Take on the NES Library

An 8-bit Extravaganza!

sammy

DEC
20
2019
1

#136 – Amagon

Not to be confused with Amazon.

Either Amagon is huge or his plane is tiny.

To Beat: Reach the ending
Played: 10/5/19 – 10/12/19
Difficulty: 6/10
My Difficulty: 6/10
My Video: Amagon Longplay

The process of reviewing games after I beat them is interesting in part because my opinion can fluctuate all the way until the end of the game. At first blush, Amagon is a solid, but uninspiring platformer. It quickly becomes quite a challenge. As I’m battling through, a few neat surprises show up improving my disposition toward the game. Then the crushing difficulty settles back in and I make no movement ahead. Finally, all of a sudden, the game clicks with me and it almost becomes trivial to complete the entire game. If I reviewed the game after playing only a little bit, I would have dismissed it as frustrating. Instead, I have more measured thoughts on what this game accomplishes. Let’s get to the bottom of what Amagon is all about.

Amagon appeared only on the NES and Famicom. The Japanese release, named Totsuzen! Machoman, arrived in December 1988. The NES release had the name changed to Amagon when it came out in April 1989. The game was developed by Aicom Corporation. The Famicom version was published by Vic Tokai, while American Sammy took publishing rights for the NES version. This game hasn’t seen a re-release anywhere, so the only official way to play this game is with the actual cart.

The story is a simple one. Amagon is a marine sent on a mission to check out a strange island from which no one has every returned. Amagon flies to the island only to crash land his plane on a beach. At the opposite end of the island is another beach where his rescue ship is located. Armed with only a machine gun, Amagon makes his way across the island to secure his mission and return home safely. His journey covers six geographical zones, each containing two stages each. The game is won once all twelve levels are completed.

Spiders and mushrooms, both typical game enemies.

Amagon is a run-and-gun game with simple controls. Use Left and Right to walk around, press and hold Down to duck, and you can jump with A. Jumping is rather stiff. Amagon jumps very high but doesn’t cover much horizontal distance. Amagon wields a machine gun with B. Bullets are only fired straight ahead and reach about half of the width of the screen. He begins with 300 bullets as indicated at the top of the screen. Once you run out of bullets, he will hold his gun over his head and you can only use it as a short-range melee weapon with B. The Start button pauses the game.

Enemies can drop powerups that help Amagon. Bullet packs add 20 bullets to his ammo. The always appreciated 1ups give you extra lives. A powerup showing a flexing man is called the Mega-key. This powerup doesn’t seem to do anything at first glance, other than to sometimes display “Go!” at the top of the screen. The rest of the powerups increase your score. Clearly marked powerups increase your score by 500, 1,000, 3,000, or 5,000 points. A crown gives you 10,000 points. As you can see, most of the powerups are only for increasing your score, and there’s a good reason for that.

Amagon is a fragile character. A single hit from an enemy or an enemy bullet will defeat him. The key to getting far into this game is to use the Mega-key to transform into Megagon. To use the Mega-key after you collect it, first you need to have scored at least 5,000 points. This is what causes “Go!” to display at the top. Then press Select to become Megagon. Now you are a bulking behemoth of a man that can both deal tons more damage to enemies and also absorb damage from enemies with his newly acquired health bar. You trade 5,000 points from your score for each unit of his health bar. Megagon can have a maximum of 14 health points if you have 70,000 points or more. You remain as Megagon until either you run out of health, you reach the end of the stage, or you fall into a hole. Running out of health transforms you back into regular Amagon. Reaching the end of the stage also puts you back to normal, though your leftover health converts back into score for the next level.

Megagon pummels even strong enemies with ease.

Though Megagon is very powerful, there are some tradeoffs to assuming his form. The controls are the same for both characters. You trade your machine gun for a punching attack. The hitbox for this attack is incredibly generous. While it doesn’t hit too far in front of him, punching has a very tall range. You can punch low enemies while standing while also reaching enemies just above your head. Punches are eight times as strong as Amagon’s regular attacks, so this is the preferred way to fight big enemies and bosses. Enemies defeated while you are Megagon do not drop powerups, which matters if your score is low or if you could use an extra 1up somewhere. Megagon has a special laser beam attack performed by holding Up and pressing B. This is a tall wave shot that tears through enemies and is twice as strong as his punch, but at the cost of one health point. You can’t use this if you are out of health either.

