Take on the NES Library

An 8-bit Extravaganza!

mattel

OCT
11
2019
0

#130 – Bad Street Brawler

Here’s another accurately named game.

He’s so bad.

To Beat: Reach the ending
My Goal: Beat the game with the Power Glove
What I Did: Beat the game
Played: 7/2/19 – 7/21/19
Difficulty: 8/10
My Difficulty: 8/10
My Video: Bad Street Brawler Longplay

This is another one of those milestone posts. There aren’t too many of them left, so let’s enjoy them while we can! Not only am I going to cover Bad Street Brawler, but we are also going to talk about the Power Glove. While maybe an odd choice for a compatible title, it does bear the label “Power Glove Gaming Series” on the cart. Sadly, it doesn’t play very well as one, leading me to believe this was just tacked on and not specifically designed to work with the peripheral. Still, I made it a point to play this game with the glove and try to make sense of it for you.

Bad Street Brawler was originally named Bop’n Rumble when it released on the Commodore 64 and MS-DOS in 1987. In Australia, the game was renamed Street Hassle. This game was developed by Beam Software and published by Mindscape. The NES version was renamed to Bad Street Brawler when it released as a Power Glove compatible title in September 1989. This port was also developed by Beam Software but published by Mattel, the manufacturer of the Power Glove accessory.

The Power Glove was an officially licensed peripheral for the NES that was made by Mattel, releasing in October 1989, a month after Bad Street Brawler. The Power Glove was heavily inspired by the Dataglove originally created by Thomas Zimmerman. VGL, Zimmerman and Jaron Lanier’s company, partnered with Abrams/Gentile Entertainment to possibly adapt the glove for video games. They pitched the idea to Mattel, who eventually pitched the idea to Nintendo, making it a reality for the holiday season in 1989. The Power Glove ended up selling well but didn’t work very well with Nintendo’s back catalog of games. There were only two NES games released for it before the glove was discontinued the following year. Still, it remains one of the most recognizable gaming peripherals of all time. You could say it laid the framework for motion controls in more modern gaming, such as the Wii and today’s VR headsets. There is a very good documentary from The Gaming Historian that will give you much more information about the glove’s history.

Imparting words of wisdom as you practice.

The Power Glove is a right-handed controller that you wear on your arm attached by Velcro. A wire from the Power Glove connects to a box that has a second wire going to the NES and the third to a set of three sensors that are positioned around the TV screen. The glove contains two ultrasonic speakers that interface with the three ultrasonic microphones on the sensors by the TV. This triangulates the glove’s position so that it can detect both roll and yaw. Conductive ink in the fingers allows the glove to detect finger bends from all fingers aside from the pinky. All these inputs translate into button presses on the NES. A set of lights on the corner TV sensor translates which directions and buttons are held down. The glove comes with 14 built-in programs that you can set with number buttons on the glove. These programs map movements and gestures to NES button presses. Bad Street Brawler comes with its own program along with some special programs that can be used in other NES games. First you initialize the program on Bad Street Brawler, then you turn the game off and quickly insert a new cartridge while the glove briefly “remembers” the program during power down. The Power Glove also has the same buttons as an NES controller so that you can use the glove as a controller itself or get direct inputs while using the glove. Finally, the Center button on the glove resets the positioning in relation to the sensors during a game. The Power Glove came with a couple of detailed manuals that show how the glove can be used and which programs might work best for some games.

Bad Street Brawler doesn’t have much of a story. You play as Duke Davis, a definitive 1980s Cool Guy. He wears big sunglasses with a yellow vest and green shorts. Basically, the streets are filled with criminals and Duke wants to clean up the streets. He will beat up the bad guys and take their weapons, throwing them away in the dumpster after each stage. In this game there are 15 levels and you must clear them all to beat the game.

Cleaning up the streets of short men and dogs.

