Archive for the ‘NES’ Category

Milon’s Secret Castle

Wednesday, September 12th, 2007

It is not necessary to understand the plot of Milon’s Secret Castle to glean all the enjoyment out of it. All you really need to know is that Milon has to muddle his way through a castle to:

  1. Find and defeat a series of dragon-type monsters
  2. Collect crystal balls to gain power
  3. Decipher incomprehensible clues and, if you’re lucky
  4. Rescue the princess

This all sounds easier than it is, this game is unforgivingly tough. Milon’s weapon of choice is bubbles. Bubbles that don’t go far, and don’t do much damage. This is slightly unfortunate, since there are bubble-resistant enemies infesting the rooms in the castle. You kill them and they come back in a few seconds. You can get stronger bubbles by defeating the dragons that inhabit the castle, but if you’ve ever tried to kill a dragon with bubbles, you know how difficult that can be.

Compounding Milon’s troubles are the rooms themselves. To solve the rooms, take the treasures, and find the exits, you’ll have to do the most nonintuitive things: shoot an empty place in midair to make a necessary item appear, hit a block from underneath to make a collectible item pop out, or my favorite, push a block on the ground for about 4 seconds to make it slide out of the way, then shoot the place where it was to find a door to a shop, where the shopkeeper will sell you ‘clues’.

I will admit that I did quite enjoy this game when I first played it in the early 90’s. The thrill of exploring the castle was pretty intense. Once I realized I wasn’t actually making any progress, I shelved the game until many years later when it became available for the Game Boy, where I bought it (never can pass up a chance to purchase a piece of my childhood), and finished it within a few days. If you enjoy plodding through the game like you’re blind, uncoordinated horse that got drunk off of some fermented apple juice, then go for it. Just make sure you have a walkthrough handy for this one, it’ll help ease some of the pain.

Double Dragon

Thursday, August 23rd, 2007

When you think about characters in martial arts movies of the 1980’s you probably think of Bruce Lee or Jackie Chan. When you think of characters in martial arts video games from around the same time, I’ll bet you think of Billy and Jimmy Lee.

Double Dragon plays out just like a B-grade martial arts movie, light on plot but packed to the gills with face-punching action. The game starts with your girlfriend getting kidnapped by a gang of martial artists, and you take on the entire organization to get her back. You have quite the array of moves at your disposal, but you have to level up to use them. Every time you strike an enemy you get a certain number of, we’ll call them, ‘heart points’. Get 100 points and you learn a new move. From a jump-kick to the devastating back-elbow to the move where you sit on your foe’s chest and punch them in the face.

Did I mention this game was slightly violent?

You have to kill off wave after wave of identical foes, mercilessly slaying them with your twin fists, ‘Dynamite’ and ‘Iron’. You eventually make your way through 4 missions, through a city, a construction site, a forest, a series of caves, and eventually the gang headquarters where you end up fighting their leader, a guy with a machine gun. It’s quite the mismatch. After you beat him, watch out for the twist! Dun-dun-dunnn! Nah, I’m not going to spoil it for you, plenty of other sites will do that if you’re so inclined.

The thing about this game is that it’s unmercifully hard. You get 3 chances to finish it all. Period. No extra lives, no continues, no conveniently placed porkchops to restore your health. You fail 3 times and you get to start over at the beginning. It doesn’t help that the edges of platforms aren’t quite where they appear, or that your enemies have the ability to duck under your attacks and you have no such ability. It took me until fairly recently to actually finish the thing on my own, but it was gratifying.

Oh, and there’s a two-player versus mode, where you can play as the enemy characters, but I never got a whole lot of mileage out of that.

Rampage

Saturday, August 18th, 2007

Dateline Peoria – Three giant monsters are destroying the city. What will you do?

If you answered ‘Try and stop them’ then you’re very wrong. Rampage lets you take on the fantasy of just about every preteen (and some post-teen) person on the planet and assume the role of the monster and destroy the cities. You can choose between 3 giant monsters, George (a giant gorilla), Ralph (a giant werewolf), and Lizzie (a giant lizard [and the only girl]).

Rampage Arcade

Each city is represented by a set of buildings that you must destroy to reach the next. You destroy buildings by punching them and jumping on them (standard giant monster moves). Do enough damage and the building falls to the ground in a rubble heap. Inside the building are power ups and power downs. You, for example, want to eat the roast chicken, but not so much the fire extinguisher. Keeping your health up is vital, as there are bullets coming from every direction all at once in an effort to stop the carnage. Bullets coming from helicopters (which you can punch) and soldiers (which you can eat).

