Take on the NES Library

An 8-bit Extravaganza!

water

MAR
09
2018
0

#68 – Super Team Games

Great, another exhausting Power Pad game!

Some balloons burst to get you started.

To Beat: Win all four events in single player
To Complete: Win all events on the highest difficulty
What I Did: Beat all events on the lowest difficulty
Played: 12/21/17 – 12/28/17
Difficulty: 7/10
My Difficulty: 7/10
Video: Super Team Games – All Events

Another Power Pad game already? I just finished World Class Track Meet not even a week before this. There are only a handful of Power Pad games that reached the NES, and it is just dumb luck that we get two such games almost back to back. This may have been a good thing here since my Power Pad muscle memory from the previous game carried over to this one. I needed that because Super Team Games is significantly more challenging than World Class Track Meet.

Super Team Games was developed by Sonata (who would later become Human Entertainment) for release in Japan in November 1987. It was originally published by Bandai, and it was the seventh game in their Family Trainer series. Nintendo published the NES release in November 1988, branded as a Power Pad game. It did not include any Family Trainer or Family Fun Fitness branding, just like World Class Track Meet. This was the final game of the Famicom’s Family Trainer series to reach North America.

Super Team Games is a running race game where you compete in different types of events and try to beat your opponent. There are several smaller events that are arranged into larger obstacle courses. There are several different modes for single player, two players, and two teams of players. Since multiplayer modes are competitions against each other, only the single player modes count for beating Super Team Games. There are four different obstacle courses in single player mode, and when you win all of them you have won the game.

You gotta start jumping pretty early.

This Power Pad game uses Side B, which contains blue buttons on the left and red buttons on the right, all individually numbered from 1 to 12. In single player, we are only concerned with the blue buttons. The top row buttons are 1 and 2, the middle row buttons are 5 and 6, and the bottom row buttons are 9 and 10. Multiplayer games use the red buttons, so just add two to each button number to get the same mappings for the second player.

The menu controls are the same as World Class Track Meet. On the title screen, press Select to move the cursor and press Start to go to name entry. In the tournament mode, you first select how many teams you want between three and six. Use the D-Pad to move the cursor at the bottom and press Select to lock in your choice. You then move to name entry which is identical for all modes. The blinking cursor at the top part of the screen determines which character in the name you want to choose, and you move that cursor by pressing B to move it left and A to move it right. Use the D-Pad to move the letter selection cursor at the bottom part of the screen. Press Select to write the selected character in the name field. When all names have been entered, press Start to begin.

Now you move to the event screen. There are flags displayed with the names of all the events. Press Select to choose the event and press Start. In 1 Player and 2 Player modes, the events are Super Obstacle Course, Obstacle Course A, Obstacle Course B, and Skateboard Race. The 2 Team Play and Tournament mode events are 6 Legged Race, Tug of War, and Relay Race. More on these modes later. The next screen is the versus screen showing who is competing in the race. If you are playing Tournament mode, you will see a screen in between showing the bracket setup. In single player, the versus screen lets you decide which computer character you want to race against. Press Select to choose from either Ollie, Jimmy, or Jack, and press Start to go to the race. Ollie is easy mode, Jimmy is medium difficulty, and Jack is the fastest.

What lovely flags!

The gameplay screen has the same structure in all events. The left runner, designed as the White team, is displayed on the top part of the screen and the right runner, or Red team, is below. At the bottom of the screen is a minimap that shows how far each player or team has reached in the current race. You also see times for each runner. This timer freezes briefly during checkpoints so you get a better glimpse of how you are doing as you compete. To begin the race, all active participants must be standing on the Power Pad in their designated spots. For single player, stand on 5 and 6. A whistle is blown and soon the referee fires the starting gun.

Let’s look at each of the events first. Then I will explain how they combine into the different courses.

The Log Hop is exactly how it sounds; you run and jump over stationary logs. This introduces the standard controls that apply to many events in the game. Run on 5 and 6 in the middle row to move forward. Take a step back and run on 9 and 10 to back up a little bit if you need to. You can run right up to the log and then jump in the air so that your character jumps as well. The logs are medium height so they aren’t too tough to jump over. You can even land on top of the log and run right off.

No, you can’t run around the ball.