The controls in this game are simple enough … with a controller that is. Use the D-pad to move around Left or Right. Press Down to duck and press Up to jump. You have three different attacks at your disposal in each stage called Force Moves. One is triggered with A, the second with B, and the third with both A and B pressed together. You can also press Start to pause the game. Controlling the game with the Power Glove is more cumbersome. Your steady arm movements control Duke’s movements. Move the glove up, down, left, or right to move Duke in that direction. The A button move is performed by rotating your wrist left or right. This action both moves Duke in the turned direction while rapidly pressing A. Bend your thumb to do the B button move. Bend the middle finger to perform the A and B button move. (I bend all my fingers aside from the thumb for this.) If you push the glove forward toward the screen, you do a special move once per stage called the Glove Zap. This automatically defeats one enemy. From watching the lights on the sensor, I learned the Glove Zap is actually performed by pressing both Left and Right together, which makes this move impossible to perform on a standard controller and making it ”exclusive” to the Power Glove.

Each level flows the same way. You begin on the left and need to make your way to the right. Enemies will appear two at a time on screen. You can fight them or you can simply run all the way to the right. Each level has three points where the scrolling stops and you are forced to fight a couple of bad guys before continuing. At the bottom of the screen you see your health bar, the active enemy’s health bar, your score, and lives remaining. The top of the screen displays some buildings that indicate how far along you are in the stage. Every three levels there is a stronger encounter, often with a unique enemy, at the end of the stage. The music changes to signal the event. Upon victory, you are rewarded with an extra scene of Duke celebrating his win or chatting with the local media.

At the beginning of each stage, you are placed on a special screen. You can read some encouraging words from Duke as well as practice your moves against a punching bag. The Force Moves change between levels and each stage has its own set of three moves. This gives the game some variety since you can’t get comfortable with any one move. It is helpful to see what moves you get in a safe space before tackling the level itself.

You leap during some attacks which lets you dodge too.

There are fifteen Force Moves in the game broken up in the manual into three groups. The first group is called the Fast-Footwork Force Moves. The Drop Kick is a standard kick. A Sweep Kick is a low kick that knocks the enemy into the air and stuns him briefly. Trip just knocks a guy down by pulling his legs out from under him. While attacking, you duck down and can avoid some attacks. The Roundhouse Kick is a powerful move with a very long windup that leaves you vulnerable. The High Kick is similar to the Drop Kick, only Duke does a tiny hop during this kick. I like this move a lot because the hop also dodges enemy bullets.

The next set of moves are the Fist-To-Fist Force Moves. Punch is just a standard attack. The Pile Driver lifts an enemy over your head before slamming him literally into the ground, stunning him briefly. The Stooge Hit is analogous to the Roundhouse Kick. It has a significant windup but is pretty strong. The Ear Twist is such a goofy move. You grab the guy by his ears and pull on them. You can hold the move down for a little while and increase the damage. The Arm Spin acts similar to the Ear Twist. You grab an attacker by the arm and spin them around. You can hold the move for more damage, then toss the enemy behind you. It’s a nice move for avoiding combat.

The final set is Fancy Force Moves. In the Aeroplane Spin, you lift an enemy overhead, spin him around a while, and then throw him to the ground. The Body Fling is another attack that doubles as a dodge. You jump into the air and slam on top of an enemy, sending him into the ground with a brief stun. The Gut Knee is an amazing move. You grab the enemy slamming your knee into his gut. This knocks the bad guy into the air, putting you in the best position to grab him again while on the way down to land another Gut Knee. The Head Butt causes the enemy to recoil a bit on attack. Lastly, the Bull Ram does a brief dash forward and you toss the enemy into the air.

The Gut Knee is positively overpowered.

There are a few items in the game. An orange spy often appears after forced encounters. Sometimes he will drop a bomb that hurts you if on screen when it blows up. You need to either move forward quickly or hit the bomb with a low attack to disable it. The spy also can drop a heart with wings. Grab it to restore all your health. Some fallen enemies also drop a weapon. You just collect these for points later. At the end of each stage, you see a cutscene where Duke throws each item into a dumpster and gets points for each one.

You start the game with two extra lives. You can earn more lives every 10,000 points. However, you cap off at five lives and any earned beyond that are forfeited. Every death starts the stage over. You can continue twice with a fresh set of lives from the same stage you died. Your score resets to 0, but you do get a chance to enter your initials on the high score list!

