This timer freezes briefly during checkpoints so you get a better glimpse of how you are doing as you compete. To begin the race, all active participants must be standing on the Power Pad in their designated spots. For single player, stand on 5 and 6. A whistle is blown and soon the referee fires the starting gun.

Let’s look at each of the events first. Then I will explain how they combine into the different courses.

The Log Hop is exactly how it sounds; you run and jump over stationary logs. This introduces the standard controls that apply to many events in the game. Run on 5 and 6 in the middle row to move forward. Take a step back and run on 9 and 10 to back up a little bit if you need to. You can run right up to the log and then jump in the air so that your character jumps as well. The logs are medium height so they aren’t too tough to jump over. You can even land on top of the log and run right off.

No, you can’t run around the ball.

The Belly Bump Ball has the same controls as the Log Hop. Here a giant beach ball is in the middle of the track and you have to bump it forward by running into it. The faster you run into it, the farther down the track it goes. Ideally you want to get into a good rhythm of bouncing it far ahead and then running fast to knock the ball ahead again. If you come at it slow, the ball won’t go very far and then you don’t have the distance necessary to build up speed unless you take a few steps back and give yourself some running room.

Water Cross is similar to the Log Hop. There are pools of water on the track that you want to jump completely over if you can. Run up to the edge and jump to hopefully get across. More than likely you will fall into the water. You can swim by running on 5 and 6, but you will cross very slowly and use up a lot of time.

In the Crab Walk, I guess you wear a crab outfit? It’s weird. You want to put your left foot on the 1 and your right foot on the 9 and then run in place to inch ahead. It’s different than the other events since your feet are much further apart. I could move forward but really couldn’t get the hang of this one like I should have.

The Wall Jump is exactly like the Log Hop. The walls are thin and much taller than the logs. You really need to jump high to get to the top of the wall. Not only that, but there are two different heights of walls just to make things more exhausting.

This is a very sturdy bubble.

In Bubble Run, you first approach an air pump and must blow up your bubble. Hit 1 and 2 in the first row to inflate your balloon. The manual says to hit the buttons with your hands, which makes sense since you are working an air pump. You can run on it if you want, but my legs needed a break! Once the bubble is filled, then run on 5 and 6 and take the bubble to the end.

These are all the basic events that combine to form the larger events that you choose from the menu before play. In the Super Obstacle Course, you run all six of the above events in that exact order. In Obstacle Course A, you do the Log Hop, Water Cross, and Wall Jump, and in Obstacle Course B you do the Belly Bump Ball, Crab Walk, and Bubble Run. The Relay Race in the team play modes is the same as the Super Obstacle Course. Instead of running the whole thing alone, you pass the baton and substitute team members after each pair of events.

That’s not all! There are also three other unique special events:

The Skateboard Race is for one or two players. In this mode you don’t have to run, which is quite the relief! Your front foot position will either be on the 5 or 6, and your back foot position is either 9 or 10. First, stand on 5 and 6 to start with the whistle blow, then put your front foot on 5 and your back foot on 9. I like to face right while on the mat. This will position you in the top row in your course. Move your front foot to the 6 and then move your back foot to the 10 to move your character to the bottom row in the course. You can switch positions one step at a time to slide your skateboarder. You may rhythmically step between positions to slalom and that lets you move faster down the course. You also need to sidestep to dodge obstacles on the course. Some obstacles block both lanes and you must jump to get past them. If it sounds complicated, I’m sure you will get it once you finish the course once or twice.

Try to weave around the obstacles.

The 6 Legged Race is a team event only. You need six players for this event! Each team of three stands back to back on the respective spaces on the Power Pad so that there is a foot on every button. Each team must take left and right steps together as if their feet are tied together. If someone is out of step the racers will fall over and make it harder for the team to continue to walk. There’s no feasible way for me to play this event, but I bet it would be hilarious!

The Tug of War is another team event that can be done with either two, four, or six players against each other. Within a team, the first player stands on 5 and 6, the second player stands on 1 and 2, and the third player stands on 9 and 10. The other team takes the respective positions on the right side of the Power Pad. When the firing gun starts, everyone runs as fast as they can. Whichever side has pulled more of the rope after 30 seconds wins the Tug of War.

