Take on the NES Library

An 8-bit Extravaganza!

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SEP
17
2021
1

#169 – Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf

Is this the longest NES title?  There may be something to that.

I guess Jack talks to you directly after this screen.

To Beat: Finish a Round
To Complete: Win a match against the CPU
My Goal: Beat Jack Nicklaus
What I Did: Won a skins match and stroke play
Played: 10/22/20 – 11/1/20
Difficulty: 1/10
My Difficulty: 3/10
My Video: Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf Longplay

When I think of Jack Nicklaus’ NES golf game, I think about Twitter.  That is probably going to need some explaining, but it’s simple.  I can’t believe it, but Twitter is already 15 years old.  I got in on it about three years after it first launched, so I’ve been around awhile.  The thing about Twitter starting out was that you were restricted to 140 characters per tweet.  Well in 2017 they expanded the limit to 280 characters, and I remember tweeting about how now I wouldn’t have to worry about completing what I think may be the game with the longest name on the NES: Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf.  (Just in case you want proof, here’s the tweet.)  Pretty close to three years later, I finally got to make good on that by playing this game.

Jack Nicklaus is often considered the greatest golfer of all time.  Before turning pro, he won the U.S. Amateur in both 1959 and 1961, and finished 2nd in the U.S. Open in 1960.  He would win the U.S. Open in 1962 after turning pro, the first of his 18 major championship wins, the most all time in professional golf.  In 1986, at age 46, he won The Masters for his final PGA Tour win, capping off at 73 Tour victories.  Only Sam Snead and Tiger Woods have won more, with 82 each.  Nicklaus would move on to the Senior Tour, racking up wins there, and he also made further appearances on the PGA Tour.  He finished his career at The Open Championship in 2005 at St. Andrews, where he had long hoped to play his final professional game.

Jack Nicklaus gave his name to a series of golf games.  The first of these is the game I played here, Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf.  The game initially appeared on various home computers in 1988.  It was developed by Sculptured Software and published by Accolade.  The NES version was released in March 1990 in North America and June 1991 in PAL territories.  The game was ported by the original developers but published by Konami on NES.  This game was also ported to the TurboGrafx-16/PC Engine in 1991 and the Game Boy in 1992.  There are six other games in the Jack Nicklaus series, the latest of which released in 2016.  There were also several add-on discs for the original game that only appeared on home computers, adding many courses and sometimes extra features.

What round hair you have!

As this is the first golf game I’ve covered for this project, I’ll go over the rules of briefly.  This game has only one course of 18 holes, but what is special about this course is that it is comprised of Jack Nicklaus’ favorite holes across every course he’s ever played, a “best of” pack if you will, something that can only be done in video games.  Anyway, to get started you begin with the ball on a tee.  You select a club, a driver in this case, and hit the ball toward the tiny hole at the other end.  Wherever the ball lands, that’s where you will hit from the next time, no matter if it lands on the fairway, rough, or a sand trap.  The idea is to hit the ball as few times as possible to put it into the hole.  Scoring in golf is done by strokes, or how many times you hit the ball, including penalty strokes in certain cases.  Everyone plays golf separately, and the competition is who can complete the course in the fewest strokes.

This game offers two different ways to score golf.  The standard mode is Stroke Play.  Simply keep count of all strokes made over 18 holes.  Each hole has a par score, which is an expected number of strokes per hole.  Score is traditionally tracked by how many strokes you are above or below par.  Professional courses have Par 3, Par 4, and Par 5 holes, and 18-hole courses in whole almost always add up to 72 strokes in par.  The other mode in this game is the Skins game.  Instead of trying to win by strokes, you are trying to win by money.  Each hole is assigned an amount of money, and the player that finishes the hole with the fewest strokes wins the money.  However, if there’s a tie at the top, the money is carried over to the following hole, with that hole’s money added in.  The first six holes are worth a certain amount, the next six holes are worth more, and the final six holes are worth even more, typically in single amount, double amount, and triple amount fashion.  Tiebreaker holes are played for any ties after the final hole to see who wins the last prize.

The gameplay screen is where you will play golf.  The game is played from a sort of 3D perspective where the game draws out your view before taking every swing.  It is a neat idea, except for how slow and long the drawing takes, every single stroke.  Like you can say the entire, full name of this game more than once in the time it takes to render the screen.  The top of the screen shows where you are aiming, designated by a golf ball shaped cursor.  Move the ball cursor with Left or Right to aim.  A flag will show where the hole is, particularly useful if the hole is too far away to see from where you are.  There are bars on either side of the aiming cursor.  If you cross these bars, your golfer will turn in that direction and the view will redraw completely.  This is so you can aim in any direction, 360 degrees, should you desire.  The left hand side has a color bar which is your swing meter.  The bottom of the screen contains all other pertinent information.  You can see the wind measured in both direction and strength on the bottom left.  The bottom right shows your club selection and difficulty level, as well as arrows showing your button presses, for some reason.  The bottom middle shows all other stats, such as player name, hole number, stroke number, par, and distance to the hole.