The different zones in the game all have a similar structure. You begin on the coast, then you travel through the jungle, river, deep jungle, and the mountains before finishing at the beach on the opposite side of the island. Each zone has two stages. The first stage usually ends in a fight with one or two of the larger enemies in that zone’s enemy set. The second stage culminates in a boss battle. These battles are pretty weird as you fight things such as a double-sided lion head and a walking tree.

Amagon has a continue system and you get unlimited continues, but there’s a catch. First off, the continue system only kicks in once you reach Zone 4. When you run out of lives and have the opportunity to continue, you can only resume play from one of the zones you’ve already cleared on that credit. For instance, if you continue from Zone 4, you can only choose from Zones 2 and 3. From there, if you lose in Zone 3, you are forced to restart from the beginning. You keep your score when you continue, which helps a little. Continuing almost isn’t worth it if you have a low score, since that limits how far you can get as Megagon.

This game has goofy bosses and I am here for it.

This was my first time playing through Amagon. I have tinkered with this game a bit before and I always failed out in the first stage. I am glad to have finally figured this game out since I did enjoy my little time with the game. This is an affordable cart at around $5. I have had a few copies of this cart during collecting. I actually owned a copy of this game that did not work. The cart itself was in great shape, the pins were nice and clean, and the circuit board looked to be in good shape. It just wouldn’t do anything inside the NES. I ended up keeping the shell and swapped in a good circuit board before offloading the other copy as broken in an eBay lot.

I pretty much summarized my experience playing through Amagon in my introduction to this blog post. This game is tough to get started. Falling spiders get in your way. Flying birds move quickly and are tough to react to. Jumping is more helpful in the vertical than the horizontal. You fall fast so you don’t cover much distance, meaning gaps are tough to cross and enemies aren’t so easy to jump over. Wasps fire bullets in a spread pattern and I needed a strategy to cope with them. You don’t get a Mega-key until near the end of the stage and everything is out to get you before that point. This part teaches you how to be effective as normal Amagon while allowing you to build up some score for your upcoming transformation to Megagon. Getting to that point however is pretty challenging, especially for the early part of the game.

Falling snails are no match for Megagon.

The game does get easier once you clear the first stage, but while progress was steady for a little while, I really struggled once I got to Zone 3. That’s the river zone, which provides dangers like leaping fish and logs floating on the river. I had many runs die out once I got this far, and it never really felt like I was learning anything about the patterns and enemies coming up. The solution to all this was really quite simple: Be Megagon every possible chance you get. I was focusing too much on progressing as Amagon because I didn’t want to miss any extra life drops and I wanted to keep my score high for later. I’m also a powerup hoarder in games by nature. I do well enough from playing that way for the most part, so I suppose that’s why I was hesitant to give in to becoming Megagon more often. Many levels give you a Mega-key very early in the level so there’s big incentive to use it right away. I did well as Megagon so I always traded back extra health for points at the end of the stage, and I never came close to running out of score. I did play more early game as regular Amagon than was really necessary, the parts that I learned anyway. A bit of a buffer is always nice just in case. I more or less breezed through the rest of the game once I embraced the Megagon strategy.

Amagon is a solid NES game, but I don’t think it presents itself very well overall. Graphically the game has a cartoony look that is more simplistic in nature. The music in the game is just okay, mostly unmemorable. The ending theme is awful and not a suitable reward for finishing this tricky game. The controls are responsive. The stiff jumping makes things tougher than they need to be sometimes, particularly during the small amount of necessary platforming. Playing as Megagon is pretty fun, ripping through enemies and bosses with relative ease. The better you play, the more time you’ll have as Megagon. For me that meant the game became more fun once I got better. The boss fights were a pleasant surprise that I was not expecting to see in this game. I think that was because the overall presentation of this game feels like a game from a couple years earlier than when it was released. NES games were getting quite advanced and polished by 1989 and Amagon feels dated by that standard. I classify it as an average run-and-gun style platformer, though as usual, I had fun with it.

