Take on the NES Library

An 8-bit Extravaganza!

software

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

#30 – Fisher-Price: Perfect Fit

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

Fisher-Price: Perfect Fit Title Screen

Could this title screen be any more perfect?

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

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

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 They originally made wooden toys but eventually switched to plastic in the 1950s which helped the company continue to grow.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

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

Nice and simple!

Nice and simple!

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

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

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

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

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

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

His best is not good enough!

His best is not good enough!

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

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

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

Fisher-Price: Perfect Fit Ending Screen

#30 – Fisher-Price: Perfect Fit

Fisher-Price: Perfect Fit High Scores

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

 
OCT
24
2016
0
Bram Stoker's Dracula Box Cover

#28 – Bram Stoker’s Dracula

A fun platformer that will only haunt you just a little bit!

The title is large but the screen is otherwise dull.

The title is large but the screen is otherwise dull.

To Beat: Reach the ending playing on Hard difficulty
Played: 8/31/2016 – 9/5/2016
Difficulty: 7/10
My Difficulty: 7/10

It has been well over a month since I played through Bram Stoker’s Dracula, but in this case delaying the writeup plays into my favor a little bit. My last horror themed game, Ghoul School, was beaten back in April on the wrong part of the calendar. This time I get to share Bram Stoker’s Dracula with you as we approach Halloween.

The film Bram Stoker’s Dracula was released in November 1992. It was directed and produced by Francis Ford Coppola and is based on the novel Dracula written by Bram Stoker, hence the name. It was released to generally positive reviews and performed well in theaters grossing over $200 million on a $40 million budget. Like most other movies that led to an NES game, I have not seen the film.

Surprisingly there were many different games that spawned from the movie. The NES version is a platformer that shares gameplay with versions released on the Game Boy, Game Gear, and Sega Master System. The Super Nintendo and Sega Genesis received their own version of the game that is a more action based platformer. The Sega CD version is yet another variation of a platformer game that isn’t all that great but does have fuzzy digitized movie cutscenes included. The Amiga version uses similar if not the same graphics as the Sega CD version yet it is another unique platformer game. Finally, the DOS version of Bram Stoker’s Dracula isn’t a platformer at all, but a first-person shooter in the vein of Doom or Wolfenstein 3D. It is amazing to me that a movie license like this led to five distinct video games plus several console variants. There’s a YouTube video from Gaming History Source that has some footage of each game to compare and contrast the versions.

Just a stroll through the woods.

Just a stroll through the woods.

The NES version of the game was released in September 1993. The game was published by Sony Imagesoft and developed by Probe Software. The Psygnosis logo appears in game before the title screen so they probably had some hand in either the development or publishing but there’s no solid information on their exact role for the NES title. I do know Psygnosis developed the other versions of the game as well as published the Amiga and DOS versions. The game was not released in Japan, but it was released in Europe. I was not able to nail down a release date for Europe but I suspect it was sometime in late 1993.

In Bram Stoker’s Dracula on NES, you play as Jonathan Harker as he seeks to defeat Dracula and save Mina Murray from his evil clutches. Your mission is to clear each of the seven scenes in the game and defeat each form of Dracula that you encounter along the way. Now the game manual describes seven scenes, but each scene is comprised of a daytime stage and a nighttime stage so there are actually 14 levels total. Each of the nighttime levels ends in a boss battle with one of Dracula’s forms.

Before starting play there is an options menu. Here you can choose your difficulty level of either Easy, Medium, or Hard as well as toggling your jump and attack buttons. There is also a sound test where you can play any of the sounds or music tracks you like.

The game plays like a typical platformer game. Jonathan can jump with the A button and attack with a short range knife with the B button. There is no run button in the game to change the player speed but it’s not really needed because Jonathan scoots along pretty fast. He can crouch by pressing Down to dodge some enemy attacks. Also while crouching the camera will pan down to show what’s below, and similarly you can look upward by holding Up while standing. Jonathan has a jumping smash move that is triggered by pressing Down while jumping. This move is typically used to destroy certain floor blocks to open a path forward.

These are the floors you have to smash through.

These are the floors you have to smash through.

The bottom of the screen displays the status bar. This is fairly bare bones and it takes up a decent chunk of the screen despite being sparsely populate with game info. You can see the number of lives remaining, how much health you have, how much time is left on the clock, what special weapon you have equipped if any, and how many shots remaining on the weapon. The game does have a scoring system but this only appears on the status bar when the game is paused by pressing Start. The pause screen also shows how many credits are left.

Throughout the levels there are question blocks that look like they belong in a Mario game. These boxes contain various powerups to help along the way. You can slash them with your knife or perform the jumping smash move to open them. The powerup floats upward when released from the box so they can get away pretty easily if left alone too long or if the box is opened unintentionally. Using the jumping smash to open the box makes it a bit easier to collect the item because generally you grab it as you slam into the box, but then you collect the powerup immediately without seeing what it is first. It’s kind of an interesting trade off when you think about it.

There are quite a few items to collect but most of them are standard fare. There are three different kinds of health pickups that restore a tiny bit of energy up to full health powerups. There in an invincibility item that lets you wreak havoc for 10 seconds. There’s a clock item that adds 20 seconds to the level timer. Gold coins give points and the diamond gives you even more points. There are also extra lives that show up from time to time, but even better than that are continue credits that let you continue if you run out of lives. There are no continues to start with so you can only get them by finding them in the stages. You will definitely want to memorize where the credits are hidden!

