Take on the NES Library

An 8-bit Extravaganza!

mark

MAR
01
2019
0

#111 – Smash TV

Big money! Big prizes! I love it!

No music, but nice detailed title graphics!

To Beat: Reach the ending
Played: 1/2/19 – 1/4/19
Difficulty: 8/10
My Difficulty: 5/10
My Video: Smash TV Longplay

I had Super Smash TV on the SNES growing up. I probably got it from a yard sale or something, but I remember spending a lot of time playing the game. I wasn’t really that good at the game though. Maybe that version is really tough to beat. I didn’t know the NES had a port of the game until I started digging deeper into the library. With as frantic and sprite heavy as the SNES version is, it blows my mind that they even tried to replicate this style of game on the NES, let alone pull it off. Even though I still can’t believe this game exists on the NES, I’m glad it does.

Smash TV is a 1990 arcade game both developed and published by Williams. The game creators are Eugene Jarvis and Mark Turmell. The game was ported to several home consoles under the title Super Smash TV. The home computer versions, as well as the NES version, retained the Smash TV name. The NES version was released in September 1991. It was developed by Beam Software and published by Acclaim Entertainment. The game also had a PAL release in 1991.

Smash TV takes place in 1999. Thankfully, we didn’t get this timeline where TV has become ultra-violent. Game shows have turned into life-or-death competitions with huge prizes at stake for the survivors. Smash TV is the biggest hit show at the time where one or two contestants fend off hundreds of opponents in the arena in hopes of becoming grand champions. You play the role of one of these contestants as you try to survive over four levels.

Defeat enemies from all sides.

This game is a top-down twin-stick shooter game. Hordes of enemies appear from the four doors on each side of the room. Your job is to shoot down all of the threats that appear before you can move on to the next room. Of course, since it’s a game show, you also want to pick up as much cash or prizes as you can carry. Clearing each room opens at least one exit to an adjacent room. There is a map that shows which rooms connect so that you can plan your way to the boss room at the other end of the stage.

The basic controls are simple enough but tricky to use. Use the D-pad to move in all eight directions. The A button fires your weapons in the direction you are moving. The B button lets you focus your firepower in the last direction you shot so that you can shoot and move in different directions at the same time. This is a far cry from the arcade version where you had two joysticks for independent walking and firing at all times. The SNES version with the four face buttons on the controller worked well for a twin-stick setup. Fortunately, there’s a much better way. Smash TV on NES features a two-controller setup. Plug two controllers in and hold one in each hand with the D-pad at the top. The controller 1 D-pad moves the player while the controller 2 D-pad controls shooting. Smash TV has a two-player mode and supports four controllers so that both players can enjoy the two-controller setup. I highly recommend playing this game with the dual-controller option.

Your standard weapon is a pea shooter with unlimited ammo. While sufficient, you will do better with different weapons. Pickups appear on the ground as square icons while you fight. There are three special weapons. First is the scatter gun. This gives you three-way shooting which clears up a lot of space. Next are the missiles. These are powerful, piercing shots that can take out a row of enemies or even some stronger ones in just one hit. The spew weapon looks like a grenade and fires a swarm of short-range projectiles out in front of you. Each of these three weapons has limited ammo. Underneath your score is a green bar that indicates how much ammo you have. Grab a new weapon to change weapons or grab the same one to top off your ammo.

You need to be a real weapons powerhouse.

There are other helpful pickups too. Cash, gold bars, and presents are just for points, so while not necessary for survival, this is kind of your goal and you might as well grab some. The shoes increase your walking speed, but it seems to last just for your current screen and you lose it if you die. A circular ring icon is the shield, which makes you invincible so you can defeat enemies by running into them. This is given to you by default when you begin a new life. The icon with triangles gives you ninja blades. These are five blades that circle around you and wipe out enemies. Individual blades eventually go away after hitting so many targets. This powerup stops you from moving all the way to the edge of the screen, so that’s something to keep in mind. A little person icon gives you an extra life.

