Take on the NES Library

An 8-bit Extravaganza!

san

MAR
29
2019
0

#114 – Dirty Harry

Go ahead, make my day.

There’s another title screen but this is clearly the better one.

To Beat: Reach the ending
Played: 2/8/19 – 2/23/19
Difficulty: 8/10
My Difficulty: 8/10
My Video: Dirty Harry Longplay

Dirty Harry shares something in common with Gilligan’s Island. Trust me, these are comparisons I never in my wildest dreams thought I would be making on this blog. Nevertheless, this is a trivial one at best. One of the dates on Dirty Harry’s copyright screen is 1971, the year the film came out. It is the second earliest year displayed on an NES game that I’ve seen so far, several years after Gilligan’s Island’s 1964 debut. While Gilligan’s Island is still a weird choice for an NES game, Dirty Harry was timelier at least and would seem to make for a decent game. In reality, the game is at best passable.

Clint Eastwood stars in the film Dirty Harry. It was released in 1971 and was produced and directed by Don Siegel. It follows the story of inspector “Dirty” Harry Callahan of the San Francisco Police Department as he tracks down a killer named Scorpio. The movie was both a critical and financial success and is regarded as one of the best movies of 1971. There were four Dirty Harry sequels: Magnum Force, The Enforcer, Sudden Impact, and The Dead Pool. The final film released in 1988, which is inside the NES life span and could explain why an NES Dirty Harry game was made.

Dirty Harry on NES was released in December 1990 in North America only. It is sometimes referred to as Dirty Harry: The War Against Drugs though I cannot figure out where that subtitle originated from. It is not listed in any of the packaging, manual, or screens within the game. Dirty Harry was developed by Gray Matter and published by Mindscape.

Punching thugs in the streets like a boss

The game has a unique story from any of the other Dirty Harry films, though there are scenes borrowed from some of the movies for this game. The Anaconda is a new drug kingpin hailing from Colombia who has taken out The Dealmaker, the most successful criminal in the San Francisco Bay Area. The Anaconda is also taking over all the drug gangs in the city and killing anyone else who stands in his way. Not to be deterred by the police chief, Harry Callahan sets off on a mission to find and capture the Anaconda. The game takes place over three stages: The city streets, the waterfront docks, and Alcatraz Island. If you can capture The Anaconda on Alcatraz, you win the game.

Dirty Harry is a side-scrolling platformer. The controls for this one are a little clumsy. Use the D-pad to move around as usual. Up lets you climb ladders, enter doors, and walk up alleyways. Down does the same thing under or in front of you, otherwise you use Down to crouch. The B button punches. If you hold Up and press B, you kick instead. The A button is used for your gun. First press A to hold out and aim your gun, then press A again to shoot. Firing only work if you have both feet on the ground. You can press Up and Down to adjust the angle of your gun prior to firing. To jump you have to press A and B together. It sounds bad, and it’s not the best control, but jumping is surprisingly responsive. You can either jump straight up and down or jump forward at a fixed distance.

Press Start to pause the game and bring up the inventory screen. The top row of items are selectable with Left and Right. Put the cursor over the item you want and unpause to equip that item. Some items can only be used in certain situations and you default to the gun if that item can’t be used. If you run out of bullets, you can still hold out the gun but cannot fire. The second row of items cannot be selected and are used automatically as needed. Following the items are your score, health meter, and number of lives remaining.

Cops stroll on fire escapes in alleyways all the time.

You will spend most of your time in the first level if you are playing this game. The game starts out in the city streets. The layout here is parallel city streets connected by alleyways or sometimes doorways. For example, you start on one street, then you can go down the alley to another screen, and finally go out the alleyway on the other side onto a different street. All of these sections are side scrolling and there’s no map or compass to guide you. You must also enter buildings. Inside buildings, there are doorways and hallways you move through. Sometimes you can exit a building from the opposite side onto a different street. Other times there might be side doors that lead back into an alley. There is also a sewer system. These are side-scrolling sections with several different entry points on the streets. Passageways are typically blocked off by sewer grates and you have to locate switches to open them up so you can pass. The description here doesn’t really do justice on how tough this level is to navigate.

The buildings are where you find most of the items in this game. Once you enter through a hallway door, the rooms within are purely side-scrolling with no depth or other exits aside from the opposite end of the room. Some rooms have boxes in the background or on the floor. Kick the boxes in the background to break them and collect their contents. You can open boxes on the floor by jumping on top of them. There are also safes that can only be busted by blowing them up with explosives.

There are many items to collect. You can find bullets for your gun, either a small pack of 10 bullets or a large pack of 25 bullets, which is the max Dirty Harry can hold. Plastic explosives blow up safes. Select the explosive and then press A to set one up that explodes shortly after. You can also hurt enemies with these. Chili dogs restore half of your health meter and you get a little eating animation to go with it. The harpoon gun and missile launcher are powerful firing weapons that have limited ammo. Grappling hooks are used for swinging over treacherous areas. Bulletproof vests absorb enemy bullets for a while. The gas mask lets you survive in poisonous rooms. The flashlight lets you see while exploring the sewers. Crowbars are used to open locked doors within the buildings. You can find money bags or stashes of drugs that you confiscate for points. You can also find badges for extra lives that are sure to come in handy.

Sewers are merely door mazes with poison, shocks, and death water.

With all the ways you can go, the first stage is one gigantic maze. The city streets often have large walls that are too high to jump over. Sometimes you can do some platforming across ledges high enough where you can cross over the walls. There is some honest-to-goodness level design here where you need to plan out your movements so that you don’t fall. Since jump distance is fixed, you can get a feel for what you can do and it will always be consistent. The problem is there are some sections of forced high ground traversal where if you fall, you have to backtrack through the city to get back to where you were. It’s laughably easy to get lost when everything kind of looks the same.

There are many enemies in this game and they are all out to get you. Gang members run the streets and roam the halls. Some bad guys hang out on the rooftops and throw out grenades, bricks, or nets that trap you. Some just go straight to shooting. Enemies pour out of windows and bash you with punches or pipes. There can only be I think two enemies on the ground at once, but when you defeat them they will keep appearing. Buildings have huge snakes that guard drugs and money. You can jump on them to either stun them or kill them; the outcome seems to be random. Some rooms have lasers sliding across the floor. The sewers also have traps such as dripping sewer sludge, electric shocks, giant rats and cockroaches, and even remote-controlled cars. Falling into sewer water is instant death. All of these dangers are just in the first stage alone, though you will see other similar threats in the other two stages.

