Take on the NES Library

An 8-bit Extravaganza!

imagineering

NOV
03
2021
0

#170 – Flight of the Intruder

A very long flight.

I have no idea what this is supposed to look like.

To Beat: Reach the ending
What I Did: Cleared every mission with 2nd highest rank overall
Played: 11/8/20 – 11/17/20
Difficulty: 8/10
My Difficulty: 8/10
My Video: Flight of the Intruder Longplay

It seems at first that the NES is littered with flight-based games, the ones that take place either from inside the cockpit or just behind the plane, and you can fly around in 3D space with enemies approaching from all angles.  They must have been somewhat popular as none of them are rare games.  Despite that, as I’m sure I’ve mentioned before, these games are just not for me.  I attempted to count up how many games fit this description just to see where I stand at 170 games in.  I have counted about a dozen or so, and Flight of the Intruder is the 4th completion of the bunch.  We are spreading these out nicely!  The first two games of these I’ve played, Top Gun and Laser Invasion, are both high quality, twitch action Konami affairs, while F-117A Stealth Fighter took a more tactical approach.  It’s not all bad, but Flight of the Intruder is clearly the least enjoyable of these titles.  Let’s break it down and see what it has to offer.

Flight of the Intruder is a novel written by Stephen Coonts.  He had previously served as a naval aviator during the Vietnam War, and he used those experiences to begin writing a novel.  The book Flight of the Intruder was released in 1986, and the main character, Jake Grafton, would be the protagonist in many future books in the series.  Coonts has written dozens of books since then, up to the present day at the time of this writing.  Flight of the Intruder was adapted into a film in 1991, releasing to poor reviews and not making enough money at the box office to cover its $30 million budget.  A video game was also created in 1990, developed by Rowan Software for PCs.  Flight of the Intruder was released on the NES in May 1991, ported by Imagineering and published by Mindscape.  The game also came out in Europe under the name Phantom Air Mission, where it appears to be limited to only a release in Spain.  It is an extremely expensive game due to its rarity.

The plot of Flight of the Intruder, the novel and film, follows Jake Grafton throughout the Vietnam War.  The plot of the game as listed in the manual doesn’t include any of that story, opting for a more general take.  The only common bond is that both take place during Operation Linebacker in 1972 in Vietnam.  In the game, you play the role of an unnamed pilot who takes to the skies in both an F-4 Phantom and an A-6 Intruder across 12 missions throughout Vietnam around the timeline of Operation Linebacker.  Each mission in broken up into a series of waypoints that you will need to clear to complete your mission.

Just like Metroid, we start out going left.

Upon starting a game, the first thing you will come to is the Map Screen.  After receiving your mission briefing, you see the map zoomed in and the next waypoint blinking.  This will indicate what kind of encounter you will have.  Sometimes you can press Select to skip to different waypoints, whatever the mission necessitates.  Press either Start or A to take on this waypoint.

The next screen is the Takeoff and Landing screen.  This takes place from a side view of the aircraft on the carrier, with the aircraft facing left.  After a short animation of the crew on the ground, it’s on you get the plane off the ground.  Doing so is very easy, simply press and hold Left to increase thrust to 100% and you will automatically begin flying.  There are other points of data on the screen that are show during takeoff that only come into play when you are landing later on.

The starting waypoint in the game is one of the two main modes of action, the cockpit view.  From this first person perspective, you will dogfight with MiG 21 jets using your F-4 interceptor.  This game uses flight controls, meaning you press Up to fly downward and press Down to fly higher.  Left and Right bank your fighter in that direction.  The A button fires your weapons.  Your standard weapon is a machine gun.  You have unlimited ammo, but if you fire too much at once you will overheat and need to cool down a bit before you can fire more.  The Select button can switch between your machine gun and missiles.  The missiles have very limited ammo but are radar guided and will home in on the enemy.  You will need to get an enemy in your sights and lock on before you can get them with the missile.  The B button is used to adjust the thrust of the aircraft.  Hold B, then press Up to increase thrust or Down to decrease thrust.

There are all sort of instruments and things on screen.  The top half is your outside view through the window, where can see air, land, and approaching enemies and missiles.  In the center of that view are your crosshairs for aiming the machine gun.  Two numbers display on either side of that.  The left side value is your airspeed and the right display is your altitude gauge.  The lower half of the screen is the inside of the cockpit.  On the left you will see your thrust as a percentage.  Below that is the artificial horizon.  A circle is broken up into segments that are filled in to show the ground relative to your aircraft in the center of the circle.  For example, if you are flying straight and level, the bottom half will be filled in since the ground is below you, whereas if you are flying straight down the entire circle will be lit up to indicate you are flying directly toward the ground.  The center of the cockpit view is your radar that shows enemies as dots as they approach you.  The top half of the radar shows enemies in front of you that you could see above, and the bottom of the radar displays enemies behind you.  The right side is the message display that shows various information as you play.  When you switch weapons to missiles, the text display changes over to a missile indicator.  A triangle is drawn representing your ship along with small vertical lines to indicate each missile available.

Line em up, blast away, you know the drill.

The other gameplay view you have is in the bombing and strafing missions.  Here you see your A-6 Intruder from behind the aircraft.  Enemies will approach from the horizon as you fly overhead, and you are to blow up as many as possible.  The controls here are similar to the first person flying segments.  Use the D-pad with flying controls to steer, press A to fire air-to-ground missiles, and press B to shoot radar guided missiles.  The angle of your ship toward the ground determines where your bombs will land.  You have to compensate a bit for the time it takes for the bomb to strike.  There are no crosshairs for this mode, though the nearest target will highlight a bit on the approach and the hitboxes of the enemies are reasonably generous.  Much of the time these missions are just to fly through and survive, but some of them require you to defeat a primary target.  The mission itself will let you know.  If there’s   a primary target, the music will change a bit to indicate the upcoming targets are mandatory.  Fail to destroy them all and you will need to repeat a portion of the mission and approach again.

There’s other information on this screen you’ll need to understand.  The large number at the top is your score.  This carries over throughout the game, and it is also shown between missions.  There are three other numbers displayed in the row under the score.  The far left number is your strength value, essentially your hit points.  Enemy strikes deal multiple strength damage so avoidance is critical.  The center number is the DEFCON number.  Every target you let pass by subtracts one from the DEFCON number.  When it reaches 0, then any target that gets by will fire a guided surface-to-air (SAM) missile at you.  These are avoidable but are very dangerous and they deal a bunch of damage.  They often lead to more missed enemies and even more SAMs.  The far right number is how many missiles you have.  As you can imagine accuracy is important in these missions, and to that point there are certain targets in these missions that will restore a strength point when destroyed.  You want these if you hope to keep alive.  If strength is maxed out at 9, then it will restore a DEFCON point, and if that reaches 9 then an extra missile is added instead.  Furthermore, if you destroy all targets within a wave, each of those three will increase by one.  Nice!

