Take on the NES Library

An 8-bit Extravaganza!

licensed

APR
08
2016
0
Balloon Fight Box Cover

#21 – Balloon Fight

Float up, up, and away in this exciting balloon busting Black Box game!

Ready for a fight?

To Beat: Pass Phase 12 in the main game and get Rank 1 in Balloon Trip
To Complete: Roll the score (1,000,000 points) in the main game and get Rank 1 in Balloon Trip
My Goal: Complete the game
What I Did: Completed the game with scores of 1,194,750 and 28,260
Played: 3/29/16 – 3/30/16
Difficulty: 3/10
My Difficulty: 2/10

Arcade style games such as Balloon Fight pose some interesting questions around what it means to beat the game. On a game that has no ending, how do you determine when you’ve played enough of the game to consider it done? Similar to my dilemma with Tetris, the answer is not always clean cut but I believe a line can be drawn. In this blog I will outline my thoughts as well as cover a very fun black box NES title.

Balloon Fight was originally developed as the arcade title Vs. Balloon Fight released in 1984. It was developed by Nintendo’s SRD division. Later in January 1985 it was released on the Famicom and that port was developed by HAL Laboratories. Balloon Fight came out in the US in August 1986 and in Europe in 1987. All versions of the game were published by Nintendo.

There was a sequel called Balloon Kid that was released on Game Boy in the US in October 1990 and Europe in January 1991. It is a side scrolling platformer game instead of a single screen arcade style game. It was later released on Famicom in March 1992 rebranded as Hello Kitty World. The game is more or less identical to the Game Boy game but with Hello Kitty and other Sanrio characters in place of the original characters. Japan would later receive Balloon Kid in the form of Balloon Fight GB for the Game Boy Color in 2000.

Every level gives you many enemies to deal with.

Balloon Fight is a single-screen platform action game. You control a balloon fighter who takes flight by flapping his arms and using balloons above his head to take flight. The object of the game is to eliminate all the other balloon fighters on the screen by popping their balloons and subsequently knocking them out. The game plays very similar to the arcade classic Joust by Williams Electronics released in 1982. By ramming into the other enemies’ balloons they will float down and you can bop their parachute to remove them from play. If the enemy lands on solid ground you can still ram into them to take them out, but wait too long and they will reinflate their balloons and attack you more aggressively. The enemies can knock out your balloons as well but you are able to take an extra hit. You start with two balloons and the enemy can knock out one of them leaving you with just one. Flying with only one balloon is more difficult because you need to flap longer to gain momentum. One more hit and you will lose the other balloon and go falling to your death.

There are three different versions of the enemy balloon fighter that you can distinguish by the color of the balloons they carry. The pink balloon fighter is the weakest, the green balloon fighter is stronger, and the white balloon fighter is the most difficult one. More points are awarded for defeating the stronger enemies. There are other obstacles to contend with too. Each stage has water at the bottom that contains a big fish. Swim too closely to the water and the fish will pop up and eat you up. This can also play to your advantage with the enemies can be eaten too. When you knock out an enemy a bubble will emerge and float up from the water that you can pop for bonus points. Some of the later levels contain stationary spinning bumpers that will launch one of the fighters away upon contact. There are also clouds in the background that will periodically generate a lightning bolt that launches a spark. These sparks are tiny but deadly to the touch for the player and they bounce off the platforms and the sides of the screen until they hit either the player or the water at the bottom. The sparks act as a “hurry up” mechanic that appear continuously when playing the same level for a little while, and they appear quite early in later stages.

Look out! Spark approaching!

There are 12 unique level layouts in Balloon Fight. Once Level 12 has been completed the game continues on to Level 13 but it loops back to the Level 4 layout. You can keep playing for as long as you can handle and the game will keep looping through Levels 4-12. You start the game with three lives and that is all you get for the entire game. There are no continues and no way to earn extra lives. Getting a high score in this game is a test of endurance and careful control.

After every three stages there is a bonus round. Here there are no enemies and balloons float up out of four background pipes. You pop the balloons for points and if you can pop all 20 balloons in the stage you are rewarded with a large point bonus. The bonus stage layout is the same but there are three different difficulties each with a different color balloon that floats at increasing speeds. If you play for a long time you will see the fastest balloons every round. The order in which the balloons emerge from the pipes is completely random so you will be on your toes trying to pop them all. Another benefit to the bonus stage is that it will set you back to having both balloons if one was lost earlier.

The controls for Balloon Fight are simple but they take time to master. You press A to flap your arms and you can repeatedly press A to fly higher and higher. Alternately, hold B to auto flap. Balloon Fight is very momentum based and each flap will slightly adjust your velocity. Turning around is challenging because each flap also lifts you up as well as nudging you horizontally. Especially when the sparks are bouncing around with multiple enemies on screen it is really important to be in control of your fighter or you won’t last long.

Too many bonus points getting away!

Balloon Fight can be played in two-player simultaneous mode. Work together with a partner to clear the screen of enemies, or you can attack each other if you want. I believe in the bonus room it is safe to attack each other without losing a life. I’m sure it’s a blast to play this way but I’ve never had the chance to play two-player mode.

Finally there is another game mode called Balloon Trip. This is an endless scrolling level scattered with sparks that send you to your doom. You only get one life in this mode. The game scrolls to the left starting with a short pre-defined level layout. Past that the level consists of random sparks that slowly move around. This is purely about surviving the obstacles and lasting as long as you can. You slowly but continuously rack up points just by staying alive, but there are also random balloons to collect for points. Occasionally a bubble will rise out of the water below and popping it freezes the screen for a short time so you can get yourself in good position to survive. The big fish is hiding in the water as well so it’s important to stay high. If you can collect a bunch of balloons in a row without losing any off the screen scroll, then you get a nice point bonus as well as advancing all balloons to the next level of balloon that awards more points. There are three different balloon colors just the same as the bonus round in the main game. There is also a ranking system that compares your score against the top 50 scores so you can see how you stack up. There’s no way to see the top scores and they reset when the game does, but it is there to kind of track your progress when you play.

Balloon Fight is a game that I have always found interest in but took me a long time to find a way to play. My first experience with the game may have been on an emulator back in the 90’s. I know I unlocked it as one of the NES games you can play within Animal Crossing on GameCube and that was one of my most played games there. Later I would buy it on Wii Virtual Console. However I didn’t own an actual cartridge of it even though I had collected many NES games early on. My local store got a copy for $10 and I bought it the first time I saw it. The only other copy I’ve seen was a really beat up, filthy copy for about the same price and I passed on it.

Balloon Trip gets pretty serious right from the start!

I have played the main game before most recently in 2014 as part of the NA weekly contest. I scored 1,239,250 which was good for 4th place that week. I’ve sunk a bit of time into Balloon Trip but I can’t remember if I have ever gotten Rank #1 in that mode. The score to achieve isn’t all that high so it’s very possible that I’ve met that before as well.

Even though there are only 12 unique levels in the game, I much prefer to keep going until I reach the point of highest difficulty. Unfortunately for Balloon Fight there isn’t any information I could find on how the game ramps up in difficulty. From my experience, it seems that the enemies themselves do not get more aggressive or faster, and the level layouts seem to maintain the same mix of enemies every time. What I did notice is that in later loops, the enemies initially inflate their balloons quicker so that they are airborne sooner. It did seem that I reached a point where that timeframe didn’t go any faster but I can’t be 100% sure. So, in lieu of playing to the unknown point of max difficulty, I decided to aim for maxing out the score. The counter is only six digits and after 999,950 it rolls over back to zero and starts over. I felt a little bit bad about not finishing all the difficulties of Operation Wolf last time so I decided to go a little deeper with Balloon Fight than I would normally.

I was able to max out the score in my 7th attempt over two nights of play. The first night I played three attempts maxing out around 700K. I then tried Balloon Trip and I beat the high score with Rank #1 on my very first attempt. However, I missed my shot at taking the picture so I had to try again. I don’t remember how many more tries I needed but it wasn’t very many. The next night on the main game I nearly rolled the score on my fourth overall attempt but I ended just short at 970K. I had missed a perfect on a couple of the bonus levels and one of those would have bumped my score over the million mark. The next two attempts were not nearly as good but on the seventh and final attempt I surpassed a million points on my last life. I finished with a score of 1,194,750 on Phase 54 and I didn’t miss a single balloon in any of the bonus rounds. Here was when I went back to check my personal best score and I saw that I was just short of surpassing that mark. However, for the purposes of this blog, Balloon Fight is now checked off the list!

Oh no! Fish food!

I base my difficulty rankings on what it takes to simply beat the game, and in this case it makes sense to say it’s beaten whenever the levels start looping again. Since Balloon Trip is never ending, beating the top score is the most logical landmark. Considering all that, this is a pretty easy game once you get used to the controls. Balloon Trip seems harder than the regular game but since each run can be so short it’s just a matter of time before an attempt is good enough to take top honors. I beat both modes on my first try and I only kept playing to max out the score on the main mode.

I mentioned before that the NES version of Balloon Fight was developed by HAL Laboratories, but it was specifically programmed by the late Satoru Iwata. He was developing Balloon Fight alongside the team creating the arcade version, and when they compared versions they noticed that the NES game controlled better than the arcade game. Mr. Iwata explained to the other team he accomplished this by saving the tenth’s place of the character position instead of rounding it off to the nearest integer. To actually locate the character on screen requires ignoring the decimal places, but by keeping that data in the movement calculations it leads to much smoother looking movement of the characters on screen.

Balloon Fight is a simple but well executed and fun early NES title. I think it is one of the better black box titles as it is fun to pick up and play while providing long play for more experienced players. The control is very well done and the graphics are simple but clear. The only negative graphically I find is that it is tough to distinguish between the pink balloon enemies and the white balloon enemies. The sound is very basic as well since it is limited mostly to the sound effects driven by events in the game play. There is a nice tune in the Balloon Trip mode which I find pretty catchy. This game is enjoyable to play and that’s what really matters.

Balloon Fight Ending Screen

#21 – Balloon Fight (Before Score Roll)

Balloon Fight Ending Screen

#21 – Balloon Fight (After Score Roll)

Balloon Fight Ending Screen

#21 – Balloon Fight (Ending Score)

Balloon Fight Ending Screen

#21 – Balloon Fight (Balloon Trip)

 
MAR
31
2016
2
Operation Wolf Box Cover

#20 – Operation Wolf

Gun down the enemy forces in this Zapper-compatible version of the arcade classic.

Calm yourself before heading into terrorist territory!

To Beat: Beat all six missions to reach the ending
To Complete: Beat four loops
My Goal: Beat the game with the best ending
What I Did: Beat the game with the best ending and reached Loop 3 Mission 6
Played: 3/18/16 – 3/25/16
Difficulty: 5/10
My Difficulty: 5/10

It’s a landmark day for Take On The NES Library as I have come to the first Zapper game on my list. Operation Wolf is not one of the first Zapper games that comes to mind, but it’s a pretty good one and it looks to be a mostly faithful port of the arcade title.

