Take on the NES Library

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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

 
APR
05
2019
1

#115 – Street Cop

Just your everyday police officer.

Street Cop is a good cop.

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

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

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

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

Gonna take a walk in the park real quick.

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

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

Not sure throwing bombs is legal, but whatever.

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

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

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

There is some straight up platforming here.

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

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

You can just walk in and take the mustard.

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

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

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

Bosses can be hard to find and tricky to beat.

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

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

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

This is why he really wanted to be a cop.

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

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

#115 – Street Cop

 
MAR
09
2018
0

#68 – Super Team Games

Great, another exhausting Power Pad game!

Some balloons burst to get you started.

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

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

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

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

You gotta start jumping pretty early.

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

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

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

What lovely flags!

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

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

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

No, you can’t run around the ball.

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

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

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

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

This is a very sturdy bubble.

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

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

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

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

Try to weave around the obstacles.

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

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

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

This was a really bad jump attempt.

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

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

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

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

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

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

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

#68 – Super Team Games (Super Obstacle Course)

#68 – Super Team Games (Obstacle Course A)

#68 – Super Team Games (Obstacle Course B)

#68 – Super Team Games (Skateboard Race)

 
FEB
22
2018
0

#66 – World Class Track Meet

Get out the Power Pad and run until your lungs wear out!

Might as well stick the menu under the title.

To Beat: Finish Tournament Mode
To Complete: Finish both Tournament and Olympics Modes
What I Did: Completed the game
Played: 12/15/17
Difficulty: 4/10
My Difficulty: 2/10
Video: World Class Track Meet Tournament and Olympics

This is a special day for Take On The NES Library for two reasons. First, this is the first Power Pad game I have covered here, and with that comes both a history lesson and technical details of what the Power Pad is and how it all works. Second, World Class Track Meet has some history of its own that ties in with the most expensive NES licensed cart, by far, and the only one that I don’t own for myself.

The discussion for World Class Track Meet begins with Stadium Events. Maybe you’ve heard about it? Stadium Events was developed by Human Entertainment and published by Bandai. This developer was known as Sonata at the time of this release and renamed themselves Human Entertainment in 1989. The game was first released in Japan in December 1986, then on the NES in North America in September 1987, and finally in Europe in 1988. It is the second in a series of ten fitness games in Japan called Family Trainer that utilized a special floor mat controller also called the Family Trainer. Bandai branded the controller and game series for the NES as Family Fun Fitness. However, only two games were released under Family Fun Fitness banner: Athletic World and Stadium Events. Athletic World originally came in a big box set with the controller, but Stadium Events was only released as a standalone title and therefore you had to already own the Family Fun Fitness mat to play it.

It was around this time that Nintendo decided to recall both the Family Fun Fitness sets and Stadium Events so that they could rebrand it as a first-party product outside of Japan. The Family Fun Fitness mat became the Power Pad, and Stadium Events became World Class Track Meet. Both the controller and the game function exactly the same just with different names and branding. The Power Pad with World Class Track Meet were quite widespread, selling both separately and bundled with the NES console in the Power Set. Stadium Events however had very limited sales due to both its brief availability and reliance on the Family Fun Fitness set. It is unknown how many copies still exist today. Some have guessed around 200 copies, and though I suspect there may be more it’s still a rare game regardless. A loose cart of Stadium Events is valued somewhere around $10,000 today, while complete and even sealed copies are worth at least three to four times that. I have all the other NES licensed carts, but I don’t plan to buy Stadium Events unless I get some enormous windfall of cash or get ridiculously lucky and find one for cheap.

The infrequently used Side A of my actual Power Pad.

The Power Pad itself is a pretty large floor mat controller. It measures a little over three feet long and a little under three feet wide when completely unfurled, and it is made of two layers of gray, flexible plastic with twelve pressure sensors in between. The sensors appear on the mat as large buttons and are arranged in three rows of four buttons each. Just like the Zapper peripheral, the Power Pad is connected to the NES on the second controller port. When you apply pressure to one of the buttons, usually by standing on it, the NES will detect that the button is pressed. I don’t fully understand the technology of it, but I do know that it is a little more complicated than handling the standard controller because the game has to be programmed to read twelve simultaneous button states on just the one controller port as opposed to eight on the regular gamepad.