The axe arc is much less pronounced than in Castlevania.

The axe arc is much less pronounced than in Castlevania.

The other set of powerups are special weapons that temporarily take the place of the knife attack. These powerups are all throwing weapons and they have a limited number of uses before running out. The axe weapon slightly arcs through the air when thrown. The torch leaves a flame the spreads on the ground for a short distance that can hurt enemies that come in contact with it. The rock is tossed out in a straight horizontal line, and the triple rock is a three-way attack that has the best range.

The levels tend to be somewhat maze like. There are occasionally branching paths and dead ends, but mostly there are hidden rooms and caches of items tucked away in certain places. The hidden rooms are often enclosed behind fake walls that you can pass right through despite appearing solid. The primary path to the end of the stage winds around a lot so there is a little bit of memorization involved in finding the best way through the stage. There are lanterns throughout each level that act as checkpoints and are activated by touching them.

There are all kinds of enemies that inhabit the levels. Many of them are what you would expect to find in a game like this such as bats, zombies, skeletons, wolves, etc. There are skulls installed in the walls that shoot fireballs. There are hands that grab out at you from the background and ghosts that pop out right in front of you. There are retracting spikes in the walls, moving platforms, and crumbling platforms as well. There is enough variety here to make the game interesting to play.

Moving platforms over castle lava!  Hooray!

Moving platforms over castle lava! Hooray!

Aside from a few problematic enemies, perhaps the biggest threat in the game is the level clock. I find the amount of allotted time tends to be fairly tight late in the game so there is a balance between exploring the stages for items and moving forward to reach the end. One of the frustrating aspects of the clock system is that hitting the checkpoints does not save the time remaining when they were touched. So for instance if you die 60 seconds after activating a checkpoint then you don’t get that time back. I know I got stuck in situations like this where dying in a bad spot meant that I didn’t have enough time left to reach the end of the stage.

There are a few interesting mechanics in the game that are worth mentioning. First, the daytime levels have a bit of a grace period at the start of the level where there are no enemies to deal with. Thematically it makes sense that in a horror game there would not be many daytime threats. Eventually it starts to get dark and when that happens not only do the enemies start appearing, but the screen dims a bit and the music changes to something bleaker. The nighttime levels have the enemies and traps enabled the whole way through.

Another unique aspect about the daytime levels in that each one has Van Helsing hidden somewhere. He will aid you if you find him though the benefit is not immediately evident. The bosses at the end of the nighttime levels cannot be attacked with the default knife, so if you do not have a special weapon the game will provide rock ammunition. Finding Van Helsing turns those rocks into triple rocks which make the fights significantly easier.

Insert your runaway bride joke here, I guess.

Insert your runaway bride joke here, I guess.

Finally, one recurring threat is the Bride of Dracula. These encounters act as a sort of a mini-boss battle. Here you cannot do damage to the Bride and all you need to do is survive until she goes away. When you reach her chamber she will appear, sweep across the room in some kind of pattern, and then vanish. She will repeat this several times before leaving. These parts are all about both recognizing the pattern and learning how to dodge her in that pattern. The encounters ratchet up in speed later on and the patterns get more challenging to learn.

This was my first time playing through Bram Stoker’s Dracula. I remember testing the game after I bought it and playing through the first stage. At the time I thought it was a pretty decent game and having played through it I enjoyed my time with it. I didn’t recall how I got the game in the first place, but thankfully my email records had that answer! I see that I bought the game on eBay in November 2013 for $8.99 shipped in quite nice condition. That must have been a case where I saw the listing come up and knew that it was a good price for that game. I imagine it was around a $15-$20 game when I bought it, and now it has creeped up in the $30 range.

It should be no secret by now that I like to try and beat games on the highest difficulty whenever possible, so given the choice of three difficulty levels I picked Hard from the beginning. For this particular game, that was a good choice because the game can only be beaten on Hard difficulty. Easy difficulty ends after the first two scenes, and Normal difficulty ends after the first four scenes. Hard mode is the only way to play all seven scenes. The only other differences that I have found is that the powerups are more lucrative in the easier levels. Hard mode has only small hearts, Medium replaces some of the small hearts with medium hearts, and Easy mode contains large hearts. You also get fewer uses of the special weapons the higher you go in difficulty.

These pop-in ghosts can be downright mean!

These pop-in ghosts can be downright mean!

It took me about a week to beat the game over 7-8 attempts. It’s the type of game where every time you play you get further while breezing through the earlier levels more quickly. This is especially true once I found where the extra lives and continue credits were hidden. However, it wasn’t exactly smooth going. One enemy type that really gave me trouble were the ghosts that pop in right in front of you. They are fine once you know where they are, but if you don’t you really have to tiptoe through the stages so you don’t collide with them as they appear. That strategy runs counter to wanting to move through the levels at a brisk pace once the clock becomes an issue. Some of the Bride portions really took some time to understand the patterns as well. Those two elements were what made the game challenging to me.