Most people with knowledge of the NES from its heyday will certainly remember the Zapper peripheral. It was first released on the Famicom in 1984 as a pack-in with Wild Gunman. The Zapper later launched along with the NES in 1985 for use in launch titles Duck Hunt, Hogan’s Alley, and Wild Gunman. Perhaps it is most remembered for being part of the NES Action Set which included the Zapper and the ubiquitous Super Mario Bros./Duck Hunt combo cart. The light gun has a gray color scheme that was changed to orange in 1989. This was done in compliance with changes in US gun regulations requiring toy guns to look like toy guns. The two Zappers are identical aside from the color differences.

The Zapper works by detecting the presence of light through a photodiode within the device. When the gun is fired, the NES draws a black screen on one frame followed by other frames of a black screen with white boxes indicating the location of the hittable objects. The zapper can detect the white light from the box drawn on-screen to determine if a target is hit. In the case of multiple targets, the game will show more frames like this with only a portion of the objects highlighted. This process is repeated until it can narrow down which target was hit.

Honest to goodness this is what the NES screen looks like when you pull the trigger

Honest to goodness this is what the NES screen looks like when you pull the trigger.

That explanation might be a little hard to follow but a possible example may help. Say there are four enemies on the screen and the trigger is pressed. The first frame will be an all black screen and the second frame is a black screen with white boxes placed on top of only two of the four targets. If the Zapper detects light this time, then it knows you shot one of the first two targets but it doesn’t know which one. The third frame draws the black screen and only one white box for one of those two targets. If the Zapper sees light on this frame then you shot the first target, otherwise if it doesn’t pick up light then you shot the second target. Going back to the second frame, if the Zapper doesn’t detect a hit, then it will draw white boxes on the next frame for the other two targets to see if you hit one of them. If so, then it will draw a fourth frame to determine which of those two was shot. If it does not detect a hit here, then it means none of the targets were hit because by this point all four were checked. If that is all still a bit murky, don’t worry! The basic idea is that the game will test half of the targets at a time for a hit and it keeps whittling it down until it can find the one you actually shot.

It’s worth mentioning that the first all black screen is really important. The Zapper can detect light from the television as well as light from other sources such as a light bulb. If the Zapper game doesn’t check for a non-hit at first, then there is nothing to stop you from aiming the gun at a light bulb tricking the game into thinking you are always making contact with a live target. TVs in the US run at 60 frames per second so it would be more or less impossible to shoot at a light bulb while rapidly turning it on and off to fake out an NES Zapper game.

The Zapper technology only works on older tube TVs called CRT TVs; the games are not playable on modern TVs such as LCD, Plasma, or LED televisions. The reasoning is that the Zapper is very dependent on the timing of the individual frames of video displayed on the screen as illustrated above. Newer TVs have additional processing time that results in lag where the actual picture on the TV appears one or more frames later than the NES recognizes. For most other games this slight delay is not noticeable, but since the Zapper is tuned to the timing of older TVs it causes the game to not register any hits at all when played on a modern television. Therefore, I had to use my CRT to play this game.

Now to get down to brass tacks.

Now that the Zapper talk is out of the way it’s time to talk Operation Wolf. Developed and published by Taito, Operation Wolf is an arcade game released in 1987. The arcade cabinet is fashioned with a mock submachine gun used to aim at the enemies and it contains a motor inside of the gun housing to simulate recoil. It was ported to many home consoles and computers, including the NES in 1989. This is the first Taito game covered for the blog. Taito published 26 NES games in total so they are one of the largest publishers for the console.

Operation Wolf is also a game series spanning four games. The second game, Operation Thunderbolt, was released in 1988 in arcades. It would see an SNES release several years later. There were also arcade titles Operation Wolf 3 in 1994 and Operation Tiger in 1998. Operation Wolf was also released in 2005 as part of Taito Legends as well as an NES Virtual Console release in 2008. Sadly, the Virtual Console version does not support the Wii remote as a Zapper.

The object of Operation Wolf is to survive six missions of infiltrating terrorist strongholds in order to save prisoners and take them back home to safety. Each mission has a number of enemy soldiers, tanks, helicopters, and boats that you must defeat before advancing to the next area. Enemies will run across the screen and you shoot them before they shoot you. If you hold B on the controller while shooting with the Zapper then you will fire a grenade that does a lot of damage within a wide range. The game also features controller support by way of a targeting crosshair on screen. Before the start of play you can choose either controller or Zapper, and if you choose controller you can also set the speed of the crosshair from one of five options. Use the D-Pad to aim the cursor, press A to fire your standard weapon, and press B to launch a grenade.

You’ll be under attack from all over.

On screen you will see a bunch of statistics. It shows the score, number of magazines as well as the number of rounds left in the current magazine, number of grenades, number of prisoners saved in later missions, and the number of enemy soldiers, helicopters or boats, and tanks remaining in the level. There is also a damage meter that nearly spans the entire bottom of the screen. The enemy counters represent your progress through the level. The stages keep going until either you destroy the number of enemies remaining or you take too much damage. They also end if you are completely out of ammo.

There are several powerups to help you out. Ammo is limited but you pick up extra magazines and grenades by shooting the icons for them on screen. A power drink with a letter P on it will reduce your damage meter. A bullet with the word “FREE” written on it will give you unlimited rapid fire for 10 seconds. Barrels explode just like grenades when they are shot. There are also crows, pigs, and chickens that travel across the screen in some of the levels. You can’t kill them but you can shoot them and they will occasionally drop extra ammo to help you out. There are also civilians and prisoners that run across the screen trying to head for safety. Don’t shoot them because if you do it will increase your damage meter.

There are six missions: Communication Center, Jungle, Village, Ammo Dump, Prison Camp, and Airport. In the arcade version you can play the first four levels in any order you like. Clearing all four will unlock the Prison Camp followed by the Airport. The NES version is linear so you must beat all six missions in order. There is also a sort of a seventh mission that appears randomly in between stages. If you see the message “Warning! The enemy has located you!” then that means you have to survive another round of enemy forces before reaching the next stage.

The levels are clearly laid out so you know what to expect.

Each level has something slightly unique about it. The Communication Center is the exception as it acts a little bit like a tutorial level. The Jungle has a boss fight at the end. An enemy is holding a civilian hostage and uses her as a body shield so you must be careful to aim for just the enemy. Completing the Village level heals you up quite a bit, and completing the Ammo Dump rewards you with a full complement of 9 magazines and 9 grenades. The Prison Camp features prisoners that run across the screen calling for help. Your task is to lead them across the screen to safety. There are five prisoners in total and each one will be chased by a knife soldier. He should be your primary target since he kills the prisoner if he reaches him. You can kill the prisoner with your weapons as well so be mindful of that. The game keeps track of each one you save. In the Airport mission, you must lead each prisoner to safety again that you helped in the prior mission. The ending you get depends on how many prisoners you save and you will lose the game if you survive all the missions without saving a single prisoner. The Airport ends with a final boss battle where you must destroy the enemy Hind helicopter. These things would all be spoilers if they weren’t spelled out clearly in the manual.

The game ends if you suffer too much damage, but you are allowed to continue once if you are defeated in any of the first four missions. There are no continues given for the last two stages. It’s frustrating to die at the end of the game but it is pretty short so it doesn’t set you back as much as it first seems. The manual indicates that Operation Wolf has four levels of six missions each. It means that the game loops right after you beat it and there are four total playthroughs of increasing difficulty. There is no difference in the ending when the game is beaten for the fourth time and it restarts the game at Loop 4 difficulty when finished, so it’s not really essential to beat the game four times in a row. One thing I noticed is that if you get Game Over and have to restart the game, then it will start you at the same difficulty loop you were on before. That acts like a continue in its own way.

This was my first time playing through Operation Wolf. I set up my CRT from out of storage whenever I started the blog so I haven’t played any Zapper games in a very long time. I have several Zappers but the one I was using has a loose trigger which didn’t feel great while playing. I recently purchased a R.O.B. set on eBay with all the parts for Gyromite for an excellent price, and that set included a Zapper that felt like it had never been used. I switched to that while playing and it will be my go-to Zapper from now on.

Do the right thing and help that man out!

It took me awhile to warm up to playing Operation Wolf with the Zapper. I simply was not all that good with it to start and it was wearing me out physically after a couple of attempts in a row. Firing grenades in particular was difficult to get comfortable with. I would aim and shoot with both hands which caused me to stumble around with my free hand looking for the controller’s B button whenever I needed to let off a grenade. I could get away with it because I played while sitting, but it would have taken me a lot longer to beat the game if I had to stand up and shoot the gun with just one hand. With two hands I could shoot both faster and more accurately.

Overall it took me around ten tries before considering Operation Wolf finished. I think I advanced farther and farther with each attempt. The game is pretty short and the health bar is generous enough to absorb some mistakes made with shooting, so I figured average difficulty is appropriate for completing one loop of the game to get the ending. The first time I beat it I managed to save three prisoners which rewarded me with the second best ending. My accuracy wasn’t quite up to snuff with just the zapper and I would shoot too many prisoners. I decided to play through again using the controller and the slowest cursor setting in hopes that I would be more accurate overall. I beat the first loop and saved four prisoners which was good enough for the best ending, and during my second loop I saved all five. That was the picture proof I kept. During the third loop I made it most of the way through the airport stage before running out of grenades. That left me too vulnerable to attack when I focused on the helicopters with just the standard weapon. I really had no chance and that leads me to believe that doing all four loops is best accomplished with the Zapper. And really, a Zapper compatible game should be played with it if possible.

Ugh did you really mean to shoot him!?

My intention from the beginning was to beat one loop of the game with the best ending since I knew there was no other reward for playing four times. It can be argued pretty easily that it should take all four runs to beat Operation Wolf considering it is called out that way in the manual, and I’m fine with that criticism if you happen to take that stance. In my opinion the game is long enough to justify a single loop.

Operation Wolf on NES looks to me like a well done port of the arcade game. Using the Zapper makes this one of the better ports by default and this game is quite playable and fun using it. The controller is okay in a pinch but not the best way to play the game. The graphics are alright. The brief story images between levels are well detailed and everything is clear during gameplay when it matters. There is not much sound to speak of which may be a turn off. There are only sound effects during game play, and the brief songs on the title screen and between levels are not that notable. For me, gameplay rules the day, and Operation Wolf is a fun game where that is concerned.

Operation Wolf Ending Screen

#20 – Operation Wolf

 
MAR
25
2016
0
Top Gun Box Cover

#19 – Top Gun

I feel the need … the need for speeding this game back to my shelf!

It's nice to have a white title screen for once!

It’s nice to have a white title screen for once!

To Beat: Finish all 4 missions to get the ending
To Complete: Beat the 2nd loop
My Goal: Beat the game
What I Did: Beat the game and a small part of the 2nd loop
Played: 3/5/16 – 3/16/16
Difficulty: 9/10
My Difficulty: 9/10

Please forgive me if I screwed up this blog post already with that initial reference. I haven’t actually seen the movie. Now before you leave in disgust, at least stick around to hear about the NES game. But first, and bear with me, let’s discuss the movie.

Top Gun was released in theaters in May 1986. The movie tells the story of Pete “Maverick” Mitchell, a US Naval Aviator attending the Top Gun school in order to follow in the footsteps of his father who was killed. Maverick is a reckless and aggressive pilot and his techniques eventually lead to the death of his wingman during a training exercise. Despite his struggles with the incident he eventually graduates only to be thrust into an emergency situation right away. Maverick and the team are able to overcome the conflict and make a triumphant return in the end. I hope I summarized that well enough. The movie had mixed reviews by critics, but it was a box office smash. It was the highest grossing film of 1986 with over $350 million earned worldwide. It would spawn several video games including two on the NES. There is also a movie sequel in the works as of this writing.