I’ve never been a Power Pad player, so this was my first time playing through Super Team Games. All of the Power Pad games tend to teeter between common and uncommon, but they are neither difficult nor expensive to track down if you really want them. Well, aside from Stadium Events that is. I got my original copy in a lot on eBay early on when I had made my big push to collect the other half of the NES licensed set. I remember seeing it and getting pretty excited since I had never seen the game before and thought it might have been worth something. I quickly found out that it was cheap because no one wants it. I’ve had a few different copies come through my possession.

This was a really bad jump attempt.

Super Team Games is a significant step up in difficulty from World Class Track Meet. Naturally, I learned this the hard way. My first time playing I picked the Super Obstacle Course against the fastest computer runner Jack. He completely blew me away. He completed the entire course in under three minutes while I hadn’t even reached the halfway point yet. I had to stop and step away in the middle of the race for a little while to catch my breath. I kept at it just to get through it, but I never did finish the race. After 10 minutes have elapsed, the race just ends. I was at the very end of the course with the finish line in sight when this happened. So annoying. I’m calling it impossible for me to beat this on the hardest difficulty and immediately accepted the idea of beating it on Easy and stopping there.

I moved on to the Skateboard Race next which is the easiest mode and much less strenuous. It still took me two attempts to beat easy difficulty Ollie. The first attempt was learning the course and the controls, and then the second try was enough to win the race. I then switched over to trying Obstacle Course A and managed to win that race too. The only problem is I forgot to hit the record button on my PC. That really upset me and I knew I wouldn’t be happy unless I completed it again. I was completely spent from playing this game to the point where I had to rest for a couple of days before trying again.

I finished all of the modes over the next three play sessions. The Super Obstacle Course took me two tries to win against Ollie. He finishes the race in around six minutes. I was about twenty seconds behind the first try and then I won by more than that the next try. It also took me two tries to beat the Obstacle Course A again. The first try I quit part way because I was too far behind and exhausted from winning the Super Obstacle Course just before. The next try I won the race by just barely passing Ollie on the final stretch. That was way too close for comfort. Obstacle Course B is quite a bit easier than the other two obstacle courses, but I think that took a couple of tries as well. I used the Skateboard Race as a warm up exercise and finished it a couple more times for good measure. I learned from my mistakes and recorded everything the way I wanted.

That’s how close I was to losing Obstacle Course A.

I think Super Team Games requires more consistency and better form than World Class Track Meet. You can be successful by stepping on the Power Pad as quickly as possible, since that’s more or less what I did. However, it does seem that you are rewarded for having proper form in your steps and jumps. I will caution that I cannot be entirely sure about this. The manual tells you what to do, but not how to do it well. It’s not really feasible for me to test any hypotheses either because I can only play a little bit at a time before wearing out. My theories will have to do. I was able to do a really long jump a few times and I never understood how it happened. I’m sure it has to do with the timing of my jump while running with some speed, maybe even by jumping off of one foot and landing on the other. I also noticed that I accelerated sometimes while jogging for some distance. There does seem to be some momentum inherent in the game physics as long as you keep going without slowing down too much or missing any steps on the buttons. Again, these are just theories. I assume there has to be some kind of technique that I didn’t understand that could help me perform at a higher level.

I do have a few observations about racing Ollie that might be helpful if you want to play this game single player. I found that I was about on par with Ollie in all events but two. Ollie does the Crab Walk well, but does the Belly Bump Ball terribly. I have no idea what the secret is to crab walking and I always lost ground during that event. The Belly Bump Ball is best way to take a big lead. Ollie gets no momentum at all and only pushes the ball a short distance while never backing up to get a better shot at it. If you run fast, pause briefly just after you bump the ball, and repeat, you should clear the event quickly. This was the key for me completing the Super Obstacle Course and Obstacle Course B, leaving only Obstacle Course A without an easy exploit. The sad thing is that the game manual tries to make you feel bad for even coming close in a match with Ollie. From the manual: “Ollie: A push over. Shame on you if you lose!” Let me tell you, there is no shame in losing to Ollie. This really is a tough game.