There are several types of enemies to deal with. Most of the enemies are standard grunts that always move toward you. Others take more effort to defeat. Orbs bounce around the playfield and shoot lasers. Shrapnel bombs walk the perimeter before exploding into shards that kill you. Tanks absorb a lot of firepower before going down. Wall gunners are very resistant to firepower and repeatedly shoot at you. Huge robot snakes slide around the screen and you have to destroy each piece of it to put it down. Red swarmers are many little red dots that clump together and fly around the screen. There are also stationary mines that kill you if you take a wrong step.

After the first screen of each stage is completed, a map is displayed. This shows the end level boss room as well as any treasure rooms. These rooms provide you with a bunch of cash and prizes from the moment you step inside. The rooms then get filled with enemies and tend to be more difficult than other rooms. These are good places to go if you want a high score.

Each stage ends in a boss battle. The arcade version has huge bosses that weren’t possible on the NES hardware. On the NES, they are smaller in size and seem to be easier fights than on other platforms. The cobra boss takes on a different form than the arcade version so that fight is the most different from the others. No matter what, you have to use a lot of firepower to put them out of their misery.

Mutoid Man is still recognizable here.

You begin each stage with five lives. Extra life pickups appear at random, but they tend to show up often. Due to the nature of the game and all the constant enemies, death is common. This is a problem for a few reasons. There are no continues in the game so you have to start all over if you run out of lives. You are capped at nine lives and can’t pick up any more beyond that. Also, each new stage after the boss puts you back at the default number of lives, so there’s no benefit to stockpiling lives in early levels since they don’t carry over to later stages.

I beat Smash TV once before back in 2014 as part of the NA weekly contest. I got 4th place that week with a score over 12 million points. I don’t remember where I picked this game up. It’s not very common but not too expensive when you do find a copy. Carts cost around $10. An interesting side note on collectibility is that Acclaim at one point manufactured their own carts. This matters because their carts have poorer quality labels where the glue bleeds through the white part of the label and the label fold starts to chip a little bit. My copy of Smash TV looks really good all things considered, but some of my other Acclaim games are not so hot.

While Super Smash TV is challenging enough that I haven’t yet finished it on my own, the NES port of Smash TV is easier. That’s not to say the game is easy at all. I didn’t have a lot of trouble with the game playing it for myself. There’s a bit of luck involved if you happen to run into more extra lives than usual, but skill is king and what will push you through. To that end, using the two-controller setup is essential for succeeding in this game. I tried out the normal control setup for a level or so and managed okay, but that would become a problem in the later levels where the enemies get tougher and the screens take longer. There’s no substitute for having separate movement and shooting controls in all directions.

Twin-stick shooting is so helpful when surrounded.

This game was tough to pin a difficulty on. I’m not so sure my past experience beating the game helped me that much. It was more my skill with this style of game. I don’t hear about people playing and beating this game very much. In the contest I played in 2014, only four people beat the game, and there were a lot of skilled gamers playing then. I don’t think this is an undesirable game that people are avoiding because they don’t think it’s fun to play. My gut tells me that this is an above-average game in difficulty that I happen to be good at. Having no continues bumps it up a notch too.

One thing I noticed playing this time was that my ending score was significantly lower than what I scored back in 2014. I played through all levels taking the top route just because I like consistency. The first stage has only one treasure room that is located on the top route so I just stuck with that path in the other levels too. Based on my 2014 score and forum posts from that week, I am pretty sure the lower routes in the other two stages are more lucrative for scoring. Points in this game are highly correlated with the number of enemies defeated. This leads me to believe that in general the upper routes have fewer enemies and therefore are easier than the lower routes. The ending doesn’t change on score or route or anything like that, and there’s no difficulty setting, so just pick whichever way you want.

There’s one more interesting tidbit about this game. The arcade version and at least the SNES version from my experience feature keys as item pickups. After the third stage boss, there are key rooms that unlock depending on if you hold enough keys. The manual for the NES game briefly mentions both key rooms and keys. However, there are no keys to pick up in the NES version at all. You still get to play the key rooms anyway between the third boss and the final boss which is often considered the fourth and final level of the game. It’s just a small, weird oversight of the NES port.