Top Gun on NES was developed and published by Konami. It was released in the US in November 1987, in Japan in December 1987, and in Europe in November of 1988. It is the first of several flight simulation games on the NES. In Top Gun, you play as Maverick on a top secret assignment spread out over four in-game missions. The game plays from the cockpit view of an F-14. There is a lot of information available here such as your altitude, speed, missile count, missile type, radar, damage indicator, fuel gauge, and plane orientation as shown from behind. Then in the windshield there is a targeting reticule that shows where your cannons shoot as well as the targeting area for launching a guided missile. Enemies will fly in from behind or come right at you and you can use the unlimited shots of your cannon by pressing A to take them out, or you can use homing missiles with the B button. When an enemy is within your targeting area, hit B once to lock on and hit it again to launch a missile.

Line up your shot and take them down!

Line up your shot and take them down!

At the start of each mission you get to choose from one of three different missile types: 40 T-11 Hound missiles, 20 T-22 Wolf missiles, and 10 T-33 Tiger missiles. It’s the typical quantity for damage tradeoff as the T-11’s are weak, T-22’s are average, and T-33’s are strong. You can choose the missiles you deem suitable for the mission at hand.

Now there is more to it than just taking down enemy fighters. At the end of each mission, you must land your plane on the aircraft carrier. The game switches to landing mode and you can control your speed as well as the angle of your aircraft. The radar screen shows the current orientation of your plane as well as giving you recommendations such as “Speed Up!” or “Left! Left!” The idea is to get your plane as close to 200 altitude and 288 speed as you can when you reach the carrier. The game provides a moderate range of acceptable values that will allow you to land successfully so you don’t need to be exact. Too far off from those measurements will cause a crash that is shown in the landing cutscene and it will cost you a life, but if you are successful you get to watch yourself make a graceful landing.

The second, third, and final missions are long enough that you won’t be able to make it all the way through on a full tank of fuel, so in the middle of the mission you’ll hear an alarm indicating low fuel. When that happens, you press Start to call in a refueling tanker. When everything is clear, your jet automatically flies upward, the radar zooms in, and you see the tanker come into view dropping its refueling boom in front of you. There is an ‘X’ on the hood of your jet as shown on the radar screen and you must align your fighter properly to latch on and refuel your plane. This reloads all of your missiles too. This plays out very similar to the landing sequence although this time there’s no numerical range to aim for. It’s more visual and it requires more of a feel for it, but it is similar to getting a feel for landing. If you are unable to refuel the game will resume, however with not enough fuel to survive you will soon crash and lose a life. In a way it’s worse to miss refueling because you have to wait out the inevitable death.

Everybody, get down!

Everybody, get down!

The missions all play out typically the same way. You are approached by a number of enemy formations from the air, sea, or land. You can take them out with your weapons or you can dodge their attacks and keep moving forward. Many enemies are passive and are just there for points. Other fighters will attack with cannons that deal damage to your aircraft and some other fighters launch guided missiles of their own. They seek out your plane and they are fatal. One hit and you are a goner no matter how much damage your jet has suffered. You can maneuver your way around them or if you are really bold you can shoot them down with your cannon. It is practically essential to learn how to destroy enemy missiles to survive this game all the way to the end.

The first mission is a training mission that takes place above the clouds. No refueling is necessary and there are no ground targets so it is a good introduction. The second mission takes place over the ocean so there are boats and battleships to deal with below. The third mission is similar except it is over the desert and there are enemy jeeps and tanks to fight on the ground. The air attack gets more difficult here as well. The fourth mission is a nighttime mission and the difficulty is cranked up to the max. Expect a lot of evasive maneuvers and guided missiles.

Occasionally during the mission an enemy fighter will lock on to you from behind. When this occurs an alarm sounds and you see the enemy’s location in your radar screen. You must shake them off of you by moving from side to side. It takes a more rhythmic rocking back and forth to get them off. At the same time you can still be attacked from ahead so it can get a little frantic sometimes. If you can’t get them off they will shoot you down so getting rid of the rear enemy is always the priority.

Shake it off, shake it off!

Shake it off, shake it off!

Aside from the first mission, there is a target that you are required to take out as part of the mission. It’s a fancy way of saying there is a boss battle at the end. The target is stationary but it has a health meter that appears on screen and it take a lot of damage before being blown to bits. During the fight you are being attacked constantly by enemy fighters while enemies at the target are firing at you as well. Take out the target and your mission is successful after you land the plane of course.

This was my first time playing Top Gun. I don’t care much for flight simulators so it’s not a game that I would normally play. In fact I know I moved several games like this all the way to the bottom of my list for the blog. I only kept it on the normal part of my list since it is developed by Konami and they typically make great games.

Top Gun is a cheap, common game but it took me a really long time to acquire a copy for my collection. If memory serves I had over 500 unique NES carts before I owned Top Gun. I have owned the sequel Top Gun: The Second Mission since childhood and I had multiple copies of that game before I owned the original. It’s just one of those strange, loopy coincidences. Of course, as soon as I finally got one then they started pouring in from all the eBay lots I was purchasing at that time. I was up to six copies before I sold them all off.

You need this fuel and they will leave you behind if you mess up.

You need this fuel and they will leave you behind if you mess up.

Top Gun is a really hard game. My biggest struggle with the game was dealing with enemy guided missiles. At first, I was always getting hit by them while banking away as far as I could away from it. I eventually learned that I could dodge them by flying away from them either left or right while rocking up and down. It’s harder to hit a more randomly moving target. That strategy failed whenever an enemy straight ahead decided to fire a missile at me. Then I realized I could shoot them down but it took some serious practice to get the hang of it. If you miss then that pretty much spells the end of your fighter and your life. It gets worse. Starting in Mission 2 some enemies fire three guided missiles at once. This frustrated me so much! I did develop a strategy. The set of three missiles always come in the same formation: one high, one low, and one middle-right. I would destroy the top missile, then fly high and left to completely skip the bottom missile and do the up and down wiggle to dodge the right one. If the enemy is just a little bit to the left to start with, then I would have to destroy the top two missiles and dodge the bottom one. The bottom missile was almost never a factor, although one time I managed to destroy all three in a crazy moment of panic.

The real reason this game is so difficult is that you only have three lives to work with for the entire game. There are no extra lives and there are no continues. Not only do you have to contend with so many homing missiles and all the enemy fire, but you also need to learn how to refuel your plane as well as land your jet consistently. Every mistake is magnified. The only saving grace is that the game is relatively short. The missions tend to drone on for quite awhile because the pacing is slow, but the entire game can be beaten in under 30 minutes.

I saw this so many times!

I saw this so many times!

After much frustration and a bunch of attempts I finally managed to beat Top Gun. I wasn’t keeping track of how many tries it took before I won but I am estimating 15-20 attempts. The second mission is a large bump up in difficulty and that is where I cut my teeth on everything the game has to offer. I found the third mission easier than the one before, but the final mission was quite the challenge. The third time I made it to Mission 4 I was completely in the zone and I made it through to the boss with two lives remaining. I lost them both. I was really upset at that loss. By that point I was getting good enough to get to the final mission nearly every run. My real vice in all of this was the second mission. No matter what I did I always lost at least one life there. I said to myself that once I cleared Mission 2 without failure, then that would be my winning run. Wouldn’t you know it, I was right! I no-deathed the game up to Mission 4 only to lose two lives in the first half of the mission. I kept my cool, beat the final boss, and landed the plane without any problems. I’m sure I would have lost my mind if I failed to land the plane at the very end of Top Gun!

Since beating Top Gun I have learned a few additional things about it. The game loops once you beat the game and in my brief experience with it after winning it is indeed harder than the first run. I encountered more guided missiles than the first loop. However, according to the NES Game Endings FAQ there is no different ending upon beating the game again so I am not going to bother with it.

Blowing up enemy fighters feels pretty nice, I have to admit!

Blowing up enemy fighters feels pretty nice, I have to admit!

Another tip is that you can cheese your way through the game by flying up and right the entire time. Doing this will avoid all enemies and missiles so you will only have to deal with the refueling sequences, landing sequences, and the targets at the end of the mission. I didn’t try it so I don’t know for certain. Even if I knew about it before hand, I wouldn’t bother beating the game that way. I suffered through it the right way!

There is another ending of sorts to Top Gun that is quite a bit better and easier to achieve than the actual ending after Mission 4. If you are able to best the high score of 50,000 points, you are awarded the designation of Top Gun indicated by a screen that acts like a certificate of achievement. It’s pretty neat. I’ll include a capture of the screen from my best score during my winning run so you can see what it looks like!

From a technical standpoint, Top Gun is a well made game. It looks nice graphically and it controls and plays well, especially considering that it is one of the earlier NES game made. There is a variety of activities in the game to mix things up a bit. Overall, I don’t really care for it. The difficulty is a big turn off here, and the game eventually get monotonous after playing it over and over again. The first mission amounts to a forced five minute tutorial which is great for just starting out but it doesn’t take long for it to be so dull. This is not really my type of game anyway. Still, I consider beating Top Gun to be quite the achievement. I feel it’s the hardest game I’ve conquered so far. I hope it has prepared me well for playing the sequel whenever it comes up!

#19 - Top Gun

#19 – Top Gun

#19 - Top Gun (High Score Screen)

#19 – Top Gun (High Score Screen)

 
MAR
18
2016
0
Astyanax Box Cover

#18 – Astyanax

Does anyone even know how to pronounce Astyanax?

The graphics are quite nice!

The graphics are quite nice!

To Beat: Reach the ending
Played: 2/29/16 – 3/4/16
Difficulty: 5/10
My Difficulty: 5/10

With NES game prices still on the collective rise, there are plenty of inexpensive games remaining and a number of them are more fun to play than their price tag would suggest. Astyanax is a common game that runs around $5 and I think the experience here is good enough to justify the cost. It’s a bit clumsy at times, the story is pretty hokey, and it takes some time to get accustomed to the gameplay, but nevertheless I had fun with the game.

The Astyanax was released in arcades in late 1989. In Japan, the game is known as The Lord of King. It was developed by Aicom and published by Jaleco. The NES version was just called Astyanax and was released on the NES in March 1990. It was released in Europe and Japan around the same time as the US. This is the first Jaleco game covered for Take On The NES Library. Jaleco is one of the more prolific NES publishers with 22 games to their credit. Sometimes, Jaleco is also attributed as the developer for the NES game. It’s hard to say for sure who actually developed Astyanax. The NES game maintains similar mechanics to the arcade version, but it is a completely different game with a different story, levels, and bosses.

Astyanax is a side-scrolling action game. You play as a high school student named Astyanax who gets pulled into another dimension and you must save Princess Rosebud from the evil wizard Blackhorn. You are armed with a battle axe used to defeat enemies. You can also jump and use magic spells. One of the primary mechanics in this game is the power meter. The power meter determines how much damage your attacks will do. It charges up until it either reaches the max or you attack. Swinging the axe resets the power meter back to zero. The idea is that you can swing the axe constantly for little damage, or wait a little bit to perform a much stronger attack. Either approach can work depending on the situation.