Once the mission is over, it is important to land your fighter safely.  Landing takes place in the same side view as takeoff, only this time you need the measurements on display to help you land properly.  Left increases thrust and Right to lowers it.  A thrust value of 50% helps you maintain height, whereas higher numbers fly you upward and smaller numbers lower you.  The altitude shows how high you are, and the range shows how much farther to fly to reach the aircraft carrier.  The vertical velocity is important as you need to keep that value from going beyond -10 when landing to touch down safely.  To land, you will use the measurements and adjust thrust to lower your fighter and fly slowly down onto the aircraft carrier.  Press B to release your landing gear, you won’t get far without that.  You want to touch down as soon as you are overhead, then as you cross a series of four cables on the deck, press A to lower your hook to grab a cable and come to a complete stop.  If you don’t hook a cable, you will have to fly through and approach again.  I believe too many misses will cost you a life so make sure you don’t mess up too much.  The game also encourages you to grab the third cable with the hook as evidently that’s what the best pilots do and you are awarded more points that way.

Bombing runs require some calculated aiming.

This was my first time playing Flight of the Intruder, which is no surprise.  I barely remember putting this game into my console to test it prior to this.  I’m not entirely sure but I think someone gave me this game, like a “here I found this in my house you can have it” kind of find.  I might have the box and manual for this somewhere too.  This game isn’t very common but it’s affordable, coming it at around $12 or so for a loose cart.

I did not have an easy time with this game at the start.  The first mission is one of the first person missions and the combat feels a little bit slow and is hard to come to grasps with quickly.  Notably, the gun lags behind a bit, meaning you have to shoot in front of the enemy to hit it.  It’s probably realistic but is a bit frustrating to play.  The enemies also take quite a few hits to go down, and you’ll run out of missiles in the later missions which one-shot the enemies after you lock on.  There’s also fuel to worry about and if you take too long in a mission you’ll crash, which happened a lot later on in the game when there were more enemies.  I had to fly around a lot to try and get behind the enemy, while also avoiding their missiles, and it’s just a lot to handle under a time limit.

The good thing is I did come up with a strategy.  It almost feels like an exploit.  The trick is to fly sideways.  I turn 90 degrees to the right, lining up the horizon vertically in the center of the screen.  Then I just fly up the entire time.  This accomplishes a few things.  First, it keeps the enemies from getting behind me.  Second, when they end up in front, they tend to fly in the same direction attempting to get away and so they sit in front of you long enough to blast away and you can deal a ton of damage.  Third, if they fire a homing missile, it won’t hit me from behind because I’m constantly spinning, and for the ones in front, I’m either in good position to shoot them down or just keep flying up to dodge them.  It’s really the perfect strategy.  

Land softly, then hook the wire to stop.

The other gameplay modes I didn’t have much of a problem with.  Bombing runs are pretty straightforward even though they appear awkward initially.  You can tell by the animation frame of the fighter how low you will land your bombs, so it’s just a matter of learning the timing of aiming.  You will also need to swerve out of the way of enemy fire at the same time, but that sounds harder than it actually is.  At least after lots of practice.  Takeoff is super simple, and I eventually got the hang of landing pretty much every time.  Practice makes perfect, as they say.

The worst thing about this game is how long it is.  There are 12 missions in total, each one longer than the last.  And I mean longer in terms of both number of waypoints and number of targets in each waypoint.  The skirmishes themselves don’t get much more challenging, just more missiles and such to deal with.  It’s mostly more and more enemies to kill within the same time limits, fake difficulty at its finest.  My full playthrough covering every possible waypoint took nearly two and a half hours.  I didn’t realize you could skip sub-missions until after I had finished, and I wouldn’t have regardless, but two-plus hours of the same repeated gameplay is tedious, to say the least.  You only get a few lives and continues to get you through the game, but as long as the losses are occasional, you’ll be fine.  There is also a scoring system here complete with ranks for how many points you have scored across the missions.  I ended up with the Admiral rank, the second highest rank, despite completing every mission and sub-mission along the way.  I had 1,868,600 total points but needed 2,000,000 to get Fleet Admiral.  The scoring system is more nuanced than I would have expected and that is why I didn’t get the best rank.  It does not affect the ending in any way.

I would say this is a competent game that’s just not very fun.  Graphically, it looks okay.  There is good detail to the fighters in the landing and takeoff sequences.  The enemies you fight are distinct but kinda muddled looking.  The music is also just okay, filling up space.  There are no tunes during the first person areas, only the constant beeping of approaching homing missiles.  The other songs aren’t awful but not super catchy or fun either, probably because I got sick of them through the long play time.  The controls are responsive and easy to use, maybe a little bit cumbersome in first person but nothing too bad.  The gameplay is good enough, what you would expect out of a game like this, and there’s just a touch of variety along the way.  There’s nothing really bad here I would say, it’s just that this game is so boring.  It goes on way too long if you intend to see it through.  I play pretty late at night and I’m surprised I managed to stay awake during the entire game.  An hour of this would have been more manageable, and honestly still too long, but two and a half hours of this is just exhausting.  Hopefully this one ends up the worst of all the flight games.

#170 – Flight of the Intruder

#170 – Flight of the Intruder

 
APR
03
2020
0

#147 – The Ren & Stimpy Show: Buckaroo$!

You eeeediot!

Not quite the full title.

To Beat: Reach the ending
Played: 1/31/20 – 2/3/20
Difficulty: 6/10
My Difficulty: 5/10
My Video: The Ren & Stimpy Show: Buckaroo$! Longplay

More cartoon NES games!  I’ve mentioned before that we had cable TV growing up and that I ended up a Nickelodeon kid.  The first wave of Nicktoons, i.e. Doug, Rugrats, and Ren & Stimpy, got a lot of play in my house in those days.  I tended to glom on more to Doug and Rugrats, and I didn’t find Ren and Stimpy nearly as appealing to me.  But that didn’t mean I didn’t watch the show.  I think this game did a pretty decent job at capturing the look and feel of the show, and it brought back a lot of memories and references I didn’t know I still carried.  Let’s take a look at the game.