#136 – Amagon

 
MAY
10
2019
0

#118 – Thundercade

Where there’s lightning, there’s Thundercade.

Featuring a slow rise and shiny gleam!

To Beat: Reach the ending
Played: 3/10/19 – 3/16/19
Difficulty: 7/10
My Difficulty: 7/10
My Video: Thundercade Longplay

Thundercade appears to be an unassuming game. It’s a scrolling shoot-em-up and an arcade port. These are things we’ve seen come up time and time again, and there will be plenty more like this. There’s just one thing that sets Thundercade apart from the rest. This game is hiding a deep, dark secret. Not a malicious one this time, but it’s something quite extreme that I haven’t seen before on the NES. But before we get there, let’s take a look at this game.

Thundercade was released in arcades in 1987. It was developed by SETA and published by Romstar. The game is also known as Twin Formation in some regions. The only other platform the game appeared on was the NES in July 1989. The NES port was developed by Micronics, published by American Sammy, and released only in North America. This is the first American Sammy published game I have played for this project.

Unlike the arcade version, the NES version included a brief story in the manual. The AATOM, Atomic Age Terrorist Organization of Miracali, has built a nuclear power plant and are threatening to destroy the world with it. You play the role of a combat motorcycle driver under Operation Thundercade with the goal of stopping the terrorist threat. The mission takes place over four areas, culminating in a final battle at the nuclear plant. Destroy the power plant to complete your mission and beat the game.

This tiny motorcycle just blew up a huge building.

This is a relatively simple game with simple controls. Use the D-pad to move your motorcycle in all directions. Press B to fire your cannons. You have unlimited shots but no autofire. Press the A button to deploy bombs via your air support. Bombs typically remove all enemy shots from the screen while dealing heavy damage to parts of the screen. If you deploy another bomb right after the first, then the bomb pattern for the second bomb covers more of the screen. You start the game with three bombs as indicated by the B in the lower left of the screen. You also see the number of lives remaining at the bottom and your score on top. This game has two player simultaneous play with the second player’s information on the right side.

Your normal cannon fires single bullets straight ahead, which are weak in the thick of the fight. Supplement your firepower by attaching side cars. This setup is reminiscent of Tiger-Heli (another Micronics-developed NES port) and its support helicopters. You can find side cars out in the open or within destructible objects like buildings. Simply drive into them to attach them to your motorcycle. They attach to whichever side of the motorcycle you touch and you can have one on both sides at the same time. Collecting a new side car replaces the old one on that side. Some side cars fire shots horizontally while others supplement your vertical shots. You can mix and match to your heart’s desire. Side cars are destroyed when shot, acting as defensive tools since they shield you from taking damage. Your motorcycle is otherwise destroyed in a single hit. There are several different kinds of side cars and you can find more powerful ones later in the game.

One car can shoot ahead and the other shoots sideways.

There are other pickups to find besides side cars. Red bomb icons add a bomb to your reserves. You can also find 1up icons for those precious extra motorcycles. The V-shaped icon is a Vulcan cannon which is a very powerful weapon. You automatically get two side cars with cannons that fire large bullets in a V-formation. This is hands down my favorite weapon in the game. You get to keep it until you die, lose a side car, or collect a different side car. These items are all hidden in the environment and you need to blow up various objects to reveal them.

There’s one more item that sends you off to a bonus game. At the end of the first two stages is a boss battle with a huge gunship. It has multiple turrets that you must destroy. If you take too long to defeat it, enemy support helicopters start appearing and the fight is much more difficult. If you can manage to defeat the gunship before that happens, then the bonus stage item appears behind it. The bonus game is an opportunity to grab a bunch of items. The view changes to side scrolling and a plane will fly overhead, dropping the goods. Steer left and right to collect them as they fall. Most of the items are parachutes that contain four missiles each. At the start of the next stage, you will automatically fire these powerful missiles when you shoot your normal cannons. Too bad they only last at the start of the following stage because they are quite powerful. You can also collect bombs, 1ups, and Vulcan cannons from the bonus stage. You also enter the bonus stage for free just for completing the third stage.