It’s golf!

When it’s time to swing the club, pay close attention to the swing meter on the left-hand side.  Swinging the club is a three step process.  First press A to start the cursor moving upward.  To set the power, press the A button again.  Now the cursor will go back down.  Press A once more to set the angle of the ball.  The swing meter is scaled differently here than in most golf games I played.  Normally hitting the ball with full power uses the full strength of the club, and all other power settings in between have a linear effect in regard to power.  For instance, setting power in the middle of the meter gives you a half-swing.  This game has a non-linear power bar, which is confusing for the first time player.  The green portion of the meter represents 0% to 100% power.  A red line most of the way up represents 50% power, and the white lines in between break up the power meter into 10% segments, with smaller-sized segments appearing at the top of the power bar, meaning you need to be more precise if you want accuracy on longer shots.  The red area at the top of the power bar is for an overswing.  Setting the cursor in the red hits the ball harder than 100% power at the cost of some left-to-right variance.  If you must hit the ball straight, don’t go into the red.  To set the angle straight, you want to press A for the last time at the line between the green and the brown.  Press early and your ball will hook left, press late into the brown area and your ball will slice right.  Sometimes this is what you want depending on if trees or other obstacles are in the way.

Putting the ball is pretty much the same as swinging.  The swing itself is still a three-part process, same as above.  There are two considerations you will want to make before putting.  The angle of your shot is pretty important.  The ball cursor at the top still determines that angle.  If the green is flat, you will want to line up the shot so that your ball, the hole, and the ball cursor all fall in a straight line on screen.  Which brings me to my next point, reading the slope of the green.  Here the wind meter is replaced with the break meter, which behaves in a similar way.  The arrow shows the direction of the slope and the red and green break meter shows how steep it is.  The more red showing, the steeper the slope.  Upward directional arrows indicated you are putting downhill, and downward facing arrows mean you are hitting uphill.  Downhill shots are tricky in that if you overshoot, the ball will roll and roll a long way.  Take your time.  One other interesting aspect of this game is that the hole position itself on each hole is set randomly every time you play.  You may approach certain holes differently depending on where the hole is on the putting green.

Be sure to read the break on the green and take your time.

You will set up and configure your game on the menu screen before golf.  Right after the title screen, you’ll select your game mode between Skins and Stroke Play, as well as the number of players for each, either 2-4 players for Skins or 1-4 players for Stroke Play.  On the next screen you will set up each player.  Use the arrow keys to move around the highlighted cursor and press A to make selections.  You can choose either Male or Female as well as if this player is CPU controlled or not.  If you choose a CPU player, Jack’s name is populated in the name field.  You can press Left or Right to cycle between the CPU players and all the other settings are updated to match the particular CPU player. Otherwise, you can enter a human player’s name up to 8 characters and set the gender manually.  Next is the Skill setting, either Beginner or Expert.  On Beginner the game auto selects the best club for you considering your current distance to the hole, and also it shows on-screen the max distance for that club.  On Expert you choose clubs on your own with no on-screen indicator for club distance.  It’s unnecessary, seeing as you can use the distance table provided in the manual, but I played on Expert anyway.  Finally, you choose which tee you’ll play from, either Pro, Men’s, or Ladies’.  This sets the initial distance from the hole, with the earlier settings starting you farther away.

There are 8 computer players, named Jack N, Nancy D, Lars X, Babs R, Art M, Natasha, Eddie C, and Sally C.  Each character has their own personality more or less as listed in the manual.  Since their settings are pre-populated in-game, you can get a sense of how well each character plays just from the menu.  You really can’t tell though how they compare to each other, and the names aren’t in any discernible order.  Jack is clearly the best player available.  From the manual descriptions Eddie C seems to be next best, and Natasha seems like the best female player.  I played against these three players only through my various attempts.

This was my first time playing through Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf.  By my count there are 7 golf games on the NES, and I had played about half of them before, but not this one.  This is a common game, among the cheapest NES carts you can find.  As of this writing, it is worth about $3 on Price Charting loose and $10 CIB.  I imagine it isn’t hard to find in a lot, that’s how I got mine.

Most of the time is spent watching this slow rendering.