My winning run had an exciting finish. This will spoil the last level a bit, so skip ahead if you want to try this game out on your own. It was my first time playing the last stage and I had one life remaining on my final credit. I got about halfway through the level and I got completely lost. I found a room with a bunch of clock items in it which helped get my time up, but I was otherwise going in circles trying to find the boss. I ended up running out of time. Dying does not reset the clock, and every single time I had run out of time in any prior run I was on my last life anyway. As it turns out the game does give you one minute back on the clock if you run of time with lives remaining. So now I had 60 seconds to try and finish the game on my last life. I found some more clocks to give me some more breathing room, and I was able to find Dracula’s hiding spot. Down to my last bit of health and not having seen this form of Dracula before, I managed to defeat him anyway and beat the game. I wasn’t really looking forward to spending another hour or so to get back to the end of the game and lucky for me I didn’t have to try again!

Bram Stoker’s Dracula on NES is not well known at all but I think it is a pretty good game and a nice surprise. Developers had a pretty good grasp of what could be accomplished on NES during the last couple of years and they made a competent game out of this one. It’s not a masterpiece and probably not a hidden gem, but it was good enough and I enjoyed tackling this game.

Bram Stoker's Dracula Ending Screen

#28 – Bram Stoker’s Dracula

 
MAR
04
2016
0
Lemmings Box Cover

#17 – Lemmings

Follow the leader to the ends of the earth no matter what the cost.

Let's play a New Level!

Let’s play a New Level!

To Beat: Beat the last level (Mayhem 25) to reach the ending
To Complete: Beat all 100 levels
My Goal: Complete the game
What I Did: Complete the game
Played: 2/5/16 – 2/28/16
Difficulty: 9/10
My Difficulty: 8/10

I haven’t looked ahead at my master game list for Take On The NES Library since I first finalized it many months ago, but I remember Lemmings was on the list early on and I knew it was going to take me a long time to get all the way to the end. That proved to be correct! Despite the long play time and figuratively banging my head against the wall on some of the final levels, I had a lot of fun with Lemmings. The NES port has many limitations but despite that it is a surprisingly faithful version of this classic title.

Lemmings was originally released on the Amiga in February 1991. It was developed by DMA Design and published by Psygnosis. The NES version was developed by Ocean Software and published by Sunsoft. There is an account on the history of the development of Lemmings by Mike Dailly, who is one of the founding members of DMA Design as well as a programmer and artist. Definitely check that link out if you want to read the whole story. The idea for the game all started with an animation of what would become the lemmings in the game. They were mocking up little men as targets for a game they were creating called Walker. The idea was to make very tiny men around 8×8 in pixel size. After some refinement of the animation, one of the team members, Russell Kay, noted that “there’s a game in that!”

Update 5/27/16: There is some confusion around who exactly developed the NES port of Lemmings. The opening scene and most sources I found say that Ocean Software developed the port, but in the credits of the PAL version of the game the developer is listed as Special FX Software. They are not listed in the credits of the NTSC version that I played. It appears that Special FX Software was formed by members of Ocean Software after they left the company, so perhaps they acted as a contractor to Ocean at the point of release. It is also possible that they only worked on some sort of conversion to the PAL release, though from what I can tell the NTSC and PAL versions are the same except for the difference in the credits. My hunch is that Special FX Software was indeed the developer of NES Lemmings, but I cannot say with 100% certainty. Special thanks to Nintendo Age user ruudos for the tip!

The game even has a cute little intro scene when the game is turned on.

The game even has a cute little intro scene when the game is turned on.

There most definitely was a game in that! Lemmings was a big hit for DMA Design and it was easily their most successful game to date. It is also one of the most widely ported games ever. I found a list of Lemmings releases in this article in Hardcore Gaming 101: Amiga, Amiga CD32, Amiga CDTV, IBM PC, Windows 95, Apple IIGS, Macintosh, Atari ST, ZX Spectrum, PC-98, Acorn Archimedes, Amstrad CPC, Commodore 64, SAM Coupé, NES, SNES, Game Boy, Game Boy Color, Turbografx CD, Lynx, Master System, Game Gear, Genesis, 3DO, CD-I, PlayStation, PlayStation 2, PlayStation 3, PSP, and Mobile. As you can see, Lemmings was just about everywhere! There would be a few Lemmings sequels and additional level packs along the way. It may have been DMA Design’s biggest hit, however the company would go on to later launch the first game in an even bigger and more successful franchise. DMA Design created Grand Theft Auto in 1997. After a series of acquisitions, DMA Design became Rockstar North and they are still developing Grand Theft Auto today.

Now, onto the actual game! Lemmings is a puzzle platformer, but it can also be considered as a predecessor to the real-time strategy genre. The object of the game is to guide a group of lemmings to a goal. The lemmings themselves have very basic behavior. They will always walk forward only turning around in the other direction if they collide with a solid object. They will fall off ledges and into traps to their death if you let them. You cannot directly control the lemmings, Instead, you control a cursor by which you can assign specific lemmings a task. There are eight tasks that you can give to the lemmings that aid in creating a path to the end of the level. There is a limit to how many times a task can be given within a level and sometimes a skill is unavailable. The game plays out over 120 levels spread out in groups of 30 levels over four difficulty settings, and there are passwords handed out after every level. Each level dictates how many lemmings appear in the stage, what percentage of lemmings must be saved to win the level, the amount of time given, how fast the lemmings emerge from the entrance, and how many of each skill is available. Early on the game provides more than enough options and leeway to finish a level, but later on you are not given that much to work with so you must be creative and resourceful in determining how to solve a level. In fact, some levels are repeated with a different, more limited mix of skills that greatly changes the way you approach the solution.

