Showing posts with label 8-bit. Show all posts
Showing posts with label 8-bit. Show all posts

Thursday, April 14, 2011

A Closer Look at the Karate Kid for the NES


 It has been far too long since I have sat down and written a good ol' Closer Look on a NES game.  Long time masochists will recall that is how this whole thing got started.  However, a few weeks ago I broke down and bought the Karate Kid for the NES.  With LJN's reputation for crap games (some of it earned and some of it unjust, but that is a tale for another time) and my fear of ruining a childhood admiration for the Pat Morita classic film, I have passed over this game many, many times in the past.  However, like the daft fool I am, I have the delusion that I can one day own all of the NES games made (for North America anyway...), so it is inevitable that this was going to be in my collection at some point anyway, so much like Ezal, I saw an open window...


To be honest, I expected the six dollars I chucked down for Karate Kid to have gone the way of the six dollars I spent on Total Recall, Wayne's World, and so many other movie-based games in the past.  But damn it, I just keep playing it!  And it's not like the game is exceedingly long or difficult, but I keep playing it!  I beat it like last week and yet I keep playing it.  I checked, it was released by LJN.  So what is going on?  How is this possible?  This, my friends is why the Karate Kid for the NES is getting a Closer Look (and now that I think about it, Back to the Future, the first game to get a Closer Look is also an LJN title, I think someone is spiking my Shasta...).

So what is is about this game that makes me keep playing it?  Is it the adaptation of the story?  Not even close.  And by "not even close" I mean the adaptation is not even close.  One might go so far as to say that this game has been entirely mis-titled, and not in that "tossing bowling balls and Guidos" kind of way that Back to the Future is mis-titled, but in that "hey, this game is actually the sequel" kind of way.  You know the type.  I'm not kidding.  The "plot" for the NES Karate Kid game is actually the plot of the film, the Karate Kid Part II!!  What the what?  Exactly.  And here's the kicker, it is actually very, very faithful to that plot.
You start the game at the pivotal tournament from the climax of the first film.  From there you travel to Okinawa where you do battle with Sato's thugs outside the Miyagi dojo.  Then the typhoon hits and you must battle your way through the storm to save the child atop the bell post (shocking level of detail!).  Finally, you must make your way to the festival where your new girlfriend is being menaced by Chozen.  Defeat Chozen and keep Kumiko from killing herself (more on this in a minute), and Miyagi will honor you with great praise (perhaps too great?).  See, pretty much just like the second film.

So why is this game, for all intents and purposes the Karate Kid Part II, in a Karate Kid case?  I have no idea.  Logic says maybe they felt odd about releasing a "sequel game" for something that had no foundational title, but that didn't stop Konami for hitting us with Goonies II.  Maybe there was a Japanese release of a game based on the original film and this was the sequel game, but we only get the sequel game because back then America only got a portion of the kick ass games from Japan?  Honestly, I have no idea, and the research that could confirm that last one really stretches outside the scope of this article, so I am happy to chock this one up to a mystery. Either way, the curious mismatch of title and game content is not the reason I keep playing this game.  It is however a really nice bit of icing on an otherwise unexpectedly moist and delicious cake.

Perhaps what makes this game so much fun is its sheer simplicity.  As previously stated the game isn't terribly long.  Four total levels and only three of those are actual platforming levels.  The first part of the game is the tournament where you face off against four opponents in single elimination bouts.  Four fights, that's it, and to top it off they are easy, really really easy.  The remaining levels are of moderate length, but all in all the game only takes about 20 minutes to complete.  Yet I keep playing it, and here's the biggest shocker, particularly for you younger audience members for whom the next statement may have little meaning at all:  I'm playing for score!  Yeah, that's right.  If you have ever asked yourself who the loser is who has been beating Karate Kid for the NES at least once a day for score, the answer is this guy:
Me

Now the question to ask is why?  Why would anyone do such a thing?  I own a shameful amount of NES games, and this is how I spend my time?  Something must be wrong with me or very right with the Karate Kid.  The answer might be a little of column A and a little of column B (see picture above).
My personal idiosyncrasies aside, there are some very right things about the Karate Kid.  It's not without its faults: comparatively short levels, unfair stuck points where the enemies can drain your health to zero in seconds, fairly uninspired level design, but it manages to overcome those things with an almost ridiculously simple formula of uncomplicated game play, short play time, charming theming, and just enough challenge to keep things interesting. Not surprisingly, this is the exact same formula that makes Jackie Chan's Action Kung-Fu a sleeper hit of the Konami library (the only real difference in the games is the theming and game length, JCAKU takes almost an hour to beat).
(Dude, I go on FOREVER about this game, but keep reading, I promise it is worth it...)