The Belly Bump Ball has the same controls as the Log Hop. Here a giant beach ball is in the middle of the track and you have to bump it forward by running into it. The faster you run into it, the farther down the track it goes. Ideally you want to get into a good rhythm of bouncing it far ahead and then running fast to knock the ball ahead again. If you come at it slow, the ball won’t go very far and then you don’t have the distance necessary to build up speed unless you take a few steps back and give yourself some running room.

Water Cross is similar to the Log Hop. There are pools of water on the track that you want to jump completely over if you can. Run up to the edge and jump to hopefully get across. More than likely you will fall into the water. You can swim by running on 5 and 6, but you will cross very slowly and use up a lot of time.

In the Crab Walk, I guess you wear a crab outfit? It’s weird. You want to put your left foot on the 1 and your right foot on the 9 and then run in place to inch ahead. It’s different than the other events since your feet are much further apart. I could move forward but really couldn’t get the hang of this one like I should have.

The Wall Jump is exactly like the Log Hop. The walls are thin and much taller than the logs. You really need to jump high to get to the top of the wall. Not only that, but there are two different heights of walls just to make things more exhausting.

This is a very sturdy bubble.

In Bubble Run, you first approach an air pump and must blow up your bubble. Hit 1 and 2 in the first row to inflate your balloon. The manual says to hit the buttons with your hands, which makes sense since you are working an air pump. You can run on it if you want, but my legs needed a break! Once the bubble is filled, then run on 5 and 6 and take the bubble to the end.

These are all the basic events that combine to form the larger events that you choose from the menu before play. In the Super Obstacle Course, you run all six of the above events in that exact order. In Obstacle Course A, you do the Log Hop, Water Cross, and Wall Jump, and in Obstacle Course B you do the Belly Bump Ball, Crab Walk, and Bubble Run. The Relay Race in the team play modes is the same as the Super Obstacle Course. Instead of running the whole thing alone, you pass the baton and substitute team members after each pair of events.

That’s not all! There are also three other unique special events:

The Skateboard Race is for one or two players. In this mode you don’t have to run, which is quite the relief! Your front foot position will either be on the 5 or 6, and your back foot position is either 9 or 10. First, stand on 5 and 6 to start with the whistle blow, then put your front foot on 5 and your back foot on 9. I like to face right while on the mat. This will position you in the top row in your course. Move your front foot to the 6 and then move your back foot to the 10 to move your character to the bottom row in the course. You can switch positions one step at a time to slide your skateboarder. You may rhythmically step between positions to slalom and that lets you move faster down the course. You also need to sidestep to dodge obstacles on the course. Some obstacles block both lanes and you must jump to get past them. If it sounds complicated, I’m sure you will get it once you finish the course once or twice.

Try to weave around the obstacles.

The 6 Legged Race is a team event only. You need six players for this event! Each team of three stands back to back on the respective spaces on the Power Pad so that there is a foot on every button. Each team must take left and right steps together as if their feet are tied together. If someone is out of step the racers will fall over and make it harder for the team to continue to walk. There’s no feasible way for me to play this event, but I bet it would be hilarious!

The Tug of War is another team event that can be done with either two, four, or six players against each other. Within a team, the first player stands on 5 and 6, the second player stands on 1 and 2, and the third player stands on 9 and 10. The other team takes the respective positions on the right side of the Power Pad. When the firing gun starts, everyone runs as fast as they can. Whichever side has pulled more of the rope after 30 seconds wins the Tug of War.

I’ve never been a Power Pad player, so this was my first time playing through Super Team Games. All of the Power Pad games tend to teeter between common and uncommon, but they are neither difficult nor expensive to track down if you really want them. Well, aside from Stadium Events that is. I got my original copy in a lot on eBay early on when I had made my big push to collect the other half of the NES licensed set. I remember seeing it and getting pretty excited since I had never seen the game before and thought it might have been worth something. I quickly found out that it was cheap because no one wants it. I’ve had a few different copies come through my possession.

This was a really bad jump attempt.