The game starts off with a nice safe area.

The game starts off with a nice safe area.

These are the eight tasks at your disposal:

  • Climber: Allows a lemming to climb vertical walls. This skill stays with the lemming for the entire level.
  • Floater: Lets the lemming pull out an umbrella to float down when falling. Lemmings will die if they fall from too high so this skill lets them survive. It is a persistent skill just like the climber.
  • Bomber: Sets a countdown timer from five and when it runs out the lemming explodes! This explosion kills the lemming of course but it puts a hole in the ground where the lemming used to be. Other nearby lemmings are unaffected when he explodes.
  • Blocker: The lemming stands in place holding his arms out so that no lemmings can pass. If a lemming runs into a Blocker he will turn around. Blockers cannot be assigned any further tasks except for the Bomber skill to blow them away. There is one exception. If a blocker has the ground removed out from under him, he will fall down and resume walking as an ordinary unskilled lemming.
  • Builder: Allows the lemming to build a bridge. The lemming will put down the sections of the bridge piece by piece, building upwards around a 30 degree angle. A Builder will need to be reassigned the Builder skill multiple times consecutively to create large bridges.
  • Basher: The lemming will claw horizontally through the ground clearing a path forward. This must be used near a wall or a mound where the dirt is right in front of the lemming. When the path forward is clear, the lemming resumes his walking.
  • Miner: Same as the Basher except the lemming carves a path at a downward diagonal slope.
  • Digger: Same as the Basher and Miner except the lemming digs straight down.
This ledge is too high without some lofty assistance.

This ledge is too high without some lofty assistance.

As the game progresses, you will discover certain behaviors or tricks that are vital to solving later levels when the available skills are much more limited. One example is that if a Builder bumps his head against the ceiling, he will stop building and start walking in the opposite direction. This is one way to get a lemming to turn around. Sometimes you will need a Blocker and you don’t have one. A way to get around that is to have a Miner go partway into the ground to create a wall and then assign him the Builder skill to stop mining and turn him around since he can’t build into a solid wall.

What I have been describing up to this point is how most of the versions of Lemmings play. The NES version of the game has some significant changes that are there primarily because of the limitations of the NES hardware. There are only 100 levels with 25 per each difficulty level. The maximum number of lemmings per level is 14 instead of 100. This is because the NES can only display 8 sprites per scanline at one time. The lemmings themselves are drawn as sprites and they flicker whenever there are more than 8 in a row so that you can see them all. I suppose the development team decided that 14 lemmings was as high as they could go to make the flickering tolerable in the worst case scenario, and this also keeps the game from slowing down too much. Curiously, there is one level that has a maximum of 20 lemmings but only 14 will appear at the same time. The rest of the lemmings will emerge only if a lemming is killed or exits the stage. The level layouts themselves are shrunk down so that they fit in a map exactly two screens wide. This is done because the NES can have two screens worth of level data drawn out side by side with smooth scrolling without having to draw additional columns of tiles on the fly. I’m sure this was done to save memory of map data as well as for avoiding any possible slowdown or display corruption by drawing out the level one time at the start.

None shall pass!

None shall pass!

The change that has the biggest effect on game play has to do with aligning actions to a grid. The NES background layer that holds the level layout consists of a grid of 8×8 pixel tiles. Every action that affects the level map adheres to this grid, while in other versions these same actions can take place on any pixel. It’s hard to explain but video should help. If you look at this footage of the SNES version, whenever a lemming bashes through a wall he shaves off individual pixels, whereas in this video of the NES version the lemming will remove an entire 8×8 pixel tile at one time. In the NES version, whenever Bashers, Miners, or Diggers are assigned, they will not being taking action until they move to the middle of the tile so that they can remove the entire tile ahead of them. Miners actually affect two tiles at once to make the slopes work. Builders will not start building until they move to the seam between two tiles and they build upward at a 45 degree angle. This causes the segments of the newly built bridge to occupy a full tile when they are finished. To pull off the animation of building the bridge, I think the game swaps in a new tile containing the next step of the bridge. The exceptions to this rule are that Blockers and Bombers take effect immediately after the skills are assigned regardless of tile position.

So after that long explanation that probably made no sense, how exactly does this affect gameplay? This gives you a timing window to make moves that are applied to a very specific location. Because the lemmings must walk a bit to align to the tile, there are several frames where that task can be given which affects the same spot. A practical example of this is with building bridges. A Builder will create a bridge spanning exactly two horizontal tiles before he resumes walking. If you need to cross a gap exactly four tiles wide but you only have two Builders remaining, you can pull it off quite easily. You can assign the Builder when he is standing anywhere on the last tile before the gap and he will walk right up to the very edge and start building. Chain two builds together and his finished bridge will end exactly on the other side so that lemmings can cross. Making exact moves like this is very helpful. The downside to this is that in the later levels you get exactly enough skill assignments to complete the level though you will have plenty of opportunity to practice your precision. The levels were tailored from their original versions to fit the NES limitations which shows how much care was put into making the port work despite the differences between other platforms. There was some really nice programming done on this game to really pull everything together and make this a good experience on NES.

Sometimes sacrifices must be made.

Sometimes sacrifices must be made.

