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vic

DEC
20
2019
1

#136 – Amagon

Not to be confused with Amazon.

Either Amagon is huge or his plane is tiny.

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

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

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

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

Spiders and mushrooms, both typical game enemies.

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

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

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

Megagon pummels even strong enemies with ease.

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

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

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

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

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

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

Falling snails are no match for Megagon.

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

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

#136 – Amagon

 
OCT
16
2017
0

#55 – Golgo 13: Top Secret Episode

Demonstrating that assassins for hire must be versatile to be effective.

The intro screens are even better than this title screen.

To Beat: Reach the ending
Played: 7/24/17 – 7/27/17
Difficulty: 8/10
My Difficulty: 8/10
Video: Golgo 13: Top Secret Episode Longplay

When I was a kid, I would read whatever gaming magazine or tip guide I could get my hands on. Golgo 13 was a game that would show up often and it always looked like a fascinating game, but maybe too advanced for my age. Later, when I got a copy to try, I didn’t really give it much of a chance. I wrote it off as not my style of game, and I don’t think I was ready for it anyway. Now I’m old enough to give it a fair shake. Golgo 13 is rough around the edges, but it turned out to be a fun game with significant variety.

Golgo 13 is a Japanese manga series written by Takao Saito. It centers around the assassin for hire Golgo 13, who is also known by his pseudonym Duke Togo. The manga began in October 1968 and it is still an ongoing series nearly 50 years later. The series has expanded into various other forms of media, such as a live-action movie, two animated movies, an animated TV series, and several video games.

Golgo 13: Top Secret Episode is an NES game released in North America in September 1988. It was published and developed by Vic Tokai. It is both the first NES game published by Vic Tokai as well as the first Vic Tokai game I have played for this project. The Famicom version of the game is the original version, released in March 1988. In Japan, it was named Golgo 13: Dai 1 Shou: Kamigami no Tasogare. There is also a sequel on the NES named The Mafat Conspiracy, which I will cover in the future.

You might as well just fire away.

Golgo 13: Top Secret Episode is an espionage action game. You play the role of Golgo 13 who is framed for the explosion of a helicopter containing a biological weapon named Cassandra-G. A vaccine and plans for Cassandra-G were taken from the wreckage and Golgo 13 is blamed for the whole thing. An international organization named FIXER believes that the DREK empire is ultimately responsible for the event. The FIXER group recruits Golgo 13 to investigate a lead on recovering the vaccine, eventually leading him to assassinate the leader of DREK.

This game takes on several play styles that appear as needed through the course of the game. The first of these is the horizontal side-scrolling mode where you directly control Golgo 13. Here you use the D-Pad to walk left and right. You may encounter people on the streets. Some pass by, some will talk to you, and others are enemy agents that will shoot at you. Contrary to most action platformers, you use the B button to jump and the A button to attack. At first you don’t have any weaponry, so A deploys a jump kick instead. After defeating an enemy, you will acquire bullets and you shoot them with A instead of kicking. You can kick by pressing A while jumping, or you can shoot with A by standing on the ground. You can also press Up to either enter doorways or progress to other areas you see in the background.

In all play modes, on the top left of the screen you will see two displays. The first is labelled L and this is your health meter. You begin with the maximum 200 health that dwindles away like a slow timer. You also lose health when you take damage from enemies. The second display is noted with the letter B and this indicates how many bullets you have. For every enemy you defeat, you automatically gain both health and bullets. How much you recover differs by enemy. You can hold as many as 400 bullets so you are encouraged to shoot everything.

This first-person mode shows up all the time in Golgo 13.

As you move around in most modes, sometimes a gun will rise from the bottom of the screen or an explosion will appear in front of you. This engages the play mode called pan and zoom. In this mode, the action switches to a first-person perspective and you control a crosshair. Use the D-Pad to move the crosshair in all eight directions and press A to shoot. The screen scrolling loops all the way around to the left and right, and also scrolls partway upward. At the bottom of the screen, you see an indicator showing one or more enemy types and how many of each enemy type there are. You must defeat them all to continue play in the prior mode. There is also a meter that shows which compass direction you are aiming. When there is only one enemy remaining, arrows are shown indicating the direction of the final enemy threat. Some enemies will appear for a brief time and fly off in the distance, and others stay on and keep attacking. Some enemies fire missiles at you that you can shoot before they hit you. They do a lot of damage so it is best to shoot them first if you can.