Super Team Games is not fun to play in my opinion, but it is a competent title. The graphics are simple and clean. The music, while not notable, is decent. The controls work well once you learn how to navigate the menu. There is a wide variety of events, especially when you include many players. The real fun of Super Team Games lies in playing this game with someone else. Racing against another player or coordinating large groups for team events are the kind of activities that form memories and build bonds, even in the heart of strenuous competition. Super Team Games is also a good exercise tool for Power Pad owners, so long as you take it easy and don’t worry about trying to outrun the computer players. Trying to beat the game in single player mode is too tedious and exhausting to be fun, and I missed out on everything in the other modes that would have made it enjoyable. I think the best part of Super Team Games was the feeling of relief to check it off the list and move on to the next game.

#68 – Super Team Games (Super Obstacle Course)

#68 – Super Team Games (Obstacle Course A)

#68 – Super Team Games (Obstacle Course B)

#68 – Super Team Games (Skateboard Race)

 
OCT
02
2017
0

#53 – American Gladiators

You can sort of get the experience with this lovely home version!

A contestant runs around the copyright page before the title.

To Beat: Reach the Ending
Played: 6/26/17 – 7/2/17
Difficulty: 6/10
My Difficulty: 6/10
Video: American Gladiators Playthrough

It wasn’t too long ago that I wrote about Rollergames, and today we have another game based on a 90’s TV show that is right out of the same mold. They were both live-action shows that ran on TV at the same time. Both shows received an NES game to piggyback off the hype. Also, although American Gladiators on NES does a little better in this regard, both NES games deviate somewhat from the source material.

American Gladiators is a US TV show that aired in syndication from 1989 to 1996. It pits two men and also two women against each other in several events culminating in a final obstacle course called the Eliminator. All the events involved the Gladiators, who are recurring athletes that have their own roles in the events to prevent the contestants from scoring. The show eventually featured many different events that came and went through the run of the show, and each episode consisted of different combinations of events. Later, there was a remake of American Gladiators that ran for two seasons, both in 2008.

I’m genuinely disturbed by the concept of lives here.

American Gladiators on NES was released in October 1991 only in the US. It was published by Gametek and developed by Incredible Technologies. This game resembles the show but does not follow its format. There is a different American Gladiators game that is much more faithful to the show. That version was developed by Imagitec Design Inc and also published by Gametek on the Sega Genesis, DOS, and Amiga in 1992. The SNES port was released in 1993.

Similar to the TV show, in the NES game you have to compete in five different events which are modified versions of specific games that appeared on the show. You have to clear all five events within so many “lives.” The events are Joust, The Wall, Human Cannonball, Powerball, and Assault. Once you clear all five events, the game advances to the next level where you get a more challenging set of these same five events. In all, you must clear four different difficulty levels of five events each before moving on to the final event, the Eliminator. If you can clear the Eliminator, then you win the game.

Let’s look at each event. First I will explain how the event is played on the show, and then I will describe how it was converted to the NES game.

Stick and move.

In Joust, a contestant and a gladiator attempt to knock each other off a raised platform with pugel sticks. In the NES version of Joust, you square off against four gladiators one at a time instead of just the single battle featured in the show. During a face-off, you can move around a bit on the platform by tapping Left or Right on the D-Pad. Press A to thrust your pugel stick at the gladiator. You can press B to thrust too but this will also inch you a step toward the gladiator. Just pressing A or B does a middle thrust, and you can also do a high thrust by holding Up or a low thrust by holding Down when you strike. You can also block by holding Left and pressing either A or B. You exchange blows with the gladiator until you knock him off the platform. Then the event briefly switches to a platformer as you must move forward jumping from platform to platform to engage the next gladiator. After you win the third fight, a super pugel stick will fly into play. If you grab it your stick will light up, then if you can land a first strike on the gladiator you will knock him off instantly. If you get hit first then you lose the super pugel stick, so make it count! If you get knocked off or fall off at any time, you lose a life.

Tap it out while making quick decisions.