There’s an interesting game mechanic that comes up from time to time. There are sometimes inclines or other hazards such as pools of water that you can jump over. Simply drive into the obstacle to fly high. While airborne, your movement is slowed considerably, but you fly over all enemies’ shots and so you can’t be hurt during this time. Just make sure to steer to a safe landing spot.

Look ma, no hands!

While you don’t have too many lives to spare in Thundercade, there’s only a few ways you can be killed. You can touch most solid objects freely without being damaged. You will die however if you get squished against the bottom of the screen due to scrolling. Enemy bullets and the enemies themselves will beat you when you touch them. You are able to defeat basic enemy soldiers by driving into them. Given your advantage over them it makes sense, but not too many games implement a feature like that.

You start the game with three lives. You don’t earn lives from points in this game, only from 1up items. There are several of them in the game if you know where to look. Dying gives you a new motorcycle as play continues, as well as a fresh set of three bombs. Lose all of your motorcycles and it is Game Over. You then see a screen showing a map of your overall progress, the total number of shots fired, number of enemy hits, and your hit rate as a percentage. It’s curious to see your hit rate in a game that encourages you to shoot everything, thereby decreasing your rate. You get the same screen after completing each stage too. You can continue your game twice and the game will place you at a nearby checkpoint within the current stage. If you can clear the third stage, you earn a third continue.

This was my first time playing Thundercade. This is a game I know I’ve seen before in old gaming magazines that I never got a chance to play until now. It looked interesting but not interesting enough to rent or find cheaply. It turns out it is a cheap, common game that can be had for about $5.

Of course you go up against a gigantic tank.

Playing this game can be a bit slow going at first, but most of the game isn’t really that difficult. Bombs and side cars are plentiful and they helped me make rapid progress. After a few tries, I reached the final stage. I found that the last half of the final stage was a steep upturn in difficulty. There’s a big section with these huge turrets that emerge from the ground. Not long after they pop up they fire a string of missiles in your direction. Having good side cars is crucial here, otherwise your normal shot can’t really keep up and there’s not a lot of wiggle room to get around. The final showdown at the nuclear plant is also really difficult. There are ten snipers that briefly appear at each of ten windows. All of them aim at you but at different intervals, so you have to weave around all the bullets carefully over just the lower part of the screen. Worst of all is that your bombs here don’t remove enemy bullets. It can be a long, grueling fight. Each sniper takes several hits to defeat, but eventually you’ll defeat a few making the fight easier the longer it goes on. My run for my longplay video was just okay. I used a continue in Level 2 and another in the last stage. I’ve made it to the last part on the first credit before.

Now it’s time for the big reveal of this game’s deep, dark secret. This isn’t exactly a spoiler since it’s easy to miss. Thundercade has a special ending. If you beat the game, you might notice that this game doesn’t loop again like many shooters do. You have to let the game sit on the ending screen for roughly one hour of real time before the special ending appears. There will be a procession of tanks and soldiers, followed by a developer message written in Japanese. I suppose the localizers missed this entirely, but can you blame them? Thanks to The Cutting Room Floor, you can read the translation of the special message. After all that wait, it doesn’t stay on the screen very long before going back to the title screen. I left my recording running so I captured the special ending. I left the room with the game running but managed to walk back in the room in time to watch most of this ending live.

Even though Micronics has a poor reputation as far as their game output on NES, Thundercade is a pretty decent shooter that I enjoyed. The whole package is not incredibly special. The graphics are okay. They did a good job with all the destructible buildings and things. The music is repetitive – there’s only one main song throughout most of the game – but I found it catchy enough and didn’t get tired of it. The controls were responsive. The game mechanics have mostly been found elsewhere, which is a little disappointing. Overall, I consider it an average, run-of-the-mill type game. There are plenty of better NES shooters, but Thundercade isn’t all that bad and it is worth trying out if you like shoot-em-ups.

#118 – Thundercade