This was my first time beating Bad Street Brawler. I first played the game a few years ago for the Nintendo Age contests and reached the final level, only to fail pretty hard when I got there. This is a relatively common game though I do not know if it sold as well as the Power Glove did the first year. I have had a few copies of the game through buying lots. It will only cost you around $5-$7 if you are looking for one.

If you were paying attention, I sort of gave this away already. Unfortunately, I did not complete this game with the Power Glove. Not even close. I spent about three weeks with this game with the intent of beating it with the Power Glove but the results were too inconsistent. The furthest I reached was Stage 8, which is honestly an achievement in and of itself. Most of my runs ended in Stage 3. The mix of enemies, the available Force Moves, and no healing item until the 2/3 point of the level caused me to crumble up a lot. The first time I cleared Level 3, the game locked up on me and I was forced to reset. Perhaps I should have taken that as a sign to move on, but I kept at it. I had a few runs to Stage 5 and one or two to Stage 6 or 7. There wasn’t even any sign of continual improvement because good attempts were scattered among multiple Stage 3 failures. I do think if I kept at it for a long time, maybe things would have clicked and I would have figured it out. Ultimately, I did not want another Ikari Warriors situation where I spent four months on the same game. Settling on a controller clear for this game sounded just as good. I bought a Power Glove with the intent to use it for both this game and Super Glove Ball, so when I reach that game I will have to make good on clearing it with the glove.

Thank you trench coat man for this helpful healing heart.

This game is still difficult even on controller. Many of the enemies in this game are borderline unfair. A baseball bat wielding punk is a common enemy that normally isn’t hard to deal with. If I let him get close enough to hit me, I normally get whacked a few times before I can counter or escape. Skateboarders telegraph their attacks somewhat, but if you get hit it drops 40% of your health bar in one shot. Good luck if you have to fight two of them at once. Knife-wielding women are hard to approach when they start throwing blades. The worst enemy in the game is the break dancer guy. When he rolls around, he is invincible. You have to get close enough to get him to stand up but stay far enough away to hit him. Then you only get one hit in before his routine loops. Normally I try and jump over him but sometimes it works and sometimes it doesn’t. I will say most stages are pretty easy. You can run past most of the level and get at least one health refill in the stage. Some Force Moves let you dodge attacks and some let you stun lock enemies where you hit them over and over before they can recover. The levels without these helpful moves are much harder to clear.

My winning run of the game was one of those magical, miracle runs. It started off well enough. Stage 12 is one of those tough levels that typically costs me several lives, but I coasted through everything else. I reached the final stage with 3 lives and both continues but then it all went downhill. The last stage is very hard. It starts off with two break dancers, and then the first forced fight is between a break dancer and a knife thrower. Most of the time I didn’t get past that part. Then you have to pass the next third of the level before you can get a health refill. On one life I scrolled away the health pickup and died shortly thereafter. It was starting to look like a failed run. On my last life of my last continue, I finally broke through. I just barely survived the first section with only two health points left, and I got down to one just before I got the health refill. I had a solid final boss fight to put this game in the books.

Avoidance is good strategy but doesn’t always work.

I would go as far to say that playing with the Power Glove worked out better than I expected. After all, I’ve heard plenty of tales over the years that the Power Glove is unplayable garbage and what have you. Some facets of the Glove worked out better than others. The directional movements were pretty much spot on. The first thing to figure out is how to position your arm in the sweet spot. For me, it was about 5-6 feet away from the TV screen in the center of the three sensors. You will have to center the glove a ton with the Center button, but Bad Street Brawler provides enough opportunities to do that without pausing. Twisting my wrist to the right worked out okay, but to twist left far enough I had to lift my elbow which was very uncomfortable. The finger bends were by far the most inconsistent, or at worst not working at all. The instructions say to make a fist a few times to calibrate the glove. Maybe I wasn’t doing it right, but I had wildly varying results that often changed mid-game. Grabbing with my four fingers worked much of the time, but bending my thumb rarely worked. Losing the thumb control cost me one entire move unless I used the B button on the glove. I only got it to work well once or twice.