The other interesting thing about the Power Pad is that you get a different button layout depending on which side of the mat is facing up. The Power Pad is clearly labeled either Side A or Side B. Side A only uses eight of the twelve buttons. The four corner buttons are neither labeled nor utilized whenever a game is designed for Side A. All the remaining buttons are blue except for the two red center buttons. This side of the Power Pad was not often used. Side B is the one most players remember when they think about the Power Pad. This side uses all twelve buttons and each one is clearly marked with a number from 1 through 12. Blue buttons are on the left side and red buttons are on the right side.

World Class Track Meet is an exercise game that simulates four Olympic events: The 100M dash, the 110M hurdles, the long jump, and the triple jump. This game uses Side B of the Power Pad. Two players can race in the 100M dash and 110M hurdles at the same time by using both the left and right sides of the Power Pad, while both the long jump and triple jump are single player only. Each of these events can be played on its own. There is also a Tournament mode which is for one player against computer controlled runners and an Olympics mode which can support anywhere from one to six players. To beat the game, you must complete the Tournament mode. All other modes are exhibition only, but I figure it doesn’t hurt to also compete solo in the Olympics.

This is Side B, used for this game.

To play, you will need to plug a standard controller in the first controller port and the Power Pad in the second port. The controller is for choosing the game mode and any other information. These controls are not really intuitive. The title screen displays all six possible game modes. Press the Select button to toggle the cursor one at a time between all six options, then press Start on the one you want. If you choose Tournament, it goes directly to gameplay. For all other options, you are brought to a name entry screen. First, choose how many players you want. Use Left and Right to move the selection arrow and press Select to input your choice, then press Start to proceed to the actual name entry. There will be empty names displayed for each player and names can be up to ten characters long. Each player is also assigned a color. On this screen you are controlling two cursors at once. One is the pink selection arrow at the bottom for choosing letters and the other is the blinking cursor underneath one of the characters in the names at the top. Use the D-pad to move the pink arrow and choose a letter, and press Select to input that letter. This writes the letter into the name underneath the blinking cursor and moves that cursor one space to the right. To position the blinking cursor, press A to move it one space to the right and B to move it one space to the left. The idea is to input one name and then press A enough times to position the blinking cursor to the start of the next name in the list. I know I explained it poorly, and like I said it’s not intuitive, but you will get the hang of it. Finally, after all the names are set, press Start to jump into the game.

The general idea in all gameplay modes is to run on the mat as fast as you can. For single-player, you will want to use the blue side of the mat. When you choose an event, it doesn’t begin right away. This gives you an opportunity to stretch, rest, coordinate in a group game, or whatever. The event will begin when all active players stand on two buttons of the same color in the same row. Stand still and wait for the starting gun if necessary, then run in place on your two buttons to run in the game. You may choose to run on any of the three rows on the mat, and whichever pair you choose influences your top speed in the game. As player one on the blue side of the Power Pad, your character runs the fastest when you use the top row buttons 1 and 2, the middle row buttons 5 and 6 are average speed, and the bottom row buttons 9 and 10 let you run the slowest. In multiplayer games, you can enforce using certain rows of buttons as a handicap to help even out the competition. Aside from running, you will also need to jump in place for some events.

The 100M dash is the most basic event. The top of the screen shows all the data, beginning with the name of the event and player names. You can also see both a timer and current running speed for each player, as well as a progress bar with tiny runners to show how both competitors match up during the race. At the bottom, you see both runners sprinting into the screen. There will always be two runners shown during this event; if there’s only one player the right side will be computer controlled. After you stand in position on the mat, the referee will appear and fire a pistol to signal the start of the race. Start moving too soon and you get a false start penalty, and three false starts gets you disqualified. Other than all that, just tap those floor buttons as quickly as you can!

Eat my dust, Turtle!

The 110M hurdles is similar in structure to the 100M dash. You race against the computer or another player with all the same on-screen indicators as before. Naturally, in this event you must sprint and then jump over hurdles as they come into view. This can be a little tricky to get the hang of because you need to jump earlier than you might think to properly clear each hurdle. Running into a hurdle just slows you down, so for the best times you shouldn’t knock any over. This is also an event that is more difficult while running in the fastest position simply because the hurdles can come at you so quickly.

The long jump in a single-player only event. Here the second runner’s information at the top of the screen is replaced with the distance for each of three attempts. Stand on the mat with both feet in the desired starting position to trigger the starting whistle. Then run in place up until the white line approaches. Jump in the air just before you cross the line and see how far you go. Successful jumps will display the distance reached and it will be recorded in one of the spaces up top. If you forget to jump, accidentally cross the line before jumping, or fail to plant your feet back on the buttons, it is considered a foul and doesn’t count. Your score for the event is the furthest distance out of those three attempts.

