Archive for the ‘NES’ Category

Balloon Fight

Wednesday, July 25th, 2007

Like a lot of Nintendo’s earlier offerings, Balloon Fight stands out as being endearingly bizarre. You control a guy with balloons strapped to his back who can flap his arms to maneuver around a stage. His goal is to pop the balloons of the other guys with balloons on their backs and knock them into the water or run up and kick them when they’re down (and before they can reinflate their balloons) should they land on a platform.

You also have watch out for other dangers like the fish that will jump out of the water and eat you if you get too close, the sparks that will electrocute you, and the flippers that will send you sailing in a direction you most likely did not want to go.

The game doesn’t have an end, you just pop balloons and chuck the other weird guys into the water below until you get tired of it, give up, run out of lives, or all three. I can usually last for about 2 or 3 levels before I get tired of it, run out of lives, and give up. Usually all at the same time.

Chip ‘n’ Dale Rescue Rangers

Monday, July 23rd, 2007

For a time, every Disney show on in the afternoons after school had a game based on it and published by Capcom. This is not in itself particularly unusual, what was unusual was that these games were pretty good, though slightly on the easy side.

Chip ‘n’ Dale has you taking the titular heroes on a romp through some varied stages. Sometimes running to the right, sometimes climbing up, but always inexorably toward the boss character at the end. The story? What story? You had to go through various locations that would be easily recognizable to all but the most casual viewer of the show, fighting stage bosses that were lifted directly from the series, and culminating with the criminal fat cat himself… erm, Fat Cat.

You picked your favorite chipmunk and ran through the stages, generally avoiding baddies and/or throwing things at them. The rest of the characters make small cameos, and all come together at the end for one of those ‘everyone look into the camera and chuckle knowingly’ moments. Because, though you smacked Fat Cat around with a super ball a few times, he’s probably not giving up his evil ways.

Snow Bros.

Tuesday, July 17th, 2007

In a back story that didn’t make a lot of sense (and isn’t especially relevant) two brothers were turned into snowmen by a generic evil-type person. They are determined to get back to normal, and to do so, must defeat throngs of enemies with the power of snow.

Each level is one screen with a series of platforms. You have unlimited, though tiny, shots of snow that you can lob at whatever rabble appears on the screen. Your goal is to cover the baddies with snow and then kick them to dispatch them. If your snowball hits other monsters on the screen, they’ll be KO’d as well, garnering you bonus points. It’s in your interest to set up chain reactions for the points (every so many nets you an extra life) but also for the hot sauce. Why snowmen use hot sauce for powerups is a mystery, but they give your little guy the ability to hurl more snow, hurl snow further, run around faster, or float around and flatten things. The first three can be combined and stay with you until you lose a life, which you will do. A lot. You’re pretty fragile in this game, the first hit kills you every time, unless you’ve eaten the hot sauce that lets you float around and bump into things, then you’re invulnerable.

The game’s numerous stages are punctuated by the occasional boss fight, huge things that take up most of the screen and are invulnerable to your pathetic little snow volleys, so you get to hit the smaller enemies that appear and crash the big snowballs into the creature to kill it.

I was able to actually finish the NES port of the game, and restored the brothers to their human forms, but inexplicably there seems to exist a 2 and a 3 in Japan. Story inconsistencies aside, I imagine it’s a lot more of the same, which in this case might not be too bad.

Puzznic

Wednesday, July 11th, 2007

Puzznic is, as could be inferred, a puzzle game. You are presented with a stack of blocks in an enclosed space, and have the ability to move a single block either left or right. Move it off the top of a stack and gravity will pull it down. If two or more blocks of the same color touch, then they disappear. The goal is to skillfully manipulate the blocks so that you eliminate them all.

This gets tougher as you progress, there will be moving platforms, odd numbers of blocks and chain reactions to complete to clear the rooms effectively. Though the game fits my criteria for a good puzzle game, it’s got a simple concept, I just couldn’t get into it. I was only able to play this game for about 15 minutes before I got so bored that I decided that I didn’t need to play it anymore. If you have an itch to play it, there are dozens of bad clones of it on the Internet for you to waste a few seconds on.

Donkey Kong 3

Saturday, July 7th, 2007

Donkey Kong 3 is the oddball of the Donkey Kong series. Mario? Gone. Donkey Kong Jr.? Gone. Now we have Donkey Kong grabbing some vines that are surrounded by nests of of bugs, which he agitates. The bugs come out and attempt to make off with the plants at the bottom of the screen. It’s up to the new protagonist, Stanley, to use his canister of bug spray to either kill all the bugs or shoot Donkey Kong in the hinder to make him climb the vines up to the next screen.

Eventually, Donkey Kong will climb up so high that he’ll get his head stuck in a conveniently-placed bug nest and fall down square on his head.

It’s probably worth noting that this game is pretty uncommon. Few people that I talk to have heard of it, and Stanley has not appeared in any other game to date that I know of, though he was immortalized as a trophy in Super Smash Bros. Melee.

Is the game any fun? It was never my cup of tea, but it might be worth playing once so you know what it’s like.

Donkey Kong Jr.

Friday, July 6th, 2007

It’s pretty obvious from the ‘ending’ of the first Donkey Kong game, that the big ape was incapacitated by being dropped off a multi-story building onto his head. Apparently Mario, being the enterprising carpenter that he was, decided to capture Donkey Kong and keep him in a series of cages in the jungle.

It’s a good thing that Donkey Kong had a son.

Donkey Kong Jr. is easily recognized by the giant ‘J’ plastered on the shirt he inexplicably wears. Donkey Kong himself would later go on to wear naught but a tie, but that’s another story. Jr.’s goal in this game is to climb a series of vines, power lines (?), and chains in an effort to break pops out of jail.

