Take on the NES Library

An 8-bit Extravaganza!

steve

JUN
25
2021
3

#167 – StarTropics

Long neglected, but never forgotten.

Those chill nighttime vibes

To Beat: Reach the ending
Played: 10/8/2020 – 10/11/2020
Difficulty: 5/10
My Difficulty: 3/10
My Video: StarTropics Longplay

In my quest to beat all the NES games, there are times of great productivity and times of, well, little productivity.  I have started writing this blog post in late May, as the weather is starting to get hot.  As you can see above, I played through this game in early fall.  It feels kind of poetic to have pretty much skipped all the cold weather in between, seeing as StarTropics is very much a tropical game.  Or, on the flip side, it can be seen as a missed opportunity to celebrate some warmth when I could have used it the most.  Either way, there is no bad time of year to play through StarTropics, as it is a delightful game to play whenever you can.

StarTropics is an odd duck in terms of its history.  It was an NES-exclusive game, released in December 1990 in North America and August 1992 in Europe.  Despite being developed completely in Japan, it was never intended for Japanese release and indeed never made it officially to the Famicom.  The game was developed and published by Nintendo, specifically Nintendo’s R&D3 division.  That part of the company primarily developed hardware and peripherals from Nintendo 64 through the Wii U, and was renamed to Nintendo Integrated Research & Development Division, or IRD for short.  IRD has since merged with Nintendo System Development to become Nintendo Platform Technology Department, named PTD, who have been responsible for Nintendo Switch hardware and peripherals.  Anyway, back in the R&D3 days, they did develop a few games, namely both StarTropics games and the Punch-Out!! series, both arcade and home versions of the first two titles.  Locomotive Corporation also has development credits on this game as well its sequel.

StarTropics follows the journey of 15-year-old Mike Jones.  His Uncle Steve is a world famous archaeologist and he sends Mike a letter inviting him to come visit him at his laboratory on C-Island.  Mike arrives and meets the villagers of Coralcola, only to talk with the village elder and discover that Dr. Jones has been abducted.  Naturally, young Mike is best prepared to tackle the dangers of the islands in search of his uncle.  This adventure takes place over eight chapters spanning across multiple locations.  Clear all the chapters to beat this game.

Of course you are!

At the beginning of the game you need to set up your save file.  This file selection screen is quite reminiscent of the loading screen of The Legend of Zelda.  First, Select Register Your Name and press Start.  You then enter your name up to 8 characters, then press Select to move to End and press Start to create your file.  The Elimination Mode allows you to delete save files.  The Review Mode is an interesting feature that I completely forgot about and probably never used.  Select your file and press Up or Down to select from any available chapter, then you can press Start to play the game from the beginning of that chapter.   You can choose from any chapter reached so far.  This does not affect your save file in any way.  Just for the sake of science, I loaded up my completed save game and replayed a full chapter in the Review Mode.  When the chapter is finished you are simply sent back to the title screen.

There are two main modes of play in this game, which the manual calls Travel Mode and Battle Mode.  You start off in Travel Mode.  This is a top-down view where you move similar to an RPG.  You can explore areas, enter towns, and talk to people.  Use the D-pad to move around and press A to speak to people.  You can press Select to bring up a limited status view, displaying your current chapter, health meter, and score.  At the start of the game you are on C-Island.  You can explore the island in a limited fashion, and then proceed into the town where you will need to talk to the townspeople.  The chief in each village is who you need to speak with, but either they or something else is often blocked off until you gather more information in town.  Once you gain an audience with the chief, he explains the abduction and gives you the legendary island yo-yo, which is your default weapon for the journey.  After meeting with the island shaman, you proceed underground for your first challenge.

The other mode in this game where all the action takes place is called the Battle Mode.  This also takes place in a top-down mode but with a much larger character sprite.  Here you battle enemies while proceeding through caves or other areas room by room.  The main gimmick here, if you can call it that, is that your movement in combat is gridlocked.  It helps to think of each room overlaid with an invisible grid.  When you walk in one of the four directions, you keep moving until you lock to the next tile of that grid.  This concept does take shape in the actual game, too.  There are green squares that are raised up and you must jump on top of them.  Then, you can jump from tile to tile with A. You may also leap across water safely to another tile two spaces away.  For battling enemies, you wield your trusty yo-yo with B.  Enemies, by and large, play by the same rules you do as far as movement.  This all may seem restricting, but the game was built around the concept and it works better than you might think.

Yo-yo-ing slugs was not the vacation I had in mind.