Yup gotta save that princess

Yup gotta save that princess

You also have a magic meter that lets you cast three magic spells. You can switch the active spell at any time by pausing the game and selecting which spell to use. Spells are activated by holding up and pressing B just like the subweapons in Castlevania. The first spell is Bind which freezes all enemies for a few seconds. This spell is incredibly useful because it also lets Astyanax walk right through frozen enemies without taking any kind of damage or knockback. The Blast spell attacks all enemies within a pretty wide range and it costs more than the Bind spell. The Bolt spell is the most expensive spell but it does major damage to all enemies on screen.

There are also powerups you can obtain by destroying statues placed throughout the levels. Red potions recover a bit of health and blue potions fully restore health. The power supply looks sort of like a worm and it increases your maximum power meter. The wing lets you recharge your power meter faster. The axe powerup lets you change your weapon. You start off with the axe. The first powerup switches the axe for a spear, and the next one upgrades from the spear to the sword. The spear is weird in that is it pretty much a downgrade as it’s the weakest weapon. The default axe is in the middle and the sword is the most powerful. The stronger the weapon, the stronger the magic attacks are, but the tradeoff is that spells are more expensive when using stronger weapons. Sometimes it is to your advantage to carry the spear for awhile to be able to cast the Bind spell more often in order to clear tough sections of a level. Another powerup you’ll find is the fairy Cutie. She acts like your guide throughout the story segments of the game. When you find her in the levels, you can either have her refill all your magic or she will let you select which weapon you want to use. Finally, you can find a mini Astyanax figure for a 1up.

I know there's danger ahead but don't skip the powerups!

I know there’s danger ahead but don’t skip the powerups!

Astyanax has six levels and each level except for the first level has two sub-levels. The levels take place in typical locales such as a castle, the forest, the mountains, and so on. Most of the levels have you going from left to right, but a few levels are vertical. One of the later levels is a maze where you need to navigate a series of rooms while looking for the correct door in order to proceed. Along the way you will fight stronger ground enemies like skeletons or trolls as well as weaker airborne enemies like birds. There is some platforming involved as well which is pretty tricky given the onslaught of enemies. This is where plant enemies tend to appear up out of the ground and toss projectiles at you that will often knock you back into pits. The Bind spell is almost essential for these platforming portions since the spell effect usually lasts long enough to cross over all the pits ahead. If you run out of magic at any time it makes the levels quite a bit more challenging.

At the end of each sub-level you are greeted by a mini-boss. Each one is about your size and they have a lot more health than the average enemies. Some have more complicated movement patterns, some throw projectiles, and others even have magic spells that they cast against you. They are often accompanied by a full health powerup so they aren’t too difficult to deal with at full health. About half of the sub-levels follow up these fights with a real boss encounter. These bosses are much larger and they usually are as tall as the screen so they can be much more formidable just due to their size. There is no health recovery between the mini-boss and the level boss so that adds to the challenge. In a departure from most games, all the spells are equally as effective against the bosses as they are against the basic enemies. Even the Bind spell stops them dead in their tracks, so that alleviates some of the frustration. Dying against the boss is a real pain because any death sends you all the way back to the beginning of the sub-level, plus it degrades your weapon down one level. You do get unlimited continues though so you can just keep plugging away at it and make progress that way.

There is also an overarching story that is driven via cutscenes in between each level. This is very much like the Ninja Gaiden games in that you play some levels, fight a boss, and watch story cutscenes. The story itself is nothing to write home about, but it’s there and can provide a reason to keep going I guess.

Cut him in the face just like a hero

Cut him in the face just like a hero.

This was my first time playing Astyanax. I didn’t own this one as a kid but I remember reading about it in some gaming guidebooks I had. I ended up with several copies through buying game lots. That means I have had lots of opportunities to play the first three or four screens of the first stage! My first impression was that the game is really clunky. The jumping is slow and the attack is just a bit slow too. I had to play around a bit and get used to the timing, but it eventually clicked. Attacking enemies in the air is really difficult to get the hang of because you have to attack a bit earlier than you would think to make contact, and whenever the enemies are moving too it makes it all the more difficult. I got better at it but I still missed attacks a lot. Utilizing the spells makes the game so much easier. Pretty much any time I encountered a gap I would cast the Bind spell so that I could happily pass right through. I used Bind almost exclusively in the game though I made headway on some of the later bosses with the Blast spell. I didn’t use Bolt at all because I rarely had enough magic power to use it anyway.

It only took me two nights of playing to finish Astyanax. The first night was sort of a trial run to get used to the game. I spent the majority of my time clearing the first level. I found the game pretty challenging right from the start. The first stage is decently long and there was a lot of dying and restarting while I was getting used to the game. I died at the boss a couple of times and had to start all over. I think the game gets easier during Levels 2 and 3 before ramping up in Level 4 and beyond, but I believe that has more to do with getting acclimated to the controls than to the levels themselves. It was in Level 4 where I drew the line and stopped playing for the night.

I just now noticed that poor guy locked up in the background.

I just now noticed that poor guy locked up in the background.

I wasn’t able to play any NES for three nights in between my attempts. I almost didn’t play the night of my winning run either. I went to bed really early and got up in the middle of the night to do some stuff around the house. After I was done I figured what the heck, I’ll play for an hour and see what happens. I blasted through the early game without much trouble and then I decided to just go for it. The last level stumped me for awhile. That one is the maze level I mentioned earlier. I thought I had a handle on it but after awhile I realized I wasn’t actually getting anywhere. There’s a trick to the level that took me awhile to figure out and I’m a bit surprised I figured it out without any help. Even with that knowledge I still had to replay the level a few times to get through it, but that was my last real hurdle with Astyanax and I beat it soon after. I didn’t beat it in a single credit but I only had to continue twice, so that’s pretty good for my second try. The ending to the game is exceptionally cheesy too. I won’t spoil that one here! That one hour of playing turned into almost two hours but I have no regrets!

Astyanax seems to have a reputation for being a very challenging game but I found it to be right about average difficulty. The hard part is learning how to land your attacks, but the very useful spells and unlimited continues really evens things out overall. If I can clear it for the first time in a couple of days, then I think average difficulty is a pretty fair assessment. The music in the game is pretty good too. I don’t think I played it quite enough for the music to lodge itself in my brain, although I have heard the theme in the first level a few times before and I like that one.

Astyanax is a pretty good game to have on the cheap. It has nice colorful graphics and lot of large, detailed sprite work, as well as some nice music to go with it. The game plays fine too. It’s a nice little romp. I don’t think everyone will like it but at least it won’t be much of a loss in that case. I mean, I’d rather play Ninja Gaiden when choosing a game in this style, but I think most people would agree with that.

Astyanax Ending Screen

#18 – Astyanax

 
MAR
04
2016
0
Lemmings Box Cover

#17 – Lemmings

Follow the leader to the ends of the earth no matter what the cost.

Let's play a New Level!

Let’s play a New Level!

To Beat: Beat the last level (Mayhem 25) to reach the ending
To Complete: Beat all 100 levels
My Goal: Complete the game
What I Did: Complete the game
Played: 2/5/16 – 2/28/16
Difficulty: 9/10
My Difficulty: 8/10

I haven’t looked ahead at my master game list for Take On The NES Library since I first finalized it many months ago, but I remember Lemmings was on the list early on and I knew it was going to take me a long time to get all the way to the end. That proved to be correct! Despite the long play time and figuratively banging my head against the wall on some of the final levels, I had a lot of fun with Lemmings. The NES port has many limitations but despite that it is a surprisingly faithful version of this classic title.

Lemmings was originally released on the Amiga in February 1991. It was developed by DMA Design and published by Psygnosis. The NES version was developed by Ocean Software and published by Sunsoft. There is an account on the history of the development of Lemmings by Mike Dailly, who is one of the founding members of DMA Design as well as a programmer and artist. Definitely check that link out if you want to read the whole story. The idea for the game all started with an animation of what would become the lemmings in the game. They were mocking up little men as targets for a game they were creating called Walker. The idea was to make very tiny men around 8×8 in pixel size. After some refinement of the animation, one of the team members, Russell Kay, noted that “there’s a game in that!”

Update 5/27/16: There is some confusion around who exactly developed the NES port of Lemmings. The opening scene and most sources I found say that Ocean Software developed the port, but in the credits of the PAL version of the game the developer is listed as Special FX Software. They are not listed in the credits of the NTSC version that I played. It appears that Special FX Software was formed by members of Ocean Software after they left the company, so perhaps they acted as a contractor to Ocean at the point of release. It is also possible that they only worked on some sort of conversion to the PAL release, though from what I can tell the NTSC and PAL versions are the same except for the difference in the credits. My hunch is that Special FX Software was indeed the developer of NES Lemmings, but I cannot say with 100% certainty. Special thanks to Nintendo Age user ruudos for the tip!

The game even has a cute little intro scene when the game is turned on.

The game even has a cute little intro scene when the game is turned on.

There most definitely was a game in that! Lemmings was a big hit for DMA Design and it was easily their most successful game to date. It is also one of the most widely ported games ever. I found a list of Lemmings releases in this article in Hardcore Gaming 101: Amiga, Amiga CD32, Amiga CDTV, IBM PC, Windows 95, Apple IIGS, Macintosh, Atari ST, ZX Spectrum, PC-98, Acorn Archimedes, Amstrad CPC, Commodore 64, SAM Coupé, NES, SNES, Game Boy, Game Boy Color, Turbografx CD, Lynx, Master System, Game Gear, Genesis, 3DO, CD-I, PlayStation, PlayStation 2, PlayStation 3, PSP, and Mobile. As you can see, Lemmings was just about everywhere! There would be a few Lemmings sequels and additional level packs along the way. It may have been DMA Design’s biggest hit, however the company would go on to later launch the first game in an even bigger and more successful franchise. DMA Design created Grand Theft Auto in 1997. After a series of acquisitions, DMA Design became Rockstar North and they are still developing Grand Theft Auto today.

Now, onto the actual game! Lemmings is a puzzle platformer, but it can also be considered as a predecessor to the real-time strategy genre. The object of the game is to guide a group of lemmings to a goal. The lemmings themselves have very basic behavior. They will always walk forward only turning around in the other direction if they collide with a solid object. They will fall off ledges and into traps to their death if you let them. You cannot directly control the lemmings, Instead, you control a cursor by which you can assign specific lemmings a task. There are eight tasks that you can give to the lemmings that aid in creating a path to the end of the level. There is a limit to how many times a task can be given within a level and sometimes a skill is unavailable. The game plays out over 120 levels spread out in groups of 30 levels over four difficulty settings, and there are passwords handed out after every level. Each level dictates how many lemmings appear in the stage, what percentage of lemmings must be saved to win the level, the amount of time given, how fast the lemmings emerge from the entrance, and how many of each skill is available. Early on the game provides more than enough options and leeway to finish a level, but later on you are not given that much to work with so you must be creative and resourceful in determining how to solve a level. In fact, some levels are repeated with a different, more limited mix of skills that greatly changes the way you approach the solution.

The game starts off with a nice safe area.

The game starts off with a nice safe area.