Another recurring feature in Golgo 13: Top Secret Episode are the cutscenes. You find these when you enter certain locations. They always begin with a close-up of Golgo 13 facing the screen. Press A and he will turn toward the background. If no one is there, play goes back to the previous screen. Otherwise a person will walk up and start talking to you. At the end of each text block you are prompted to press either A or B. The prompt for A means press A to advance to the next block of text. The prompt for B indicates the end of the cutscene, so pressing B will return you to the action.

Golgo 13 also gets to assume control of a helicopter, and this play mode is like a horizontal scrolling shooter. In these sections, you automatically scroll to the right with the goal of surviving until the end of the scene. You can move the helicopter in all eight directions with the D-pad. The helicopter moves faster going left or down and slower going right or up. Press A to shoot the gun. Like Golgo 13’s pistol, it only shoots a single shot straight ahead, but here you can rapid fire many shots quickly.

Golgo 13 is also a professional scuba diver, evidently.

Another play style appears in the underwater sections. Golgo 13 takes to the water with scuba gear and is armed only with a spear gun. Use the D-pad to swim in all eight directions and press A to fire spears. Golgo 13’s sprite changes significantly between swimming horizontally and swimming vertically. This is important when guiding him through narrow passages. It is also important in that Golgo 13 can only fire spears when swimming horizontally. You can fire either to the left or right. Here there are other enemies with scuba gear as well as aquatic creatures to fend off. Mines are a recurring nuisance that bob up and down underwater. They cannot be destroyed and they do heavy damage if you touch one. There are also plants that look harmless but actually damage you on contact.

Finally, perhaps the most involved play style of any in the entire game is the action maze. This play mode takes place from a first-person perspective and you explore a series of corridors. Most areas like this have multiple branching paths like an actual maze but some are more linear. You navigate the maze step by step. Every time you either take a step forward or switch direction, the screen goes blank very briefly before displaying the new location. This is a bit jarring when moving quickly through the maze, but under the restrictions of the NES it’s about the only way to do it quickly. Since every step is deliberate it helps you plot your course more accurately.

You will use the D-pad to move through the maze. Press Up to advance one step forward. Pressing either Left or Right will turn you in place. Pressing Down will let you face directly behind you also keeping you in place. Up is the only button that moves you to a different square in the maze. There is a compass along the bottom of the screen indicating which direction you are facing. This is invaluable to let you map your way accurately through the maze.

Enemies appear suddenly, but they are easy to dispatch.

The mazes have enemies. As you perform movements, sometimes an enemy soldier will be standing in front of you. Press A to bring up a crosshair. There are only three positions you can aim, either in the middle, to the left, or to the right. Use the D-pad to choose one of these locations and press A to shoot. You have to be quick to take out a soldier when you see one or you will take some damage. Many enemies will leave behind a grenade that you will pick up automatically. You can hold up to three of them and they are displayed at the bottom of the screen. They are not used for attacking like you might think. I will explain what the grenades do shortly.

Mazes can be complicated to navigate for several reasons. There are multiple doors that appear in the maze. Just walk into them to move to the room behind them. I had a hard time keeping my bearings after moving through doors while trying to go without a map. There are also ladders. Yes, the mazes can have multiple floors. Each level of the maze is in a different color to help distinguish them and you use the ladders to switch between floors. Sometimes when taking a step, a wall will appear right in front of you. If you have a grenade, you can throw it near the wall to break a hole through it allowing you to pass. The worst aspect is the trap door. Some squares of the maze will reveal a trap door and you fall to the floor below. Typically, the top floor holds what you are looking for within the maze, so falling always represents a step backward.