One real negative of NES Lemmings that I want to address is that it is almost impossible to give tasks to the lemming you want whenever they are bunched together. There is just not enough precision in the cursor and when lemmings overlap while walking in different directions that doesn’t make a difference anyway. I can’t tell you how many times I wasted tasks and restarted levels because I couldn’t make the assignment I wanted. Unless my solutions were sub-optimal, sometimes I was required to try making an assignment and hope for the best that it was what I wanted. It’s just a limitation of the game as it’s designed but that doesn’t make it any less frustrating to deal with. The pause feature of Lemmings occasionally will make this somewhat easier. You can move the cursor around and scroll the level when paused. A good technique is to frequently pause the game to try and isolate a lemming who is a bit separated from the pack. You can then take your time and put the cursor exactly where you want it so you can unpause and very quickly assign the skill. It’s far from perfect but with some patience it does increase the odds of making a successful move. You cannot assign a task while paused which is consistent among all ports of the games. However, the NES version does not allow switching the skill selection when paused which the original version of the game and many ports allow. This can lead to some frantic switching when the situation calls for giving distinct tasks at the same time, but for most purposes you just need to remember to switch which task you want to use before pausing.

Before this blog, most of my experience with Lemmings was with the SNES version which is said to correlate quite closely to the Amiga version. I have owned the game since the 90’s and I made it maybe three-quarters of the way through before I moved on to some other game. The NES port of Lemmings was among the first games I sought out when I set out to complete my NES licensed cart set just because of my fondness for the SNES version. I ended up buying it at a used game store for $13 in late 2013 which was a solid price. They had it listed for $18 but I had a $5 off coupon that I used. It was the last coupon I have ever seen from that particular chain of game stores but I made sure I put it to good use. I went out with a couple of my friends to make a special trip out to that particular store to get the game. I got a ribbing from one of my friends for buying it because he had no idea why I would want the NES port of Lemmings. I didn’t care because I knew I wanted the game for my collection! I ended up getting a double of the game in an eBay lot for a good price because the game had a ripped label. It turns out the label was fine and it was a sticker over the top of the label that was torn instead. The cart cleaned up really nice and it ended up being the copy I kept for my collection.

You can only bash through arrow walls in the direction of the arrow.

You can only bash through arrow walls in the direction of the arrow.

Even though I spent the most amount of time on Lemmings for any game covered thus far, I don’t have a whole lot to say about my playthrough. I mowed through levels early on and I had to spend some time solving later levels just as one would expect. I didn’t get stuck on any one level for too long. In fact, nearly every time I sat down to play I would complete at least one level and some of those play sessions were only 20-30 minutes long. I’m really thankful for password saves after every level so I could inch my way through to the end. My prior experience with Lemmings helped me remember many of the tricks needed to solve the puzzles. I decided to drop the difficulty down a notch for me because of this. I was very tempted to put this game as the first 10 on the difficulty scale, but for now I will leave it at 9. It is quite challenging but I think it will probably fall just a bit short of the hardest games the NES has to offer.

I found a video solution guide for the NES version of Lemmings for all difficulty levels: Fun, Tricky, Taxing, and Mayhem. I solved all the levels on my own without any outside help but I liked having a solution from someone else to watch. I looked at quite a few of these after I finished the game and most of the solutions differed slightly from how I solved the stage. It’s a testament to good game design here that despite some strict limits there is still more than one way to get to the same place in the end.

Lemmings on NES is an example of a well-done port on a limited platform in spite of some significant changes needed to make it work. If the developers would have tried to shoehorn in all the levels and allow more lemmings on-screen than the NES could handle, it would have bogged the game down into a much worse overall experience. Instead, they tweaked the game just right and made the NES port very playable, even if it is not the best way to experience Lemmings. If you really want to play this game, I would skip the NES version in favor of one that is more true to the original Amiga game. Maybe now I am well prepared to finish off the SNES version that I started long ago.

#17 - Lemmings

#17 – Lemmings

 
FEB
25
2016
0
Spy Vs. Spy Box Cover

#16 – Spy Vs. Spy

Don’t forget your spy gear because you will need it to make your escape!

It’s nice that they are saving the fight for the actual game

To Beat: Win against the computer on any difficulty
To Complete: Beat all 8 difficulty levels
My Goal: Complete the game
What I Did: Complete the game
Played: 2/1/16 – 2/3/16
Difficulty: 1/10
My Difficulty: 2/10

When playing two-player NES games, I think it’s better to have simultaneous play compared to alternating between two separate one-player games. Most of the time if the game is fun two-player it is probably just as much fun playing single player, however some games are tailor made for two players and Spy Vs. Spy falls in that category. I only player single player for the blog and Spy Vs. Spy left a lot to be desired, although I bet it really shines in two-player mode and I’m looking forward to trying it out sometime.

Spy Vs. Spy is a comic strip that debuted in January 1961 in issue #60 of MAD Magazine. The creator and cartoonist Antonio Prohias fled his native Cuba and pitched the idea of the Spy Vs. Spy cartoon to MAD Magazine in New York. They hired him and he would go on to write Spy Vs. Spy for over 27 years. The comic strip has been passed on to a few other writers over the years and it is still being created today.