Dirty Harry faces several bosses in this game. Many of them are really large people that pack a lot of firepower. Usually you need to use your best weapons to take them out most effectively. Some of them require different tactics where you need to either trap them somehow or figure out how to pierce their defenses. There can be more than one boss in a level, so you can’t really tell from those encounters that you are at the end of the level. A good thing is that many defeated bosses give you three lives for winning.

This is one large guy!

Levels 2 and 3 are, thankfully, more straightforward affairs. There’s little exploration but more challenging enemies and tricky platforming. In the first level, you get nearly all your items from inside the buildings. After that, you don’t go into buildings any more, so sometimes defeated enemies will give you items. The item drops appear to be scripted and sometimes you can use that to your advantage.

Dirty Harry includes a password feature and continues. The passwords are five characters long A-Z. In this game you only receive two passwords that are simple words that are easy to remember. There is a third password I’ve found online that I believe gives you unlimited lives. I didn’t use it, but I found it easily just by doing some basic research on this game. If you’re not into passwords, some continues might help. The system in this game is a little weird. In the first stage only, you can continue up to three times with a fresh set of lives. You continue exactly from where you died if you ran out of health. In the other two levels, you are only given one continue. It doesn’t matter if you survive the first level with all continues intact or use them all up. Continues do refresh your gun ammo back to the maximum.

This was my first time playing Dirty Harry. Surprise, surprise, I haven’t seen any of the movies either. I’m sure I would like them if I ever gave them the chance. This is not an expensive game but is not commonly found either. It costs around $6-$8. I believe my collection copy is the only one I’ve owned, though I have seen it in stores on occasion.

As you could imagine, I spent most of my time figuring out the first stage. It is truly a nightmarish level. There are loops in the map that I had to take several times before I realized I was just retracing my steps. It’s not clear right away that you have to do platforming without falling on some streets to reach new areas. The sewer system is confusing and complicated with all the traps and switches you need to find. I couldn’t figure out one of the bosses and had to look up the solution online. I normally hate doing that but I’m glad I did here. I spent maybe a week and a half of playing before I learned how to clear the level. Things proceeded much more quickly after that. I beat the second level in about 30 minutes. The last level was pretty challenging but I beat it in a couple of days anyway.

Other levels are straightforward, except for this part.

There are some really bad design choices in the first level alone that are sure to turn people off of the game. Some people will hate the forced platforming sections, but I like them. I think it is one of the few elements of the game that has real design to it. They are a lot like jumping puzzles and you have to reason your way through the jumps. What I don’t like is falling down and having to backtrack because those sections always lock you away so that you just can’t go back directly and retry. You also get to cope with enemies that are trying to knock you down. A particularly egregious example of this is at the end of the first stage. There is a large expanse you must cross by hand-walking your way across a power line. Enemies are shooting at you and one bullet knocks you down. For a large portion of that section, if you fall the only way out is through the sewers. There you are led down into a one-way section that puts you all the way back to the start of the level. It takes at least five minutes of real time to backtrack to where you can try again, plus you will likely lose several lives along the way. It’s complete trash, but not as trash as the “ha ha ha” room. One building contains a room with the words “ha ha ha” written on the side. The room doesn’t contain an exit door so once you go in you are stuck. The only way out is to reset the console and start over. This room is deep in the level too. I can’t tell if maybe this was a default room and the developers neglected to link the door to an actual room, or if the developers left this in as a dumb joke. I tend to believe the latter, but who knows?

I ended up beating Dirty Harry four times. I realize this is way too many times to beat this game, but I have my reasons. The first time was playing normally, and right after that I beat the game from the start just to see how I would fare in a complete run. I started doing a little research and discovered a claim about a secret ending that was eluded to in both this FAQ and the game manual. From what I gathered, the idea is that if you recover all the items in the game, you will receive a special medal from the police chief at the end. I haven’t found any further evidence and didn’t find a video of said ending, but I had to give it a try for myself. My third time through the game was a failed attempt at the best ending. I used a map I found to make sure I didn’t miss any of the buildings in the first stage, which did lead to some rooms I missed on my own, but it wasn’t enough. I even tried poking at the game on an emulator with a debugger to see if I could discover anything and got nowhere. Chalk this one up to a rumor I suppose. The fourth time through was for finally recording a proper longplay video. I thought I would try cutting straight to the chase in the first level and that was a bad idea. I skipped a bunch of items and lives, and then due to some bad mistakes in the run I ran out of lives. I needed to start the final level over a few times before I could beat it with the password. It’s not my best effort, but it’s a documented completion at least which is always my goal.

I’m sure the Dirty Harry movies are great, but this game is not very good. The graphics are passable with a lot of samey-looking buildings. Some of the building residents are interesting looking, and I dig the security lasers in the buildings, so it’s not all bad. The music has some decent depth to it, though the base sounds are so low that I barely heard them while playing with a relatively low volume. The controls work okay. I’m not a fan of two-button jumping but it works fine. I found the controls a little bit sluggish at times, like when pointing and firing weapons. The gameplay is challenging but not in a good way. The forced backtracking when making mistakes is bad, you can easily get trapped between two enemies and get knocked around, and the navigation around the city is both confusing and frustrating. I sort of appreciate the jumping puzzles centered around Dirty Harry’s fixed jump length, but I reckon it is more of an inconvenience for many players. For all the warts this game has, the ending is unique and was one of the neatest parts of the entire game. Even then, it’s not exactly a suitable award for putting up with the difficulties of playing Dirty Harry.

#114 – Dirty Harry

 
JAN
11
2019
0

#106 – Bill & Ted’s Excellent Video Game Adventure

This game is not so bodacious, dudes!

It’s one of the longer NES game titles.

To Beat: Reach the ending
Played: 11/5/18 – 11/28/18
Difficulty: 5/10
My Difficulty: 5/10
My Video: Bill & Ted’s Excellent Video Game Adventure Final Level

Another day, another video game adaptation of a movie I haven’t seen.  In this case, I have at least played the game before.  Bill & Ted’s Excellent Adventure seems like a strange choice for a tie-in video game.  It could make for a decent educational game with all the historical figures from different time periods.  Instead, we ended up with a game that’s not much educational but has all the fun of an educational game, meaning it’s not that exciting.  Kudos to the developers for trying, at least.