The Ren & Stimpy Show was created for Nickelodeon by John Kricfalusi, debuting in August of 1991.  It stars Ren the chihuahua and Stimpy the cat, following their random adventures.  Kricfalusi voiced Ren while Stimpy’s voice actor was Billy West.  Kricfalusi left the show in 1992 due to contentions with Nickelodeon, and Billy West became the voice for both characters after that.  The show ran from 1991 to 1996, spanning 5 seasons and 52 episodes.  This show was very controversial at the time with its gross humor, use of violence, and adult themes.  In spite of the controversies, Ren & Stimpy translated into high ratings for Nickelodeon as well as critical acclaim, and it had lasting influence in animation for years to come.

The Ren & Stimpy Show garnered several video games bearing its name between 1992 and 1994.  There were two games on Game Boy: Space Cadet Adventures and Veediots!  Two more Sega Genesis titles were Stimpy’s Invention and Quest for the Shaven Yak Starring Ren Hoek & Stimpy, the latter also appearing on Game Gear.  The SNES had four Ren & Stimpy games: Veediots!, Buckeroo$!, Fire Dogs, and Time Warp.  There was just one Ren & Stimpy title on the NES.  The Ren & Stimpy Show: Buckaroo$! released on the NES in November 1993.  The game was developed by Imagineering and published by THQ.  It was not released on NES in other territories.

A machine that prints money, that’s genius!

The story for Buckaroo$! begins with Stimpy’s new invention, the Gametron 5000 Moneymaker.  Long before livestreaming was ever conceived, this new machine pays out money the more you play video games.  It comes with three different games: Space Madness, Out West, and Robin Hoek of Logwood Forest.  Of course, Ren is all about this so that he can make as much money as possible, so he and Stimpy play out these three different games.  These subgames are merely level themes in the actual game as you will transition to a different one from level to level.  There are about sixteen areas in the game of varying theme and length, and you beat the game after clearing them all.

Buckaroo$! is an action platformer game.  You use the D-pad to walk around, as usual.  In some cases, you’ll use Up and Down to climb on poles and such.  You can also use Up and Down to scroll the screen a little bit when it’s needed.  After the title screen, you can pick from one of four button layouts for your main actions.  The actions are jump, use a weapon, or run.  Jump and Weapon are always on separate buttons, but otherwise you can map whatever you want to either A or B with the options.  You can aim your weapons upward by holding Up with the weapon button.  The Select button is used for changing your weapons.  Finally, press Start to pause.

The limited heads-up display is shown in the upper left corner of the screen.  A pink thermometer displays the amount of health you have.  Below that is the weapon selected and its corresponding ammo.  You have a default weapon that doesn’t use any ammo so that won’t show up if selected.  There is different info displayed if you pause your game.  You can see your score, number of lives, and number of money bags collected.  For every 30 money bags you snag, you get an extra life.

Use tools to escort Ren to the exit door.

The first and most prevalent of the three game modes is Space Madness.  In this mode, you control Stimpy guiding Ren on an escort mission to the exit door in the level.  Yep, an escort mission.  Ren walks back and forth like a lemming, occasionally getting into trouble by creating new enemies or not going where you want him to go.  Stimpy’s default attack is a hairball projectile that travels in a small arc.  You can use this to beat up enemies or hit Ren with it to push him around.  You can change his direction by hitting him in the front or you can make him go faster by hitting him from behind.  The special weapons are used to manipulate Ren.  Dirty socks stop Ren from moving, litter boxes turn him around when touched, and springs make Ren do a huge jump forward.

In the first stage, those items are all you need to clear it.  There is a giant teleporter in the middle of the room that blocks Ren’s path.  You need to guide Ren toward a spring you put in front of it so that he’ll jump over it to the other side.  Stimpy, however, when he approaches the teleporter, gets sent off to a space shooting mini-game.  You take control of a very large ship and you have to blast all of the enemies in your path to get through.  Press the weapon button to fire straight fireballs, just about as many as you want.  The enemies will loop around the screen until you beat them all to reveal the next wave.  You can also pick up bags of kitty litter to increase your health, as well as money bags, but you can shoot and destroy them as well.  Once the shooting segment is over, now you can pass across the teleporter and Ren will still be over there.  Use the items to guide him all the way to the door.  There will be more space shooting in the other levels, don’t worry.

Later Space Madness levels have some additional items and elements to them.  Some of the escort levels are in pretty large rooms where you can easily lose track of Ren.  The decoder ring item will slide the camera over to Ren so you can see where he is.  The beaver is a very useful item that chews a hole in the floor that Stimpy and Ren can fall through.  This is an essential item for reaching certain exit doors.  Many Space Madness levels feature these vertical pipes that suck you up or down to different floors within the stage.  A few levels also have these buttons that affect the entire room.  Ren always pushes these on contact but Stimpy can engage them as well.  One button reverses your directional controls, another doubles movement speed, another turns the color off leaving the game in grayscale, stuff like that.  It can get out of hand quickly if Ren is left to his own devices.  Good luck with these levels.

This is definitely fitting of the old west.

The next game mode is Out West.  This is a straightforward type of level where all you need to do is go from left to right.  In this mode you start off as Ren, who only wields a short-range slap attack.  Collect a wanted poster and you can switch characters to Stimpy, who has his normal spitball attack.  You can collect more posters to swap back and forth between characters.  Each character has his own set of items that often mirror each other in effect.  For instance, Ren collects ham to increase his health while Stimpy gets bags of cat treats.  Stimpy gets smelly socks again as a special weapon in these stages, while Ren collects apples.  Many of these stages end with a final enemy encounter, and when you beat them, money bags rain down from the sky for awhile.

The third game mode is Robin Hoek.  Here you play only as Ren.  These are also straightforward stages only you don’t switch characters.  There are a few elements you’ll have to contend with here that are different from the Out West stages.  There’s a large section where you have to climb up a set of buildings by jumping up awnings and landing on window ledges.  You will need to switch buildings to find an awning to bounce you high enough, and it is tough to jump across and land on the tiny ledges.  There are also clotheslines that you have to tightrope-walk on, sort of.  You will fall through if you aren’t moving, otherwise it is treated as a normal ledge.

You begin the game with three lives in reserve.  You can collect more lives by collecting enough money bags.  The Out West and Robin Hoek levels have random checkpoints scattered throughout and you will respawn there upon losing a life.  If you run out of lives altogether, you can continue from the start of the current stage.  You can continue three times before you’ll have to start over from the beginning.

This is the first time I’ve played Buckaroo$!.  The only Ren & Stimpy game I ever remember playing before this was Space Cadet Adventures on Game Boy, and that one I don’t remember all that fondly.  Buckaroo$! is an uncommon NES game but isn’t terribly expensive at around $12-$15.  My first copy had some label issues and eventually I picked up a nicer copy.  I remember having a little bit of a time tracking this game down.  Even though it is moderately priced and readily available, I am always looking out for a deal, and that didn’t come for quite some time.  My first copy came in a lot purchase and I am less concerned about condition when buying in bulk.  Later I caught the game solo for a lower-end price on eBay.