In The Wall, two contestants race up a climbing wall. After a few seconds, the Gladiators will pursue the contestants attempting to pull them off the wall, preventing them from reaching the top and scoring points. In the NES event, your goal is also to climb to the top of the wall, but this time there are several gladiators that appear at various locations along the wall that you must avoid. The controls for this event are tricky and unlike anything else I’ve ever played. The idea is that the B button moves your left hand and the A button moves your right hand. You combine this button press with a direction to move that hand in all eight directions. There are handholds covering most of the wall and as long as you have at least one hand on one you will stay on the wall. The consequence of this control scheme is that you need to tap buttons quickly to move fast. For instance, to move straight up, you must rapidly alternate between pressing A and B while holding Up. It takes practice to get the hang of it. You can find a glove on the wall that lets you move very fast with just the D-Pad instead of having to tap out A and B, but it only lasts for a few seconds. Each of the four levels is a completely different layout on the wall, and you need to have mastered the control scheme to clear the last wall. If you lose the grip on both hands, or you come in contact with one of the gladiators, then you fall down and lose a life. Plus, you have to start at the very bottom of The Wall.

He doesn’t stand a chance.

The Human Cannonball event begins with a gladiator standing on a small elevated platform holding a foam pad for protection. The contestants swing on a rope from their own platform and try to knock the gladiator down to score points. The NES event requires you to jump from your platform, grab the swinging rope, and then let go at the right time to knock the gladiator down. Like Joust, there is a series of four gladiators that you knock down to finish the event. Both the starting platform and the gladiator’s platform move up and down, making the timing more difficult. At the start, you can walk left or right a bit on the platform, and then press A to jump toward the rope. If you grab onto it, then you automatically swing back and forth and you must press A again to let go and launch yourself. In some levels, during the third gladiator a glove will fly into play, and if you grab it you can move up and down the rope. Normally where you first grab the rope is where you stay until you jump off. The glove comes in handy on the fourth gladiator because there can be a trophy at the top of the rope that gives you an extra life. In this event, it is very easy to lose lives. You can fall off the platform, miss the jump to the rope, miss the gladiator on the launch, or hit the gladiator when he is blocking.

Always score in the center when it is clear.

In Powerball, there are bins filled with balls on both ends of the playfield, and there are five empty pods guarded by three gladiators. Both contestants play simultaneously by taking a ball and putting it into the pods, if they can get by the gladiators to do so. The players must cross to the opposite end before grabbing a new ball, and the object is to score as many points as possible within a time limit. The NES version of Powerball is mostly faithful to the original event. You grab a ball at either end of the playfield with either A or B. Then you have to run around the gladiators and place the ball into the pod by standing next to it and pressing the button. Just like on the show you must cross to the opposite side to grab a new ball. The difference in the NES game is that you are only allowed to put one ball in each pod. If you score on all five pods, you are awarded an extra life as well as free up all the pods so you can continue scoring anew. If a gladiator touches you, he always knocks the ball out of your hand and you have to go get a new one. This is the only event where you don’t lose a life. Just score as much as you can before the timer runs out!

Weird gladiator scrolling, but a fun game mode at least.

The Assault features a gladiator manning a tennis ball cannon, and there is a target on the wall behind him. The contestants run through the playfield dodging the fired tennis balls and reaching the safe spots. Each safe spot has a weapon used to hit the target. The contestant wins if they hit the target or reach the end of the course before time runs out, and they lose if the gladiator hits them with a tennis ball. The NES version of the game plays a bit differently. The gladiator moves back and forth at the top of the screen with the cannon no matter where you are in the course. You scroll the playfield upward and seek out weapons near a safe spot. Neither you nor the gladiator can shoot through barriers on the field. Grab a weapon by standing on the weapon icon and pressing B, then press A to launch a shot upward. Each icon gives you three shots. The gladiator will fall if you shoot him enough times, and you lose a life if he hits you three times. Alternatively, you clear the event if you reach the top of the course before time runs out. This is the only event that you can lose if the timer expires.

Platforming with random projectiles!

Once you clear all 20 events, then you begin the Eliminator. This is a long, slowly scrolling platforming level essentially. You start out by hopping between balance beams with the A button and advancing to the right. During the event, medicine balls will spray out from the bottom of the screen randomly. If they hit you then you fall, but you can save yourself by pressing Down to duck in time and shield yourself from the hit. Be careful when jumping as you can’t block hits. Eventually you come to the hand bike. Press Left or Right to move along the rail and dodge the balls. Past the hand bike are conveyor belts, and then after that is another hand bike section. Finally, the balls go away and you take a series of zip lines to the end of the course. You must time your jump off each zip line to grab the next one. If you get all the way to the end, congratulations!