Super Team Games is a significant step up in difficulty from World Class Track Meet. Naturally, I learned this the hard way. My first time playing I picked the Super Obstacle Course against the fastest computer runner Jack. He completely blew me away. He completed the entire course in under three minutes while I hadn’t even reached the halfway point yet. I had to stop and step away in the middle of the race for a little while to catch my breath. I kept at it just to get through it, but I never did finish the race. After 10 minutes have elapsed, the race just ends. I was at the very end of the course with the finish line in sight when this happened. So annoying. I’m calling it impossible for me to beat this on the hardest difficulty and immediately accepted the idea of beating it on Easy and stopping there.

I moved on to the Skateboard Race next which is the easiest mode and much less strenuous. It still took me two attempts to beat easy difficulty Ollie. The first attempt was learning the course and the controls, and then the second try was enough to win the race. I then switched over to trying Obstacle Course A and managed to win that race too. The only problem is I forgot to hit the record button on my PC. That really upset me and I knew I wouldn’t be happy unless I completed it again. I was completely spent from playing this game to the point where I had to rest for a couple of days before trying again.

I finished all of the modes over the next three play sessions. The Super Obstacle Course took me two tries to win against Ollie. He finishes the race in around six minutes. I was about twenty seconds behind the first try and then I won by more than that the next try. It also took me two tries to beat the Obstacle Course A again. The first try I quit part way because I was too far behind and exhausted from winning the Super Obstacle Course just before. The next try I won the race by just barely passing Ollie on the final stretch. That was way too close for comfort. Obstacle Course B is quite a bit easier than the other two obstacle courses, but I think that took a couple of tries as well. I used the Skateboard Race as a warm up exercise and finished it a couple more times for good measure. I learned from my mistakes and recorded everything the way I wanted.

That’s how close I was to losing Obstacle Course A.

I think Super Team Games requires more consistency and better form than World Class Track Meet. You can be successful by stepping on the Power Pad as quickly as possible, since that’s more or less what I did. However, it does seem that you are rewarded for having proper form in your steps and jumps. I will caution that I cannot be entirely sure about this. The manual tells you what to do, but not how to do it well. It’s not really feasible for me to test any hypotheses either because I can only play a little bit at a time before wearing out. My theories will have to do. I was able to do a really long jump a few times and I never understood how it happened. I’m sure it has to do with the timing of my jump while running with some speed, maybe even by jumping off of one foot and landing on the other. I also noticed that I accelerated sometimes while jogging for some distance. There does seem to be some momentum inherent in the game physics as long as you keep going without slowing down too much or missing any steps on the buttons. Again, these are just theories. I assume there has to be some kind of technique that I didn’t understand that could help me perform at a higher level.

I do have a few observations about racing Ollie that might be helpful if you want to play this game single player. I found that I was about on par with Ollie in all events but two. Ollie does the Crab Walk well, but does the Belly Bump Ball terribly. I have no idea what the secret is to crab walking and I always lost ground during that event. The Belly Bump Ball is best way to take a big lead. Ollie gets no momentum at all and only pushes the ball a short distance while never backing up to get a better shot at it. If you run fast, pause briefly just after you bump the ball, and repeat, you should clear the event quickly. This was the key for me completing the Super Obstacle Course and Obstacle Course B, leaving only Obstacle Course A without an easy exploit. The sad thing is that the game manual tries to make you feel bad for even coming close in a match with Ollie. From the manual: “Ollie: A push over. Shame on you if you lose!” Let me tell you, there is no shame in losing to Ollie. This really is a tough game.

Super Team Games is not fun to play in my opinion, but it is a competent title. The graphics are simple and clean. The music, while not notable, is decent. The controls work well once you learn how to navigate the menu. There is a wide variety of events, especially when you include many players. The real fun of Super Team Games lies in playing this game with someone else. Racing against another player or coordinating large groups for team events are the kind of activities that form memories and build bonds, even in the heart of strenuous competition. Super Team Games is also a good exercise tool for Power Pad owners, so long as you take it easy and don’t worry about trying to outrun the computer players. Trying to beat the game in single player mode is too tedious and exhausting to be fun, and I missed out on everything in the other modes that would have made it enjoyable. I think the best part of Super Team Games was the feeling of relief to check it off the list and move on to the next game.

#68 – Super Team Games (Super Obstacle Course)

#68 – Super Team Games (Obstacle Course A)

#68 – Super Team Games (Obstacle Course B)

#68 – Super Team Games (Skateboard Race)

 
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)