Bill & Ted’s Excellent Adventure is a comedy from 1989.  In the movie, two high school students from San Dimas, California get access to a time machine that allows them to collect various historical figures to help them complete a history project.  Stephen Herek directed the film which stars Keanu Reeves, Alex Winter, and George Carlin.  While not a critical success, it performed well at the box office.  A sequel, Bill & Ted’s Bogus Journey, was released in 1991.  A third installment is reported to be in the works as of May 2018.

The movie spawned several video games that are all unique from each other.  The NES game, Bill & Ted’s Excellent Video Game Adventure, was released in August 1991.  It was developed by Rocket Science Games and was published by Acclaim Entertainment under the LJN label.  This wasn’t the first game based on the movie.  The PC version from 1989 was a graphical adventure game.  The Game Boy game, aptly title Bill & Ted’s Excellent Game Boy Adventure, was a puzzle platformer.  Finally, the Atari Lynx version also from 1991 is a top-down adventure game.

Clearly, the stakes are high.

Bill & Ted’s Excellent Video Game Adventure on the NES is an isometric adventure game with a plot loosely based on the movie.  Rufus from the movie summons both Bill and Ted to help on an important mission.  Space-time rebels have used the time machine to take historical figures and put them in the wrong time periods.  Both Bill and Ted must work separately to find each person and return him or her to the correct time period.  They need to do this because if history isn’t made right again, our heroes will miss the big concert that will launch the career of their band the Wyld Stallyns.  Unfortunately, they only have access to a pay phone that requires coins before they can time travel.  Your job as Bill or Ted is to find both the historical figure and a specific item that you can use to lure them back home.  You beat the game once you finish all six levels.

After finishing or skipping the introductory story segments, you are presented with a phone book of sixteen historical figures.  (Interestingly, none of these people played a part in the film from what I’ve read.)  The last page in the phone book is your password, which is a seven-digit telephone number that always starts with the fictitious prefix 555.  As you thumb through the phone book, you will come across a second telephone number on one of the pages that blinks red.  This is the number for the person you need to locate in the wrong period.  Press Select at any time to bring up the telephone.  Press A to dial digits and press B to undo them if you make a mistake.  When you have the blinking red number entered correctly, press A to connect the call.  You also use this same telephone screen to enter passwords.

Placing a call puts you in the Circuits of Time.  This is a mini-game that allows you to complete the call.  There are circuits in the background along with circled junctions, one of which contains a spinning phone booth.  Most of the junctions contain one digit of the call you are placing.  The idea is to move to the right from junction to junction until you get to the junction with the last digit of the phone number.  If you don’t do anything on this screen for too long, you will automatically transfer the phone booth to the next junction along the circuits.  You want to avoid this if possible because each automatic transfer costs two coins.  You start out with 15 coins but they get spent very fast this way.  What you can do is press A to launch the phone booth out of its junction in the direction it is facing.  This costs no coins and lets you skip ahead digits if you aim properly.  There is also a red floating junction that you can control with the D-pad used to catch the phone booth if it goes in the wrong direction.  Some junctions contain skulls which both deduct a coin and fire off the phone booth in a random direction, often setting back your progress.  When you reach the last digit, you will have to leave things alone and let the call finish.  The circuit ends in a three-way fork, and as the call is finishing you can take the top fork by holding Up, the bottom fork by holding Down, or the center fork without touching the D-pad.  This determines where you land in the next area.

I’d be dizzy in that phone booth.

The main part of the game takes place on the ground in one of five time periods: Medieval World, Western World, U.S. Revolutionary World, Modern World, and Ancient World.  These levels are in the isometric perspective and you can walk around freely.  Use the D-pad to walk around.  Pressing Up moves you to the upper-right and all the other directions follow from that same angle.  It acts just like the default movement in Q*bert.  Press the A button to jump.  You take pretty large jumps and you can leap over some areas you can’t normally walk on.  However, if you land in a non-walkable area you will fall down and get temporarily stuck.  The only way out is to jump your way out, and sometimes it can take several jumps to get back on the path.  Use the B button to toss out your Good Stuff to help ward off some of the angrier locals.

Pressing either Start or Select during gameplay brings up a menu screen where you can see and do a few things.  The upper left shows where you place another call, should you so choose.  Hold Up and press A to bring up the touch pad to place a call.  In the upper right are the keys you need to get you out of jail.  Your Good Stuff is in the middle, along with a red selection box that you can move to choose which item you want to use with the B button during play.  You also see your coin count and which historical items you have collected so far.

As you are exploring the worlds, there are locals also moving around.  There are three types of locals who are distinguished by how they behave.  One type is the standing local.  You can walk up to them and talk to them.  They can give you items, coins, or hints on where items or historical figures might be found.  They also might tell you to leave them alone.  After speaking with them, they turn into the second kind of local which is the walking local.  They move slowly and mind their own business.  Don’t try to talk to them or even walk up to them.  When they are on the move they get angry and standing in their way will cost you a coin.  If you don’t have any coins left, then you get thrown in jail instead.  The third kind of local is the angry local.  They will pursue you directly with arms outstretched.  If you get caught by one of them, you get thrown directly in jail.

Don’t let them catch you!

When locals are causing you trouble, you can use your Good Stuff.  These are four different disposable items that affect the locals.  Press the B button to throw them.  You can throw different distances depending on how long you hold the button.  Pudding cups draw all locals toward them.  You normally want to throw them in the opposite direction you want to go.  Should a local grab the pudding off the ground, all the locals will go back to their original state except for the one who got the pudding.  That person mellows down.  Firecrackers have the opposite effect; when you throw one everyone runs away.  You can also throw a firecracker close enough to someone to blow them up.  Harsh!  Highly dangerous textbooks are smart bombs that clear the screen of locals.  Finally, cassette tapes start up some music that makes everyone dance.  Now you can go freely for a little while, but you still need to keep from running into a dancer or you’ll get tossed in jail.  Also, when the music runs out, any local on screen will switch to angry mode.