In The Legend of Zelda, your heart-shaped life meter could be expanded by collecting Heart Containers.  StarTropics functions a lot in the same way.  Clearing each dungeon area gives you a free health refill.  At some locations, you also earn max health upgrades.  Every once in a while, you will find this game’s version of Heart Containers to extend your life.  Your health is not only important for staying alive, but it also helps you with your weapons.  There are two upgrades to your yo-yo: the Shooting Star and the Super Nova.  These not only increase the power of your attack, but also increase your range for distance attacking.  The catch is that you need a certain heart requirement to use them.  The Shooting Star activates with six hearts, while the Super Nova requires eleven hearts to wield.  At any time, if you don’t have enough health for the weapon, it drops back down to the prior level weapon.  Likewise, as you regain health, your better weapons kick back in.  Having low health once you acquire these weapons is a real double whammy.

There are lots of items along the way.  Basic items that defeated enemies drop are hearts and stars.  Hearts add one to the health meter, while stars function as sort of partial hearts.  Every five stars give you one heart.  Other types of items are available either out in the open or revealed by switches.  Those raised green tiles I mentioned earlier can reveal door switches or items when you step on them.  Better items are revealed in this way.  Clocks either freeze or slow down enemies on the current screen.  The anklet lets you jump over two spaces instead of one.  The vitamin X is an interesting item in that it fills up your health and overflows it to the max the game allows.  Over time, that excess health is eaten away bit by bit until you are back to your current max health.  The try-your-luck sign is another weird one.  In each stage you get three lives.  The try-your-luck sign can give you an extra life, sometimes two lives, but also it can remove a life from your stock.  Running out of lives forces you to restart caves from the very beginning, especially painful in some of the longer stages.

Mike also can acquire a plethora of special weapons.  There are three boxes in the status area to hold any special weapons you pick up, along with their ammo counts.  Switch weapons by pressing Select, or you can make selections while the game is paused.  Weapons are only available for the current area and cannot be transferred to other stages.  Many of these weapons, like the bolas or the flame, are simple projectile weapons.  The baseball bat is swung all around you to clear out enemies in close proximity.  The shurikens are neat.  They are double shurikens that are thrown in a straight line, and you can press B at any time to split them up, launching them sideways in opposite directions.  The spike shoes automatically toss Mike all around the screen, stepping on each enemy on screen for you.  There’s even a mirror to reflect some enemy projectiles.

You even get a submarine to traverse the islands.

There’s another category of items too, called Magic Items.  These are stored when you collect them but are activated only through the pause menu.  Press Up or Down when paused to toggle between the weapons and magic items.  Some examples of magic items are the medicine, snowman, magic rod, and the lantern.  The medicine restores five hearts of health, and there’s even a special counter for the medicine on the main status bar.  The snowman temporarily freezes all enemies.  The magic rod is used to reveal hidden enemies that exist on some screens.  This is important as some screen exits are only activated when all enemies are beaten.  The lantern lights up darkened rooms so you can see!

StarTropics also has a scoring system that isn’t often discussed.  It does not appear on the status bar or on the pause screen in the Battle Mode, but you can see it when you stop in the Travel Mode.  Points are awarded after you finish Battle Mode sections.  This isn’t mentioned in the manual, but I have learned how the scoring system works.  Each level in the game is worth a set amount of points, and behind the scenes, every enemy you kill reduces from that total.  If you are high score chasing this game, you will need to learn how to play pacifist, as much as the game allows.

Finally, I would be remiss if I didn’t mention the letter that comes with this game.  Retail copies of StarTropics came with a rather thick, standard size NES manual that has a folded up letter attached to it.  The letter is from Uncle Steve, inviting Mike to come to his island, beginning the adventure.  However at the bottom of the letter is a rather stern warning from Nintendo that pretty much says “don’t eat this letter, save it until the end of the game.”  That’s weird, but reasonable.  The letter is mentioned in-game as well, and when you reach a certain part of the game you are instructed to dip the letter in water, the actual letter.  If you take your unsoaked letter and do this, a secret message appears.  (I guess the invisible ink is what Nintendo is trying to protect you from.)  There is a frequency given that you must enter or you will not be allowed to complete the game.  That frequency is 747.  I might as well say it without spoiler warnings because I can’t imagine anyone playing this game for the first time with the original letter intact, and there’s no reason to make anyone brute force the answer.

Bosses can put you in hot water, so to speak.