I know I have not made a case for the Power Glove being feasible as a controller, but perhaps I am still optimistic. The trick seems to be finding the optimal conditions. Unfortunately, the documentation around this feels incomplete. This is my best guess at what you need to do to set it up properly, at least for Bad Street Brawler. Get your arm into that sweet spot I mentioned above: In the center of the sensor zone about 5-6 feet away from the TV screen. Press Start to get to the menu, hold your glove in position, center it, make 2-3 gentle fists, center it again, then start the game. On the intro screen, test out all your moves. Make more fists and re-center as often as needed. Now, I couldn’t get it to work consistently well so this is still not optimal. I would say, at best, I was operating about 80% as efficiently as I would with a controller. The Glove Zap is quite helpful when used strategically, closing that control gap a tiny amount. If I could get the calibration routine right, really homed in my Power Glove dexterity, and keep the glove from going out of whack randomly in the middle of a level, I could definitely see me beating the game this way. But that’s just too many factors that have to line up to make it happen, in any sensible timeframe at least.

I understand why Bad Street Brawler was selected as the first of the Power Glove Gaming Series. It is an inherently simple game. Simply walk left to right and beat up a few bad guys using rotating move sets. It’s not a great game though. The graphics are okay, but the color choices are garish are unappealing. The music is just okay. It’s a little bit catchy at times but the tunes are short loops that may become grating. The controls work well with a standard controller and poorly with the Power Glove. The gameplay, despite trying to vary things, is essentially repeating the same things. Some of the enemies, even the early ones, can cheap shot you unfairly. While it is fun and encouraged to stun lock enemies, getting stun locked yourself is frustrating. Overall, this is a below average game. It has kind of grown on me though and I do like it a little bit.

#130 – Bad Street Brawler

 
FEB
27
2017
0

#36 – The Adventures of Rad Gravity

A “Rad” adventure that may or may not pull you in.

Rad floats around and points at which option is selected. Neat!

To Beat: Reach the ending
To Complete: Beat the game with all health upgrades and items
What I Did: Beat the game
Played: 10/17/16 – 11/1/16
Difficulty: 8/10
My Difficulty: 8/10

One of my favorite game styles is the open world platformer, more commonly known as a Metroidvania. The Adventures of Rad Gravity does not feel like a Metroid game but it is sort of a similar experience, which took me by surprise when I started to get into the game. While the Metroid series is one of my favorite game series, this particular game is not nearly on the same level though it does have some moments that are really quite interesting. Let’s take a deeper dive so you can better understand what I mean.

The Adventures of Rad Gravity was developed by Interplay and published by Activision. It was released in December 1990 on the NES in the US and it later made its way to Europe and Australia in 1991. The Australian version was distributed by Mattel. The game is an NES exclusive since it was not released in Japan and had no ports to any other system.

The story of Rad Gravity starts with a colonization effort long ago between nine planets. During this effort Compuminds were developed that could communicate instantly between all the colonized worlds. At some point, a wizard named Agathos was transformed by some kind of weird space magic into a huge brain. Because of this, Agathos came into power and decided that he wanted to take over the colony and shut down all the Compuminds, leaving the worlds to fade away and decay. Some time later, one of the Compuminds named Kakos was discovered and turned on. He came up with a plan to restore the rest of the Compuminds and bring back the former colony to glory. Kakos cannot physically explore the planets and must employ Rad Gravity as the best space cadet suited to travel to each world and restore both the Compuminds and the colony.

Rad gets stuck doing the dirty work.

The Adventures of Rad Gravity is a side-scrolling platformer game where you play the role of Rad. You team up with Kakos to explore each of the nine worlds. The game begins in your spaceship where you can select an available planet from your monitor and Kakos will beam you down to the surface. Here you control Rad directly from a side-scrolling view. At the start of the game you only know the location of one planet, but as you explore you will come across the coordinates for other worlds. You will also accumulate different kinds of equipment to help you explore later levels. You can travel to almost any unlocked world at any time. Thus the item and level progression is how the game resembles Metroid.

The controls are simple. When controlling Rad use the D-Pad to move around, press A to jump, and press B to use a weapon or item. The Start button pauses the game and brings up the item selection bar at the top of the screen. Press either Left or Right to select the item you want to equip and then press Start to unpause the game with the item you selected. You can press Up on the D-Pad to enter doors or interact with computer terminals, and you press Down to duck. You can also jump down through certain floors by holding Down while jumping with A.