Finally, here is some miscellany about American Gladiators. Across all events, there is a scoring system in place. You typically earn points by either getting past a gladiator or redeeming each second left on the timer at the end of the event. Once you clear a level of five events, you get 100 points as well as an extra life for the next level. You can also earn a continue by clearing either Level 1 or 2. When you lose all your lives, you get a password, provided you have already cleared Level 1. The password is eight characters long and the only characters are A and B. You enter the password by pressing the corresponding button, which is super convenient. There are only three passwords, one for each level from two to four. Lastly, the game features a two-player mode, but it is alternating play so it isn’t that useful.

This was my first time playing American Gladiators. I have owned the game since childhood and probably got it from a yard sale. It only took one try playing it to discover I wasn’t all that interested in the gameplay. I’m not sure why that was because I enjoyed watching the TV show on cable whenever I saw it was on, and I played NES often as a kid. I’m glad I’m doing this completion project because it gives me the motivation to play through games such as American Gladiators that I’ve owned for over half my life.

This guy is super tough for some reason.

It took me three or four days over a week to solve American Gladiators. Initially I found Powerball to be the easiest event because I always filled up the pods, only to find out later that it truly is the easiest one since you cannot lose regardless. Assault was the next easiest game for me because I am good at dodging, although that was tested during the final level. The Wall tends to be difficult for people due to the weird, exhausting controls, but I took to it quite well. Joust was the event that gave me so much trouble until I figured out how it worked. Human Cannonball to my surprise ended up being the most difficult event as the later levels had me almost pulling my hair out.

Once I got all those games figured out, it was time for the Eliminator. This event was challenging, but it was even harder to learn because I could only use what lives I had remaining after clearing all the Level 4 events. The best shot I had at the Eliminator came from playing the game from the start and accumulating as many lives as possible along the way. I had a few runs that I almost completed before recording anything, and once I sat down to record I ended up completing the game for the first time. I even beat it without continues. I had close to ten lives starting the Eliminator but I used nearly all of them up to beat it.

You really need to master the controls to solve this one.

Here are some pointers for a few of the events that tripped me up in the game. Spoilers apply here, so if you want to try the game yourself and keep your experience pure, now is the time to look away! As I mentioned earlier, Joust was my first major hang up. That was because I was playing it wrong. The opponents also strike with low, medium, and high thrusts, and you can counter each one. You counter a low strike with a medium one, a medium strike with a high one, and a high strike with a low one. The gladiators also strike in a pattern that loops, so once you see it you can predict and counter every hit. If you are fast and don’t know the pattern, you can also counter by observing his strike and attacking quickly. Moving on to the Human Cannonball event, there are a few gladiators that seem impossible to knock down because they always block you. The only way I figured out how to get past them is to swing on the rope back and forth a few times before launching yourself. In other words, if they block on your first swing, try knocking them down on your second swing. You can stay on the rope for as long as you like once you grab on. I won’t tell you which gladiators or how many swings you need to wait. If you need to know, you can see my strategy in the longplay video. Finally, a couple of basic tips for The Wall. Make sure to spend some time in a clear space learning how to move in all directions. Take it slow. This becomes very important in later levels where each incremental movement is critical. Also, it is best to set the controller in your lap and use your pointer and middle fingers to tap out the A and B buttons. The game manual recommends this since you can move around on The Wall much quicker and with less fatigue in your hand.

I’ll say that American Gladiators is an interesting NES game, but I don’t know that I would recommend playing it. It’s a novelty to see how they adapted the show into an NES game, but it’s not quite reminiscent of the show enough to invoke the nostalgia factor. The music is fine, but nothing special, and notably the iconic theme song is not in this game at all. If it is, then it wasn’t recognizable enough for me to notice it. The graphics are decent and every important element is clearly defined. It’s a mish-mash of a game. I had fun with it, but of course I always say that.

#53 – American Gladiators

 
MAY
02
2017
0

#42 – The Adventures of Gilligan’s Island

Getting lost takes on a whole new meaning.

Seeing the year 1964 feels so bizarre.