Contrary to the other modes, there are some pickups in the maze. You can find a life potion that fills your health and an ammo box that replenishes your ammo. You can find a key that lets you unlock a locked door. All doors look the same and a blinking key icon is displayed at the bottom of the screen if you are trying to go through a locked door without the key. There is a set of infrared goggles needed to go past the laser walls. This is yet another obstacle you will encounter within the maze. If you are equipped with the goggles, you can see the lasers beaming down. You can try to walk through the laser wall without the goggles if you wish, but you will suffer heavy damage by doing so. With the goggles and proper timing, you can pass through unscathed. I found the timing tricky to master and there is little room for error.

The lasers deploy randomly, so you need good reflexes and timing.

You can continue playing if you die in this game, and Golgo 13 has an interesting way of representing the continue system. Each life for Golgo 13 is represented as an episode of a TV series. On the title screen, there is a #1 written on the left at the start of the game. If you die, you get a screen saying “To Be Continued…” instead of the traditional Game Over screen. You go back to the title screen and now you see #2 meaning Episode 2. You can keep continuing all the way to #52, but if you die there you must start the entire game over.

Golgo 13: Top Secret Episode is a long game. Naturally, there are 13 acts in the adventure. Some of them go by quickly, and others, like the ones with mazes, last a long time. There are no passwords and no saving in the game, and you are left at the mercy of the continue system. Completing Golgo 13 is more than just an endurance test; it has some challenging moments that take learning and practice.

This was my first time playing Golgo 13. It’s a common cart and one I picked up early on during one of my waves of collecting. With cart in hand, I remembered my impressions of the games from those old magazines. When I finally got to try it out, I was less than impressed with the first few minutes of the game. I would not have sat down and tried to get into it had I not started this project.

What doesn’t Golgo 13 do?

Golgo 13 started to impress me the more I played it. The first scene has you walking on the streets of Berlin. I thought the first-person shooting segments were a neat diversion. Soon you play a helicopter portion, and I had no idea that Golgo 13 had shooter sections. Each mode is a little bit clunky in its own way, but the game does a noble job of including several variants of game play. It’s a surprisingly deep game for the NES in 1988.

The manual is invaluable for this game because it contains maps of the mazes. Only the basic layouts are included, but all you need is a few missing details you can fill in yourself and you have a complete map. I got stuck in a maze on my first time playing, and I come to find out that it’s meant to be a fake base that is not necessary at all. If I had read the manual first more clearly, I would have known that.

One night I ended up with a lot of free time and I was able to complete the entire game with some continues to spare. It took me around three and a half hours to beat Golgo 13 on that playthrough. I didn’t think I’d be able to beat the game that night so I didn’t have any of my recording equipment set up. I had to play through the entire game again the next night to get it captured. It took me half the time to beat the game a second time with many fewer deaths. I’m satisfied with that result from only playing the game for a few days total.

Suggestive content was toned down for the US release.

Golgo 13: Top Secret Episode had some content censored for the US version. The most significant change is that the Japanese version features brief nudity. In an early scene of the game, Golgo 13 meets with a female agent in a hotel room and at the end she sheds her clothes. In the US version, the scene cuts away to an outside view of the hotel where you can see the two characters get close and the lights go down. Golgo 13 then has his life refilled to the max, which clearly suggests what they were up to.

There are a few other things included in the NES game that the censors missed. Some of the enemies in the mazes briefly show bleeding when they are shot. In one act, Golgo 13 can find a pack of cigarettes on the ground and he helps himself to a life-refilling smoke. There is also a stray swastika that should have been removed. My guess is that since these events are deeper in the game, the censors didn’t play long enough to notice them.

There are many things happening in Golgo 13: Top Secret Episode that are worthwhile, but sadly the game suffers from a lack of polish. The hit detection is off in several places, such as when landing jump kicks or shooting targets in the first-person mode. The jumping is a little too slow and his jump arc doesn’t feel right. Enemies attack faster and with more complex patterns than you, causing frustration. You can shoot bullets right through enemies in the helicopter, which makes it appear you are not doing damage when you actually are. Now the graphics, music, and presentation are overall good, especially considering the age of this game, and there is a deep story with many different characters. Kudos to Vic Tokai for making a huge game with so many different play modes that all play well enough. For that, I can look past these issues and say that I enjoyed Golgo 13.

#55 – Golgo 13: Top Secret Episode