StarTropics was a game that I owned brand new back in the day.  At some point we ordered games directly from Nintendo.  Maybe it was something from Nintendo Power, I can’t be too sure.  We bought StarTropics and Punch-Out!!, the version without Mike Tyson.  Nothing too rare, but certainly good games.  Here’s a little story about my original playthrough.  I got to wet the letter to reveal the code just as intended.  But at the time, I didn’t know the best way to do it.  I ended up running the faucet over the letter, but I did it full blast and it ended up almost destroying the letter.  I don’t think I was able to read the entire message, but I did at least see the code so that I could progress.  Funny thing is, if I had to do it over today, I bet I would end up doing the same thing.  For certain things or situations, I don’t know why, but my brain picks the least effective way to do it and I just run with it.  That drives my wife crazy, but at least it gets done I guess.
 
StarTropics is a game I’ve played many times before.  I never forgot the 747 code, I know the route through the game, and where all the major items are.  Still, I expected this game to take several hours to clear since it always takes me multiple sittings to beat the game.  This time, I finished up the game over two sessions in three hours total, about half the time I expected.  It was nothing special either, just a normal playthrough with plenty of deaths and mostly decent playing.  This is now the kind of game that if I had a block of time with nothing to do, I know I could power through it in one shot and have a pretty good time doing so.

I very much recommend StarTropics as one of the essential NES games that belongs in every collection.  The graphics are simple in spots, but everything is bright and colorful.  There are very detailed character portraits in some of the cutscenes.  The music is catchy and easy to listen to, and the boss theme is good for getting your heart pumping during some difficult fights.  The game controls very well within the constraints of the grid system.  The scenes only have a little bit of graphical variation, but the level design has some good variety with some navigation puzzles and all sorts of traps, enemies, and bosses.  There are plenty of special weapons and items that mix up the formula even more.  The game is not too easy, but not too hard, with a smooth difficulty curve over the entire game.  Best of all, this game is still affordable at around $10.  If you haven’t tried it, go check it out, and I hope you enjoy it as much as I still do.

#167 – StarTropics

 
MAR
15
2019
0

#113 – High Speed

High Speed, high stakes, and high scoring.

Featuring voice samples!

To Beat: Board the rocket to beat the system
To Complete: Beat the game and get the high score
What I Did: Beat the game with a score of 62,356,760
Played: 1/14/19 – 2/2/19
Difficulty: 10/10
My Difficulty: 10/10
My Video: High Speed Longplay

It’s another milestone here at Take On The NES Library. Game #113 is the first NES pinball game. There are a grand total of six NES pinball games, so I’m not that surprised the first one took some time to show up. Pinball machines are always a good time, even though I tend to fail out after only a few minutes. I have only been a casual player but I’ll play every time I see a machine. I know I would have to dedicate myself to playing a pinball game for a long time to get good at it. That’s what I had to do here to play High Speed. I don’t know if it’s due to my lack of experience, but this was a very challenging game to beat and another 10/10 in difficulty.

The High Speed pinball machine was released by Williams in 1986. Designer Steve Ritchie was inspired to make the game by his own police chase in California where he was supposedly driving at 146 mph. High Speed was a popular machine with a production run of 17,080 machines, which is well above the average of 2500 machines per run. The NES game was developed by Rare and published by Tradewest in North America in July 1991. PAL regions received the game in 1994. This was the final NES pinball game released by date.

The controls are simple. Any direction of the D-pad flips the left flipper, while the A button triggers the right flipper. There is an upper flipper on the right side of the playfield that also is triggered by the A button. The Select button nudges the table from the right while B nudges it from the left. In my experience, Select directs the ball slightly to the left and B nudges it to the right. The Start button pauses the game but you have to hold it down for a little bit before pausing kicks in.

It only looks like standard pinball.

Begin your game by launching the ball from the plunger on the bottom-right. Hold the A button to pull the plunger down and release the button to launch the ball. You can control the strength by how long you hold the button down. I like to launch at a little greater than half-strength so that I have better reaction time for hitting the ball with the upper-right flipper.

The bottom of the screen displays the text that would normally appear at the top of the actual machine. You can see your score on the left and miscellaneous text on the right for different events during game play. The score display only contains seven digits but the game maintains score up to one hundred million. A neat feature of this game is the split-screen effect. The playfield is too tall to see the whole screen at once. There is a screen split at the bottom of the screen so that the flippers are always visible. The top part of the view scrolls upward enough so that you always see the lowest ball.

High Speed also contains voice samples. These are like the ones on the actual pinball machine. The downside is that playing the samples freezes the board entirely during its duration. They are short clips, but in a long game you will hear them all the time. Fortunately, you can disable them if you want. On the Pause screen, there are two boxes you can toggle with the A button. The left one toggles the music and the right one toggles the voices.