When inside your spaceship looking at the map, there are colored circles that indicate places you can reach by teleporting. Use the D-Pad to choose a teleport location and press A to go there. If you choose one of the planets you will zoom in on it to see either one or more possible landing spots. There are also stargates on the map that will warp you to a different part of the colony where you can see different planets. I found that the map can be pretty confusing to navigate when the stargates are used, so sometimes I had to bounce around for awhile just to figure out what areas were available to me, but it’s something I eventually got used to.

Enter your coordinates and get going!

There is a menu bar at the top of the screen displayed during the platforming sections. You can see which item is equipped as well as Rad’s health bar. There is also a score counter that is completely frivolous because you only earn points when collecting items. There are no points awarded for defeating enemies which seems pretty unusual for an action game.

Rad collects many items along the way to help in his quest. You begin the game with three very useful items. The Communicator item is your method to travel from a planet back to your spaceship. You can use it at any item to leave a level whether you are done looking around or if you get into a bad spot. When you teleport back to your ship your health is completely restored. That sounds really nice but there really isn’t much of a penalty if you die. Actually you can teleport out during the death animation and you still get full health back, making death a personal choice! The second item is the Translator which allows you to read messages found on computer terminals. The third item is a Laser Sword for close range combat.

The rest of the items are found along the way. The most common upgrade is the health upgrade. The item itself looks similar to a chunk of your health meter. Collect it to add another bar of health to your maximum. There are 15 of them in the game and some of them are well hidden. The teleport beacon is a neat item with some really clever uses for the resourceful player. It comes in two parts. Press B when equipped to throw one on the ground, and press B again to teleport to the exact spot you dropped it. The beacon location is lost whenever you go back to your ship, but you can use to teleport back no matter how far away you go or how many screens away you are. Another item is the Energy Disk that acts like a hoverboard. Deploy it with B and hop onto it and you can float on it while moving left or right. You can move downward with it but you cannot go up. If you jump off then it vanishes. This item does force you to spend a bar of your health to use it so you will only use it in a few cases. There are also three different levels of armor upgrades that lower the health loss when taking damage.

Oh boy oh boy oh boy a health upgrade!!

The rest of the items are weapons. There is a sword upgrade called the Super Sword that gives slightly longer range and more attack power than the base sword. You get a Power Pistol that fires bullets horizontally across the screen. You can upgrade it to the Vertigun that lets you also fire vertically, and you can later find the Maxigun that gives it a power boost. Saurian Crystals act as bombs that you toss in an arc ahead of you, and you can find the Crystal Bombs to power them up even further.

There are ten levels in The Adventures of Rad Gravity. Cyberia looks like a cityscape with a few buildings to explore. Effluvia is the garbage dump of the colony. Sauria is a jungle styled level with some vicious baby dinosaurs. Turvia is flipped completely upside down for a unique experience. Vernia is another city high up in the clouds. The Asteroid Belt contains an abandoned spaceship. Utopia is a planet with two sides and an underground factory. Odar contains an underground maze. Volcania is a burning planet with active volcanoes as you might expect from the name. Telos is the final planet shrouded in mystery!

There are quite a few enemies and traps that stand in Rad’s way. Most of them are your run of the mill enemy types that can be killed with a few attacks. However there are quite a few obstacles that have some kind of unique behavior attached to them. Some enemies you can kill and they explode after a short pause sending shrapnel across the screen. Other enemies cannot be killed but they can be manipulated by how you shoot them. Some enemies can be pushed around if they are blocking a critical path. Sometimes an enemy can push Rad through small spaces that he cannot walk through by himself. There are some enemies that Rad can safely ride on top of. These enemies tend to be put in places where you have to think more about what to do to get past them rather than just engaging in pure combat.

Weaving and bouncing through the asteroid belt can be really taxing.

By the same token, there are certain kinds of mechanics that only appear in a single area in the game. In one level, you have to place a peg inside a hole on top of a gate that opens it. One levels has keys to find. There are blocks you can push that you need to use as stepping stones to clear certain jumps. In the Asteroid Belt you need to navigate between obstacles by firing your gun in the opposite direction to push Rad around as he floats in space. The game does have a variety of things to do in all kinds of environments that make the game interesting.