The Spy Vs. Spy video game was released in 1984 for a large variety of computer platforms. It eventually made its way to the Famicom in 1986 but it wouldn’t debut on the NES until two years later in October 1988. All versions of the game were developed by First Star Software and Spy Vs. Spy is the only game they would develop for the NES. It was published by Kemco and it was their first NES release.

That briefcase might be up for grabs soon.

Spy Vs. Spy is an action game where you must race both your opponent and the clock to retrieve a set of items and escape the embassy. The embassy is a maze of single screen rooms and you can move to and from the interconnected rooms freely as you choose. This is a split screen game where both the white spy and the black spy are exploring the embassy and racing to meet the same goal. Everything is done in real time so you can see your opponent’s every move while they can also see yours. To escape the embassy and win you must first collect a briefcase, a passport, a bag of money, a key, and secret papers. Each room has a number of objects you can interact with such as furniture, pictures on the wall, doors, and so on. These hide the items you need so you will need to look in and around everything to find what you are looking for. Normally you can only hold one item at a time, however once you have the briefcase you can store all the required items inside of that. When a spy has an item you can see him visibly holding it on screen. You can also hide an item you are holding inside the furniture as well. Once you have recovered all of the items in hand, you must locate the exit door to escape and win the game.

While all this is going on, your opponent is also looking to complete the same objective so he will be actively trying to run your plan. If both spies end up on the same screen then they square off in hand to hand combat. A club and a knife are hidden in the embassy and these weapons can be held alongside one of the required items. The weapons are stronger than the default punch and will certainly swing the tide of combat. The spies don’t have to fight if they are in the same room and sometimes escaping into the next room is a smart strategy. Each spy has a power gauge which indicates health remaining. When a spy runs out of power in combat he is killed and floats up off the screen as an angel. That spy is out of the game for 10 seconds giving the other spy the advantage of free time as well as the ability to recover any items the defeated spy held. There is also a 30 second deduction to the clock when a spy is killed. Each spy has his own clock and whenever time runs out that spy is killed permanently for the rest of the game. Both spies will not necessarily run out of time at the same time which may be all the edge needed in a close game.

There’s nothing like a little slapstick!

The other major feature of the game in which to hurt the opponent is with booby traps. The spies have a seemingly unlimited number of them to use. Holding a trap will cause you to automatically hide any other item you are carrying so that’s something to be mindful of. The traps must be hidden inside the furniture and you can see the spy laughing to himself any time a trap is successfully placed. There are four booby traps at your disposal. Both the bomb and the spring can be hidden inside any of the pieces of furniture except for the room doors. A water bucket must be hidden on the top of a closed door. The time bomb can be hidden in any room regardless of furniture. If a spy peeks into a piece of furniture armed with a trap, that spy is killed with the same penalty as if he died in combat, along with a humorous death animation. The time bomb is a bit special as it kills a spy if he is in the room for too long. You know you are in a room with a time bomb if your face turns blue, so escape right away. There are also remedies hidden in the embassy that disarm traps. A water bucket (not the trap water bucket) is found in a red fire box and disarms a bomb, the wire cutters are found in a white wall-mounted tool box and they disarm the spring, and an umbrella can be found on the coat rack and prevents damage from the water bucket trap. The time bomb is effectively disarmed if you are able to leave the room before it goes off. A remedy for a trap can only be held only if the spy’s hands are empty, so you can’t hold another item and a remedy at the same time.

This all seems really complex, and it is in the beginning, but it all eventually makes sense. One thing that helps is that each spy can also look at the map of the embassy. The map screen appears after cycling through all the possible traps. It shows the location of both spies, which rooms have items, and which rooms have traps. It is quite helpful but it does have a few shortcomings. It doesn’t show which rooms are connected, it doesn’t indicate if a room has both an item and a booby trap, and it doesn’t show the presence of an armed time bomb. Despite all that, the map is very much appreciated as it makes the levels much more manageable.

The map preview shows what you are up against.

When starting a game there are three modes to choose from. Training mode simplifies the game by requiring only the briefcase and one additional item instead of needing all of them to escape. Vs Com is the main game against a computer opponent, and Vs Player is the main game against a human opponent. You can also choose from one of eight levels. Each level is a different embassy map and they are progressively larger and more complex. The lowest level embassy only has 6 rooms in total while the later levels have 30 or more rooms as well as a second floor in some instances.

I have played Spy Vs Spy before when I was a kid. One of my babysitters had an NES with some games and this is one she had. I sort of remember playing it but that’s all. I acquired the game in a three game lot on eBay around 2009. It came with Stinger and Bump ‘N Jump. It’s an ordinary game lot for sure, but the real reason I remember that lot is because those carts arrived in mint condition. I don’t like how often the word mint is used in describing condition as I feel it is mostly exaggerated whenever it’s used. In this case it’s true. They are beautiful carts and they will be on my shelf for a very long time!

I admit I was not looking forward to playing this game. I felt that it was too complicated after reading the manual and that I was going to struggle completing all eight levels. As it turned out, I more or less breezed through this game. There is a bit of a learning curve to be sure but a quick run in training mode alleviated those issues for me. I started on the levels after that and didn’t lose once. I found the AI to be pretty dumb overall. He moves between rooms slowly and focuses more on setting traps and less on acquiring the items needed to win. In the early levels, it’s possible I guess to lose if you don’t get the hang of combat and run out of time quickly. I can see it happening too if I were to get all the items and get killed right in front of the exit door. Other than that, I’m not so sure if the AI is good enough to win legitimately on its own. The later levels are big but as a result you don’t interact as much so it is more about figuring out the layout of the level and beating the time limit.