At the start, you are dropped off in a world you don’t know while trying to find someone without knowing their location.  You are going to need some assistance from the locals.  Occasionally, a standing local will provide some information on where you might look for items or which direction you should go to find the historical figure.  You will have better luck holding conversations with people indoors, but they aren’t always easy to find.  Throughout the worlds there are several buildings or houses with open doors.  Sometimes the door is locked and you can’t get in.  Other times you come into an empty room.  These rooms often act as warp rooms where you can jump to a different building across the map by leaving through the other door in the room.  Other rooms will have someone standing inside that you can talk with.

You can engage in conversation with a person within their home or building.  Walk up to them to start talking, then press A to advance the dialog.  When it is your turn to respond, you will see some possible numbered responses.  Press A to cycle through the different options, then press B on the one you want to say.  Each person has at least one possible conversation where they will be persuaded to help you out by giving you a hint on where you can find something outside.  Say the wrong thing and you will either anger all the locals outside or even get thrown directly in jail.  You get to learn which things to say to help get what you want.  After you leave, you can’t go back into the building you just left until you enter another one first.

Dialogue choices are uncommon in NES games.

The historical figures will always be located inside one of the buildings, however either they won’t be in the room or the outside door will stay locked until you first hold their historical item to lure them out.  There are both sixteen historical figures and sixteen historical items in the game, and it’s up to you to figure out which item belongs to which person.  All the people and items are listed out in the manual, so I did some pre-work to try and match them up beforehand.  Some pairs make sense right away, like King Arthur and the Holy Grail.  Some of them are silly matchups based on jokes, like Julius Caesar and Salad Dressing.  A few of them had an unexpected match.  For instance, I assumed Elvis would like the CD Player but that’s not the right pairing.

Finding the items is one of the biggest challenges in the game.  The items are located outside in very specific locations.  These are all off the main walking path and you have to reach them by jumping on top of them.  Did I mention they are invisible?  The hints you get for their locations are generally unclear, like “check the last fence” or “there’s something near a rock in the north.”  What helped me the most were the maps listed in the manual.  They give you the general structure of the world as well as a few specific locations marked.  They show you where the jail is, as well as the lower, middle, and upper portals, which correspond to which branch you took entering the world through the Circuits of Time.  The unmarked dots on the map represent either a building you can enter, a hidden stash of Good Stuff, or one of the historical items.  (I deduced that after playing for a while.)  The specific location of those dots on the map are not accurate, but they do help determine how many things you should be looking for between intersections.  You will still have to comb over areas well enough to find the item spots.  When do you find one, write the location down so that you can better find it again later.

The maps also indicate horse paths and canoeing sections.  You can take a canoe or ride a horse by approaching the path from the southmost entrance and hopping on.  Both generally function the same way.  Use Left or Right to steer, press Up to move faster and press Down to move slower.  On horseback you can jump over obstacles with A.  In the canoe you can find items on bubbling spots in the water.  If you make it all the way to the end, you earn some coins.  If you crash, then you don’t get anything.  Falling in the water pushes you all the way upstream, while if you fall of the horse you have to walk from where you landed.  I had a bad habit of missing the jump to the canoe at the start of the path, which also pushes you all the way upstream with no rewards.

Canoeing is a great way to earn coins.

When you find both the item and historical figure, you get a chance at sending them back to their own time.  You speak with the person and select the item the same way you handle conversation dialogs.  Pick the wrong item and you get thrown in jail, plus you have to locate the historical figure all over again.  Choose the right one and they will call a phone booth over so that you can complete the call through the Circuits of Time.  Completing the call returns the person, but if you run out of coins you get returned to the world and must collect enough coins to try again.

I’ve mentioned jail a lot and all the different ways you get sent there.  The concept is simple enough.  You can get out of jail by using one of your skeleton keys and walking right out the door.  It’s weird that the jailer doesn’t confiscate your things.  If you run out of keys, you are stuck there and it’s Game Over.  The worst part of jail is that it’s often located far away from where you need to go.

There are six levels in the game.  In Levels 1 and 2, you only have to return one person.  In Levels 3 and 4 you need to find two people, and in Levels 5 and 6 you get to return three people.  Each historical figure is in a separate world along with his or her corresponding item, so thankfully there are no crossing time periods to match an item up with its historical figure, at least that I noticed.  After completing each stage, you get to see the Wyld Stallyns in concert.  While not great musicians, they do progressively get better the further you get in the game.

I’m not sure how I ended up with this game, but I had just the loose cart in my childhood game collection.  I do remember spending some significant time with the game, but I have no idea how far I got or what I accomplished.  With no manual I had to go at it truly alone.  When you’re a kid who likes video games, you will spend a lot of time playing just about anything.  A loose cart is cheap, but in my experience, it was one I didn’t see much.  I believe my childhood copy is the only one I’ve owned.

Invisible hidden items make this game a chore.

It took me some time to get going on this game.  I managed to clear a couple of levels in the first week mostly by dumb luck.  A few days in I figured out what kind of information I could glean from the maps, so then I started mapping everything I could find.  Most of my time spent playing the game was doing the mapping and carefully examining every stretch of land.  I figured out most if not all of the possible landing spots for the historical figure in each world as well as all item locations but one.  Each world has four historical items but I only located three in the U.S. Revolutionary World.  The last level turned out to be pretty challenging and I just barely finished it in my video.  I ran out of keys after returning two of the three people and had to play super carefully.  The last person was in the U.S. Revolutionary World and the item I needed was found in the third and final position I documented, so I almost got stuck not knowing where the item would be.

Bill & Ted’s Excellent Video Game Adventure is always perceived as an undesirable NES game.  My view is that the game is essentially video game busy work.  The recipe for success in this game is having a good sense of direction and taking notes all the time, with a side of endless perseverance.  I made progress just about every time I played, no matter how little time I spent.  Every element on the map marked, every conversation I figured out, and every historical item properly associated with its owner helped the next time I played go a little bit smoother.  This makes the game tedious to play, but not necessarily difficult.  The number of angry locals increases in the final stages, but by then you know how to handle them with items or getting yourself off the main path where they can’t reach you.  The person’s location and items are always randomized, but there are only so many places they could be and you will narrow things down.  Sometimes you just get lucky and find what you need right away.  I imagine few people have beaten the game due to the time it takes to build up a knowledge base and catch a lucky streak, while stretching that out over several levels.  I feel comfortable saying it’s an average difficulty game with an above average amount of time and effort needed to see it through.