These are the eight tasks at your disposal:

  • Climber: Allows a lemming to climb vertical walls. This skill stays with the lemming for the entire level.
  • Floater: Lets the lemming pull out an umbrella to float down when falling. Lemmings will die if they fall from too high so this skill lets them survive. It is a persistent skill just like the climber.
  • Bomber: Sets a countdown timer from five and when it runs out the lemming explodes! This explosion kills the lemming of course but it puts a hole in the ground where the lemming used to be. Other nearby lemmings are unaffected when he explodes.
  • Blocker: The lemming stands in place holding his arms out so that no lemmings can pass. If a lemming runs into a Blocker he will turn around. Blockers cannot be assigned any further tasks except for the Bomber skill to blow them away. There is one exception. If a blocker has the ground removed out from under him, he will fall down and resume walking as an ordinary unskilled lemming.
  • Builder: Allows the lemming to build a bridge. The lemming will put down the sections of the bridge piece by piece, building upwards around a 30 degree angle. A Builder will need to be reassigned the Builder skill multiple times consecutively to create large bridges.
  • Basher: The lemming will claw horizontally through the ground clearing a path forward. This must be used near a wall or a mound where the dirt is right in front of the lemming. When the path forward is clear, the lemming resumes his walking.
  • Miner: Same as the Basher except the lemming carves a path at a downward diagonal slope.
  • Digger: Same as the Basher and Miner except the lemming digs straight down.
This ledge is too high without some lofty assistance.

This ledge is too high without some lofty assistance.

As the game progresses, you will discover certain behaviors or tricks that are vital to solving later levels when the available skills are much more limited. One example is that if a Builder bumps his head against the ceiling, he will stop building and start walking in the opposite direction. This is one way to get a lemming to turn around. Sometimes you will need a Blocker and you don’t have one. A way to get around that is to have a Miner go partway into the ground to create a wall and then assign him the Builder skill to stop mining and turn him around since he can’t build into a solid wall.

What I have been describing up to this point is how most of the versions of Lemmings play. The NES version of the game has some significant changes that are there primarily because of the limitations of the NES hardware. There are only 100 levels with 25 per each difficulty level. The maximum number of lemmings per level is 14 instead of 100. This is because the NES can only display 8 sprites per scanline at one time. The lemmings themselves are drawn as sprites and they flicker whenever there are more than 8 in a row so that you can see them all. I suppose the development team decided that 14 lemmings was as high as they could go to make the flickering tolerable in the worst case scenario, and this also keeps the game from slowing down too much. Curiously, there is one level that has a maximum of 20 lemmings but only 14 will appear at the same time. The rest of the lemmings will emerge only if a lemming is killed or exits the stage. The level layouts themselves are shrunk down so that they fit in a map exactly two screens wide. This is done because the NES can have two screens worth of level data drawn out side by side with smooth scrolling without having to draw additional columns of tiles on the fly. I’m sure this was done to save memory of map data as well as for avoiding any possible slowdown or display corruption by drawing out the level one time at the start.

None shall pass!

None shall pass!

The change that has the biggest effect on game play has to do with aligning actions to a grid. The NES background layer that holds the level layout consists of a grid of 8×8 pixel tiles. Every action that affects the level map adheres to this grid, while in other versions these same actions can take place on any pixel. It’s hard to explain but video should help. If you look at this footage of the SNES version, whenever a lemming bashes through a wall he shaves off individual pixels, whereas in this video of the NES version the lemming will remove an entire 8×8 pixel tile at one time. In the NES version, whenever Bashers, Miners, or Diggers are assigned, they will not being taking action until they move to the middle of the tile so that they can remove the entire tile ahead of them. Miners actually affect two tiles at once to make the slopes work. Builders will not start building until they move to the seam between two tiles and they build upward at a 45 degree angle. This causes the segments of the newly built bridge to occupy a full tile when they are finished. To pull off the animation of building the bridge, I think the game swaps in a new tile containing the next step of the bridge. The exceptions to this rule are that Blockers and Bombers take effect immediately after the skills are assigned regardless of tile position.

So after that long explanation that probably made no sense, how exactly does this affect gameplay? This gives you a timing window to make moves that are applied to a very specific location. Because the lemmings must walk a bit to align to the tile, there are several frames where that task can be given which affects the same spot. A practical example of this is with building bridges. A Builder will create a bridge spanning exactly two horizontal tiles before he resumes walking. If you need to cross a gap exactly four tiles wide but you only have two Builders remaining, you can pull it off quite easily. You can assign the Builder when he is standing anywhere on the last tile before the gap and he will walk right up to the very edge and start building. Chain two builds together and his finished bridge will end exactly on the other side so that lemmings can cross. Making exact moves like this is very helpful. The downside to this is that in the later levels you get exactly enough skill assignments to complete the level though you will have plenty of opportunity to practice your precision. The levels were tailored from their original versions to fit the NES limitations which shows how much care was put into making the port work despite the differences between other platforms. There was some really nice programming done on this game to really pull everything together and make this a good experience on NES.

Sometimes sacrifices must be made.

Sometimes sacrifices must be made.

One real negative of NES Lemmings that I want to address is that it is almost impossible to give tasks to the lemming you want whenever they are bunched together. There is just not enough precision in the cursor and when lemmings overlap while walking in different directions that doesn’t make a difference anyway. I can’t tell you how many times I wasted tasks and restarted levels because I couldn’t make the assignment I wanted. Unless my solutions were sub-optimal, sometimes I was required to try making an assignment and hope for the best that it was what I wanted. It’s just a limitation of the game as it’s designed but that doesn’t make it any less frustrating to deal with. The pause feature of Lemmings occasionally will make this somewhat easier. You can move the cursor around and scroll the level when paused. A good technique is to frequently pause the game to try and isolate a lemming who is a bit separated from the pack. You can then take your time and put the cursor exactly where you want it so you can unpause and very quickly assign the skill. It’s far from perfect but with some patience it does increase the odds of making a successful move. You cannot assign a task while paused which is consistent among all ports of the games. However, the NES version does not allow switching the skill selection when paused which the original version of the game and many ports allow. This can lead to some frantic switching when the situation calls for giving distinct tasks at the same time, but for most purposes you just need to remember to switch which task you want to use before pausing.

Before this blog, most of my experience with Lemmings was with the SNES version which is said to correlate quite closely to the Amiga version. I have owned the game since the 90’s and I made it maybe three-quarters of the way through before I moved on to some other game. The NES port of Lemmings was among the first games I sought out when I set out to complete my NES licensed cart set just because of my fondness for the SNES version. I ended up buying it at a used game store for $13 in late 2013 which was a solid price. They had it listed for $18 but I had a $5 off coupon that I used. It was the last coupon I have ever seen from that particular chain of game stores but I made sure I put it to good use. I went out with a couple of my friends to make a special trip out to that particular store to get the game. I got a ribbing from one of my friends for buying it because he had no idea why I would want the NES port of Lemmings. I didn’t care because I knew I wanted the game for my collection! I ended up getting a double of the game in an eBay lot for a good price because the game had a ripped label. It turns out the label was fine and it was a sticker over the top of the label that was torn instead. The cart cleaned up really nice and it ended up being the copy I kept for my collection.

You can only bash through arrow walls in the direction of the arrow.

You can only bash through arrow walls in the direction of the arrow.

Even though I spent the most amount of time on Lemmings for any game covered thus far, I don’t have a whole lot to say about my playthrough. I mowed through levels early on and I had to spend some time solving later levels just as one would expect. I didn’t get stuck on any one level for too long. In fact, nearly every time I sat down to play I would complete at least one level and some of those play sessions were only 20-30 minutes long. I’m really thankful for password saves after every level so I could inch my way through to the end. My prior experience with Lemmings helped me remember many of the tricks needed to solve the puzzles. I decided to drop the difficulty down a notch for me because of this. I was very tempted to put this game as the first 10 on the difficulty scale, but for now I will leave it at 9. It is quite challenging but I think it will probably fall just a bit short of the hardest games the NES has to offer.

I found a video solution guide for the NES version of Lemmings for all difficulty levels: Fun, Tricky, Taxing, and Mayhem. I solved all the levels on my own without any outside help but I liked having a solution from someone else to watch. I looked at quite a few of these after I finished the game and most of the solutions differed slightly from how I solved the stage. It’s a testament to good game design here that despite some strict limits there is still more than one way to get to the same place in the end.

Lemmings on NES is an example of a well-done port on a limited platform in spite of some significant changes needed to make it work. If the developers would have tried to shoehorn in all the levels and allow more lemmings on-screen than the NES could handle, it would have bogged the game down into a much worse overall experience. Instead, they tweaked the game just right and made the NES port very playable, even if it is not the best way to experience Lemmings. If you really want to play this game, I would skip the NES version in favor of one that is more true to the original Amiga game. Maybe now I am well prepared to finish off the SNES version that I started long ago.

#17 - Lemmings

#17 – Lemmings

 
FEB
25
2016
0
Spy Vs. Spy Box Cover

#16 – Spy Vs. Spy

Don’t forget your spy gear because you will need it to make your escape!

It’s nice that they are saving the fight for the actual game

To Beat: Win against the computer on any difficulty
To Complete: Beat all 8 difficulty levels
My Goal: Complete the game
What I Did: Complete the game
Played: 2/1/16 – 2/3/16
Difficulty: 1/10
My Difficulty: 2/10

When playing two-player NES games, I think it’s better to have simultaneous play compared to alternating between two separate one-player games. Most of the time if the game is fun two-player it is probably just as much fun playing single player, however some games are tailor made for two players and Spy Vs. Spy falls in that category. I only player single player for the blog and Spy Vs. Spy left a lot to be desired, although I bet it really shines in two-player mode and I’m looking forward to trying it out sometime.

Spy Vs. Spy is a comic strip that debuted in January 1961 in issue #60 of MAD Magazine. The creator and cartoonist Antonio Prohias fled his native Cuba and pitched the idea of the Spy Vs. Spy cartoon to MAD Magazine in New York. They hired him and he would go on to write Spy Vs. Spy for over 27 years. The comic strip has been passed on to a few other writers over the years and it is still being created today.

The Spy Vs. Spy video game was released in 1984 for a large variety of computer platforms. It eventually made its way to the Famicom in 1986 but it wouldn’t debut on the NES until two years later in October 1988. All versions of the game were developed by First Star Software and Spy Vs. Spy is the only game they would develop for the NES. It was published by Kemco and it was their first NES release.

That briefcase might be up for grabs soon.

Spy Vs. Spy is an action game where you must race both your opponent and the clock to retrieve a set of items and escape the embassy. The embassy is a maze of single screen rooms and you can move to and from the interconnected rooms freely as you choose. This is a split screen game where both the white spy and the black spy are exploring the embassy and racing to meet the same goal. Everything is done in real time so you can see your opponent’s every move while they can also see yours. To escape the embassy and win you must first collect a briefcase, a passport, a bag of money, a key, and secret papers. Each room has a number of objects you can interact with such as furniture, pictures on the wall, doors, and so on. These hide the items you need so you will need to look in and around everything to find what you are looking for. Normally you can only hold one item at a time, however once you have the briefcase you can store all the required items inside of that. When a spy has an item you can see him visibly holding it on screen. You can also hide an item you are holding inside the furniture as well. Once you have recovered all of the items in hand, you must locate the exit door to escape and win the game.