I’m not sure if Robin Hood would have put up with all this.

I can see where this game would give someone a lot of trouble trying to beat it.  The first stage alone is quite unclear on what you need to do.  Without the manual I would have played the space shooting over and over until I realized you need to launch Ren past it so that you can exit the level.  Really all the Space Madness levels can get out of hand if you don’t have a clear plan on what to do and where to go.  The other game modes suffer majorly from not having clear rules on what you can stand on and what you can’t.  A lot of incidental graphics are actually ledges, while such things like doors really stand out but then they aren’t solid at all.  On top of that, many ledges are tiny to land on and the jumping in this game is not exactly precise.  Vertical sections can be tricky.  There is also fall damage done in a sort of unpolished way.  When falling from a tall height, the speed the character falls is faster than the scrolling speed.  If you fall from too high, you go below the bottom of the screen and the game interprets that the same as you falling into a pit.  Anyway, missing jumps is bad.

In spite of all the challenges, I got through this game pretty easily.  On my second day of playing, I cleared the game, and then the next time I recorded a full longplay without using a continue.  I had a few deaths and some backtracking in the larger Space Madness stages, but those were the only blemishes on the run that I remembered.  I beat the game in a little over 40 minutes with only a couple of hours of game time building up to that.  A 6/10 difficulty rating seems right for this game.  That slots in between Attack of the Killer Tomatoes and The Simpsons: Bart vs. the Space Mutants, two other platformers by the same developer.

The Ren & Stimpy Show: Buckaroo$! is a platformer out of the vein of other mascot platformers of the early to mid-‘90s.  It features stylized graphics modeling the characters from the show, and I think it looks pretty good on the NES hardware.  The music is pretty decent and blends in well with the gameplay.  The controls have the same feel as the aforementioned Bart vs. the Space Mutants.  That is not a note of praise by any stretch, but it does feel a little bit better than Bart.  Gameplay in this one is varied with the escort sections, the space shooter sections, and the expansive, pure platforming stages, with a few one-offs in between.  Thankfully the stages aren’t gigantic, sprawling mazes that have frustrated me in similar platformers of the past, though the windy Space Madness stages touch on that pattern a little bit.  The unclear ledges, big jumps to tiny ledges, and escort missions degrade this game in my eyes.  This isn’t a great game, but it ended up better than I anticipated.

#147 – The Ren & Stimpy Show: Buckaroo$!

 
JAN
24
2020
0

#140 – Space Shuttle Project

You decide if things are cleared for takeoff.

Bright blue skies!

To Beat: Reach the ending
Played: 11/8/19 – 11/11/19
Difficulty: 3/10
My Difficulty: 3/10
My Video: Space Shuttle Project Longplay

I get a lot of excitement out of playing NES games where I don’t really know what to expect, and much of the time I’m delighted with what I end up playing.  I was very intrigued by this game just by name alone because it doesn’t really give you any indication of exactly what kind of game it is.  Is it a space adventure, a simulation game, or something completely different?  Space Shuttle Project turns out to be a little bit of everything and it is one of the more unique NES games I have played so far.

Space Shuttle Project is an NES game exclusive to North America.  It was developed by Imagineering and published by Absolute Entertainment.  The game was released in November 1991.

The best way to summarize Space Shuttle Project is that it is a mini-game compilation.  You play the role of a recently promoted Shuttle Commander.  Your job is to support six high priority missions vital to the space program.  You are responsible for everything from pre-flight checks to space missions to shuttle launches.  To secure your job for the sake of your country, you must successfully complete all six missions.  Of course, you also win the game if you do all those things.

Beginning the game throws you into your first challenge right away.  You are required to pass the security check.  You are given a 4-digit code as well as the name of a shuttle.  Next you enter your name up to 6 characters.  Use the D-pad to choose a character, A to select, and B to backspace, then select End to lock your name in.  Now the code display is cleared and it is replaced by rotating digits.  Hopefully you remembered your code or wrote it down.  For each digit, wait until the corresponding number in your 4-digit code appears, then press A quickly to lock it in place.  You repeat this for all four digits and the shuttle name.  If your code matches exactly, then you pass, otherwise you have to try again.  You get a few tries before you are locked out completely, losing the game before you even start.

Open valves and doors and accompany your crew.

Each mission is broken up into four stages and the first of these is the launch preparation.  This is a side scrolling platformer section where you run around to set up the shuttle for launch.  You begin at the bottom of the long elevator shaft.  Use Left and Right to walk on the platforms and press Up or Down when on the elevator to move it.  First activate the Oxygen pump at the very top.  The lever for the pump is flashing so you know which one it is.  Press A when in front of the pump to activate it.  Now you have to start the Hydrogen pump below it, however activating oxygen now sets a moving obstruction in front of the elevator’s path.  Wait for an opening and try not to bump into the blue piece or you will get briefly stun locked.  The hydrogen pump activates another blocker.  Now you will need to escort each crew member from the bottom of the elevator shaft up to the shuttle door, back and forth for every person.  A message on screen will alert you to when you have brought the last crew member so that you can board the shuttle yourself.  You are on the clock the entire time and if you don’t get everything done you lose a life and have to start over.  The timing for the launch preparation is fairly tight so you need to move quickly while avoiding getting bumped on the elevator as best you can.

The second stage of the mission is shuttle lift off.  You are first presented with a long list of items you will be doing.  Don’t be intimidated by this, you don’t need to memorize this list!  The shuttle launch begins automatically and then you support the different individual steps of the launch via various indicators that play out like tiny mini-games.  In this stage you see a side view of your shuttle, and at the top of the screen is the control panel which shows the different indicators.  Many of these indicator mini-games are simple timing events.  There is a meter shown with a vertical bar that moves left to right.  Press A when the bar is in the white band.  Some operations like thrusting or braking use the thrust indicator.  You control the bottom arrow and you follow the top arrow with Left and Right as it moves back and forth.  These are all you need for the first mission.  Extra steps and different indicators appear in later missions.  During lift off you set your navigation via the tracking indicator.  There is a gray sine wave with a tiny white dot overlaying it.  As the dot slowly passes from left to right, you use Up and Down to keep the dot on top of the sine wave as close as possible.  Valve adjustment is done via the test indicator.  There is a set of six lights that glow in sequence and you have to repeat that order to pass using Left, Right, and A to turn on each light.  Completing this indicator gives you an extra life as a bonus.  Vernier adjustment is done by moving an arrow above and below a bar through a gap that passes back and forth.  The gap moves quickly but eventually does a slow pass which is when you make your move.  The gimbal indicator game is played by bouncing a vertical bar back and forth between two zones on a meter.  When the bar touches the left zone you press B, and when it reaches the zone on the right you press A.