This game is actually pretty fun, if you have the quarters and the patience to play all the way through it. You eventually smash your way through the entire USA. What do you do after you finish the USA? Why you go to other countries and eventually other worlds, but those are different entries for different days.

Karnov

Monday, August 13th, 2007

Karnov is an icon of video game of the 1980s. He’s an unlikely hero in a world that doesn’t make any sense, out to save the day. You see, Karnov the guy is a chubby, bald-headed fellow that breathes fireballs, fireballs that sound like radio static. Hit him once, he turns blue, hit him twice he turns dead.

He has to travel a landscape that looks like some kind of burned out villa, fighting gargoyles, birds, suits of armor, and stone heads that look suspiciously like Abraham Lincoln. If Karnov merely had the fireballs, he’d be a force to be reckoned with. But, as it happens, he has a host of items available to help out. Things like bombs, gas masks, and ladders. A quirk about this game is the usage of these items. Your items that you’ve collected are at the bottom of the screen, and you press the ‘Select’ button to use the highlighted item. But you choose the item you’re going to use by pressing the left and right buttons on the d-pad. You can imagine that placing things like a ladder are exponentially more difficult when you’re moving around every time you try to choose the ladder to deploy.

I never was able to make it very far into this game, I just wasn’t willing to put in the required hours. But I do know that the game gets weirder. Thanks to a video that I have detailing secrets of many games, I know that there is a stage underwater where Karnov is wearing flippers and goggles, and a stage in the sky where he’s sporting wings. Karnov would go on to make ameos in other games, but those games will have to wait until another day.

Gumshoe

Monday, August 6th, 2007

I had always heard the name Gumshoe bandied about when folks talk about old NES games, but never really played it or knew what it was. The other day I got my chance to play it, and it turns out to not be that good.

Gumshoe is the story of a guy, a former Private Investigator of some sort. This guy has had his daughter kidnapped and he must get some black diamonds to get her back. As is happens, the diamonds are in the hands of some kinds of enemies, enemies that can be reached by running to the right.

When running to the right, your guy has to avoid obstacles and collect powerups. Pretty standard fare, really. Where this game differs from the norm, however, is the way you control your character. You don’t directly control your character. You control the game with the Zapper. You shoot some of the obstacles to remove them from play. To avoid the other obstacles and to collect the powerups you have to shoot your gumshoe friend, since shooting him will make him jump.

I don’t really know any more than that, the clunky controls made this game pretty unexciting to play and I gave up partway through stage 1.

Micro Machines

Sunday, August 5th, 2007

If you’re a child (or an adult) of the 80s, then chances are good that you remember Micro Machines: little toy cars pitched by the world’s fastest talker. And like just about any toy popular in the 1980s, someone decided to make a video game about it.

Since the Micro Machines are tiny cars, it only makes sense that you’d want to make some kind of racing game. Some kind of racing game where the cars are in properly-sized environments. That is: tiny cars, giant courses.

One player mode in this game is pretty good. You take your little car around a series of courses, racing to be first. Finish acceptably and you get to go to the next race. There aren’t really too many courses, but it’s fun for a bit.

Since racing against the computer can eventually get pretty boring (the artificial intelligence isn’t so good), you get a two player mode. Two player mode is a little bit of a let down. The main problem is that there is no split screen, both cars race on the screen, which is not too bad until the trailing player gets so behind that he falls off the screen. When this happens, the race stops, the cars reposition themselves, and the race starts again from that point.

Micro Machines

I only rented this game one time, finished just about all of it, and haven’t had the urge to play it again since if that tells you anything about it.

Duck Hunt

Friday, August 3rd, 2007

Since it was one half of the pack-in cartridge for a ton of Nintendo Entertainment Systems, Duck Hunt is probably the game you think of whenever you see a picture of a Zapper.