I will say that Bill & Ted’s Excellent Video Game Adventure is mostly a technically solid game.  There aren’t that many NES games with isometric viewpoints, and this game manages that along with a jumping mechanic for veering off the path occasionally.  The graphics are nice, particularly the character sprites and some of the background elements.  The music is pretty good but they didn’t loop any of the tracks, while eventually results in silence a lot of the time.  The controls work well.  The only sticking point is that jumping when off the path only works if you allow Bill or Ted time to stand up first.  The music issue is kind of bad, but other than that the game works well enough.  It’s just that the gameplay is dull, repetitive, and dragging.  It’s like filling out a spreadsheet where the cursor repositions itself at random.  One wrong step and you get thrown in jail, and now you have to backtrack or try a different way.  You are asked to do this history hunting too many times over.  I’m not sure what they could have done to make the game more varied.  Maybe you already knew about this game and just thought maybe you misunderstood it.  I’m here to tell you all your assumptions were true.  I don’t hate this game, but I wouldn’t recommend playing it.

#106 – Bill & Ted’s Excellent Video Game Adventure

 
JUL
17
2018
3

#83 – The Black Bass

Bag and behold the biggest black bass believable!

The music is much better than I expected.

To Beat: Reach #1 ranking
To Complete: Reach #1 ranking and finish the season
My Goal: Be #1 on the final day of the season
What I Did: Met the goal
Played: 4/27/18 – 5/8/18
Difficulty: 5/10
My Difficulty: 5/10
My Video: The Black Bass Final Tournament

I am not interested in fishing. At least as an adult. I fished a few times when I was a kid just because you’ll try lots of different things at that age. Dealing with the hooks, live bait, and the caught fish was all handled for me when I was young. Thinking of doing that now almost sends shivers up my spine. Just let me stay inside with my video games, please! Despite my attitude about it, fishing is still a very popular outdoor activity. If you consider it a sport, it may well be the most popular sport in the world. It’s no surprise then that there is an NES fishing game. If I have to go fishing, I’d much rather do it this way!

The Black Bass first released on the Famicom in October 1988. It was published by Hot-B and developed by Another Ltd. This is the same developer who made Championship Bowling. The NES release came to North America in September 1989. This game is actually a sequel and is known in Japan as The Black Bass 2. Japan’s original The Black Bass game first appeared on the MSX computer in 1986, followed by the Famicom release in 1987. The title screen of the NES version calls the game The Black Bass USA, which is how this game is sometimes referred to in Japan. There have been many games in The Black Bass series since these games, including the NES sequel The Blue Marlin.

The Black Bass is a fishing game with no story. Your task is to enjoy fishing for Black Bass in several tournaments. There is a ranking system that scores you on how well you performed during the tournament. If you do well enough, you can go to different lakes in later tournaments that have bigger fish to catch. The ultimate goal here is to achieve #1 ranking out of a pool of 200 contestants.

You better do what the man says.

There are twelve tournaments you will play in The Black Bass. The tournament season begins in June and ends in September, despite the manual claiming it ends at the end of October. Each month has three tournaments, always on the 5th, 15th, and 25th of each month. There is a clock system in the game denoting the start and end times of the tournament. Each one begins at 6:00am, but the ending time varies depending on the calendar date of the tournament. Early season and late season tournaments have shorter durations than the ones in the middle of the season.

After the title screen, you have some selections to make. First, you enter your name in. This is six characters long consisting of just A-Z. The cursor points to the first character and you have to scroll through the list of characters with Up and Down for each and every character. Press Left or Right to position the cursor to the next character and input that one from scratch. Press A to lock in your name choice. Now you have three more options. You can begin a new game as a new player. This puts you at Lake Amaya on June 5th for the first tournament. The other two options require a password. You can either continue a game mid-season, or just see your stats. Passwords are 16 characters long consisting of A-Z and 1-5, also with the long entry method. This system is tedious, for sure. Also, be careful of zero, O, and Q which look a lot alike. If you choose stats, you see a screen with your information and then you go right back to selecting another option. You have to put the entire password back in if you want to continue a game with the same password after checking stats, so it’s really not worth it.

Once you start a new game, first you see a screen from I guess the tournament director. This shows the lake you are on, the date, and duration of the tournament. The next screen has even more information. Again, you see the lake, date, and timeframe of the tournament. You also see your ranking, which begins at 200th place. Next is the weather conditions. I have seen Clear, Cloudy, Light Rain, and Heavy Rain. You also see the temperature outside and the depth of the lake. Next up is the map screen. This is an overhead view of the entire lake. A small blinking boat shows your current location. You can use the D-pad to move the boat around and choose where you want to start finishing. This screen also shows the current time. Press A to choose your location, and finally it is time to start fishing!

You can boat to whatever spot you want instantly.

The fishing mode starts with your character at the bottom of the screen. There is a white cursor that you can move with Left or Right. This is the direction of your cast. When you decide on the direction, press A to begin casting. This starts a power meter at the bottom of the screen that grows and shrinks. When it lines up with the power you want, press A again to cast out your line. The screen will scroll vertically a long way to keep up with your lure, but it does not scroll sideways. If you cast off the sides of the screen, you lose your lure and have to cast again with a different one. It’s best to shoot it straight up the center most of the time. You can also press and hold B while in the air to try and hit the brakes on your cast and stop it short.

Once your lure is in the water, you have a different set of controls to move it around. Press Left or Right to move the lure sideways. You can press Up to move the lure toward the surface of the water. Press and hold A to reel in your line. If you hold down both A and B at the same time, it will pull the line in all the way back to the boat automatically. This is useful if fish just aren’t coming or you get your line caught on something. The bottom of the screen shows how deep the lure is in the water, and this is also expressed by the same red bar used for casting. The idea of fishing is to move the lure around in such a way to make it attractive to fish, as if the lure is struggling. Sometimes a shadowy fish will appear from off screen and approach your lure. The fish can either bite or leave, and if he bites you try and catch it. If you’re like me, you probably won’t even hook a fish the first time, so we will come back to this later. You are done for now once you reel in your line all the way.

The menu screen should appear next, containing a bunch of different options. You can select the lure you want from a list on the Select Lure screen. Each one is named along with the number you have. Press Up or Down to select the lure, and press Left or Right to change the color between Red, Blue, and Silver. The quantity depends on color and lure type, and you don’t have every option at the start of the game. Choose the one you want and press A to select it. Some lures float on top of the water, and others sink. Each one has its own feel for how you move it around in the water, so feel free to experiment with different ones to find those you like.