Support the shuttle launch through mini-games.

The third stage is the actual mission that is different every time.  The first of these missions is a satellite launch.  Your job is to carry a satellite by hand from the space shuttle up to its orbital path at the top of the area.  You have limited oxygen which acts as your mission timer.  You control your astronaut’s thrust with the D-pad.  Since you are in zero gravity, you will keep drifting along until you thrust in the opposite direction to slow down and change course.  There are other satellites floating past that you must avoid, as colliding with them costs you a life.  Once you get to the top and place the satellite, it needs a little time to open up its panels.  The best way to avoid a collision during this action is by placing the satellite while moving in the direction of orbit.  Along the way, there are round energy panels that sometimes appear in orbit with the moving satellites.  You can touch these safely for an extra life.  You might also see an oxygen tank that refreshes your oxygen levels.

The second mission has you building the space station.  You have to carry panels from the space shuttle to where they are needed on the space station itself.  This stage scrolls from left to right and has the same movement controls as the previous mission.  As you scan the space station you will see background panels that appear darkened.  These are the missing ones that you have to align with carefully to automatically put the new panel in place.  Then you must move carefully back to the shuttle so that you can re-enter it from the hatch on the top to retrieve a new panel.  The shuttle restores your oxygen level.  You can also restore oxygen from permanent tanks that are on the background.  Just fly over them to restore oxygen.  You need to apply four panels total to complete this mission.  This mission is reprised in both Mission 4 and Mission 6.  The difference is you need to fly farther to place the panels and you have to set more of them in subsequent missions.

For the third mission, you are fixing a satellite already in orbit.  Here the space shuttle is in the lower left corner while asteroids are circling Earth.  Among the asteroids is the satellite.  Approach the satellite carefully, grab it, and take it back to the space shuttle.  You enter from the top of the shuttle like in Mission 2 but here it is flipped so you approach from below this time.  Inside the space shuttle you automatically do the repairs, so now you need to go back through the asteroids to place the satellite back into orbit.  Once that’s done, re-enter the shuttle to complete the mission.

I guess you have super strength in space.

In the fifth mission, you are rescuing a stranded cosmonaut.  This is similar to the first mission where you need to go up the screen, though this time it is much further.  You will need to add some oxygen via floating tanks found on your path.  Once you get to the top, go up and around the Russian spacecraft to retrieve the cosmonaut, then proceed carefully back down to the space shuttle.

Finally, the fourth and final stage in every mission is the re-entry back to Earth.  This plays out the same way as the shuttle launch in the second stage, only there is a different order to the mini-games required to land safely.  There are also a couple of new indicators unique to re-entry.  For setting movements like roll and pitch, you use the maneuver indicator.  This is the same as the normal timing mini-game only with pressing a D-pad direction instead of A.  The other new one is the alignment indicator.  You will see an outline of your shuttle and a second outline will separate from it.  You use the D-pad to guide the two outlines back into alignment, then press A to lock them in.

I’ve casually mentioned this already, but this game has lives, in the gaming sense.  Every time you make a mistake on a mini-game, fail to prepare the shuttle for launch, or crash into something in your space suit, you lose a life.  The penalty varies depending on the stage and mission.  Messing up a timing mini-game proceeds normally.  Crashing in your space suit sends you back to the shuttle.  Failing the pre-check means you repeat the entire process.  I think these penalties make sense given the situation.  You begin the game with five lives and remaining lives carry over from any stage or mission.  You can only have up to nine lives even if you go over.  If you run out of lives, you must restart the entire mission all the way back to pre-check.  You can reset your lives by starting a mission using the password.  Your password is the same format of the 4-digit code and space shuttle name as entered in the opening mini-game.  It’s pretty clever to recycle a game mechanic as password entry.

This was my first time playing through Space Shuttle Project.  When testing out my cart I only cleared the first stage of the first mission.  That meant I was aware of code entry and the shuttle setup, but nothing beyond that.  This game is not incredibly common but not too hard to find.  Loose cart copies are selling for around $15.  I got my first copy from a seller back on NintendoAge with three other games for $30 total, if memory serves.  A friend of mine traded with me for a condition upgrade, which I gladly appreciated.

Welcome home, crew!

This game was not too difficult for me to beat.  In a way the first mission was the most difficult one because you don’t quite know what to expect over all stages.  The shuttle pre-check stage is a little tricky especially in the later missions.  At best, I finish with about 10 seconds to spare so there’s not much wiggle room for error.  Both the take off and the landing stages were the easiest for me to clear.  The mini-games are easy enough, and you play them so much that they become second nature almost right away.  The space missions are not as varied as they first appear.  You move through obstacles and things in every mission, only the layout changes in the odd numbered missions.  After a few missions I had this game down pat, beating it with passwords over a couple of days.

You can probably guess that this game becomes quite repetitive.  There are cutscenes and animations that are repeated every stage during launch and re-entry.  These scenes are well made and neat to see, but only for the first couple of times through.  After that they feel long and drawn out, which is quickly made apparent during a longplay.  My recording of the whole game took over an hour and it could have been sped up by several minutes with some quicker or skippable cutscenes.  It is a boring video to watch, but it is complete and I played well with only minor mistakes.  I did figure out one little trick to save time.  During the even numbered missions, after you place a panel, you can intentionally crash so that you restart back at the shuttle.  If you are holding anything, you lose it, but for the return trip back to the shuttle, since you aren’t holding anything it becomes a nice time saver.  Over the full game I had plenty of extra lives to burn for this.

There’s one bonus tidbit about this game that I want to share.  I didn’t know about this before I completed the game and I would have showed it off if I did.  It’s really simple.  There is a bad ending to the game triggered when you lose all your lives during the opening mini-game.  At the end of most missions, you see a newspaper with a headline detailing your successful mission.  In the bad ending, since you failed to authenticate at the start, the paper announces your arrest for impersonating the shuttle commander.  It’s a nice Easter egg to find that’s right there for the taking.

Space Shuttle Project was a pleasant surprise for me to play.  This is a simple game that takes multiple, unexpected forms as you go.  The graphics and animations are well drawn and nice to look at.  The music is just okay, nothing notable.  The controls are spot on once you know what to do.  Some of the shuttle mini-games are not immediately intuitive but control correctly when you know how.  The gameplay is on the simplistic side and there’s not much meat to each mission, even the ones in space, though those are the most fun.  I really enjoyed the first few missions and then the game was a bit of a drag, slogging through the same things over and over.  Playing a single mission was quite fun for me, but too much more than that is overkill.  It’s too bad the game overstayed its welcome, since this game made me genuinely happy before I got tired of playing it.  