To Beat: Reach the Ending
Played: 12/4/16 – 12/6/16
Difficulty: 3/10
My Difficulty: 3/10
Video: The Adventures of Gilligan’s Island Longplay

As a rule, I tend to be overly optimistic in my impressions of NES games. Even the worst of the games I have played so far have had redeeming qualities and I have had fun with them. However, even my constant optimism can’t save the fact that The Adventures of Gilligan’s Island is an unpleasant experience. I made the best out of it anyway and now I can share what I feel is the worst NES game I have played yet.

Gilligan’s Island is a sitcom that ran on CBS for three seasons spanning 1964 to 1967. It was created and produced by Sherwood Schwartz. The premise of the show is that a Hawaiian tour boat gets caught in a bad storm and wrecks on an uncharted island in the Pacific Ocean. The castaways work together to try and escape the island only to almost always be thwarted by Gilligan’s antics. The show was reasonably popular during its initial run but it grew in popularity later in syndication. This late popularity is likely what inspired a trio of Gilligan’s Island made-for-TV movies and a pair of animated series all in the late 1970’s and early 1980’s.

The Adventures of Gilligan’s Island is the NES game based on the sitcom. It was developed by Human Entertainment, Inc. and published by Bandai America, Inc. Released in July 1990, not only was it an NES exclusive game, but it is the only video game based on the show. While not a video game, there was a pinball machine based on the sitcom. Named Gilligan’s Island, the machine was manufactured by Bally Midway in 1991.

If Gilligan thinks this is a good spot, it probably isn’t.

In The Adventures of Gilligan’s Island, you play as the Skipper with Gilligan following you along during your adventure. The game is broken up into four levels which are cleverly referred to as episodes. The levels act like a separate episode of the show each with their own self-contained story. Here you explore the island from a side view as you venture out to locate both your fellow castaways and items in order to progress the story to its conclusion.

The game has simple controls. Use the D-Pad to walk around in eight directions. The A button is for jumping, and the B button is used to attack. The Select button pulls up the in-game menu. In the menu, A is used to select the options and Select returns control back to the gameplay. Start is only used to start the game on the title screen.

Exploration is the main objective in this game. You are provided with a map that you can pull up from the menu that really helps. Each section of the map is its own side scrolling area and exits to other areas are located on either the top or the bottom of the screen. Capital letters are located on the map that indicate the locations of one of the other castaways. Typically, you will want to talk to them right away to find out what is going on and what they want you to do. The levels are all timed encouraging you to keep moving along.

The main mechanic in the game is that Gilligan must go along with you as you progress. However, you do not control Gilligan directly, rather he automatically follows behind you trying to keep up with you. The game is essentially one giant escort mission. Gilligan controls much like you expect his character would move in that he bumbles behind you and can often get stuck or left behind in some way. Despite your best efforts, it is assured that at some point you will lose track of Gilligan. When this happens, the clock temporarily changes over to a special two-minute timer. If you don’t locate Gilligan before the timer runs out, it’s Game Over. You need him with you to advance the story, so find him as soon as possible.

Gilligan forgot to follow me again.

One interesting aspect in the game is that the Skipper and Gilligan have conversations that carry on throughout the action. There is a lot of empty space at the bottom of the screen next to the life indicator and timer, so it is constantly filled with scrolling text. The banter is typical of what the characters would say on the show. This also applies to the conversations with the other castaways. I found myself talking to the characters again after each event just to see the different dialog.

There are enemies and traps that stand in your way. Most enemies are wild animals that are annoying. For instance, birds dive bomb you from overhead, and leopards run you over. You can attack the enemies but I find they are best ignored. There are also rolling and falling boulders and other similar obstacles that hurt you. Many screens have rocks that you can jump over, but if you land on one you can trip and take damage that way. There is also running water and quicksand that slows you down instead of dealing damage. In these places, you have to mash the jump button in order to get through. Sometimes you can get swept away to a different part of the map altogether. These places can be useful to jump closer to the next objective or alternately force you to backtrack several minutes.

There are several items available in the episodes. Many of them are quest items that you need to carry in order to progress the story, and these items are specific to a particular episode. One recurring item is the club that gives the Skipper better attack capability and this is often found early in the episode. There are also random item drops that occasionally appear on the ground. The banana restores two hearts of health when used from the menu. The hourglass adds a minute to the timer. A rope is a very useful item as this lets you immediately bring Gilligan back to you if you get separated no matter where he is.