By the end of the game, you can use any lure you want.

The next two screens are informational. Select Data For This Point to see the map of the lake. There is a message on the side of the screen that either says “Here is nice bass point” or “This point has little bass” depending on where you moved your boat. You want to fish only at those nice bass points, so you go to this screen to see if you are in a good spot for fishing. Press A to advance to the next screen. This shows the current time, current weather conditions, and the end time of today’s tournament. Press A again to go back to the menu screen. The Your Results So Far Today screen gives you exactly what it says. It shows three at a time the ten biggest fish you caught today, including the kind of fish, its weight, and which lure you used to catch it. The final screen displays the number of bass caught today and the average weight, plus the number of bass caught total and the average weight over all tournaments. Go back to the menu with A.

The final three options are Move, Casting, and End. Move brings you back to the map screen to reposition your boat to a new fishing spot. You go from that screen right back to fishing. Casting sends you back to fishing at your current location. End is used when you are completely done fishing for the day. Only use this option if you are sure you are satisfied with today’s catch or you don’t have enough time remaining to catch any more fish.

Now we are on to the good stuff. You’ve casted your line and attracted a nice fish that bit your lure. Now its time to try and reel it in. The bottom of the screen now shows a picture of a fish. This indicates the strength of the fish, and over time as you fight the picture changes to a more pathetic looking fish. This goes all the way down to an image of fish bones once you get the fish very tired. You also see the depth of the fish in both numeric form and red meter form. Press the A button to reel in your line. You can use the D-pad to try and pull the fish in a certain direction. The B button is for thumbing the line. This essentially acts as a brake by holding your thumb down against the line to keep it from moving. It helps if the fish is trying to swim away. If you decide not to try catching the fish, you can try pressing Select to let it go. This doesn’t always work and you only get one try to free the fish.

If it’s not a black bass, it’s not worth your time.

There are several scenarios where the fish can get away. While you are fighting the fish, you also have to manage the strength of your fishing line. There is a shrill ringing sound you hear whenever the line is close to breaking. You need the sound on while playing The Black Bass to tell since there’s no on-screen indicator. You can cool the line down by letting go of the buttons, but this also allows the fish to recover his strength too. You have to find your technique to manage both of those things so that you can successfully catch your fish. If you reel in too hard for too long, the line will break and you lose both your fish and your lure. This can also happen if the fish gets too far away from the boat or if it travels off the sides of the screen. At random, the bass can also leap out of the water. This can cause the fish to come off the line, either by taking the lure with it or letting it all go completely. Often enough the fish will stay attached and you can continue the fight. What happens seems to be completely random, so it’s not your fault if the fish gets away this way.

To catch the fish, you need to pull it down to the bottom center of the screen. You can do this by wearing out the fish completely so that it is easier to draw in, or sometimes you can catch a fish quickly by hooking it close to the boat. Once you get it all the way in you will see the fish go into a basket. Now you get a celebratory screen of your catch! The most important factor is the weight of the fish you just caught. You get to see the weight tick up from zero pounds and it’s exciting to see how high it goes whenever you reel in a big one. You see the time of day the fish was caught and how long it took you to bring it in. You also see the type and color of bait used. Then you go back to the menu screen.

The tournaments go on for quite some time, but eventually they all end. As soon as your reach the end time, fishing ends abruptly, even if you are in the middle of a fight. You can also choose to quit prematurely with the End option from the menu. This brings you to one more menu. Choosing Ceremony shows your end results from the day, including your new ranking. You also get your password for the next tournament. If you rank well enough, you advance to the next class and get a nice little ceremony to celebrate your accomplishment. If you don’t think you did well, you can choose to Go Back Home from the menu, sending you to the title screen. You can also view your results from today and your overall results from the season.

It’s big indeed!

The ranking is determined on how many bass caught, the biggest one you caught today, and the average weight. Other fish caught such as trout or pike do not factor into the ranking at all. The rank you can get also depends on which tournament class you participated. The starting class is Class C which is for participants ranked 101 through 200. Class B is for places 51 through 100, and Class A is for 1st place through 50th place. The top five in each class advance up to the next class, while the bottom five go down a class. It seems counterintuitive, but it is not a huge loss to go back down a class. Twelve tournaments are a lot, and you can rise up from 200th to 1st place in three tournaments if you are really good. Rankings are also based on the current tournament and are not driven on cumulative results over the entire season. When you advance to Class B, you compete at Japan Lake. At Class A, you alternate between Lake More and San Lake. The lakes at higher classes contain larger fish, so not only is the ranking standard higher, but the difficulty of landing heavier fish also increases.

The ending condition for The Black Bass is up for debate. The game does not end officially until all twelve tournaments are completed. Since the goal of the game is to get the top ranking, that is what I chose as the minimum for considering the game beaten. I don’t think it’s fair to say you beat the game by participating in all tournaments dead last. On the other hand, some say you need to both get 1st place and finish the season, since you don’t get a real ending if you don’t complete the season. My personal standard is to do both things, but I took it a step further and insisted on finishing the final tournament in 1st place.

This was my first time playing The Black Bass. I had no intention of playing this game until the very end of the project, since a long game of all fishing seemed very unappealing at the time of compiling my game list. I picked the game up in an eBay lot for a few bucks. The game falls in the middle of the pack in collectability as a semi-common game costing around $5-$10.

Now I have him right where I want him.

The Black Bass is a long game and I made it longer by not figuring things out right away. My first day of fishing was just figuring out how the game works on a basic level. I finished right where I started in 200th place. The next day I bumped up to 143rd place, but the following day I stepped back to 156th place. At this point I thought there was no way I would improve from here, so I started over. I failed to understand that rankings are only for the day of the tournament, and past days do not factor into it at all. The manual didn’t really explain it clearly, but I suppose I shouldn’t expect it to. The other thing I did was put in a special code listed in the manual to help out. If you input the name “HBMAX” the meters change. Cast out your line and the display where it normally shows the depth of the lure now displays a number of the desirability of the lure to fish. Now you can see if how you are moving the lure around is helping you out or not. You want to get the value at or above 6.0. Once you are fighting a fish, this number switches over to the tension of the line. Once it hits 10 you get the chiming sounds, at I think at 12 is when the line breaks. I think it’s useful to try it out once or twice to ensure your technique is solid.