#140 – Space Shuttle Project

 
JUL
05
2018
0

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

Candy is dandy, and jelly beans are really keen.

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

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

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

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

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

Your good friend will follow you anywhere.

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

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

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

A happy blob is a helpful blob.

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

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

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

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

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

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

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

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

Many transformations are helpful tools.

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

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

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

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

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

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

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

He can even become transparent and help you breathe underwater.

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

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

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

Killer marshmallows are the least of your worries.

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

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

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

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

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

 
FEB
08
2018
0

#65 – Attack of the Killer Tomatoes

Killer Tomatoes seem ripe for an NES platformer.

Oooh, it’s both animated AND detailed!

To Beat: Reach the ending
Played: 12/5/17 – 12/7/17
Difficulty: 5/10
My Difficulty: 5/10
Video: Attack of the Killer Tomatoes Longplay

I know I’ve mentioned before that I don’t watch much movies or TV, but play video games instead in my free time. So Attack of the Killer Tomatoes comes up on my list to play. I know nothing about it at all, but I just know that this is based off some kind of movie or something. It has to be. I turn the game on and I’m greeted by these introductory story segments, further cementing my suspicion. Now that I’ve finished the game and done the research, yes indeed, this is the game based on a cartoon series that was based on a movie. I guess most people figure these things out the other way around, and I just come about it differently than others. But learning is learning, and now I know something about this strange NES game.

The original Attack of the Killer Tomatoes is, according to the movie poster, a “musical-comedy-horror” movie that debuted in 1978. The concept is well summarized from the movie title alone, and it was meant to be a spoof of B movies. It was produced by Stephen Peace and John DeBello, and also directed by John DeBello. The movie concept was conceived by Costa Dillon, and all three worked together to write the film. It has since become a cult classic and eventually spawned three sequels. Return of the Killer Tomatoes was released in theaters in 1988. The other two films, Killer Tomatoes Strike Back! from 1990 and Killer Tomatoes Eat France in 1991 were both direct-to-video films. An animated series, also named Attack of the Killer Tomatoes, aired on Fox Kids in 1990 and 1991, spanning two seasons and twenty-one episodes. This cartoon served as the base for the NES game.

There are two video games based on Attack of the Killer Tomatoes, both bearing this name. The first game came in 1986 for the ZX Spectrum, Amstrad CPC, and MSX, and it is an isometric game. The NES version is a different game that was developed by Imagineering and published by THQ. The game was first released in Europe in 1991, then released in the US in January 1992. It was ported to the Game Boy and was also released in 1992. Japan only got the Game Boy port, where it was renamed Killer Tomato and released in March 1993. Altron published Killer Tomato in Japan.

The tomatoes are killer, and so are you.

Attack of the Killer Tomatoes is a side-scrolling platformer. Dr. Gangrene has evil plans to take over both San Zucchini and the world with the Doomsday Tomato. Young Chad Finletter sets out to stop these plans. A set of huge killer tomatoes called the Gang of Six attempt to stand in his way. Chad travels through the city streets through Dr. Gangrene’s lair and beyond. Stop the evil doctor’s plans and you win the game.

This game has normal platformer controls. Use the D-pad to move Chad. You do a lot of walking left and right, but sometimes you need to climb a ladder or something by pressing Up or Down. The A button lets him jump. The B button is used for a few different actions. You can hold the B button to run, but for unknown reasons this only works in certain areas in the game. Holding B while jumping lets you leap a little farther. You can also hold B while climbing to move faster. In one place in the game, you can also press B to throw rocks. Holding down B and pressing Select lets you toggle the background music if you want. The Start button is just for pausing the game. There’s a weird glitch that happens when the game is paused. You can press Select to advance the game one frame at a time. That sounds like something that could be exploited but it’s not really helpful.

There is a status bar in the upper-left corner during gameplay. It displays your score counter, number of lives, and your health bar. Chad begins each new game with three lives and three bars of energy out of a maximum of six. There are items found in the game that can increase all three of these things. These are found on the ground and are not dropped by enemies. Fertilizer sacks are the most common item that just give you points. Lunch bags restore health and this amount varies depending on the pickup. Sometimes it is just a couple of health points and other times they give you even more than six. The rare lunch box adds an extra life. The design of these pickups is poor because they all look a lot alike. The lunch bag is folded on the top compared to the sack that looks like it is closed by a drawstring. I had to really pay attention to see if it was worth grabbing. I only came across one lunch box in the game and I couldn’t tell you how it differs graphically from the others.

That fertilizer sack is camouflaged!

There are a few enemies that show up in the game and most of them are tomato related. There are tiny little hopping tomatoes as well as larger ones that split into two tiny ones when stomped. There are tomato spiders and other tomatoes that sort of run at you. There are also rats and bats. You can jump on all these enemies to defeat them and you just fall through them when you kill them. A lot of times in platforming games you will bounce off defeated enemies a little, but it makes sense that tomatoes would just get squished. Each enemy deals one point of damage if it hits you, and there are also various stage hazards that can hurt you. A platforming game wouldn’t be complete without bottomless pits that can cost you a life.

The Gang of Six appear throughout the game, but instead of acting as boss battles they are mostly roadblocking enemies and should be avoided. The first one you meet in the game does need to be stomped to get it to run away, but all the other ones stand in your way and try to knock you around. It even hurts to jump on most of them, so don’t even bother. It seems like a strange choice to use these characters as merely stage hazards instead of bosses, but it seems to work fine. You do want to be careful around them because sometimes they can juggle you in the air and hit you multiple times.

Some of the stages in the game are mazes. The manual calls them 3D mazes but that’s a little misleading. These areas are still side-scrolling platforming levels that have a bit of a three-quarters perspective to them. There are branching pathways visible either into the background or into the screen, and you can press Up or Down to walk to the adjacent screen. They may seem difficult but are pretty straightforward as far as mazes go. If you take the wrong path, you won’t have to backtrack too far to figure out the correct way through.

You don’t wanna mess with these guys, just jump over them.

If you lose all your lives, you get to continue. One of the killer tomatoes spells out the message “Try again tomato head” when you lose all your lives. I like that better than the standard Game Over! You get a new set of three lives, but you can only continue twice before having to restart the game.

This was my first time playing Attack of the Killer Tomatoes. It was one of the later additions to my collection. In fact, I bought this copy in the same lot that contained the recently-beaten Kiwi Kraze. That lot was five games for $35, so I did well getting the game for essentially $7. It’s not a common game to find and sells in the $15-$25 range today.