The playfield contains a long lane on both sides that the game calls highways. They connect at the top and you can loop the ball all the way around. There is a smaller lane left of the right ramp that contains an eject hole. The ball is held briefly before being sent down the right lane in front of the upper flipper. There is a ramp in the middle of the playfield. It is best hit from the upper flipper. The top of the ramp connects to two return lanes, one on either side of the playfield, that drop the ball above the corresponding flipper. The ramp also exits by the upper flipper again, creating another loop. There is a set of three pop bumpers below the ramp as well as some targets indicated by stoplights. At the bottom by the flippers, each side has a slingshot and two lanes. One leads the ball to the flipper and the other leads the ball down the drain.

You’ll see the ball go up the ramp a lot in this game.

As you play the game, the stoplights will go from green to yellow to red. You can advance the stoplights by hitting the targets or more commonly by taking the ramp. When the light is red, take the ramp to start the police chase. This triggers two voice samples along the ramp loop. During the police chase, hit the ramp again to initiate multi-ball. The ball is locked and you get two more to launch from the plunger for up to three-ball multi-ball. This also triggers the jackpot. It starts out at 250,000 points and increases as you score points on the board. The jackpot maxes out at two million points. Hit the ramp one more time during multi-ball to claim the jackpot. This also locks the ball until all other balls are either locked in the same way or lost down the drain. Going back to one ball stops this sequence and the lights go back to green.

The inner lanes near the flippers light up the two outer lanes at the top of the playfield. These are only lit for a little while. Take the lane to get the highway bonus. The highway bonus points increase the more you take those lanes. Once those points max out, you can then trigger the hold bonus feature which maintains your main bonus score to the next ball after you lose one. Advance one more time to trigger the extra ball. You then have to shoot the ball into the eject hole to collect the extra ball. It is best to maintain both multi-ball and the extra ball for as long as you can.

The NES version takes the standard game play up a notch. There are items appearing on the board that you collect by hitting them with the ball. Money bags give you points and subsequent money bags give you progressively higher amounts. There are also safes and helicopters that eventually trigger a couple of mini-games. Those are fine, but in an evil twist, there are also several enemies on the board you have to deal with that mess with your ball or flippers in various ways. Enemies stay away while you have multi-ball enabled, which is another fine incentive. You can also fight back.

Bombs and other enemies make your life difficult.

Here are each of the enemies. Water puddles just slow your ball down. You can destroy it by hitting a ball over it quickly. Tumbleweed will grab your ball and drop it directly down the drain in the middle. You can destroy it with a fast ball or by shaking the table as it descends. Rust balls attach to your flipper mountings and destroy the flipper completely. Supposedly you can shake them off the flipper but I never got that to happen. A simple touch of the ball removes them from play. Should you lose a flipper, you will automatically trade a previously collected safe or helicopter to recover your lost flipper after a short time. Heli-bombs float toward your flipper and blow them off when they detonate. You can touch the bomb with the ball to destroy it. To foil the bomb, you can flip them up briefly with the flippers. If it explodes while not touching your flipper, it does no damage. Acid patches grab your ball and try to dissolve it. You can shake the playfield when held to remove the acid. The manic mechanic chases your ball and slows it down, eventually destroying it if contacted too many times. You can damage the mechanic with a fast ball and eventually drive it away. Barriers block the two upper lanes. You can destroy the barrier by hitting it twice from the front or once from behind. Finally, the magnetic helicopter pulls your ball toward the middle of the playfield. Eventually it will collect the ball and try to carry it away. When held, shake the table quickly to destroy it. All enemies are defeated when you start up multi-ball.

There are two mini-games that take place on separate screens. These appear by collecting either three safes or three helicopters. Collecting three of each will interrupt whatever mode you are currently on except for active multi-ball. Three safes create one large safe in the center. Hit a ball inside when it opens to take that ball to the pachinko mini-game. If multi-ball is in effect, you can send multiple balls to the game. The mini-game starts once all balls either enter the safe or are lost. Similarly, three helicopters send in a big helicopter with a dangling rope ladder. Send a ball up the ladder to board the helicopter for a racing mini-game.