While all this is going on, your opponent is also looking to complete the same objective so he will be actively trying to run your plan. If both spies end up on the same screen then they square off in hand to hand combat. A club and a knife are hidden in the embassy and these weapons can be held alongside one of the required items. The weapons are stronger than the default punch and will certainly swing the tide of combat. The spies don’t have to fight if they are in the same room and sometimes escaping into the next room is a smart strategy. Each spy has a power gauge which indicates health remaining. When a spy runs out of power in combat he is killed and floats up off the screen as an angel. That spy is out of the game for 10 seconds giving the other spy the advantage of free time as well as the ability to recover any items the defeated spy held. There is also a 30 second deduction to the clock when a spy is killed. Each spy has his own clock and whenever time runs out that spy is killed permanently for the rest of the game. Both spies will not necessarily run out of time at the same time which may be all the edge needed in a close game.

There’s nothing like a little slapstick!

The other major feature of the game in which to hurt the opponent is with booby traps. The spies have a seemingly unlimited number of them to use. Holding a trap will cause you to automatically hide any other item you are carrying so that’s something to be mindful of. The traps must be hidden inside the furniture and you can see the spy laughing to himself any time a trap is successfully placed. There are four booby traps at your disposal. Both the bomb and the spring can be hidden inside any of the pieces of furniture except for the room doors. A water bucket must be hidden on the top of a closed door. The time bomb can be hidden in any room regardless of furniture. If a spy peeks into a piece of furniture armed with a trap, that spy is killed with the same penalty as if he died in combat, along with a humorous death animation. The time bomb is a bit special as it kills a spy if he is in the room for too long. You know you are in a room with a time bomb if your face turns blue, so escape right away. There are also remedies hidden in the embassy that disarm traps. A water bucket (not the trap water bucket) is found in a red fire box and disarms a bomb, the wire cutters are found in a white wall-mounted tool box and they disarm the spring, and an umbrella can be found on the coat rack and prevents damage from the water bucket trap. The time bomb is effectively disarmed if you are able to leave the room before it goes off. A remedy for a trap can only be held only if the spy’s hands are empty, so you can’t hold another item and a remedy at the same time.

This all seems really complex, and it is in the beginning, but it all eventually makes sense. One thing that helps is that each spy can also look at the map of the embassy. The map screen appears after cycling through all the possible traps. It shows the location of both spies, which rooms have items, and which rooms have traps. It is quite helpful but it does have a few shortcomings. It doesn’t show which rooms are connected, it doesn’t indicate if a room has both an item and a booby trap, and it doesn’t show the presence of an armed time bomb. Despite all that, the map is very much appreciated as it makes the levels much more manageable.

The map preview shows what you are up against.

When starting a game there are three modes to choose from. Training mode simplifies the game by requiring only the briefcase and one additional item instead of needing all of them to escape. Vs Com is the main game against a computer opponent, and Vs Player is the main game against a human opponent. You can also choose from one of eight levels. Each level is a different embassy map and they are progressively larger and more complex. The lowest level embassy only has 6 rooms in total while the later levels have 30 or more rooms as well as a second floor in some instances.

I have played Spy Vs Spy before when I was a kid. One of my babysitters had an NES with some games and this is one she had. I sort of remember playing it but that’s all. I acquired the game in a three game lot on eBay around 2009. It came with Stinger and Bump ‘N Jump. It’s an ordinary game lot for sure, but the real reason I remember that lot is because those carts arrived in mint condition. I don’t like how often the word mint is used in describing condition as I feel it is mostly exaggerated whenever it’s used. In this case it’s true. They are beautiful carts and they will be on my shelf for a very long time!

I admit I was not looking forward to playing this game. I felt that it was too complicated after reading the manual and that I was going to struggle completing all eight levels. As it turned out, I more or less breezed through this game. There is a bit of a learning curve to be sure but a quick run in training mode alleviated those issues for me. I started on the levels after that and didn’t lose once. I found the AI to be pretty dumb overall. He moves between rooms slowly and focuses more on setting traps and less on acquiring the items needed to win. In the early levels, it’s possible I guess to lose if you don’t get the hang of combat and run out of time quickly. I can see it happening too if I were to get all the items and get killed right in front of the exit door. Other than that, I’m not so sure if the AI is good enough to win legitimately on its own. The later levels are big but as a result you don’t interact as much so it is more about figuring out the layout of the level and beating the time limit.

Somebody set up us the bomb (sorry)

I developed a successful strategy early on that carried me through, so if you want to try this on your own skip this paragraph. You’ve been warned! I use the map to locate the rooms with items and seek them out as quickly as you can. I would usually acquire the knife during my search giving me the upper hand in combat. The priority is the briefcase so if I come across it, great! If the other spy has the briefcase, then I would go after him right away and take it for myself. I would also make a mental note of where the exit is if I passed by since it doesn’t appear on the map. I barely bothered with traps at all. One time I trapped the other spy in a dead end with the water bucket, and the time bomb is useful at the bottom of a ladder for a guaranteed kill if entering the room from above. I don’t know if this is the optimal strategy but it certainly worked for me!

There were two other Spy Vs. Spy games but neither one made it to the NES. The second game is Spy Vs. Spy II: The Island Caper which takes place on a tropical island. Features include larger rooms that scroll instead of the fixed sized room in the original game. Players must also build their own traps from parts found on the island. The game did receive a release on Famicom. The third and final game is Spy Vs. Spy III: Arctic Antics and it was only released on various PCs. This one obviously takes place in the arctic! A fourth game was planned and would have likely been called Spy Vs. Spy IV: Spies in Space if it had been released.

The black spy may be in the lead but it’s far from over.

You may be wondering what is up with my difficulty assessment on this one. There are two things I want to address. The first is the 1/10 difficulty. I went on and on about the initial complexity and I’m not backing down from that. The game is so easy simply because it is very short. Considering strictly the bare minimum to get the ending, I say the game can be beaten in 15 minutes or less on the first time playing. It takes a little bit of time on training to get used to the controls, how the traps work, and how combat plays out. The first level has a time limit of only 5 minutes and it doesn’t take that much time to finish since that first area is so small. I’m sure it’s possible to luck into a win even if things don’t go too well. The other spy has a bad habit of running into his own traps. The ending sequence is the same after each level and the only difference is the text showing which level was completed.

The other thing you may have noticed is that this is the first time I gave a game a higher personal difficulty than the overall difficulty. I based my difficulty on my goal instead of just the minimum to beat the game. I didn’t find the game to be very difficult, but it does take some trial and error to navigate some of the larger levels. I don’t think Spy Vs. Spy is quite among the easiest NES games when going for completing all the levels.

Spy Vs. Spy is a clever concept that plays well, but it ultimately falls short as a single player experience. I am definitely keeping this game in mind to play with friends sometime. As it stands for me right now, this is just another easy title for me to mark as finished.

Spy Vs. Spy Ending Screen

#16 – Spy Vs. Spy

 
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18
2016
0
BreakThru Box Cover

#15 – BreakThru

The title of the game is a pretty fair assessment of what to expect here.

It’s not really a breakthrough of title screen design (sorry!)

To Beat: Reach the ending
Played: 1/30/16
Difficulty: 4/10
My Difficulty: 3/10

For as many classic NES titles as there are, there have to be others that fall on the other side of the coin. I’m sure there are many poor NES games that I will get to, but then there are others that are just kind of okay and don’t really stand out in any significant way. BreakThru seems to be exactly that kind of middling game that is buried deep within the NES library.

BreakThru was developed and published by Data East in 1986 as an arcade game. It was released on the Amstrad CPC, ZX Spectrum, and Commodore 64 before making its way to the NES in November 1987. Data East was responsible for publishing over 20 NES games between 1986 and 1992 covering most of the NES lifespan. There really aren’t exact dates for NES game releases but from what I found BreakThru was released in the same month as Kid Niki: Radical Ninja and Side Pocket.

BreakThru is a side-scrolling shooting game where you take control of some kind of armored car. Your mission is to plow through enemy territory in order to recover a stolen aircraft. Your vehicle is equipped with a cannon that lets you shoot forward, and I guess it also has some sort of advanced hydraulic system that lets you jump. You can also speed up and slow down by moving backward or forward. Adjusting the speed more or less affects the scrolling speed of the game but you do need to speed up fast to make some jumps across obstacles. The jumping is also useful as a dodging mechanic since you can’t take any damage from enemy fire whenever the car is in the air.

Shoot the crates!

Shoot the crates!

There are five stages in total: Mountain, Bridges, Prairie, City, and Airfield. There are various enemy tanks, soldiers, and other hazards that stand in your way. There are no bosses in this game so levels end whenever you reach the end. The closest thing this game has to a boss is a giant helicopter that appears a few times through the course of the game. There are a few powerups that drop down on parachutes occasionally but there’s not much variety here. There are three powerups that all give you a three-way spread shot with the only difference being how long you have the weapon. There is also an extra life to grab. I found the powerups to look just about the same so I couldn’t really tell what the differences were without the manual, and they are also kind of tricky to grab in the first place. I think I had to jump to pick them up because they floated too far away if I stayed on the ground.

I picked up my copy of BreakThru a long time ago from a used game store. I bought it solely on the name. What I was really after was a breakout-style game and Arkanoid was too expensive for me. At that store the NES games were in a case with only the end labels showing so I didn’t actually get to see the game cart until after I paid. I think it was only $5 so it wasn’t that much, but unfortunately the cart had a huge crack in the back covered with tape. It’s the only copy I’ve ever had so it’s still in my collection. I took it home, played it once, and put it away for years. I wouldn’t pick it up again until it showed up in the NA weekly contest last year.

Did they blow up the lines on the road too?

Did they blow up the lines on the road too?

My run of BreakThru was really simple. In the prior contest, the object was to score as many points as you can before you start your last life. You only get three lives to start and they don’t show up in the levels that often, but you can also earn additional lives by reaching certain scores. I know you get one life for getting 20,000 points but that’s all I could reach. Under those conditions, I got roughly halfway through the second level. When I played this time obviously I could play however I wanted and it was much easier to get through. There are unlimited continues and each level has a pretty generous amount of checkpoints. You get to restart at those checkpoints after each death, even when continuing after Game Over. The game must be beaten in one sitting but you can just keep chipping away at it until you beat it. When I sat down to play I only intended to play for a little while just to get used to the early part of the game. I ended up finishing the game in a little over 30 minutes.

After the ending scene plays out, the game starts over from the beginning. I played the first level again just to see if it is more difficult the second time but it looked exactly the same to me. Because of that I didn’t bother completing the second loop. Now in the arcade version, I read that after beating all five levels you get to choose which level to start on the second time through. The game ends after the second loop. On the NES version, I couldn’t find any evidence of anything different after winning the second loop and there was no level select after the ending like in the arcade version. I didn’t want to spend any more time playing the game just on the chance of there being something more. If there actually is a true ending, then I guess I’ll have to go back to it sometime later!

Stay above 50!

Stay above 50!