Platformers with limited continues are normally the kind of game I would rate as a 7/10 or 8/10 difficulty. There are lots of way to take damage or die, and you have to play the game repeatedly to get the hang of it. Attack of the Killer Tomatoes gets an average rating because the game is very short. During the first night of playing I got majorly stuck during the third level. It doesn’t look like you can go anywhere at first. You need look for something within the stage that lets you proceed and I just completely overlooked it. The next night I saw my way through that part and ended up beating the game directly from there. I wasn’t recording because I didn’t expect the game to end so soon. I recorded a run the next night in around 15 minutes, only dying once in the first level and again near the end of the game.

Mazes aren’t as complicated as they seem.

Because Attack of the Killer Tomatoes is so short, I’ll run you through the whole game. These are all spoilers, so skip this section if you want to try this on your own. You begin on the streets at night working your way to the right. You have to bop Tomacho five times to progress to the manhole on the far right. This takes you to the sewer maze. Work your way past Ketchuk twice and chase the shadowy figure to a room with a large pipe organ. Here you throw rocks and must break each pipe of the organ to move on. You go back to the streets briefly before going into the tomato factory. Avoid Beefsteak on the floor and the roving robotic arm above and work your way to the top where you will flip a switch on the wall that reverses gravity. This was the part I didn’t get at first. You will need to go up through the ventilation shaft and end up in a small room where you need to bop some enemies for awhile until Dr. Gangreen opens the door ahead. This takes you to the tower. Fang and Zoltan will get in your way at various points as you climb to the top of this maze. Reach the Doomsday Tomato and Chad stops it on his own, loading the end credits. Now that game isn’t quite done yet because you get eaten by a huge tomato and need to work your way through the final maze inside. Just keep moving and get past Mummato when you see him and you’ll get to the end. If you hit a dead end you will probably find a lunch bag to refill your health anyway. Grab onto the large stalactite at the end to crush the tomatoes for good!

Imagineering may not have the best track record for platformer games on the NES, but Attack of the Killer Tomatoes plays well enough and has some neat technical moments that helps it stand out a little bit. Thrown tomatoes help spell out the letters during the credits sequences. Street lights illuminate the character palettes in a clever way. The tomato squishing graphics are oddly satisfying, and splitting bigger tomatoes in two is pulled off seamlessly. The platforming and character movement aren’t the greatest, but may well be the best of their games I’ve played so far. The music is good too.

Despite all the neat touches, the game is only average in gameplay and it is over just as soon as it gets started. It would have been disappointing buying this game when it came out at full price. I really have no idea of the popularity of the cartoon at the time and if that had any bearing on the sales of the game. Word of mouth of the short length of the game might have deterred it from selling well. Both of these could be factors for why the game is a bit on the uncommon side. Attack of the Killer Tomatoes is merely NES library filler. Though I’m glad I played it, like I feel about most NES games, I would say skip this one.

#65 – Attack of the Killer Tomatoes

 
NOV
08
2016
0
The Simpsons: Bart vs. the Space Mutants Box Cover

#29 – The Simpsons: Bart vs. the Space Mutants

All the shorts-eating you could ever hope for!

The Simpsons: Bart vs. the Space Mutants Title Screen

This looks really nice on the NES. I’m impressed!

To Beat: Reach the Ending
Played: 9/5/16 – 9/14/16
Difficulty: 8/10
My Difficulty: 7/10

I think it’s safe to say that The Simpsons has been the most successful US cartoon of all time. Such success leads to branching out all over the place and particularly into video games. There are many Simpsons games and today I will be writing about the first one!

The Simpsons show was created by Matt Groening and debuted on FOX on December 17th, 1989. The family was actually created two years prior appearing in animated shorts for The Tracey Ullman Show before appearing in their own half-hour show, and the series has lived on ever since. As of this writing, The Simpsons is in its 28th season spanning just over 600 total episodes. It is the longest running American sitcom and is near the top of many other lists of long running television programs. I have watched several episodes of the show but not regularly since I was a teenager.

There are over 20 Simpsons video games spanning the NES all the way to Xbox 360, PS3, and mobile. Bart vs. the Space Mutants was released in February 1991 and it is the first game with The Simpsons license followed just one month later by the arcade game simply titled The Simpsons. The most recent game is Tapped Out on iOS and Android which is still receiving gameplay updates today. The NES had four titles in total: Bart vs. the Space Mutants, Bart vs. the World, Bartman Meets Radioactive Man, and Krusty’s Fun House. Bart vs. the Space Mutants also appeared on the Sega Genesis, Game Gear, and various PCs. The NES version was developed by Imagineering and published by Acclaim. It was also released in Europe in late 1991.

The humor you know and love can be found here!

The humor you know and love can be found here!

Bart vs. the Space Mutants is a sidescrolling platformer. Aliens are attempting to take over the world and Bart Simpson eavesdrops in on their diabolical plan. They need to collect specific items in order to build an ultimate weapon, and so Bart sets out to remove those items before the aliens get them first. The story plays out exactly like this in the gameplay. Each level begins with the aliens discussing what object they need to collect, and then you set out to collect a specific number of that item to help clear the level.

The graphics have a cartoon look to them that is pulled off well on the NES. All the characters are recognizable and there are many objects that only appear once in the game so there is a lot of variety. The main issue with the graphics is that it can be tough to distinguish which background elements you can interact with in some areas. The music isn’t that bad either. The rendition of The Simpsons theme is done quite well, and there are some voice samples included too. However much of the soundtrack isn’t all that memorable.

The controls in this game are more involved than your typical platformer. The D-Pad moves Bart and the A button jumps. Bart can do a super jump by pressing both A and B at the same time and the feel for this is important as this move is used often. The run button is also A, so Bart jumps first and then he runs once A is held down. The run button is not obvious but it does come in handy. The B button is used for specific weapons. The game also has an inventory system. You can cycle through the inventory by pressing Select, and if you hold Down and hit Select the items will scroll in reverse order. Press Start to use the selected item. The Pause option shows up as part of the inventory so you will need to select the Pause option and press Start to pause the game.

Show yourself alien scum!

Show yourself alien scum!

One of the default items is the X-Ray Specs. The aliens disguise themselves as ordinary humans walking the streets, so the X-Ray Specs can reveal if a person of interest is either a normal person or one of the aliens. When you use the Specs the entire screen color changes to sepia tone and the alien heads are revealed if a person is indeed an alien. If it’s an alien Bart can jump on his head to defeat him. However if it is not an alien then Bart takes damage for trying to hurt an innocent bystander. When an alien is bopped a trinket is left behind that represents the proof of their existence. That’s how it’s described in the manual! Collect enough of these proof tokens in a level and one of Bart’s family members will help out in the boss battle at the end of the level. Progress is tracked by spelling out the letters of the name of the family member. For instance, the first level spells out MAGGIE and so six proofs need to be collected, one for each letter in her name. It is not required to do this but it can be helpful.