Let’s start with the racing mini-game. It takes place on a miniature pinball table. There are four cars and you are the red car. The idea is to win the race by hitting the red car to speed it up or hitting an opposing car to slow it down. Every ball you bring in is included for the duration of the race. Losing a ball down the drain sends it back up to the playfield for free after a brief delay. There is a 59-second timer. The race ends when either time expires or one car has completed nine laps. There is a lap counter at the bottom and the cars are ordered by their place in the race. There are some objects on the field like rocks or trees. You can destroy them and sometimes they drop a powerup. You can get a timer increase or a bomb that spins out all opposing cars. There are also nitro boosts that appear at random and you get a big speed burst by collecting that. To beat the race, you need to place either first or second. You earn some points based on how well you completed the race. You only play one race at a time. Beating three separate races triggers a nice fireworks sequence.

Racing in a pinball game? Well Rare did make RC Pro-Am.

The other mini-game is pachinko. Instead of flippers, you control a mini-cannon at the bottom of the table. Use Left or Right to aim the cannon and press A to shoot a ball upward. There are pegs and cups on the board and to beat the table you have to collect a ball in each cup. There is a drain at the bottom that collects the balls and puts them back into the cannon. You get either 59, 79, or 99 seconds to complete the board depending on how many balls you brought into the mini-game. There’s a ball meter at the bottom and I don’t fully understand how it works. You can’t run out of balls but when it is low you can’t shoot as many at once. The meter slowly fills back up all the time. Sometimes, a clock will appear that adds time if you collect it. Every two pachinko boards completed starts up a fireworks sequence. You also get points for how well you played the mini-game.

The fireworks sequences from either game unlocks some special bonuses features. You collect these special bonuses by getting the ball into the eject hole. In total, there are eight pachinko boards and six races for a total of six sets of fireworks and six bonuses. The bonuses are, in order, Kickback, Ball Return, Saucer, Drive Again, Lightning Bombs, and Rocket. Kickback lights the two outer flipper lanes to kick up and recover a ball heading down the drain. Ball Return acts like an extra ball by sending the lost ball back into play right away. The Saucer bonus sends a UFO onto the playfield and you can send a ball into it. This takes you to a screen where it claims you “beat the system so far” and gives you a cool one million points. Drive Again is an extra ball. Lightning Bombs are really powerful. You get three of them and you can activate them by pressing A, B, and any D-pad direction. It sprays lightning across the screen that both collects powerups and defeats any enemy on the playfield. Too bad you get them so late in the game. The Rocket is a lot like the saucer. Board the rocket and you get a screen claiming “you’ve beaten the system this time” and earn two million points. After all that, the sequence starts over again.

I have played a little bit of High Speed in the past. It was a Nintendo Age weekly contest game back in 2014. That week I struggled with the game and scored about 3.4M on my best attempt. The winning score that week was over 18M. I like playing pinball, but on actual machines and not so much video game versions. This game sat for several years until I beat it now. High Speed is a relatively common game that sells at around $8 or so for a loose cart.

I have three main sources of information I use to determine when to consider a game beaten: The NES Ending FAQ, NA’s “Can NA Beat Every NES Game” yearly thread, and TheMexicanRunner’s website. In this case, all three sources had different ideas for considering High Speed beaten. The NES Ending FAQ says there is no ending and to max out the score at 99,999,999. The NA thread says to get first place on the game’s high score chart, which is surpassing 51,627,910 points. TMR’s goal was to beat the system twice by completing every mini-game. My take is that TMR got this one right. Beating the system twice ensures you have gotten all possible bonuses and beaten all distinct mini-games, plus you get a screen saying you “beat the system this time” which is pretty clearly an ending to me. Certainly, it’s possible to max out the score without beating all the mini-games, but I think you have to see and clear all the unique content to consider the game beaten.

Without extra balls, I would still be playing this game.

TMR had High Speed as one of his ten toughest NES games, and I would have to agree with that. This is certainly worthy of the coveted 10/10 difficulty rating. I would guess I spent about 20 or so attempts where I scored under 4M points. I had some sudden improvement and then went another 20 attempts hovering between 7M and 16M for most tries. I needed around 10 more attempts to put me over the edge. It seems to me that if a game takes me around 50 tries or more to beat, then it is probably going to be a 10/10. This is now my 3rd 10/10 game along with Ikari Warriors and Q*bert. I would slot High Speed below both the other two in difficulty comparatively.