It turns out that beating this game is completely free, hence the 1/10 difficulty rating.  Simply finish any round, win or lose, to get the same ending screen no matter what.  According to the manual, after 50 strokes on any one hole, the game pushes you along to the next hole, so it is truly 100% free.  Playing the game against the CPU is harder but not too hard if you pick an easy opponent.  The difficulty ramps up a lot with the more challenging players.  After a few rounds I discovered it was gonna take perfect, and I mean perfect, play to beat Jack Nicklaus.  I abandoned that idea rather quickly.  Eddie C was a real challenge himself.  I managed to squeak by him in Skins play in a back and forth match that went to sudden death.  But I was no match for him in Stroke Play.  On one particular round he shot a 59, a massive 13 strokes under par, and it was then I decided to find a different CPU player to beat.  I settled on Natasha who also gave me some real trouble.  After a few tries I shot a 65 and beat her by one stroke, which included an eagle (two strokes under par) on the final hole to come from behind and seal the deal.

Of all the NES golf games I’ve played, in this project or not, I think Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf is probably the weakest one.  The graphics are a little bit hard on the eyes, and some of the views don’t line up well visually with where your ball is.  That’s the cost of essentially rendering the graphics at run time from wherever your ball is.  While a really neat trick, the NES can’t quite pull it off convincingly.  There’s little music to speak of here, just menu music, end of hole music, and some voice samples and sound effects.  The controls are responsive and simple, just what you would expect in a golf game.  The gameplay itself suffers from the rendering issues I mentioned above.  Lining up putts can occasionally be a challenge.  It’s also interesting how easy it is to hit the pin from a great distance.  Hitting the pin often ensures you’ll have just a short putt to finish off the hole.  The modes in this game are interesting, and there are plenty of AI options.  This is definitely not a bad game, but it’s not great either, so this is why it is a bargain bin type of game.  Sorry, Jack.

#169 – Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf (Skins Game)

#169 – Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf (Stroke Play)

 
OCT
23
2020
0

#158 – Day Dreamin’ Davey

A good game?  In your dreams!

Not pictured is Davey’s PogChamp face.

To Beat: Reach the ending
Played: 5/24/20 – 5/31/20
Difficulty: 5/10
My Difficulty: 5/10
My Video: Day Dreamin’ Davey Longplay

When I was building my licensed NES collection, I would always get excited when I saw a new game I had never seen before.  I browsed eBay lots of NES games looking for deals, so I saw plenty of games all the time.  I knew of the really rare games and what to look for, but there were also uncommon games that don’t demand much value but are hard to come by when you are looking to add them to the shelf.  Day Dreamin’ Davey is a game that immediately takes me back to that phase of my collecting days.  It has an interesting, kind of goofy cover, the kind that really piques my curiosity.  In this particular case, the allure of owning it exceeded the quality of the game found inside.

Day Dreamin’ Davey was released on the NES in the US only in June 1992.  The game was developed by Sculptured Software and published by HAL Laboratory.  I was surprised when I researched that Sculptured Software developed 10 NES games, by my count.  This is the first game by this developer that I have played for this project.

In this game you play the role of Davey.  He is a boy in school who has trouble focusing and staying awake in class.  During class or even when talking to people like the school principal, he will doze off, taking whatever discussion is going on into his daydreams.  The game takes place inside of Davey’s dreams as he travels in his mind to various locations.  Your goal is to get Davey through his school day by navigating through all his dream scenarios.  There are 11 levels to play to beat the game.

First things first, you gotta jump the rocks.

Day Dreamin’ Davey is a top-down action game.  You move Davey with the D-pad in four directions throughout the large, free-scrolling stages.  Press the Start or Select button to bring up the menu.  Here you can see your items in columns sorted by B button items, A button items, and consumable items.  Navigate with the D-pad and select any item per column with either the A or B button.  Typically, the A button is for your permanent melee weapons like swords, while the B button weapons are limited by the ammo you carry.  You can also jump by pressing A and B together.  While being able to jump is not intuitive, you can hold down A and press B to jump while repeatedly attacking, making things a bit easier.  (The inverse is not true, holding B and pressing A does not jump.)  Sometimes you will talk to people in your adventure and you can progress through their words by pressing A.

The first area you’ll come across is the Medieval World.  You begin with only a short sword that attacks straight ahead with A.  You’ll need to use your jumping skills to jump out of the rock circle you start in and talk to the first white knight you see.  You might mistake him for your enemy, and you can actually defeat him if you really want.  The goal for this level is to find you a better sword, Excalibur to be exact, and defeat the dark knight Lumper.  Explore through the woods maze to complete these objectives.

There are other items you can pick up here.  Sometimes enemies drop them and sometimes you find them in dead-end or other nooks and crannies.  There are spears that you can throw as a consumable weapon.  There are two kinds of potions you can find that look the same but appear in different spots in your inventory.  One of these is a healing potion and the other damages you, so beware.  An hourglass freezes all the enemies in their tracks, while a magic bag of fairy dust makes Davey invincible for a short time.

Here’s the *checks notes* John Smith building.