I started completely over from here. My other sessions allowed me to find all the good bass spots and I was able to advance to Class B on my first try. The next day at Japan Lake did not go well and I got bumped back to Class C, but then I went on a winning streak. I won Class C, Class B, and both Class A tournaments, one at each lake, all in a row. That put me halfway through the season in first place. I wanted to speed my way through the other tournaments just because it was taking at least an hour to do each tournament. My goal was to see how few bass I could catch and yet do well enough to stay at Class A. I had a couple of failures, but I managed to finish most of the remaining tournaments in half the time it should have taken. I wanted to finish the last two tournaments both in 1st place to show off the final tournament in my gameplay video. In the penultimate tournament I thought I did well but ended up 6th. It took me three tries to get first place at the last tournament, mostly because it is the shortest tournament and therefore more restrictive in time to catch enough big fish. I think it was worth it to end up in first place at the end of the season. My biggest catch in my video was a 16-pounder, and my biggest overall was 18.1 pounds. I know there are 20+ pound bass in the game but I wasn’t fortunate enough to bag one.

Some of the bass spots have many obstacles.

Here are several tips if you want to play this game yourself. Each lake has five locations good for catching bass. You can check the Data for this Point screen to see if you are in one of those spots, but there’s a better way to check. All poor fishing spots are in empty, dark blue water. If you are fishing anywhere else, then it’s a good spot. I found the type and color of the lure really didn’t matter much. It may have some effect on either the visibility or desirability, but not much. The pencil bait is the most responsive bait to control so I used that one the most. I switched over to the plastic worm for the middle of the day because it seemed more helpful in getting fish to show up. You have to be able to tell roughly the size of the fish you want as it is approaching your lure so that you can back out quickly if it’s not one you want. My luring technique was a quick move left, a quick move right, a quick move up, and repeat. A good technique is to try and hook fish near your boat so that you don’t have to reel them in as far. You can also try landing a fish in front of a rock or something solid to give the fish a harder time to get away. To catch bigger fish, you need to wear them out. My philosophy is to always keep the fish moving. Thumb the line with B when they are moving away from you, and then start reeling once they stop moving. Ideally, you want the fish to be at least one notch below full strength before your line starts to fatigue with the warning chime. Then it’s a matter of managing your line while keeping the fish from straying too far away. It may take some time, and they can always jump and get away anyway, but eventually it will wear out all the way and then you can finish the job. Finally, try and release any fish if it’s either not a bass or too small. It might not always work, but it never hurts to try. It’s always successful to let a fish off during Class A tournaments.

The Black Bass was more fun than I expected. I would say the graphics are average, but the music is good and a lot better than I would have guessed. There’s a good variety in both lakes and prime fishing spots. The mechanics are sound and have some nuance, which makes it difficult to start playing but becomes more engaging later on. The biggest negative is that the gameplay can become very sluggish. Some lures are very slow to move and it takes a long button press for the lure to respond to your movements. This gets worse when a fish enters the screen. There doesn’t appear to be a lot going on and yet there is some significant slowdown. Your lure can get stuck in some environments and it is especially frustrating when a huge bass bites and you can’t move it at all. Password entry is tedious. The season is long, and the gameplay gets repetitive. I still don’t like fishing, however, even with the issues this is a fun fishing game.

The developer Another Ltd created the only NES bowling game, Championship Bowling, and here they made one of two fishing games on the console. I don’t know if working on one-off NES games like this was something that was planned or not. Championship Bowling is a solid bowling game, and The Black Bass is an equally solid fishing game.

#83 – The Black Bass (1st place)

#83 – The Black Bass

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08
2018
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#65 – Attack of the Killer Tomatoes

Killer Tomatoes seem ripe for an NES platformer.

Oooh, it’s both animated AND detailed!

To Beat: Reach the ending
Played: 12/5/17 – 12/7/17
Difficulty: 5/10
My Difficulty: 5/10
Video: Attack of the Killer Tomatoes Longplay

I know I’ve mentioned before that I don’t watch much movies or TV, but play video games instead in my free time. So Attack of the Killer Tomatoes comes up on my list to play. I know nothing about it at all, but I just know that this is based off some kind of movie or something. It has to be. I turn the game on and I’m greeted by these introductory story segments, further cementing my suspicion. Now that I’ve finished the game and done the research, yes indeed, this is the game based on a cartoon series that was based on a movie. I guess most people figure these things out the other way around, and I just come about it differently than others. But learning is learning, and now I know something about this strange NES game.

The original Attack of the Killer Tomatoes is, according to the movie poster, a “musical-comedy-horror” movie that debuted in 1978. The concept is well summarized from the movie title alone, and it was meant to be a spoof of B movies. It was produced by Stephen Peace and John DeBello, and also directed by John DeBello. The movie concept was conceived by Costa Dillon, and all three worked together to write the film. It has since become a cult classic and eventually spawned three sequels. Return of the Killer Tomatoes was released in theaters in 1988. The other two films, Killer Tomatoes Strike Back! from 1990 and Killer Tomatoes Eat France in 1991 were both direct-to-video films. An animated series, also named Attack of the Killer Tomatoes, aired on Fox Kids in 1990 and 1991, spanning two seasons and twenty-one episodes. This cartoon served as the base for the NES game.

There are two video games based on Attack of the Killer Tomatoes, both bearing this name. The first game came in 1986 for the ZX Spectrum, Amstrad CPC, and MSX, and it is an isometric game. The NES version is a different game that was developed by Imagineering and published by THQ. The game was first released in Europe in 1991, then released in the US in January 1992. It was ported to the Game Boy and was also released in 1992. Japan only got the Game Boy port, where it was renamed Killer Tomato and released in March 1993. Altron published Killer Tomato in Japan.

The tomatoes are killer, and so are you.

Attack of the Killer Tomatoes is a side-scrolling platformer. Dr. Gangrene has evil plans to take over both San Zucchini and the world with the Doomsday Tomato. Young Chad Finletter sets out to stop these plans. A set of huge killer tomatoes called the Gang of Six attempt to stand in his way. Chad travels through the city streets through Dr. Gangrene’s lair and beyond. Stop the evil doctor’s plans and you win the game.