This is a challenging game for a few reasons. For pinball in general, you have to be good at making shots you want while also keeping the ball from situations where you are likely to lose it. In real life, I will have balls come right down the middle through the flippers. I found that didn’t happen all that often in High Speed, at least with a single ball in play. I was more likely to lose balls down the side, particularly the left side. (Left side kick back is often enabled when the right side is not, meaning balls may favor falling to the left if caught in between.) You have to constantly nudge the table to your advantage, for example, when that kick back is missing. There were two shots I had issues with when hitting the ball with the very edge of either flipper. Hitting the edge of the left flipper sends the ball off the right side, off the left side, and then right down the center. The edge-of-right-flipper shot goes off the left side, off the right side, and directly down the outside drain. I had to recognize those shots right away and start shaking the table to try and recover early. The left flipper shot can be saved with some Select button shaking, but the right flipper shot will sometimes go down the drain no matter what you do. Multi-ball causes complications too, since ricochets go down immediately or I don’t notice balls falling down the side drains. You also need to be careful not to shake the table too quickly or frequently so that you don’t cause a tilt condition and the table stops working. Just like a real machine! It is a necessity at times when the ball gets caught by an enemy. You just have to be aware of when you get in danger that you try and ease up on shaking for a while. These were specific issues I needed to grasp to beat this game.

The pinball part is hard enough to learn, but the pachinko boards are on a whole other level. They seem harmless at first but soon they start to feel impossible. There seems to be some randomness, but even after beating the game I am not so sure. I can fire a string of balls in a row that all fall down the same way. There is a trick to this that is not mentioned in the manual or anywhere written that I saw. You can speed up a ball by holding down the A button. You can visually see smoke behind the ball when it is going really fast. This will allow you to change up some of the ricochet angles and make some cups possible to reach. Even knowing that, often it is hard to tell how to reach certain cups on the board. I know for one shot I first had to tap A to clear a peg, then hold A to send it to a distant cup. Another issue is that some of the lower pegs are put in places where they end up blocking most of your shots. You would think that would help narrow down possibilities, but that wasn’t the case for me. If you fail, you have to collect three safes and try again. You can do this as often as necessary. It just puts more risk on you keeping things up on the pinball side.

These later pachinko tables are a huge test of patience.

My winning run was something magical. Before that, I mustered a 26M run and a 44M run. The 44M game was particularly infuriating in that I was one pachinko game away from getting the rocket. In fact, I was one cup away that I just could not figure out how to reach. I had four tries at that last board and always came up short. The winning run was as close to perfect on the pinball side as I could have possibly hoped. I needed the help of several extra balls for sure. I just happened to counter and save nearly every bad shot. I also found the timing for the left-hand lane. I had started avoiding it because if I missed to the left the ball would find the drain way too often. I couldn’t believe how many times I hit that lane this time. I ended up beating all the mini-game boards and scored 55M all on Ball 1. At least two pachinko games were won after time ran out on my last ball or two. I spent over two hours playing on a Saturday morning, and I had to lose intentionally just to appease my family and get on with our weekend. I finally ran out at over 62M points but I think I could have maxed out the score on that attempt if I wanted to and had more time.

One thing that helps is that when you really get good at the game, you’ll find that extra balls are plentiful. The extra ball you get from the eject hole can only be collected one at a time, but you can get it again after losing a ball. There are some other ways to earn extra balls that stack on top. Collecting Drive Again from the bonus features gives you an extra ball. The Ball Return bonus feature is like a hidden extra ball since it comes into play immediately instead of awarding bonus first. There is also a sun-shaped powerup that bestows an extra ball. The enemies’ appearances are scheduled by a lengthy sequence and the extra ball shows up at the very end of that sequence. Any time you lose a ball, you get the right to earn it back from the eject hole, no matter how many other balls you have saved up. I was able to stack up a bunch of extra balls and keep them going for a long time. It’s too bad that getting that far requires a lot of time, patience, and learning.

I believe that High Speed is a really good NES pinball game. The graphics are nicely drawn. The music is pretty good even though you will hear the same couple of tunes a lot while playing. If you don’t like it you can just turn it off. The voice samples sound a bit muffled, but it’s the type of sound quality you would expect to hear from a police radio, so in that way it fits perfectly. Unfortunately, the samples interrupt game play so often that I know it used up several minutes of a two-hour run. The gameplay is good and varied with the mini-games. Admittedly, I’m not a huge fan of the enemies on the table, seeing as they caused me much hardship that I could have done without. However, it’s something you don’t see often in a pinball video game, and it makes for an interesting feature that you can employ only in a video game. One problem I have with the game is that the balls move very slowly if two or more are at the flippers at the same time. Perhaps the game was not programmed for handling multiple calculations with the angles. What happens is you will hit one ball and then the other ball goes full speed, meaning it goes through the flippers unless you react instantly. Multi-ball is so important that I feel cheated if I lose it due to technical issues. This is a very difficult game to beat and a big one checked off my list. For casual play or even longer sessions like I had, it is a competent pinball game with some unique features. It’s worth checking out.