When you complete your goal and wake up from your daydream, you’ll advance the story via cutscenes before slipping into your next daydream which brings you to the Western World.  Our hero dons a cowboy hat and carries a whip as you explore an Old West town.  There are gunslinger enemies as well as other desert hazards such as rattlesnakes and tumbleweed.  This area has several buildings and you can go into some of them for different things.  The first goal should be to find the sheriff’s office where he will give you a mission and some cash.  There are some stores in the town.  The gunsmith shop lets you buy different firearms as well as ammo for them.  At the Trading Post, you can exchange items you find for cash as well as purchase random items like deer tails and spirit powder.  Some of the items you buy have good effects, while others have negative effects.  You can find some items on the ground as well, such as ammo, snake skins, and TNT.

The goal in the Western World is to defeat a specific gunslinger found somewhere in town.  You’ll follow the directions from the sheriff to figure this out, plus you’ll need to acquire a gun for the shootout.  When you encounter the enemy, the perspective changes to a screen with the bad guy in full view facing you.  He will tell you to “draw” and then you have to shoot the gun out of his hand before he blasts you first.  It costs you a life if you lose.  You can fight this battle in one of two ways.  The most straightforward way is to use the controller to aim a targeting reticle at his gun, then press A to fire.  In a neat twist, the other way to defeat him is to use the Zapper gun, specific to just this fight.  When you first encounter him, you will have pick up the Zapper quickly, then shoot the gun to beat him.  Nowhere in the manual or on the box does it tell you that this is a Zapper-compatible game, but it works and that’s how I played this game.

The third area in the game is the Greek Mythology World.  Here you don’t start with a weapon but you can punch with either A or B to start.  You will need to speak to various Greek gods and goddesses for tips on how to clear this area.  You will need to acquire both a bow and arrow and a shield.  Along the way you will fend off guards, eagles, and satyrs with whatever you have on hand.  Droppable items include apples, some of which heal you while others hurt you, and sundials to freeze time.  The goal of this stage is to find and defeat a cyclops.  There are several temples to enter as well as gates that connect different sections of the stage together.

Shoot his eye out!

The rest of the stages are in one of the three above themes.  The neat thing is that you will go back to the same areas you were before but this time you will have access to different portions of the stages.  Some areas expand further out to brand new sub areas.  For instance, in the Greek Mythology world you go down into the Underworld and meet with Hades himself.  This means that the later levels are longer than the earlier ones, even with the benefit of having been to those stages before.

You start the game with one extra life and there’s no way to earn any more.  This is the only game I’m aware of that has a lives system with only one spare life.  Losing a life lets you keep any items you’ve acquired, but when you continue after your next death, then you have to start the level all over again.  A few of the stages are long enough that it is a pain to have to go back and replay, but having one retry is better than nothing.  Thankfully, the game is long enough that there are passwords.  The codes are short, five-letter codes made up of all consonants.

This was my first time playing through Day Dreamin’ Davey.  I am pretty sure I picked up my copy of this game at my local game store.  It would have sold for either $5 or $8.  I didn’t keep any records of local purchases, but I believe that to be correct.  I do know that I sold a double of this at some point, but I don’t remember where I got the other one either.  I would not be surprised if I picked up both locally.  In fact, I think there might be another copy at my local store now, though I have not been there in months.  They raised their prices a few years back across the board so I suspect they have it listed at either $15 or $20.  This is an uncommon game that sells for around $15 cart only.

Zapper this varmint’s gun right out of his hand!

My playthrough of this game was not notable except for one thing.  This was the first game I successfully streamed in its entirety!  Of course, since it was Zapper-compatible, that meant I recorded in standard definition off my modded top loader and CRT in the other room, but everything went well.  It took me four nights of streaming to beat the entire game, taking a little over 5 hours total.  I was expecting the game to last longer than that.  I went back later and recorded the entire game from start to finish for YouTube, which lasted about 80 minutes.  That took two tries over two separate nights because I accidentally started the game over instead of continuing when I was in Stage 8.

Despite the interesting premise and late release date, this is not a good game.  The biggest issue with the game is the lack of any polish, like the game feels rushed to completion.  Enemies often disappear for no reason, sometimes glitching through solid walls.  Sometimes an enemy can get stuck to you and deal crazy damage.  It is often hard to tell if you are damaging the enemy because damage flashes are inconsistent and there’s no clear sound effect to show that you are hurting the bad guys.  A few places in the game have invisible quicksand where you need to mash A and B to jump out of them lest you die.  Having one extra life was a strange decision.  Collision detection feels off.  It’s a shame because the theme of the game is interesting, so there could have been a good game here.  With mediocre graphics and music, the gameplay needed to be strong for this to have been a fun game, and that is definitely missing.  It feels to me like they spent their entire development budget on the voice samples found throughout the cutscenes.  I would say skip this one unless you are desperate to try something different on the NES.

#158 – Day Dreamin’ Davey