This game has normal platformer controls. Use the D-pad to move Chad. You do a lot of walking left and right, but sometimes you need to climb a ladder or something by pressing Up or Down. The A button lets him jump. The B button is used for a few different actions. You can hold the B button to run, but for unknown reasons this only works in certain areas in the game. Holding B while jumping lets you leap a little farther. You can also hold B while climbing to move faster. In one place in the game, you can also press B to throw rocks. Holding down B and pressing Select lets you toggle the background music if you want. The Start button is just for pausing the game. There’s a weird glitch that happens when the game is paused. You can press Select to advance the game one frame at a time. That sounds like something that could be exploited but it’s not really helpful.

There is a status bar in the upper-left corner during gameplay. It displays your score counter, number of lives, and your health bar. Chad begins each new game with three lives and three bars of energy out of a maximum of six. There are items found in the game that can increase all three of these things. These are found on the ground and are not dropped by enemies. Fertilizer sacks are the most common item that just give you points. Lunch bags restore health and this amount varies depending on the pickup. Sometimes it is just a couple of health points and other times they give you even more than six. The rare lunch box adds an extra life. The design of these pickups is poor because they all look a lot alike. The lunch bag is folded on the top compared to the sack that looks like it is closed by a drawstring. I had to really pay attention to see if it was worth grabbing. I only came across one lunch box in the game and I couldn’t tell you how it differs graphically from the others.

That fertilizer sack is camouflaged!

There are a few enemies that show up in the game and most of them are tomato related. There are tiny little hopping tomatoes as well as larger ones that split into two tiny ones when stomped. There are tomato spiders and other tomatoes that sort of run at you. There are also rats and bats. You can jump on all these enemies to defeat them and you just fall through them when you kill them. A lot of times in platforming games you will bounce off defeated enemies a little, but it makes sense that tomatoes would just get squished. Each enemy deals one point of damage if it hits you, and there are also various stage hazards that can hurt you. A platforming game wouldn’t be complete without bottomless pits that can cost you a life.

The Gang of Six appear throughout the game, but instead of acting as boss battles they are mostly roadblocking enemies and should be avoided. The first one you meet in the game does need to be stomped to get it to run away, but all the other ones stand in your way and try to knock you around. It even hurts to jump on most of them, so don’t even bother. It seems like a strange choice to use these characters as merely stage hazards instead of bosses, but it seems to work fine. You do want to be careful around them because sometimes they can juggle you in the air and hit you multiple times.

Some of the stages in the game are mazes. The manual calls them 3D mazes but that’s a little misleading. These areas are still side-scrolling platforming levels that have a bit of a three-quarters perspective to them. There are branching pathways visible either into the background or into the screen, and you can press Up or Down to walk to the adjacent screen. They may seem difficult but are pretty straightforward as far as mazes go. If you take the wrong path, you won’t have to backtrack too far to figure out the correct way through.

You don’t wanna mess with these guys, just jump over them.

If you lose all your lives, you get to continue. One of the killer tomatoes spells out the message “Try again tomato head” when you lose all your lives. I like that better than the standard Game Over! You get a new set of three lives, but you can only continue twice before having to restart the game.

This was my first time playing Attack of the Killer Tomatoes. It was one of the later additions to my collection. In fact, I bought this copy in the same lot that contained the recently-beaten Kiwi Kraze. That lot was five games for $35, so I did well getting the game for essentially $7. It’s not a common game to find and sells in the $15-$25 range today.

Platformers with limited continues are normally the kind of game I would rate as a 7/10 or 8/10 difficulty. There are lots of way to take damage or die, and you have to play the game repeatedly to get the hang of it. Attack of the Killer Tomatoes gets an average rating because the game is very short. During the first night of playing I got majorly stuck during the third level. It doesn’t look like you can go anywhere at first. You need look for something within the stage that lets you proceed and I just completely overlooked it. The next night I saw my way through that part and ended up beating the game directly from there. I wasn’t recording because I didn’t expect the game to end so soon. I recorded a run the next night in around 15 minutes, only dying once in the first level and again near the end of the game.

Mazes aren’t as complicated as they seem.

Because Attack of the Killer Tomatoes is so short, I’ll run you through the whole game. These are all spoilers, so skip this section if you want to try this on your own. You begin on the streets at night working your way to the right. You have to bop Tomacho five times to progress to the manhole on the far right. This takes you to the sewer maze. Work your way past Ketchuk twice and chase the shadowy figure to a room with a large pipe organ. Here you throw rocks and must break each pipe of the organ to move on. You go back to the streets briefly before going into the tomato factory. Avoid Beefsteak on the floor and the roving robotic arm above and work your way to the top where you will flip a switch on the wall that reverses gravity. This was the part I didn’t get at first. You will need to go up through the ventilation shaft and end up in a small room where you need to bop some enemies for awhile until Dr. Gangreen opens the door ahead. This takes you to the tower. Fang and Zoltan will get in your way at various points as you climb to the top of this maze. Reach the Doomsday Tomato and Chad stops it on his own, loading the end credits. Now that game isn’t quite done yet because you get eaten by a huge tomato and need to work your way through the final maze inside. Just keep moving and get past Mummato when you see him and you’ll get to the end. If you hit a dead end you will probably find a lunch bag to refill your health anyway. Grab onto the large stalactite at the end to crush the tomatoes for good!

Imagineering may not have the best track record for platformer games on the NES, but Attack of the Killer Tomatoes plays well enough and has some neat technical moments that helps it stand out a little bit. Thrown tomatoes help spell out the letters during the credits sequences. Street lights illuminate the character palettes in a clever way. The tomato squishing graphics are oddly satisfying, and splitting bigger tomatoes in two is pulled off seamlessly. The platforming and character movement aren’t the greatest, but may well be the best of their games I’ve played so far. The music is good too.

Despite all the neat touches, the game is only average in gameplay and it is over just as soon as it gets started. It would have been disappointing buying this game when it came out at full price. I really have no idea of the popularity of the cartoon at the time and if that had any bearing on the sales of the game. Word of mouth of the short length of the game might have deterred it from selling well. Both of these could be factors for why the game is a bit on the uncommon side. Attack of the Killer Tomatoes is merely NES library filler. Though I’m glad I played it, like I feel about most NES games, I would say skip this one.

#65 – Attack of the Killer Tomatoes