The triple jump is set up the same way as the long jump with one runner only and three attempts. This time when you reach the line, you must jump three times consecutively. I’m not completely sure about this, but I believe the idea of effective triple jumping is to jump, land and jump off one foot, land and jump off the other foot, and land at the end with both feet. That seems easier to do while actually leaping forward versus jumping in place on the Power Pad. Fortunately, World Class Track Meet is pretty lenient with the jumping technique. You can land on both feet each time and jump again even after a noticeable delay and you will still perform a decent jump in the game. The best of three attempts is your score for the round.

The hurdles can present a decent challenge.

The Olympics mode is a competition of all four events for one through six players. The races are run two at a time, and the jumps are done one player at a time. Times and best distances are recorded and given a score from 1 to 100 based on the world records for each of those events as of 1982. Then the sum of all four events for each player is the total score, and the highest score wins. When three or more players complete the Olympics, the winners are displayed on the podium as well as displayed on the final scoreboard, whereas for fewer players you just see the final tallies on the board. There’s no ending in this mode for single-player, so it’s not really required to beat the game even though I did it anyway.

The tournament mode is one player only. You will race against six different competitors: Turtle, Bear, Horse, Rabbit, Bobcat, and Cheetah. The mode starts against the slowest competitor, Turtle, in the 100M dash. Win that race and then you go up against Turtle in the 110M hurdles. If you win both races you get a medal and move on to the next opponent. This continues until all six opponents are defeated or you lose a single race. There are no continues in the Tournament so you need to win all twelve races in a row. You get medals for beating each of the first three racers, and you get trophies for beating the last three runners.

This was not only my first time playing through World Class Track Meet, but also my first Power Pad game completion. I bought my Power Pad for $20 at the monthly flea market in my area several years ago, and it came in a white box with the Power Pad labeling on it. That day I also saw a boxed Power Glove from the same seller for probably the same price, but I passed on it in favor of the Power Pad. That was a mistake looking back, and I wonder if I just didn’t carry enough cash with me that day because I should have just bought both. Still, a boxed Power Pad for $20 is not a terrible price. I didn’t even bother trying it out when I bought it, rather I stuffed it in storage for a couple of years. It’s in good shape and it works fine. I don’t remember where I got the World Class Track Meet cart, but it’s common and cheap anyway.

I wonder how I’ve already cleared almost five meters.

Before playing this game, I broke protocol and looked up what kind of times I needed to achieve in this game to succeed. I try to avoid doing any kind of research like this, but I justified it this time for two reasons. The first is that I wasn’t too sure if I would physically be able to beat the game in the first place. I am by no means an athlete and never have been, plus I just turned 34 years old and I’m not getting any younger. I would say I’m in average shape, maybe a little overweight but not too bad. The other reason is that I have to be considerate of my other family members when I play something like this. I do most of my gaming at night after my wife and daughter are asleep, and it wouldn’t be good for me to be shaking the house and waking them up while I play late at night. My setup at home is favorable for this though, since my gaming TV is in the basement with a concrete floor under the carpet. I can’t be stomping around super hard, but there’s a good chance I could play and be quiet enough to go unnoticed. Anyway, the point I’m really trying to make here is that I don’t want to be experimenting around with this game just in case I disturb anyone sleeping. When I play, I want to get right to it and minimize the possibility of being a bother to my family.

As it turned out, those above points were non-factors. I played the entirety of the game during my lunch hour from work at home while my wife and daughter were out of the house, and I didn’t have any trouble beating the game in one attempt. It all comes down to beating Cheetah at the end. I don’t know if his times are consistent or not, but in my game he ran the 100M in 9.88s and the 110M hurdles in 14.70s. I decided to give my all on each and every race. Unfortunately, I ran out of breath trying to do all these sprints and it took me quite a lot of rest in between tries just to muster the strength to keep going. It’s really an exhausting game to beat even though it wasn’t that tough. I was consistently running the 100M in under seven seconds, so that mode was trivial. The hurdles were tougher but I still managed to win every race by at least a second or so. I started doing the hurdles in the medium speed position to work on my timing, but there I would not have been fast enough to beat Cheetah. For the fifth run of the hurdles I switched over to the super speed position in the top row and clocked in under 14 seconds, which was good enough. There is really no reason in single player to run in either of the slower positions, and there’s no shame in beating this kind of game in the easiest way available.