Jr. is almost as fragile as Mario was in his adventure, he can only take one hit and can’t fall more than about 3 feet without dieing. It’s pretty pathetic.

The first two stages are set in some kind of jungle. You have vines to climb, fruit to drop on your enemies, birds that drop eggs on you, typical jungle stuff. The third screen is some weird stage with electricity-themed enemies and computery-sounding background noises. I don’t really understand how this one fits in. The last screen has DK and Mario at the top of the screen, and a series of keys conveniently attached to some chains. Climb up the chains, push the chains into place (while avoiding the birds, of course) and…

Well, you’ll just have to play to find out. Or search the Internet if you’re lazy.

Back to the Future II and III

Wednesday, June 27th, 2007

The Back to the Future movies were pretty straightforward, and were more silly than anything. The game based on parts 2 and 3 of the trilogy was not only not straightforward in the slightest, it was quite tough.

The only thing that these games had in common with the movies were that the characters were named the same things that they were in the movies, though they didn’t look very much like their namesakes, there was a time-traveling car that flew around, and you had to stop Biff and restore the timeline.

What you had to do was travel around the different times to find different object rooms in the city. These object rooms would have some kind of object to find and a challenge that you had to complete. The challenges were mind-bendingly difficult, and didn’t make any sense whatsoever. They were mostly the variety of collecting a set number of objects in a certain amount of time.

You travel through time to access different areas in the city. If a ledge is too high, you can plant an acorn in 1955 and climb a tree in 1985. If a gap is too large to jump in 1985, go back to 1955 where the street hasn’t eroded yet.

There are something like 50 of the ridiculous item rooms for you to find and complete, and doing so will reveal the answer to a puzzle that lets you access the second half of the game, which is apparently just like the first part except that you’re stuck in 1855 and you’re wearing a cowboy hat. I don’t really know that much about the second half of the game, I was only able to play through about half of the first half.

Excitebike

Monday, June 25th, 2007

Excitebike is iconic. Just about anyone that’s a fan of the NES knows about it, and will tell you how great it is. I’ll have to buck the trend say that it’s good, but not that good.

Excitebike is a very simple dirtbike racing game. you have a track that’s a straight line, but inexplicably loops back on itself. Along the way you have a series of ramps, hills, and puddles. The goal being to utilize the hit the jumps and your ‘turbo’ in such a way that you cruise over them without losing an appreciable amount of speed while simultaneously not overheating your engine or landing on your head.

You don’t win the race by beating everyone else, rather you win by having the best time. It’s splitting hairs, sure, but it means that they could have dispensed with the other riders on the track, since they don’t do anything but get in your way.

The real hook for this game is the track editor, where you get to play level designer and make your own custom tracks. This would have been a lot cooler if you could have actually saved the tracks to anything, but since we Americans did not get the Famicom’s disk drive your creations only lasted as long as you left your Nintendo turned on. More aggravating was the tantalizingly non-working button marked ’save’ that would actually bring up a screen that said ‘Saving’, but wasn’t doing anything.

I believe that has been removed in the rereleases.

Dr. Mario

Monday, June 18th, 2007

Apparently, Mario is something of a Renaissance man. He’s a plumber, a referee, a go kart driver, a golfer, a tennis player, and perhaps most shockingly, a doctor.

Not just any doctor, Mario has the daunting task of ridding various bottles of infestations of red, blue, and yellow viruses. It’s an epidemic, to be sure. Mario, Dr. Mario, has developed Megavitamins that can dispatch these nefarious creatures, but only if you can line up some combination of four ‘units’. Each virus and pill half constitutes a unit, and if four of a single color line up, then they disappear. Complicating matters is that each half of the pills can be any one of the three colors. Your goal, as is the case with pretty much every puzzle game is to sort the pills in such a way that they align with the viruses and make them ‘disappear’. Make all of the viruses disappear and you go to the next bottle, more densely packed with the little boogers.

If it was me, I’d have just poured bleach into the bottles, but that probably wouldn’t have been as much fun.

Lunar Pool

Friday, June 8th, 2007

Normal pool is normally not particularly exciting to play or watch, and often doesn’t translate well to the video game medium. That’s not entirely true. Technically, it translates just fine, but pressing buttons just doesn’t really feel like pool. So steps might be taken to jazz up the game. Steps to play with the fundamental rules of the game and the laws of the universe. Steps that would end up giving you Lunar Pool.

Lunar Pool is a lot like regular pool. You have a cue ball and lots of differently colored balls. It’s your job to whack the cue ball around in such a way that it smashes into the other balls and knocks them into the holes into the table, but is not itself knocked in. Lunar Pool differs in two key areas: table layout and basic physics.

In normal, non-lunar pool the table is a rectangle with holes in the four corners and in the middle of the long sides. In Lunar Pool the sky’s the limit! Within the confines of the NES’s ability to render graphical splendor, you’ll find tables that are square, oblong, round-ish, or shaped like a tangram puzzle, with pockets that might be against the rail, in the middle of the table, or possibly behind bumpers. It’s kind of like mini-golf, but without the putters.

In boring normal pool, you are a slave to friction. This makes the balls behave predictably, and eventually stop rolling. In Lunar Pool you can turn that pesky friction up for a greater challenge or down for a… greater challenge. You could even turn it all the way down to ‘off’ and the balls will not stop until they are all off the table, which isn’t really all that fun since you only get to hit the balls once and then you lose, even though it does take a while.

I was never able to figure out where the ‘lunar’ part came in.