The game may be on the short side with unlimited continues and checkpoints, but it does pose a moderate challenge. I could see there being several sections of the game that would take some practice to pass even though I got through it quickly without much trouble when I played. For instance, there are some large jumps from one bridge to another in the second level and they roll right into a first helicopter attack that catches you off guard the first time. It’s these kind of sections that put the difficulty near average. Now, if you are a purist that believes these games must be beaten on a single credit, then that bumps the difficulty quite a few notches higher. For my purposes, I think my difficulty assessment is appropriate based on what I’ve played, but of course that’s always true for these rankings!

BreakThru isn’t that bad of a game, especially as an early NES title. By today’s standards, the game doesn’t really stand out all that much and it shows its age. I haven’t played the arcade version but I’m betting it’s the superior experience of BreakThru. Either way, it’s a nice little game to check off of my list!

BreakThru Ending Screen

#15 – BreakThru

 
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08
2016
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Journey to Silius Box Cover

#14 – Journey to Silius

This is one journey that is well worth going on!

Another sweet title screen tune!

To Beat: Reach the ending
Played: 1/25/16 – 1/29/16
Difficulty: 8/10
My Difficulty: 8/10

Okay, now we’re talking! Probably the biggest thrill of Take On The NES Library is whenever a random game shows up that I’m really excited to play and Journey to Silius fits the bill completely. Appearing on many “hidden gems” NES lists over the years, I think the cat is let out of the bag on this one. It’s a little pricey as a result but not too expensive and it’s a game that fits well in just about any NES collection.

Journey to Silius was released in the US in September 1990, just after the Japan release in August 1990 named Raf World. It was developed by Tokai Engineering and published by Sunsoft. Tokai Engineering developed three games for the NES: Blaster Master, Journey to Silius, and Super Spy Hunter. Their first game was a Famicom only game called Ripple Island and their fifth and final game is Albert Odyssey on the Super Famicom.

Journey to Silius is a run-and-gun action game. You play the role of Jay McCray as he fights a terrorist group responsible for the death of his father. You can jump and shoot a basic hand gun and you can also duck and shoot low. There are six weapons total but you only start with two and have to acquire the other four along the way. The initial special weapon is the shot gun that is a three-way shot useful for reaching high enemies. The machine gun is like the hand gun with rapid autofire. Homing missiles target the enemy for you. The laser gun shoots a beam that blasts through enemies. The grenade launcher is a single but powerful straight shot.

Quite a few enemies pose a challenge even early on.

Jay has both a health bar and a gun energy bar indicated on the upper left of the screen. The hand gun has infinite shots but the other weapons drain your gun energy gauge. This is shared between all the weapons and when it runs out you can only use the hand gun. Enemies will occasionally drop a blue power up that refills a portion of your gun energy, and enemies can also drop a red powerup that restores some health.

This is kind of an aside, but one criticism I have about the game is the low drop rate on the powerups. The blue ones show up often enough but the red ones drop far less often. In most playthroughs I see maybe two or three health drops total, and I bet someone could play the whole game without seeing a single one. They pop up so infrequently it’s hard to believe that they exist at all. I once encountered two in a row and I didn’t know how to handle it! It would have been nice if I actually needed the health at that time.

There are five levels in total: Outside a deserted space colony, an underground tunnel, the enemy headquarters, the enemy spaceship, and the enemy factory. These are all horizontal scrolling levels with the occasional brief vertical section mixed in. Each level except the last has a mini-boss at the end that drops a new special weapon when defeated and there is also a main boss at the end of each one. The mini-bosses are unique enemies a bit larger than the normal ones but the end level bosses are huge and fill up the screen. You only have three lives with no way to gain any extra lives which contributes to the overall difficulty. The levels have checkpoints scattered about so there isn’t a ton of ground to gain back if you die, but if you lose all your lives you have to continue back at the beginning of the stage. You are only allowed three continues before having to start all over from Stage 1 so it’s important to take your time and preserve as much health as you can as you progress deeper into the game.

Some serious firepower here!

I remember renting and playing Journey to Silius when I was a kid. I overlooked it quite a few times in favor of something else and once I did rent it I don’t think I got very far in the game. I was really into games that had score at the time and Journey to Silius doesn’t have any points, so looking back I’m surprised I gave it a chance at all.

Journey to Silius was one of the first games I tracked down individually when I hunkered down to pursue the rest of the NES licensed set. I learned an interesting thing today. When doing some research on the game I Googled it and it pulled up my eBay order for the game in the search. I guess Google searched my gmail and noticed I had ordered it, so you can use Google to look up past orders. It’s a little unsettling that they can do that. Anyway, I won it in an auction on eBay in 2013 with no picture for $5 plus shipping. A few weeks after that my local store got a copy of the game in and I bought it for $3 which was a great deal so why not! I ended up with a third copy that I bought in an eBay lot in practically mint condition and that’s the one in my collection.

I have played the game in the past couple of years but I never committed to beating the game before. That recent experience did give me a bit of an edge for the first half of the game. Overall it took me four attempts to beat the game. My first two runs ended at the Level 4 boss and Level 5 boss respectively, and on my third try I regressed a bit and died earlier in Level 5. My fourth and winning run was quite the rollercoaster of emotion … at least it was for me. I will be spoiling the endgame so if you’re looking to avoid spoilers just skip the next two paragraphs. It’s okay, I don’t mind!

Huge boss, huge claw, huge pain!

My final run started out as just about the perfect run. Mind you, I’m not saying that I’m so good that I can get far without taking damage, but on this run I limited it enough to keep alive. I made it all the way to the Stage 4 mini-boss before I took my first death and I finished the level on my next life, so I reached the final level with the two lives remaining and all three of my continues. Of course, this is where the wheels fell off. The first four levels I found myself taking things slow and focusing on killing the enemies quickly and with this strategy the game is pretty straightforward after enough attempts. The last level completely changes things. It’s an auto-scrolling level with a heavy emphasis on platforming with no enemies to shoot at all. You are fighting against the level and the level is just brutal. There are crates that fall, lava that flows down from the ceiling, conveyor belts, moving crushers, you name it. I find the jumping to be a little bit inconsistent and that becomes a problem when every jump matters. The game expects you to jump off of moving crates as well. There’s one part in particular where the best way to get through is to jump on a moving crate as soon as it scrolls on screen. Missing that, which you absolutely would the first time through, leaves you only one more narrow opportunity to get through or you have no choice but to die. It takes a lot of practice to get through this level and being the last level you have to work hard to get that far in the first place.

Pretty soon I burned through my lives and had to continue. Pretty soon I used up all of my continues too with nothing to show for it. The worst is when you are interacting with a moving platform and you somehow get pinched and immediately die. It feels like such a cheap death and this happened to me two or three times. In times like this my emotions can really vary. I can get pretty frustrated at time but here I wasn’t even angry. I first laughed it all off and accepting all these weird deaths and that shifted to getting despondent. I was already thinking about having to start the game all over again. My last continue started off better. I got a good start to the level before dying and on my second life I was finally clearing some difficult obstacles but draining health quickly in the process. At my last sliver of health I got hit by a falling crate for my second death, but somehow during the death animation I teleported into the boss room and finished dying there. I wish I knew how that happened, but I’ll take it. My last life began at the boss and I had a game plan after dying there once before in a prior attempt. It didn’t go the best but it was okay. However after the boss there is a second, final boss which is a tall humanoid robot. There is no refilling of your health and weapons before the fight so I was left with no gun power and about a third of a health bar left. I got backed into the corner and ducked, which turns out to be a safe spot since the boss stops advancing that far against the side and is unable to punch you when you duck. I got him stuck in a loop! After observing the timing for awhile I could jump up to shoot him in the face and resume ducking while missing his punches. It took a bit of time and I got down to my very last sliver of health but I beat the boss and beat the game. Whew! That was one of my best wins in quite awhile!

Falling crates on conveyor belts while scrolling. It’s tough!

After the ending and credits, you go back to Level 1 exactly as you ended the final boss fight. So I started over with no weapons and that sliver of health. I kept going and it didn’t take long before I ended up dead and back at the title screen. From what little I played it didn’t seem to be any more difficult, and I couldn’t find any information on it so it looks like there is no hard mode here.

I think this has sort of become well known regarding this game, but originally Journey to Silius was supposed to be a licensed game based on the movie The Terminator. Somewhere during development Sunsoft lost the Terminator license so they took the work that was already done and retooled it into the game we got today. There is a licensed Terminator game on NES that I haven’t played much, but I think Journey to Silius is the better game of the two. Also, the game has a really good soundtrack. Naoki Kodaka is the composer for the game and his style tends to revolve around using the NES DPCM sound channel to play bass samples. The Stage 2 music is a deep, moody track and is a favorite among NES music enthusiasts.

Journey to Silius is a lot of fun to play and I’m glad that the game is getting more recognition in NES collecting circles. It feels good to beat this one having tinkered with playing it off and on!

Journey to Silius Ending Screen

#14 – Journey to Silius

 
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05
2016
0
Pictionary Box Cover

#13 – Pictionary

Who needs pen and paper when you can play Pictionary on your NES?

That title screen music! So good!

To Beat: Finish the Regular Game
What I Did: Beat the Regular Game and Alternate Game just for fun!
Played: 1/24/16
Difficulty: 1/10
My Difficulty: 1/10

The NES has several games of game show and board game adaptations so it’s no surprise that one would show up on the blog fairly early. Pictionary plays like the classic board game but it has some surprises in the single player that make the game a little bit more interesting.

Pictionary was released in July 1990 on NES. It was developed by Software Creations and published by LJN. Software Creations developed a dozen NES games and LJN published a whopping 25 NES games by my records. There are only three developers attributed to creating Pictionary. Tony Pomfret was the programmer, Craig Houston created the graphics, and Tim Follin wrote the music. It probably should be four people as Stephen Ruddy’s sound engine was used in the development of the sounds and music. LJN has a reputation on NES for publishing many bad games but in the case of Pictionary I would say the game is pretty decent.

Pictionary on NES is a pretty straightforward board game. Up to four teams compete by drawing pictures and having their fellow team members guess what is being drawn. Correct answers allow the team to roll a die to advance their marker along the board and the first team to reach the end and guess a final drawing wins the game. Simple enough!

It’s the board … yawn.

There are three game modes. Regular Game is the base game with some twists to it that I will explain shortly. Alternate Game is a way to play Pictionary using the NES as the game board, timer, and drawing area but you must supply your own Pictionary word cards (or your own words) to determine what to draw. The players are responsible for inputting into the game which team guessed the drawing correctly so it can handle everything properly for you. Drawing Practice gives you a free area for doodling so that you can get a handle for how the drawing in the game works. The drawing interface simulates a little bit like drawing lines with a pencil and paper. You can aim your cursor in I believe 16 different directions by pushing Left or Right. Press and hold A to draw in the direction of the cursor or press and hold B to move the cursor without drawing. Pressing Up or Down draws either a small or large circle. Select removes the last thing drawn, Start finishes the drawing early, and Select and Start pressed together erases the board. It’s a robust enough system without relying on complete freehand control.

The Regular Game mode plays more like a complete game of Pictionary with the computer providing words to draw for the teams, but most of the game is played out through mini-games instead of drawing out pictures. If there is one player per team then there will be all mini-games, otherwise there will be standard drawing mixed in. You can play single player with just one player on one team which is what I did. There are four mini-games that all play a little bit differently but they all help play out Pictionary the same way. Completing tasks within each mini-game reveal pieces of a pre-drawn puzzle and the object is to reveal as much of the picture as you can within the time limit to give yourself the best chance of identifying the drawing. Let’s get in to each mini-game!