Smash TV is a really fun action game and the NES port is a great one to play. The gameplay and controls are both excellent. Movement is responsive and enemies get blasted constantly. The graphics are on the simplistic side, but the sheer number of enemies and bullets rendered on screen at the same time is awfully impressive for the NES. There is some sprite flickering which is to be expected, but there is either infrequent or no slowdown. The music is okay but gets repetitive and takes a backseat to the action anyway. The game is also repetitive and lengthy and will wear out your thumbs after some time. Smash TV on NES is an admirable port and worth playing for NES fans, even though I like the SNES version much better.

#111 – Smash TV

 
JUL
13
2018
0

#82 – Teenage Mutant Ninja Turtles

Turtle power! Times four!

The music starts simple and builds up nicely.

To Beat: Reach the ending
Played: 4/26/18
Difficulty: 9/10
My Difficulty: 5/10
My Video: Teenage Mutant Ninja Turtles Longplay

If you have been reading along for a while, you probably know that I am all about video games, and not much else. For instance, I don’t watch too many movies and often don’t watch the ones that have NES games tied to them. The Teenage Mutant Ninja Turtles were quite the phenomenon in the early 1990s, so much so that even I was all about them for a time. I had a bunch of the toys, I watched the cartoon, I saw the movies, and of course I played a lot of the NES games. The first of these games poses a stiff and often unfair challenge but is still a well-remembered game regardless, owing a debt to the source material for keeping it held in esteem among 90’s kids like myself.

The Teenage Mutant Ninja Turtles were created by Kevin Eastman and Peter Laird. They first appeared in a 1984 comic book published by Mirage Studios. The two creators were approached by licensing agent Mark Freedman to try and expand the franchise. They teamed up with Playmates Toys to create a line of action figures, and the company insisted on creating a cartoon to help tie in with the toy line. The Teenage Mutant Ninja Turtles TV series began in 1987, and though it took a little while to catch on, it blew up in popularity over the late 1980s and early 1990s. The comic book continued to run alongside the TV show, and several movies and video games followed throughout the 1990s. The series is still going on today, most notably in the Nickelodeon animated series ending in 2017, with a new series slated for the network later in 2018.

The NES game Teenage Mutant Ninja Turtles (abbreviated TMNT) was first released on the Famicom in May 1989. The NES release in North America followed soon after in June 1989, and the PAL release occurred in August 1990. Konami developed the game. It was published by Konami in Japan, under the Ultra Games label in the US, and Konami’s Palcom label in Europe and Australia. The Japanese version was called Geki Kame Ninja Den, meaning Legend of the Radical Ninja Turtles. The European version was renamed Teenage Mutant Hero Turtles to remove references to ninjas, just like with Ninja Gaiden. This version of the game was ported to various home computers, and even appeared in arcades as a Playchoice-10 title.

You can explore the map or get into the sewer.

TMNT is a side-scrolling action game. The plot begins with the standard “save the girl” trope, as Shredder has captured April O’Neil and you have to get her back. Ultimately, your task is to locate and defeat Shredder, the leader of the Foot Clan. The turtles want to retrieve his Life Transformer Gun, which they hope to use on Splinter to restore him back to his human form. This journey will take you through six stages, culminating in a final battle with Shredder himself.

When you start the game from the title screen, you are first dropped into a top-down view of a portion of the New York City streets. You control a tiny Ninja Turtle here. You can walk in four directions with the D-pad, and attack straight ahead with the B button. Right next to you is an opening to the sewer, and you can go inside if you want. There the gameplay changes to the side-scrolling view where the action takes place. You can also walk around the building and take the path on the left but be careful if you do. Right around the corner is a large steam roller that will drive toward you, and if you touch it you get crushed and die instantly, or in this game, get captured. You can explore the map freely and go in and out of the sewers or doorways freely as well. The idea is to locate the end level boss and defeat him to move on.