Duck Hunt, like a lot of light-gun games of the time, is exceedingly simple. There are two things you can do in this game: shoot ducks and shoot clay pigeons. When shooting ducks, your dog will rush into the marsh and flush out the ducks, either one or two at a time depending on the mode. You have three shots to shoot them all in each wave, and must hit a certain number of ducks to continue. Hit them and the dog will pop up with your duck(s) in hand. Miss or take too long and the dog will laugh at your pathetic marksmanship. This frustrated just about everyone I knew that played the game, and they desperately wanted to shoot the dog for laughing at them. While it wasn’t possible in the NES version, Wikipedia claims that it is possible to shoot him in the arcade version, though I was not able to figure out how to do that.

The second mode you could try was shooting clay pigeons. They would fly out from the bottom of the screen two at a time into the distance. You had to shoot them before they hit the ground and, like the ducks, have to shoot a certain number of them to make it to the next round.

I spent hours with this game, simple as it was, mostly because I didn’t have any money for anything new for a few months. This isn’t to say that it’s a bad game, it’s not, really. It’s just at this point, I’m pretty much done with it.

Mario Bros.

Wednesday, August 1st, 2007

Before they were super, and really before they gained worldwide notoriety, Mario and his brother Luigi spent their days cleaning out sewers. For some reason the sewer they’re spending their time in has a series of platforms and some pipes at each corner of the screen. Various enemies come out of the pipes at the top of the screen and walk lazily along the platforms toward the pipes on the bottom, which they’ll enter and reappear at the top. Enemies like crabs, turtles, and jumping flies (technically called “Side Steppers”, “Shell Creepers”, and “Fighter Flies”). What will Mario and his brother do? How can they rid the sewers of this vermin?

All three of these enemies, it happens, are vulnerable if they are flipped over on their backs. Pound the ground underneath their feet and will flip over (some are tougher to flip than others). Once they’re incapacitated you just run up and kick them into the water below. Once you kick them, a coin will appear that you can grab for bonus points, but the real goal is to clear out all of the enemies so you can go to the next screen with more pipe-dwellers.

The game gets pretty tough as you go on. There are fireballs that move erratically, icy enemies (Slipice) that make the floor slippery if not dispatched quickly, and icicles that fall from the ceiling. It gets pretty harrowing.

There’s not a lot to this game, but you do need some finely tuned reflexes and the ability to be able to see nearly the entire screen at all times. It’s devious in its ability to draw you in with the simple first few stages and the completely maniacal later stages.

Wrecking Crew

Monday, July 30th, 2007

If you want to talk about one of the most obscure games in the Mario universe, you’d be hard pressed to find a game weirder than Wrecking Crew.

Mario, it has been established, is a plumber, but he has a plethora of talents. He’s a true renaissance man. Among other things, he’s a referee, a tennis player, golfer, scientist, go kart driver, and in this game, a demolitions expert.

Mario dons a hard hat and wields a sledge hammer and must (gasp!) destroy things. He’s got to use his brain to smash the things in a precise order so that he can destroy everything on the screen. It’s an odd thing to mention, I know, but you do have smash the occasional ladder. Smash the wrong ladder at the wrong time and you don’t get to climb it, so you lose.

Of course there’s a foreman running around, inexplicably trying to stop you. And don’t be surprised to find some eggplant-men running around. How’s that for a construction site?

Hogan’s Alley

Thursday, July 26th, 2007

I do not know who Hogan is, but his alley is infested with cardboard cutouts of gangs and good guys. Good thing I have a Zapper.

Hogan’s Alley is the first light gun game that I played in the arcades. Though to clarify, I didn’t play it, my mom did. But I saw it in action, and that’s what counts!

The home version is slightly more limited, but the basics are the same, the main mode, the bread and butter of the game, is to travel down an alley. Popping out from behind walls, in windows, around fences, and the like are cardboard cutouts of a woman, a professor, a police officer, or one of three gang members (creatively named Gang A, Gang B, and Gang C). Of course, your goal is to shoot the bad guys while not shooting the good guys. Shoot a good guy or take too long to shoot a bad guy and you get a miss. Get too many misses and it’s game over.

Alternatively, you could play the shooting range mode where you are presented with 3 cutouts and must shoot the bad guys instead of the good guys. It’s pretty much the same as the other mode except that the background doesn’t change.

The third mode is a little bit different. You have a series of platforms on your left. From the right paint cans flip onto the screen. You can shoot the cans to bounce them a bit. Your goal is to bounce them over to the platforms and make them land on them for points. If any cans fall off the bottom of the screen, you miss. Miss enough and it’s game over.

I did quite enjoy this game, and am slightly puzzled why there hasn’t been a proper sequel made.