#113 – High Speed

#113 – High Speed (Final Score)

 
APR
13
2017
0

#41 – Town and Country Surf Designs: Wood and Water Rage

A game with surfboarding animals can’t be all that bad, right?

Hear the calming waves and feel the ocean breeze.

To Beat: Finish Round 5 in Street Skate Encounter and Round 1 in Big Wave Encounter
To Complete: Finish Round 12 in both modes
My Goal: Complete the game
What I Did: Reached Round 13 in both modes
Played: 11/29/16 – 11/30/16
Difficulty: 4/10
My Difficulty: 4/10
Video: T&C Surf Designs Longplay

Town and Country Surf Designs: Wood and Water Rage is an NES game notorious for not being very good. Certainly that was my impression of the game ever since childhood. Now that I have beaten the game, I realize that the game is misunderstood. I wouldn’t go as far to say that it is a good game, but once you break through the shell of bad impressions, there is a playable game here that has a few neat ideas.

T&C Surf Designs is a company that specializes in surfboards, clothing, and accessories. They first opened a store in Hawaii in 1971 and expanded to clothing in 1976. Sometime in the 1980s the company adopted cartoon characters named Da Boys for a line of shirts that became very popular. These characters created by Steve Nazar would form the basis of the NES game. Da Boys would disappear for many years before being revived in 2016 under the name Thrilla Krew. T&C Surf Designs is still in business today.

T&C Surf Designs: Wood and Water Rage was released on the NES in February 1988. The game was developed by Atlus and published by LJN. It was only released in North America. There was a sequel to the game named Town and Country II: Thrilla’s Surfari, released in 1992. These two games are the only games bearing the company name or characters.

Just look at that character lineup!

Wood and Water Rage has two distinct modes named Street Skate Encounter and Big Wave Encounter. As you can probably tell by the names, the first is a skateboarding game and the second is a surfing game. There is also a third mode named Wood and Water Rage that combines the two by cycling between levels in both games. To beat the game, you must meet the conditions for both modes either separately or together in the combined mode.

When you begin the game you choose one of the modes with the option of either 1-player or 2-player. Multiplayer is alternating play and otherwise identical to the single player mode. After you choose the game mode you choose which characters you want. There is Tiki Man for skateboarding and he pairs with the surfer Kool Kat. You can also choose Joe Cool for your skateboarder and he teams with Thrilla Gorilla on the surfing side. The characters are purely cosmetic. My favorite is Kool Kat just because he surfs while wearing a tuxedo, which is beyond cool.

In Street Skate Encounter, your goal is to reach the end of the course. Play takes a side-scrolling perspective starting on the left and moving right. You must dodge hazards and obstacles in order to reach the finish line before time runs out. You only get one minute to clear the course but it is a short stage. If you either run out of time or run out of health, it’s Game Over and back to the title screen.

To control your skateboarder, use the D-Pad to move in all eight directions. The game autoscrolls but you can speed it up by moving right or slow down by moving left. You can also tap the B button to push yourself forward. I don’t know if it’s necessary, but I always tap the button repeatedly to maintain speed. You can jump with the A button, but when you do this you jump in the air and your skateboard stays on the ground rolling beneath you. If you want to jump and bring the skateboard with you, hold Left while jumping.

There’s not enough tax money to fix these roads.

This mode has a few interesting mechanics to it. There is a life meter in the bottom right corner of the screen consisting of some round symbols. You earn life points periodically as long as you skate quickly, and you lose some if you crash. Depending on how you crash you either lose two or three life points. If you max out at eight life points the timer freezes, so skating perfectly means you cannot run out of time.

There are ways to earn extra points while skating. There are four different colors of coins that appear at regular intervals in the stage, and collecting them will give you points. Red coins give you the most points and blue give you the least, with pink and green ones in between. If you only collect coins of the same color, then each successive coin gives you double points up to eight times the base value. There are some moving objects in the way such as a toy car or a ball and you get points if you jump on top of them with your skateboard. There are also barriers that give you points if you jump over them and let your skateboard roll underneath. You can also grind on the guardrail at the very top of the playfield and you get points for doing that.

After you clear a round, the next time through is the same level except you begin farther to the left. This means that you gradually expand the beginning of the level and the course gets longer the more times you play it. The fifth time through the course is the first instance of playing the entire level. Hopefully by now you have learned the course well enough to keep going without crashing so that the timer will freeze.