Somebody set up us the bomb (sorry)

I developed a successful strategy early on that carried me through, so if you want to try this on your own skip this paragraph. You’ve been warned! I use the map to locate the rooms with items and seek them out as quickly as you can. I would usually acquire the knife during my search giving me the upper hand in combat. The priority is the briefcase so if I come across it, great! If the other spy has the briefcase, then I would go after him right away and take it for myself. I would also make a mental note of where the exit is if I passed by since it doesn’t appear on the map. I barely bothered with traps at all. One time I trapped the other spy in a dead end with the water bucket, and the time bomb is useful at the bottom of a ladder for a guaranteed kill if entering the room from above. I don’t know if this is the optimal strategy but it certainly worked for me!

There were two other Spy Vs. Spy games but neither one made it to the NES. The second game is Spy Vs. Spy II: The Island Caper which takes place on a tropical island. Features include larger rooms that scroll instead of the fixed sized room in the original game. Players must also build their own traps from parts found on the island. The game did receive a release on Famicom. The third and final game is Spy Vs. Spy III: Arctic Antics and it was only released on various PCs. This one obviously takes place in the arctic! A fourth game was planned and would have likely been called Spy Vs. Spy IV: Spies in Space if it had been released.

The black spy may be in the lead but it’s far from over.

You may be wondering what is up with my difficulty assessment on this one. There are two things I want to address. The first is the 1/10 difficulty. I went on and on about the initial complexity and I’m not backing down from that. The game is so easy simply because it is very short. Considering strictly the bare minimum to get the ending, I say the game can be beaten in 15 minutes or less on the first time playing. It takes a little bit of time on training to get used to the controls, how the traps work, and how combat plays out. The first level has a time limit of only 5 minutes and it doesn’t take that much time to finish since that first area is so small. I’m sure it’s possible to luck into a win even if things don’t go too well. The other spy has a bad habit of running into his own traps. The ending sequence is the same after each level and the only difference is the text showing which level was completed.

The other thing you may have noticed is that this is the first time I gave a game a higher personal difficulty than the overall difficulty. I based my difficulty on my goal instead of just the minimum to beat the game. I didn’t find the game to be very difficult, but it does take some trial and error to navigate some of the larger levels. I don’t think Spy Vs. Spy is quite among the easiest NES games when going for completing all the levels.

Spy Vs. Spy is a clever concept that plays well, but it ultimately falls short as a single player experience. I am definitely keeping this game in mind to play with friends sometime. As it stands for me right now, this is just another easy title for me to mark as finished.

Spy Vs. Spy Ending Screen

#16 – Spy Vs. Spy

 
FEB
05
2016
0
Pictionary Box Cover

#13 – Pictionary

Who needs pen and paper when you can play Pictionary on your NES?

That title screen music! So good!

To Beat: Finish the Regular Game
What I Did: Beat the Regular Game and Alternate Game just for fun!
Played: 1/24/16
Difficulty: 1/10
My Difficulty: 1/10

The NES has several games of game show and board game adaptations so it’s no surprise that one would show up on the blog fairly early. Pictionary plays like the classic board game but it has some surprises in the single player that make the game a little bit more interesting.

Pictionary was released in July 1990 on NES. It was developed by Software Creations and published by LJN. Software Creations developed a dozen NES games and LJN published a whopping 25 NES games by my records. There are only three developers attributed to creating Pictionary. Tony Pomfret was the programmer, Craig Houston created the graphics, and Tim Follin wrote the music. It probably should be four people as Stephen Ruddy’s sound engine was used in the development of the sounds and music. LJN has a reputation on NES for publishing many bad games but in the case of Pictionary I would say the game is pretty decent.

Pictionary on NES is a pretty straightforward board game. Up to four teams compete by drawing pictures and having their fellow team members guess what is being drawn. Correct answers allow the team to roll a die to advance their marker along the board and the first team to reach the end and guess a final drawing wins the game. Simple enough!

It’s the board … yawn.

There are three game modes. Regular Game is the base game with some twists to it that I will explain shortly. Alternate Game is a way to play Pictionary using the NES as the game board, timer, and drawing area but you must supply your own Pictionary word cards (or your own words) to determine what to draw. The players are responsible for inputting into the game which team guessed the drawing correctly so it can handle everything properly for you. Drawing Practice gives you a free area for doodling so that you can get a handle for how the drawing in the game works. The drawing interface simulates a little bit like drawing lines with a pencil and paper. You can aim your cursor in I believe 16 different directions by pushing Left or Right. Press and hold A to draw in the direction of the cursor or press and hold B to move the cursor without drawing. Pressing Up or Down draws either a small or large circle. Select removes the last thing drawn, Start finishes the drawing early, and Select and Start pressed together erases the board. It’s a robust enough system without relying on complete freehand control.

The Regular Game mode plays more like a complete game of Pictionary with the computer providing words to draw for the teams, but most of the game is played out through mini-games instead of drawing out pictures. If there is one player per team then there will be all mini-games, otherwise there will be standard drawing mixed in. You can play single player with just one player on one team which is what I did. There are four mini-games that all play a little bit differently but they all help play out Pictionary the same way. Completing tasks within each mini-game reveal pieces of a pre-drawn puzzle and the object is to reveal as much of the picture as you can within the time limit to give yourself the best chance of identifying the drawing. Let’s get in to each mini-game!