You can press Start to pause the game. This brings up an information screen. On the left side there is a minimap of the current area. Red squares indicate where you can walk around, and white squares indicate entrances to the side-scrolling areas. There is also a small, flashing plus sign that shows where you are on the map. On the right side is a small profile of each of the four turtles: Leonardo, Raphael, Michelangelo, and Donatello. You see a small picture of each turtle, his shortened name, a life bar, and what special weapon he has, if any. You can switch between turtles anytime in this game. Press Up or Down to highlight which turtle you want, and you will control him directly when you unpause. The lower part of the screen shows an informational message from one of the other characters, typically master Splinter.

Words of encouragement AND character selection!

Most of the game is played within the side-scrolling areas. You move around with the D-pad, jump with A, and attack with B. The turtles take high, loopy jumps and will curl up into a ball. You can take shorter jumps by tapping the A button. Once you start moving sideways in the air, you can’t stop until you land, making precision jumps on small ledges difficult. The B button attacks straight ahead. You can attack above by holding Up and below by holding Down when you strike with B. Your turtle crouches with Down while standing on the ground.

The lower part of the screen during gameplay holds vital information. The left shows both your current score and high score. The middle part displays your health bar. You begin with eight squares of health and you can get damaged in half-square increments. Below that is an enemy health bar that only appears during bosses or stronger enemy encounters. The right side shows your main weapon, sub weapon, and any other items you may encounter.

Each of the Ninja Turtles is known for mastering a specific weapon and you get to use them as your default weapon depending on which turtle you choose. Leonardo wields a katana. This has the best total range for all directions. Raphael uses sai, which is easily the weakest weapon in the game. It is very fast to deploy repeatedly but has virtually no range and isn’t as strong as you might expect given its natural handicap. Michelangelo wields nunchucks, which have good horizonal range but weak vertical range. Donatello is a master of the bo staff. This weapon has the best reach, but not necessarily the best range. Attacking enemies at your feet is tricky since you either have to attack while crouched, which gives you very little range, or attack downward while jumping. However, the bo is the most powerful of the standard weapons, therefore making it the most useful weapon in the game.

This screen should bring back some painful memories.

There are secondary weapons in the game that you mostly pick up from defeated enemies. They are uncommon drops, but you will see a few of them during play. Shurikens are simple projectile weapons that pack some surprising punch. There is also a three-way shuriken with a much wider range. Boomerangs are slow moving and don’t travel very far, but they come back toward you and you can grab them again to add them back to your stock. There is also the infamous scroll weapon that is not dropped by enemies and can only be found in a few places. This is a wide projectile attack that does heavy damage. Each weapon pickup gives you twenty ammo. Grabbing a new weapon replaces an old one, so typically you will switch turtles to spread the weapons around.

Other items are planted in the levels. Health-restoring pizza is the most common pickup you will find. Slices restore a quarter of your health, half pizzas give you back half of your health, and a full pizza restores it all. This only applies to your active turtle so you may choose who gets health if several turtles are in danger. Missile pickups give you ten missiles for the turtle van in the overhead view of Level 3. Ropes are used in special sections to help you cross large gaps. Finally, there is an invincibility item in the shape of a Ninja Turtle face. Grab it to ball up and swing your weapon all around you for several seconds. Then you can wipe out pretty much any enemy by bumping into them.

There are a lot of weird enemies in this game. Some are TMNT staples, like foot clan soldiers and mousers. There’s an enemy that’s all legs that jumps off ceilings with reverse gravity. There are weird glowing men, and chainsaw-wielding freaks, and flying saucer shaped robots, and men completely on fire, and robot soldiers with detachable heads, just to name a few. Some enemy encounters lock the screen for awhile and one of the stronger enemies will appear with its own dedicated health bar. There’s a weird quirk about the enemies that happens a lot in this game. Most areas have two enemy groups but only one is active at a time. The one you get when you enter a new screen appears to be chosen at random. You’ll find you prefer certain groups over others. Even weirder is that the enemy group can change in the middle of an area if all on-screen enemies are cleared out first. It’s one of the stranger game mechanics I’ve seen, which seems to fit given the equally strange enemies within the groups.