The Adventures of Rad Gravity does feature a few boss battles mostly in the second half of the game. Similar to the enemies, the bosses tend to have some kind of unique gimmick associated with them where you have to figure out what to do to effectively fight them. These solutions are not always obvious and there was more than one moment where I was left scratching my head.

While not overly long, this is not a game you can finish in a single sitting unless you have already played through it a few times. Fortunately the game has a password system! The only way to trigger the password screen is to actually die in a level without teleporting out of it, which is a little annoying to do. The passwords themselves are 20 characters long and they track all of the items collected and planets unlocked.

Hmmm I wonder how to fight the green blob?

This was my first time playing The Adventures of Rad Gravity. I did not really know about this game until I started my big push for collecting NES. The only way it really stood out at all early on is because of the bright orange label. I ended up buying this cart individually on eBay in 2014 for a little over $7 shipped. While not a terribly expensive game, that cart had the best price I have seen on it so I snagged it right away. The game now sells typically in the $15-$20 range and that price is not too much higher than it was when I bought the game.

I started playing Rad Gravity when my wife was out of town for a couple of days. I was able to put in about 4-5 hours of play time and that got me about halfway through the game. The latter half of the game took longer and I spent two weeks grinding through it. Some of the difficulty stemmed from not knowing which area was the correct one for my current item loadout and some of it came from figuring out how to best clear the areas themselves. I struggled some on the bosses too. I am happy to report that I managed to beat the entire game without looking up anything in a walkthrough. Some of the solutions are obtuse enough that it was no small feat to clear the game on my own. Now this was not a 100% complete run because I missed some health upgrades as well as one of the powered up weapons if I recall correctly. I watched a longplay of the game with all items and some of the ones I missed I probably would not have found on my own. There is only one ending regardless of item completion so reaching the credits is enough to consider the game beaten.

Here’s a tip that helped me get through the game. I found the manual to be particularly helpful for a specific reason. Toward the back of the manual is a section called Top Secret Clues. These hints in and of themselves were only occasionally helpful. The clues are grouped by planet and the order of the planets listed in this section is the same order you can play through the levels. It turns out you do not have to follow this exact order but this way definitely works if you want to take the guess work out of where to go next.

Trying to figure out this stage had me running on fumes.

I have mixed emotions about the game. There are some really neat elements to the game that I have already mentioned, but the whole package doesn’t add up quite right. If I had to describe my experience in a single word, I would choose clumsy. The jumping physics feel really heavy most of the time, meaning you can jump pretty high and then fall down hard. In contrast, the level design is often claustrophobic with long tight horizontal corridors. The jumping combined with the level design can lead to missed jumps and a lot of unnecessary frustration. The sword is not really a great weapon and you are stuck with dealing with close combat and hardly any health at the beginning of the game. The backgrounds can be very unclear on which blocks are solid and which ones are just decoration. The way to make progress is not always obvious making it easy to get fed up with the game, at which point you might drop it altogether or dip into a walkthrough at the slightest hint of getting lost. But I have to say, there were some moments where I figured out something that was so cleverly done that it will stick with me for a long time. It is really hard for me to pick a side here!

The Adventures of Rad Gravity is a really tough game for me to give a strong recommendation. It’s not a great game, it’s not a hidden gem, and it’s not really even an average game. Instead it is a combination of varying highs and lows. I think this is a game that you have to play to know if it’s something you will like. Watching videos or looking at screenshots do not convey well what this game is all about. And frankly reviews don’t do it much justice either. It seems to me that most reviews give up on the game before some of the neat stuff starts. My hope is that this post will highlight the game just enough for you to decide if you want to seek it out on your own and form your own opinion.

#36 – The Adventures of Rad Gravity

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

#30 – Fisher-Price: Perfect Fit

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

Fisher-Price: Perfect Fit Title Screen

Could this title screen be any more perfect?

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

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

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

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

Nice and simple!

Nice and simple!

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

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

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

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

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

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

His best is not good enough!

His best is not good enough!

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

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

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

Fisher-Price: Perfect Fit Ending Screen

#30 – Fisher-Price: Perfect Fit

Fisher-Price: Perfect Fit High Scores

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