The first one is Attack of the Paint Zombies. This is exactly like Space Invaders except the enemies are on the bottom instead of the top and you control a paint bucket dropping red paint down upon the purple paint zombies. Yeah, paint zombies, I don’t get it either. Each one you knock out reveals a square on the picture and if you get shot with paint you lose a few seconds off the timer. This one is my favorite of them all and I didn’t have much trouble revealing the whole board before time nearly every round.

It's gotta be a mess down there.

It’s gotta be a mess down there.

The second game is The Warehouse Shuffle. I did not understand what to do in this game at all until I checked the manual. There’s just a man you control along the bottom and there are these balls with eyes that bounce around and nothing else was happening. What you are supposed to do is push up against the left side and press Up to grab boxes that are offscreen, then carry them across to the right and drop them off with Down. Each box you deliver knocks off a square and if the balls (called gremlins in the manual) come in contact with a box you lose time. You can carry a huge stack of boxes at once if you wan but you move slower the more you carry so there’s a basic risk/reward system at play. Once I knew what I was doing, I still didn’t do very well at this one.

I appreciate the eagerness but that's too many boxes.

I appreciate the eagerness but that’s too many boxes.

The third game is Four Alarm Rescue. There are eight windows arranged in two rows of four columns and people randomly appear to jump out from one of the windows in the burning building. You control firefighters at the bottom with a net to catch the people as they fall. Catching each person reveals a square and having a person fall to the hard ground below removes that precious time. This game is so unfair. Often two people will jump out at the same time from opposite ends of the screen and it is impossible to catch both. Sometimes multiple people will jump one after the other from the same window but there’s no way to tell until the first person jumps out of the way. You can lose multiple people quickly if you are trying to catch a different person elsewhere. This game is very flawed and I don’t think it’s possible to reveal the whole board with this game unless the randomness is entirely in your favor.

Probably just as messy as the paint game to be honest.

Probably just as messy as the paint game to be honest.

The fourth and final game is Leapin’ Energy Capsules! This is a simple single screen platformer where you control an astronaut who is collecting these capsules or orbs that appear in a few pre-defined spots. Once you collect one or take too much time the next one appears. There are a couple of cannons that shoot a rising and falling bullet and they operate on a slow rhythm. Collect a capsule, reveal a square. Take damage, lose time. The only really annoyance is when a capsule appears in the upper left because you can only climb up to the upper level from the far right. Otherwise, this one is pretty simple and kind of boring.

That upper left one gets the most screen time for certain.

That upper left one gets the most screen time for certain.

Playing through the game is really simple in single player. Play the mini game and try to guess what the picture is. You get 45 seconds to scroll through the alphabet picking out letters to spell out your guess. The game shows the number of words in the answer plus the number of letters in each word just like Hangman, so that helps in solving these drawings. If you are correct, you get to roll a die and move up that many spaces on the board. There is no penalty if you miss so you just keep trying until you guess correctly. Eventually you will run into a solution and move up the board so there is really no way to lose. It took me around 30-45 minutes to reach the end of the board with I’m guessing a 30-40% success rate. And that’s the end!

In my run I tested out Alternate Game just to see what it is all about. I played with one team and it was all drawing. After the drawing phase you get to indicate which team answered correctly and that team rolls the die. I would just end the drawing early every time and say I answered it correctly so that I could always roll and move my marker on the board. It took hardly any time at all to reach the end. You get the same ending either way so you can technically beat the game without identifying a single drawing and no one would know the difference. It was an utter waste of time, but eh, I did it for completeness!

Yay!  You did it!

Yay! You did it!

There was an unexpected casualty that happened while playing Pictionary. It was the weirdest thing. I turned the NES on and I was walking over to the couch when my hands got static shocked through the controller. Getting shocked in my basement is pretty normal in the winter but never through the game controller. Nothing worked when I tried to start the game even after powering off and resetting a few times. I swapped in another controller and that one worked fine, so I guess my controller is dead. It’s too bad because it is a nice condition dogbone controller and they aren’t exactly cheap to replace. I have a few other dogbone controllers in various states so I can probably hack together a nice working controller.

The one really remarkable thing about Pictionary is that it has a really good soundtrack. If you have heard some of the top NES music then you have almost certainly heard Tim Follin’s music and he did some fine work on the music in Pictionary. Tim has two brothers, Geoff and Mike, and all three brothers have worked in video games at some point. Geoff was also a game composer and he would work with Tim on music for several other NES games. The Follin brothers have a very distinct style to their music with very complex sounding pieces that really take advantage of the NES sound chip in ways that not many other musicians did. In Pictionary the title screen music is just awesome, and the Pictionary page on the Video Game Music Preservation Foundation website has links to all six music tracks for your listening pleasure!

Pictionary is a faithful adaptation of the board game and is a perfectly serviceable game on NES, even though it is very easy and barely worth playing even once. It’s fine but there’s so many better games on the NES. You would probably have more fun playing Pictionary with a group of friends on the actual board game but it could be fun at parties or whatever. At least the music is good! Plus, I don’t mind having a short, easy game to check off the list!

Pictionary Ending Screen

#13 – Pictionary

 
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2016
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TaleSpin Box Cover

#12 – TaleSpin

A cleverly named Disney cartoon becomes an intriguing NES shooter.

Let's go flying!

Let’s go flying!

To Beat: Reach the end credits
Played: 1/22/16 – 1/23/16
Difficulty: 4/10
My Difficulty: 3/10

Well that didn’t take long to reach another Disney-to-NES conversion courtesy of Capcom! Based on the animated Disney television series of the same name as part of The Disney Afternoon, TaleSpin is unique among its NES counterparts in that it’s not a platformer but an aerial adventure true to the cartoon series.

TaleSpin, the Disney animated series, had a 65-episode run all within a span of a year running from September 7, 1990 to August 8th, 1991. It tells the story of Baloo, a pilot for his freight service, and his navigator Kit as they aim to deliver goods while avoiding and fighting air pirates lead by Don Karnage and other foes that attempt to steal their cargo. I’m simplifying this as it’s a show I didn’t watch and I’m not familiar with it. The NES game was likely developed during the show’s initial run on TV since it was released in December 1991 after the final episode had already aired.

Make those shots count because you only start with one!

Make those shots count because you only start with one!

TaleSpin on NES is a horizontal scrolling shooter with a few interesting mechanics. You can fly Baloo in eight directions and fire bullets with the B button to attack enemies. If you press the A button, Baloo flips around and flies both backwards and upside-down causing the screen to scroll left instead of right. Not many autoscrolling shooters allow you to scroll both left and right at will – this is the only one that I’m aware of. Your only attack is the default shot but you can aim your shots diagonally if you shoot while moving up and down, so altogether you can fire in six directions. It’s an interesting mechanic and it makes sense since the plane banks up and down pretty severely as you fly. However it takes some getting used to and it will cause misfires. This mostly occurs because to fire straight you must not be moving vertically, so to properly aim at something straight ahead you must line yourself up and stop completely before shooting. The game will occasionally scroll vertically and in these parts the scrolling is forced with no backtracking like in the horizontal scrolling areas.

Along the way you will pick up money bags and cargo containers that look like little briefcases. Collecting these will give you money at the end of the stage that can be spent on upgrades for your plane, the Sea Duck. You can buy extra shots for your plane as well as a permanent speed increase and some armor to increase your total health. You can also buy extra lives and even extra continues if you need some additional tries. You start the game with three hearts for health but only one bullet on the screen at a time causing the game to be fairly challenging at the start as every shot counts. Buying an extra shot right away is crucial to help ease the later levels.

Extra shot purchased.  Good player!

Extra shot purchased. Good player!

Enemies when destroyed will occasionally drop fruit on a parachute and this is the only way to earn points during the levels. Some parts of the levels hide pickups and they are revealed if you shoot their hiding spots. These often appears in nooks in the stages or in corners and thankfully you don’t take damage from touching the walls so feel free to look to your heart’s content. Just make sure not to get pinched by the scrolling screen as that will cost you a life. The entrances to the bonus stage are also hidden and revealed when shot. In these areas you switch to Kit who rides on this air surfboard called an airfoil. You can pop balloons that reveal fruit and extra lives and you can really stock up on lives by hitting every bonus area.

There are eight levels in total and each level ends in a boss encounter. There are a variety of locales to journey through and some of them are interesting for a shooter such as a haunted house and a baseball stadium. The bosses tend to be fairly challenging particularly since the Sea Duck is a pretty big sprite with equally large hitbox, the bosses spray a fair amount of bullets and other moving parts around, and also because each boss has an invincibility period after taking a hit.

How many times do I have to tell you?  No flying inside the house!

How many times do I have to tell you? No flying inside the house!

Like I mentioned before I had not watched the cartoon basically at all, and in the same way I did not play TaleSpin on NES until adulthood. I think I bought my copy for $8 as part of a buy two get one free sale at my local game store. The game came up awhile back as part of the NA weekly contest as a high score challenge and I’m pretty sure I beat the game on either my first or second try at that time. I also got acquainted with the locations of the bonus areas back then because they are very point-heavy with all the fruit you can collect, so that experience helped me here too.

My playthrough of the game was fairly ordinary and unremarkable. I was very rusty at the start and I lost all my lives on the first level, but once I started it up again I was cruising through the levels with little trouble until I ran out of time that night and had to turn the game off. Starting over the next evening I beat the game with at least a dozen lives to spare and I didn’t need any continues to get the job done. There was one boss at the end of the fifth stage that gave me some trouble. It’s a crane with a wrecking ball that drops down on you and the boss shoots these bouncing shots so you are being attacked from above and below. It’s just about impossible to not take damage here. The only way I could beat it was to get there with full health and just sit in the middle constantly shooting it while avoiding attacks as best I could and taking advantage of my invincibility period to move to safety. I was able to beat it that way by attrition. With that in mind, here’s a hot tip for this boss! When doing some research for this post I found out that you can destroy the wrecking ball which completely takes out the attack from above. Look at me, I did it the hard way!

This boss is so hard with that wrecking ball intact.

This boss is so hard with that wrecking ball intact.

I had some trouble coming up with a difficulty for TaleSpin. The game isn’t exactly a cakewalk and it takes a few levels for the difficulty to ease up once you get some powerups under your belt. That was the way it went for me but once I got over that hurdle I thought the game was pretty easy. There are so many extra lives available not to mention continues I never had to touch. I decided to place the game just below average difficulty although I could be persuaded to slide the game up or down a notch.

TaleSpin is a solid experience from a good developer based on a quality Disney property, so it’s hard not to recommend the game. The mechanics are neat but they do require some practice and thoughtfulness that takes some time to get used to. Boss fights aside, TaleSpin isn’t all that memorable to me, but that’s not really a negative thing. With Capcom on NES you are pretty much assured of getting a good game no matter what and that is definitely the case here. My advice is if you decide to play TaleSpin, stick it out past the first level and buy that extra shot. I think you’ll have fun with it!

TaleSpin Ending Screen

#12 – TaleSpin