After the tournament, I also completed the Olympics mode by myself. I scored 379 points out of a possible 400, which I think is pretty good for one attempt. I might have scored better if I played it completely rested. I was gassed by the end of it all and I pushed myself just to have the final event, the triple jump, over with. This is a very short game to complete. My video of it is around 20 minutes long with most of that being unedited footage of waiting while I rested and caught my breath. I thought the game was easy to complete for myself, but what happens if you are unable to do this fast enough? Depending on your fitness level, it could possibly take weeks or longer to improve enough to win at World Class Track Meet. I’m no fitness expert so I’m just speculating on that. I don’t know how to effectively assign a relative difficulty to this game, and so I arbitrarily decided on 4/10.

I was beyond exhausted by this last event.

I played the game as it was designed to be played, but there are a few ways to cheat at the game that I bet many people would think to try. One common technique is to get on your knees and use your hands to slap the buttons. You can cheese the long jump and triple jump by jumping completely off the mat and back on quickly enough to trick the game into thinking you jumped super high. You could also hold onto a bar or piece of furniture or something when you jump to push yourself up higher. Finally, if you are really brave in a two-player game, you could try shoving your opponent off the pad entirely to gain an advantage. I don’t condone this in any fashion and you are entirely at your own risk if you do this!

Another little tidbit about World Class Track Meet is that it is one of the few NES games that doesn’t have a box to go with it. The game cart was bundled with the Power Pad and was not sold separately. The game also appeared as part of a triple combo cart along with Super Mario Bros and Duck Hunt as part of the Power Set, which included the Power Pad along with the console, controllers, and the hookups. That combo cart also doesn’t have a box. The manual for World Class Track Meet is also the manual for the Power Pad itself and is branded as the Power Pad manual. These are the kind of oddities that somewhat complicate things for full set collectors.

Today, both the Power Pad and World Class Track Meet are nothing more than a novelty. There just weren’t very many Power Pad games released to go with it, and World Class Track Meet itself is a very basic experience that isn’t all that fun. The idea of fitness games peripherals still lingers on. Dance Dance Revolution would become a huge cultural phenomenon years later, and Nintendo themselves eventually came around to the idea again in the form of Wii Fit and the Wii Balance Board. Therefore, World Class Track Meet has some historical importance, but doesn’t offer much else.

#66 – World Class Track Meet (Tournament)

#66 – World Class Track Meet (Olympics)

 
OCT
02
2017
0

#53 – American Gladiators

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

A contestant runs around the copyright page before the title.

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

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

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

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

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

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

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

Stick and move.

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

Tap it out while making quick decisions.

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

He doesn’t stand a chance.

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

Always score in the center when it is clear.

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

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

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

Platforming with random projectiles!

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

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

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

This guy is super tough for some reason.

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

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

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

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

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

#53 – American Gladiators

 
AUG
24
2017
1

#50 – Dragon Warrior

Baby’s first RPG!

Title screen fanfare is nice!

To Beat: Reach the Ending
Played: 4/18/17 – 4/27/17
Difficulty: 2/10
My Difficulty: 1/10
Video: Dragon Warrior Endgame

It took me longer than I expected to get this far, but I have finally reached this milestone of the review of my 50th completed game. I thought I might do special games at milestones like this one, but my current plan is to take games as they come. In this case, it ended up working out to a game that is good enough for the 50th post. Dragon Warrior is an extremely basic role-playing game, or RPG, but it is an important game that eased me to the genre and was a gateway to more complicated and challenging games in this style.

Dragon Quest is the first game is a long running series of RPG games under the same name. Yuji Horii created Dragon Quest in response to other RPGs of the time like Wizardry and Ultima. The driving force behind Dragon Quest was that it would appeal to a much wider audience, even those who are not interested in or familiar with video games at all. The result was a much more simplistic game with a larger focus on story to draw more players in. Dragon Quest was very successful in Japan and it still one of the most popular game series there today. Dragon Quest XI was just recently released in 2017, and there are various spinoff titles and remakes as well as forays into novels, manga, and anime.