Seeing an item on the ground is always a nice surprise!

The levels also include a cave system. Generally, you enter the caves by falling down a hole. These can be the biggest annoyance of all. If you want to go through a hole, Gilligan needs to go down first and you must walk around in a way to guide him into it. If you don’t want to go that way, then you should tread carefully so he doesn’t fall in by mistake. There are ladders but some of the holes are one-way without a ladder and that can set you in the wrong direction. Moreover, the caves are not always charted on the map, leading to getting lost.

Each episode features at least one boss encounter. These are simply larger enemies that try and beat you down. You want the club for these skirmishes and you fight them by hitting them before they hit you. The bosses take several hits to defeat and the fights themselves become repetitive and tedious. It’s also tough to tell if you are even damaging the boss or not.

At the end of each episode, you are greeted with a cutscene that completes the storyline. Then you are taken to a score screen where you get points based on your time, health, and items remaining. I have no idea why this game has a scoring system since this is the only time points are visible in the entire game. More useful than the scoring screen is the password screen. The game has only four levels, but they are lengthy enough that passwords are welcome. Passwords are simple sequences of eight capital letters A-P, which are still too long for this game but acceptable.

Gilligan is a boss fight spectator too.

This was my first time playing The Adventures of Gilligan’s Island. Before beating the game, I had only seen brief amounts of gameplay a few times, so the game was mostly a mystery for me. For collecting purposes, the cart itself isn’t common but not that expensive either. Today it sells in the $10-$20 range. I bought my cart off eBay in 2014 for about $9 shipped. I remember seeing this game at my local game store for I think $18 when I was actively buying. Eventually it sold but I’m glad I passed on it.

It only took me a couple of days to finish the game. I am good at mental mapmaking and so exploring the maps only taxed me a little bit. I was quick to latch onto using the rivers as warps, so that helped me clear the game more quickly. I only had to repeat levels once or twice before I had it figured out well enough to complete it in time. The pathing does get complicated in Episode 4 and writing my own map for some segments could have proven handy if I weren’t so stubborn.

I neglected to take video of my run through the game the first time, but I suppose I felt the need to have it recorded so I sat down and completed the entire game a second time. The length was just barely short enough to justify recording a longplay. The problem with doing this is that all the levels blend together because the graphics are consistent throughout the game. I know that I got turned around a few times and had to resort to the map much more often than I would have liked, but that was a necessity to getting it all completed in one attempt. I ended up dying once in Episode 3 and again in Episode 4, but in retrospect I think that’s actually a pretty good outcome.

The stream, mud, rocks, and bats all at once!

The Adventures of Gilligan’s Island is misleading in that it has the appearance of being a decent game. The graphics and music aren’t special, but they are adequate. The character portraits and cutscene graphics are nice, and the theme song sounds fine on the NES sound chip. The writing is probably the best thing about the game. I think the writers nailed the personality of the characters and dialog to the point that it feels like an episode of the show. The boss fights can be a bit tricky, but aside from those the game is easy enough that anyone with enough patience and a willingness to map out the levels can finish it. By all appearances, the game is a competent one.

The failing is entirely in the gameplay. This is the most boring game I have ever completed. The Adventures of Gilligan’s Island is window dressing surrounding a myriad of dull, lengthy fetch quests. You talk to people, you find an item, you talk to more people back and forth, you fight a boss, you talk to more people, and so on ad nauseam. You constantly need to wait for Gilligan to catch up to you lest you leave him behind. Nuisances surround you at every twist and turn. A single misstep can lead to several minutes of tedious backtracking on top of the normal backtracking already required. Death is particularly painful and is most likely to lead to shutting the game off, putting it back in storage, and never looking back. I would only hesitantly recommend this game to someone who is trying to complete all NES games, looking for something with easy difficulty, and possesses either elite patience or a glut of free time. Appreciating bad games would be a plus, too. That subset of people is tiny, and I would still feel bad recommending it even if all those boxes are checked. If you happen to be a fan of the show, just watch the longplay I posted. But if you do, don’t blame me if you come to realize it wasn’t worth your time after all!

#42 – The Adventures of Gilligan’s Island