The other default items are coins. Bart can find these behind objects in the levels by jumping around. Do this in the right places and bouncing coins pop out. These can be spent just like money in certain places in the game. They also grant Bart extra lives if you collect enough. When you earn 15 coins you automatically earn an extra life, but it only costs 10 coins to buy one. I assume this was done so that you will never have fewer than 5 coins at any time unless you intentionally spend them.

There are some other items that appear but are not part of your inventory. Krusty the clown emblems give Bart an extra life and they are most helpful. Jebediah Springfield bestows the power of invincibility if you are able to locate his severed statue head powerup.

This mall definitely would have shoes your size.

This mall definitely would have shoes your size.

The status screen at the bottom has all the necessary information for playing the game. It shows which family member is featured in the stage along with how many letters are currently spelled out. Next to this are tiny Bart heads that show how many hits are remaining. For each life, Bart can take two hits from enemies. If he has been hit once already then one head will display and the next hit will cause a loss of life. Next to that in the status screen is the current inventory item, the score, remaining lives, the level timer, and the number of remaining goal items required to complete the level. If you reach the end of the stage without meeting the goal requirement, then the boss will not appear and you will need to backtrack to find more items. Finally on the far right the current weapon ammo is displayed.

Here are each of the five levels in the game:

Level 1 is the streets of Springfield. Bart must collect (or destroy) purple colored objects. These take all kinds of different forms and there are a number of ways to deal with them. The most common way is to collect the spray paint weapon and change the color of purple items to red, rendering them completely useless to the aliens. Other purple things need to be hidden or removed in specific ways. The first level of the game has a puzzle feel to it that is kind of a novelty for its time. This is also the main level where you purchase items to help with the purple cleanup. For instance, you can buy a wrench and use it on a fire hydrant to spray a stream of water that washes off fresh purple paint from a nearby awning. The level is challenging because there are only a few excess purple items that can be bypassed. Maggie is in this level and she will help by rolling bowling balls that Bart can use to damage the boss.

This is where the difficult platforming is put front and center.

This is where the difficult platforming is put front and center.

Level 2 is the Springfield shopping mall and the goal items are hats. There are stray hats all over the level but you can also lift them off a person’s head if they are wearing one. This is where the game ditches the puzzle elements of the first stage and switches to a more straightforward platforming challenge. There are lots of enemies that walk and fly around and you just need to get by them since there are no weapons in this stage. There are also areas of wet concrete that kill Bart if he sinks in them. These sections have tricky jumps that are pretty unforgiving. Marge is in this level and she will help deflect some of the boss projectiles for you.

Level 3 is Krustyland and Bart must get rid of balloons. There are some carnival mini games that Bart can play as well as one puzzle challenge for free balloons if you can figure it out in time. Bart can find slingshots here. They only damage a couple of enemies but they are most helpful in popping floating balloons that are too high to reach. There are some neat setpieces here and some tough platforming as well. Lisa can occasionally stun the boss to give Bart a breather during the fight.

Level 4 is the Springfield Museum of Natural History and Bart is collecting the exit signs. You only need to deal with six exit signs, so the level is more about surviving the obstacles than any other level in the game. Bart can get a dart gun here that can hurt some enemies as well as blow away the exit signs that are otherwise unreachable. This stage has the toughest platforming with sections that must be navigated perfectly. In some areas it is really difficult to tell what is a platform and what is just background detail, and also some of the platforms are not as big as they appear. I found it very frustrating. At the end of the stage, Homer will drop wet towels that block projectiles and cause the boss to slip up a bit.

These platforms are way smaller than they appear.

These platforms are way smaller than they appear.

The final level is the Springfield Power Plant and Bart must find all of the nuclear power rods. This is a large maze with multiple floors to explore. Bart can take the elevator as well as emergency stairways and he must take every path to explore every nook and cranny of the place. There are doorways here that are blocked off unless you have the keycode to open the door. There are 16 rods to find but Bart can only hold four of them at once. You have to go into the basement and drop them off at the reactor to collect more. All of the family members are here and they assist Bart in their own way. Lisa knows the door codes and she will share one if you talk to her. Marge will take your collected rods to the reactor for you sparing you a trip to the basement. Homer will scare off all the enemies from the screen if you give him a box of donuts that you find throughout the maze. Maggie wanders around but she does help you out in a specific way.

In Bart vs. the Space Mutants, you begin with 3 lives and can collect up to 9 total. There are no continues and no passwords, so the game must be cleared in one try. The challenge here comes in several ways. The first stage requires the most thought initially but it is the easiest level once you know how to do it. The three middle stages have some tough platforming and several instant kill spots. Sometimes you will have to spend all your lives getting the feel for overcoming an obstacle and then you have to start all over again. The final level doesn’t have a map of any kind, so if you miss a rod or two you are up against the clock if you get lost. The penalty for failure is steep and the game is lengthy enough that it takes several long attempts to get good enough to beat the game. I think 8/10 difficulty is a fair assessment.

Lisa wants to help out from as far away as possible.

Lisa wants to help out from as far away as possible.

I have played and beaten Bart vs. the Space Mutants but not since I was a kid. I owned all three of the “Bart” NES games in my childhood collection and I beat all three back then, but I didn’t retain a whole lot of knowledge from prior play. I remembered all of the puzzles in the first stage but that was about all I could recall.

I foolishly thought that my old knowledge would be good enough to clear the game quickly. I beat the first level with relative ease on my first playthrough, but the rest of the game featured the same kind of incremental progress I experience when playing new games. I think it took me around a dozen tries to finish this game. The latter part of the museum level took a lot of practice, and the final maze really got to me. I am generally good with maze levels and mapping things out in my head, but I got down to the last two rods and got completely stuck until I got Game Over. It’s frustrating getting so close to the end like that. Luckily the next run was the winning run and I had plenty of lives left over for a comfortable win.

The Simpsons is such an iconic television series and by extension I think there is a lot of nostalgia for Bart vs. the Space Mutants. The development team managed to put in a lot of Simpsons references in the game and the Simpsons theme sounds nice on the NES. From my playing experience, the game is rough around the edges and not all that fun to play at times, but the first level at least is genuinely clever and holds up nicely today. It’s a mediocre game with a few redeeming qualities.

The Simpsons: Bart Vs. The Space Mutants Ending Screen

#29 – The Simpsons: Bart Vs. The Space Mutants

 
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