Dragon Quest was released on the Famicom in Japan on May 27th, 1986. It was developed by Chunsoft and published by Enix, now known as Square Enix. North America would not receive this game on the NES until all the way in August 1989, just a few months before Dragon Quest IV released in Japan. Here the name was changed to Dragon Warrior due to a naming conflict with the pen and paper RPG DragonQuest. Its success in Japan did not translate over to the US and sales were poor. In 1990, Nintendo Power gave away copies of the game as a subscription bonus for the magazine, and that greatly helped the series gain traction. The NES would eventually receive all four Famicom Dragon Quest titles under the Dragon Warrior name.

Some olde time English here.

The plot of Dragon Warrior is a simple one. In the land of Alefgard, the evil Dragonlord had stolen the Balls of Light from Tantegel Castle under the rule of King Lorik. The hero Erdrick managed to reach the Dragonlord’s castle on an island but was never heard from again. Years later, the Dragonlord attacked Tantegel Castle again, kidnapping Princess Gwaelin in the process. You play as an unnamed hero who seeks to follow in the footsteps of Erdrick by defeating the Dragonlord, retrieving the Ball of Light, and saving the princess.

A lot of what I have to say about Dragon Warrior is not only basic knowledge of this game, but of RPGs in general. If you have played any games of this style, most of the game description will be quite familiar. Dragon Warrior was aimed at newcomers, and so this review is also going to be focused on that same audience. I do think there is still value in Dragon Warrior as a beginner’s RPG, so I’m happy to go into detail that might be more rudimentary for some.

When you begin the game, you choose from one of three save slots. When starting a new game, you will give your hero an eight-character name and set the text speed. The game begins in a top-down view in the king’s throne room in Tantegel Castle. The king will give you an explanation of the task at hand, and from there you are on your own. You will want to visit the king often over the course of your adventure because this is the only place you can save your game. For now, this area serves as a pretty decent tutorial for how you navigate the menu and see all the things you can do.

The game would be over sooner if you could swim.

You use the D-pad to move the hero in the four cardinal directions as well as move the cursor to choose options on the menu. Press A to bring up the Command menu. As a rule, the A button proceeds and the B buttons cancels or goes back. You can also press Start to pause while walking around, but there is never a reason to do so.

There are many options on the Command menu. The first option is Talk which lets you talk or interact with the person you are facing. Status lets you see your statistics such as health, attack power, or which weapons and armor you are using. The Stairs command lets you walk up and down stairs that you are standing on. Most games will assume you want to take the stairs when you stand on them, but here you must use the specific command. Search lets you examine the ground at your feet for anything interesting. Spell brings up a list of spells that you can cast, but at the start of the game you don’t have any available. The Item screen lets you view and use items you are holding. You can only carry eight items, but certain items group together so you can hold several of them while only utilizing a single item slot. Door lets you open a closed door you are facing, but only if you have a key. The Take command lets you open a treasure chest you are standing on.

When you bring up the Command menu or just stand still for a while, you bring up a panel on screen that displays some basic stats. The LV counter is for your experience level. This indicates how powerful you are and it begins at one. HP stands for Hit Points and this is your health. MP stands for Magic Points. You spend magic points to cast spells. G stands for Gold which is the game’s currency. E stands for Experience Points and you earn these by defeating enemies.

I’ll take one of everything, please.

One of the chests in the throne room contains some gold to get you started. One of the first things you will want to do is spend that gold on some equipment. Unfortunately, there are not any shops inside the castle, but you still want to explore and talk to people here. Exiting the castle takes you to the world map. There is a nearby town to the east called Brecconary that should be your next stop. There are more people in town to talk to as well as places to shop.

The shop in the northwest corner of town is the weapon shop. You can only hold one weapon, one armor, and one shield at a time. There are several options and the more expensive options are more effective. An equipped weapon increases your attack power and either an equipped armor or shield increases your defense. When you buy something from this shop that replaces something already equipped, the shop will buy back the old item at half its value.

The shop in the southeast part of town is the item shop. Here you can buy or sell items from your item stock. It might be useful early on to buy an herb that lets you restore some health from anywhere. The inn is located in the southwest corner of the town. You can spend some gold to stay the night which replenishes all your HP and MP. The shops and the inn are the basic features of each town you encounter in the game.

Get used to seeing this screen a lot.

Most of your time in Dragon Warrior will be spent battling enemies. As you explore the world map or caves, an enemy may appear on screen that you must engage one on one. This bring up a smaller Command menu. Both Spell and Item appear on this menu and they act the same as in the standard menu. Fight lets you attack the enemy. Run gives you the chance to run from the fight and keep exploring, although the enemy may not let you escape. You and the enemy alternate turns until one either wins the fight or runs away. There is a text box at the bottom of the screen that describes what is going on, such as whose turn it is and how much damage is inflicted.