The first one is Attack of the Paint Zombies. This is exactly like Space Invaders except the enemies are on the bottom instead of the top and you control a paint bucket dropping red paint down upon the purple paint zombies. Yeah, paint zombies, I don’t get it either. Each one you knock out reveals a square on the picture and if you get shot with paint you lose a few seconds off the timer. This one is my favorite of them all and I didn’t have much trouble revealing the whole board before time nearly every round.

It's gotta be a mess down there.

It’s gotta be a mess down there.

The second game is The Warehouse Shuffle. I did not understand what to do in this game at all until I checked the manual. There’s just a man you control along the bottom and there are these balls with eyes that bounce around and nothing else was happening. What you are supposed to do is push up against the left side and press Up to grab boxes that are offscreen, then carry them across to the right and drop them off with Down. Each box you deliver knocks off a square and if the balls (called gremlins in the manual) come in contact with a box you lose time. You can carry a huge stack of boxes at once if you wan but you move slower the more you carry so there’s a basic risk/reward system at play. Once I knew what I was doing, I still didn’t do very well at this one.

I appreciate the eagerness but that's too many boxes.

I appreciate the eagerness but that’s too many boxes.

The third game is Four Alarm Rescue. There are eight windows arranged in two rows of four columns and people randomly appear to jump out from one of the windows in the burning building. You control firefighters at the bottom with a net to catch the people as they fall. Catching each person reveals a square and having a person fall to the hard ground below removes that precious time. This game is so unfair. Often two people will jump out at the same time from opposite ends of the screen and it is impossible to catch both. Sometimes multiple people will jump one after the other from the same window but there’s no way to tell until the first person jumps out of the way. You can lose multiple people quickly if you are trying to catch a different person elsewhere. This game is very flawed and I don’t think it’s possible to reveal the whole board with this game unless the randomness is entirely in your favor.

Probably just as messy as the paint game to be honest.

Probably just as messy as the paint game to be honest.

The fourth and final game is Leapin’ Energy Capsules! This is a simple single screen platformer where you control an astronaut who is collecting these capsules or orbs that appear in a few pre-defined spots. Once you collect one or take too much time the next one appears. There are a couple of cannons that shoot a rising and falling bullet and they operate on a slow rhythm. Collect a capsule, reveal a square. Take damage, lose time. The only really annoyance is when a capsule appears in the upper left because you can only climb up to the upper level from the far right. Otherwise, this one is pretty simple and kind of boring.

That upper left one gets the most screen time for certain.

That upper left one gets the most screen time for certain.

Playing through the game is really simple in single player. Play the mini game and try to guess what the picture is. You get 45 seconds to scroll through the alphabet picking out letters to spell out your guess. The game shows the number of words in the answer plus the number of letters in each word just like Hangman, so that helps in solving these drawings. If you are correct, you get to roll a die and move up that many spaces on the board. There is no penalty if you miss so you just keep trying until you guess correctly. Eventually you will run into a solution and move up the board so there is really no way to lose. It took me around 30-45 minutes to reach the end of the board with I’m guessing a 30-40% success rate. And that’s the end!

In my run I tested out Alternate Game just to see what it is all about. I played with one team and it was all drawing. After the drawing phase you get to indicate which team answered correctly and that team rolls the die. I would just end the drawing early every time and say I answered it correctly so that I could always roll and move my marker on the board. It took hardly any time at all to reach the end. You get the same ending either way so you can technically beat the game without identifying a single drawing and no one would know the difference. It was an utter waste of time, but eh, I did it for completeness!

Yay!  You did it!

Yay! You did it!

There was an unexpected casualty that happened while playing Pictionary. It was the weirdest thing. I turned the NES on and I was walking over to the couch when my hands got static shocked through the controller. Getting shocked in my basement is pretty normal in the winter but never through the game controller. Nothing worked when I tried to start the game even after powering off and resetting a few times. I swapped in another controller and that one worked fine, so I guess my controller is dead. It’s too bad because it is a nice condition dogbone controller and they aren’t exactly cheap to replace. I have a few other dogbone controllers in various states so I can probably hack together a nice working controller.

The one really remarkable thing about Pictionary is that it has a really good soundtrack. If you have heard some of the top NES music then you have almost certainly heard Tim Follin’s music and he did some fine work on the music in Pictionary. Tim has two brothers, Geoff and Mike, and all three brothers have worked in video games at some point. Geoff was also a game composer and he would work with Tim on music for several other NES games. The Follin brothers have a very distinct style to their music with very complex sounding pieces that really take advantage of the NES sound chip in ways that not many other musicians did. In Pictionary the title screen music is just awesome, and the Pictionary page on the Video Game Music Preservation Foundation website has links to all six music tracks for your listening pleasure!

Pictionary is a faithful adaptation of the board game and is a perfectly serviceable game on NES, even though it is very easy and barely worth playing even once. It’s fine but there’s so many better games on the NES. You would probably have more fun playing Pictionary with a group of friends on the actual board game but it could be fun at parties or whatever. At least the music is good! Plus, I don’t mind having a short, easy game to check off the list!

Pictionary Ending Screen

#13 – Pictionary