Heads will fly.

Let’s take a brief look at the stages in this game. This is already dipping into spoiler territory, if you care about such things. The first level is a good introductory stage to get used to the map and game mechanics. You will face both Bebop and Rocksteady as bosses here. The second stage is the infamous dam level. In the latter part of the stage you go underwater to disable eight bombs before time runs out. Swim by tapping A to rise and the D-pad to move around. There are electrical barriers and painful seaweed to deal with, but the timer is essentially the boss of this stage. In Level 3, you take control of the turtle van, or party wagon, as you seek out the boss. You can fire small bullets or large missiles that take out barricades in your way. Level 4 takes place at an airport and contain 18 numbered areas to explore. Level 5 has a dark map with searchlights that drop foot soldiers near you if you get caught. The boss is randomly hidden within one of the sewers and the enemies are very difficult. The final area has no map, playing only in the side-scrolling view. This large area contains one of the nastiest stretches of gameplay I’ve witnessed in this project.

You can survive a long time in this game because you manage four full health bars all at once. Inevitably, one turtle will succumb to damage or an instant death trap. In this case, that turtle gets captured and you have to go without him. There is one spot each in Levels 3, 4, 5, and 6 where you can recover a captured turtle, but you can only get one back per level. If all turtles are lost, it’s Game Over. You can continue twice which sends you back to the start of the level.

TMNT was one of the NES games I acquired back in the Ninja Turtles heyday of the early 90s. I have played the game a lot and have beaten it many times before. I remembered all the main points of the adventure despite not playing through the game for a long time. I think the last time I played through the game before now was in college just to show off to my friends. It’s regarded as a difficult NES game for good reason.

Some areas get clogged up with enemies.

It took me two attempts to beat the game. The first time was meant to shake off the rust, so to speak. I almost beat the game anyway. I was able to reach the last level without too much trouble, but that nasty corridor I mentioned earlier reared its ugly head and I couldn’t make it through. That spot is a long area littered with these flying robot soldiers that shoot lasers. They appear constantly throughout the length of the room, while the height of the room gets narrower and you have no room to dodge. They take at least two hits to kill with the best weapons as well. There is a bit of a trick to passing through the area, but it eluded me the first time through. I was successful on my next attempt though I had to use up both continues before figuring it out.

I will defend TMNT as a fun game, but it is kind of a mess in a few regards. The turtles themselves are unbalanced. Raphael is practically useless, mostly serving as either a damage sponge or special weapons expert. Donatello is easily the best character, but the game gets a lot more challenging should you lose him. The changing enemy group mechanic is strange and can hinder you as much as it can help you. I think some enemies take too many hits to beat. I can try and skip some, but that becomes an issue because there is significant slowdown and flicker when too many enemies are stuck on screen. The slowdown isn’t helpful from an enemy avoidance perspective since your movement is on the sluggish side normally. Many areas are too narrow to properly avoid enemies anyway. Another bonus mechanic is that a turtle gets an attack power boost when he is low on health. However, this doesn’t always seem to work, and I don’t think it’s something you can depend on even though it is useful when it happens.

Now that I’ve said my piece on TMNT, I think it is a disappointing game. The technical issues and balancing issues mentioned above hold the game back. I expect more out of a Konami game on NES. TMNT lacks the typical Konami polish, particularly from a 1989 release. By then, Konami had already released several games, including ones I’ve already played like Top Gun, Contra, and Gyruss. All of those games are a better technical experience than TMNT. The game does have some good qualities. The music is really good, and the graphics are solid. I like the overhead map and the variety of the gameplay it provides. The idea of switching between the four turtles each with different weapons is a great idea. I think the difficulty curve is even and each stage is harder than the one before it. The structure of a great game is here, but it falls a tad short of the mark for me. Maybe it’s the nostalgia talking, but I find TMNT to be a fun game anyway despite its flaws.

#82 – Teenage Mutant Ninja Turtles