When you win a fight, you are awarded both gold and experience points. If your HP is running low, the text boxes all change color from white to red to show that you are getting close to death. If you succumb to the enemy, then you are returned to the castle in front of the king. Not only does he lecture you on dying, but you lose half of your gold. The good news is you do not lose any experience points or equipment when you die, so even if you lose many fights you will continue to get stronger as long as you keep playing.

When you meet certain thresholds of experience points, you will gain a level. This is noted after a battle with some fanfare. Going up a level gives you stat boosts. You can gain strength, agility, maximum HP, maximum MP, and sometimes even learn a new spell. The strength stat translates into additional points in the attack power stat, and agility translates into additional defense points.

A warrior and a wizard!

At certain levels, you will also learn a new magic spell. Each spell requires a certain amount of MP to cast. You will learn ten spells in all and they have various uses either in combat, while adventuring, or both. The Heal spell restores some of your HP. Hurt is a combat spell that deals damage to the enemy. Sleep is a combat spell that sometimes lulls your enemy to sleep, preventing them from taking their attack turns until they wake up. Radiant is used in dark caves to see as many as three tiles ahead of you in all directions. Stopspell is a combat spell that may prevent the enemy from casting their own spells. Outside lets you leave a cave automatically, and the Return spell sends you back to the castle from anywhere in the overworld. Repel is used on the world map to keep weak enemies from engaging you in battle. There is also a stronger healing spell called Healmore and a final attack spell called Hurtmore.

As you venture further out into the world, you will come across stronger enemies. Not only do later enemies have more health, attack, and defense, but some can cast spells of their own or do alternate attacks. You will need to spend a lot of time fighting weaker enemies and testing yourself to see if you can take on stronger enemies that bestow more gold and experience. You will encounter other towns throughout Alefgard that have new shops with better equipment, as well as different tips about the world to point you in the right direction for story progress. But most of Dragon Warrior is spent fighting enemies to strengthen yourself for tougher enemies.

I have beaten Dragon Warrior several times over the years and I am very familiar with the game even now. I remember finding the game while going out to yard sales with my grandparents as a kid. It was out of place for sure, laying on a table complete in box amidst random knick-knacks. It cost only $5 and they were happy to buy it for me. I didn’t know anything about the game from Nintendo Power because I wasn’t subscribing then, and it may well have been one of the subscription incentive copies. Happy to find a new NES game that day, I gave it a play that night and I got sucked in. The simplicity of the game combined with an abundance of childhood free time was the perfect recipe for a new RPG addiction.

You are the Dragon Warrior after all.

Aside from tracking down a few items, Dragon Warrior is a very easy game. For me, the challenge lies in making the time to play through it. I estimate it took me 15-20 hours to complete the game, though I insisted on leveling up to the highest possible level. I already knew the areas that were best for gaining experience points more rapidly. That helped keep the game shorter, as well as reaching towns as early as possible to buy better equipment. The more time I could spend fighting tough enemies, the faster I could max out experience points. Another time saving tip is that Dragon Warrior is just about a perfect game to grind while doing something else, such as watching TV. I’m not ashamed to admit I grinded out a few levels while listening and participating on conference calls while working from home.

The speedrunning community has managed to achieve seemingly impossible times in completing Dragon Warrior. What took me over 15 hours to accomplish has been done in a world record speedrun that runs a little over 25 minutes. There are certain timings to inputting commands that lets the hero do things like make higher damage attacks, dodge enemy attacks, and avoid random encounters. By using these timings combined with a heavy dose of luck, Dragon Warrior can be beaten at a very low experience level. It’s all very impressive!

Dragon Warrior was a formative game for me. It was my entry point into the Japanese RPG genre at a time when I could give a lot of energy into the experience. From there I sought out the NES sequels, and I eventually moved that interest over to the SNES and some of its top-class RPGs. Therefore, I have much appreciation for Dragon Warrior. Outside of that context, it’s not a game I see myself playing again unless I get bit hard by the nostalgia bug. It’s too simple, too plain, and too grindy. But if you are looking to get into the genre while not getting too deep into the weeds, Dragon Warrior is a fine place to start.

#50 – Dragon Warrior