The time both halts and blinks green when you are doing well.

In the other mode, Big Wave Encounter, your goal is to surf long enough to reach the pier on the beach. Just like in skateboarding, play is side-scrolling and moving to the right. You want to surf both to the right far enough to avoid crashing within the big wave tailing you and high enough to avoid crashing on the bottom of the screen. There is no timer in this mode; it is all about surviving to the end. You also have health points in this mode and if you run out it is Game Over.

The surfing controls seem straightforward but they are the cause of all the confusion and misunderstanding of the game. You use the D-Pad to move in all eight directions. If you hold the A button it shifts your balance forward, and holding the B button shifts the balance toward the back of the surfboard. That’s all there is to it, but in practice it seems that no matter what you do you always end up losing ground and getting knocked off your board into the water.

Aside from just trying to stay on top of the water, there are obstacles that can also knock you down. There are people on inner tubes, jumping fish, and birds that you should avoid. You will also come across bananas that you can collect for points. I never bother with them since I am so focused on keeping afloat.

This jerk bird goes out of its way to mess with you.

Your surfing style can also net you some additional points. You earn a tiny amount of points just for staying alive, but if you surf inside the pipeline you get a larger amount of points periodically for as long as you stay on your board. If you surf up off the very top of the wave, you will catch some air and land toward the bottom of the screen and earn even more points. The best way to earn score is to do a turn at the top of the wave. The easiest way to do this is to surf straight up and then turn downward as you touch the top of the wave. If you can pull this off at the very top of the wave you get points as well as an additional life point. You can do this many times in a row to boost your health to the maximum very quickly, so this is the best strategy for survival.

Wood and Water Rage has no ending in any of the modes, and so I get to figure out what it means for me to beat the game. The Street Skate Encounter mode lets you play the full level on Round 5, so clearing that round qualifies as beating that mode. The only difference in the later rounds is that your starting health is reduced. I believe on Round 12 you only get one point of health to start so that is the most challenging round. The Big Wave Encounter has a more unclear ending condition. The level seems to get longer in later rounds but there is no definitive way to tell. It may cap out at five rounds like the other mode, but if you clear at least one level that should be good enough. Just like in skateboarding, the starting health is the lowest at Round 12. To master the game, you should probably complete twelve rounds in both modes.

Wood and Water Rage was a game I had in my childhood collection. I am sure it was a garage sale pickup for cheap since I wouldn’t have been interested in this game on my own. With that in mind, this game did not get much play time. The skateboarding was fine but not all that gripping, and I did not understand the surfing at all. I would occasionally mess with it and then go on to something different.

This is the sweet spot!

Now that I am going through all the NES games, I have finally given it a fair shake and I see that it’s not all bad. The Street Skate Encounter took a few practice runs to learn the controls and layout. Timing jumps off ramps is still something I flub up occasionally, and I will get nailed by one of the moving obstacles sometimes. Otherwise, I didn’t have too much trouble with this mode. The Big Wave Encounter still was as confusing as ever until I had the aha moment of earning life points by turning downward at the top of the wave. Once I did it a couple of times, I saw how easy it was to pull off and I could keep doing it as much as I needed. This little trick makes the surfing easier than the skateboarding, which is something I could have never envisioned. This also led to reducing the difficulty assessment for the game to below average.

I met my goal in both Street Skate Encounter and Big Wave Encounter separately, but I also decided to play the combined Wood and Water Rage mode for my video longplay. Since Round 12 in each mode is where the difficulty is the highest, then clearing Round 24 was my goal here. I only make one attempt at it and I came up short. In Round 21, I crashed right in the beginning of the level and that was that. Mistakes sure are costly in this game. Nevertheless, I am still pleased with how I played.

My big takeaway from playing this game is that it is far too easy to overcomplicate something in my mind. I figured that the surfing would be very difficult to figure out when all along the solution turned out to be both simple and repeatable. The skateboarding by contrast was almost the opposite, requiring a more traditional approach. The game overall is not too complicated with some understanding of the mechanics, and it turned out to be more enjoyable than I expected. However, don’t be fooled. The game is very lean in terms of content, and what’s here is nothing to be excited about. I prefer to lean on the positives, and it’s always nice when a game can surpass my expectations at least a little bit.

#41 – Town and Country Surf Designs: Wood and Water Rage
(Street Skate Encounter)

#41 – Town and Country Surf Designs: Wood and Water Rage
(Big Wave Encounter)