Monday, March 15, 2010

A Closer Look at Uncanny X-men for the NES

A Closer Look at Uncanny X-men for the NES


Yes, so here we are again, in a place I never expected to be, much less twice.  Coming to the defense of an LJN game isn’t easy, but once again my eyes have been opened to a game that at first blush appears to be a steaming pile, but upon closer inspection turns out not to suck as much as I thought.  Heck, with the game in question, I’d even be so bold as to now admit that I like the game a lot.  The previous sentences are ones I would have never expected to write about X-men for the NES, but here we are.It all started over on NintendoAge, a fellow website devoted to all things Nintendo, where we are discussing “impossible” to beat NES games and I threw out X-men as a candidate. My previous experience with the game indicated that it was pretty much unplayable. Another poster replied that not only was X-men beatable, but there were people out there who could do it in short order and that once you learned the intricacies of the game, it was actually quite playable.  Certain that I had missed something, and being a big Marvel Comics fan who was sorely disappointed by this title back in the 80’s, I set out to find if this poster was indeed correct.

Step One:  Read the freaking Instruction Manual.  This should be a disclaimer for all video games made before the PSX.  It should be second nature to old schoolers like me, but I’ve been spoiled by the in-game tutorial that is a staple of modern games.  That doesn’t dismiss the fact that I obviously played this as a kid without reading the manual, but it was probably a rental and those never had a manuals, so leave me alone!  Anyway, read the damn manual if you want a shot at playing this game and understanding what is going on.

Step Two:  Play cautiously, learn the game.  The biggest mistake I made was thinking that this game was a standard dungeon crawler like Gauntlet and ran in guns a-blazing.  That will not work with X-men.  You have to play carefully, at least until you are familiar with the game play and level design.  Take your time.
If you follow those two steps you just might be able to salvage your opinion of this game.  And if you are really crazy, like me, you just might find you actually like it, a lot.  What the hell.

So how do you go from completely dismissing a game to playing it for hours on end?  Sheer will power.  If someone else had possessed the wherewithal to actually beat this game, then there must be something to it.  I’ve never let a game best me and I wasn’t about to let X-men be the first! So I started playing and kept playing and playing.  Here is what I discovered.  In all honesty, X-men feels like a sloppily made dungeon crawler that was pretty much already programmed when someone from LJN got a hold of the X-men license and started shopping around what they could do for an X-men themed game.  Somebody pulled out this program and said they could change the sprites to look like the heroes from the comic and minutes later this game appeared on toy store shelves across America.  I kid you not.  The game is only loosely based on the comic books, despite the aforementioned, very well themed Instruction Manual.

The Unstoppable Shooting Juggernaut!
Take the bosses for example: Sabretooth, White Queen, Juggernaut and Boomerang.  Boomerang?  Since when is he an X-men villain?  Dude fights the Hulk and Spider-man and maybe like Daredevil.  He has no beef with mutants that I am aware of.  Why is he in here instead of Blob or Pyro?  Also, Juggernaut, the character known for being “unstoppable” has decided to forgo his usual MO of ramming people into pulp in favor of shooting some kind of electric beams at you.  And while we’re at it, the White Queen acts more like Mystique since she takes your form and attacks you as you.  Heck the sprite even looks like Mystique!  Oh and Sabretooth jumps a lot.  Now you tell me this game was designed with a working knowledge of the X-men and their rogues’ gallery…

Anyway, if we look past the half-heartedly applied theming, what we are left with is an average or below average dungeon crawler that is tricky to learn, but once it has been learned, it proves to be simple and even fun.   For an added kick, once you learn the game, you can reapply the theming and ignore some obvious mistakes and enjoy the game at its fullest.  By no means am I suggesting that X-men is a classic, but it may not suck as much as you or I originally thought.  The key is to be patient and learn its ins and outs.  The remainder of this article is designed as a guide to getting some enjoyment out of this game and to redeem what is otherwise a dismal, comic-based video game.  Having finally beaten X-men, I can say with some authority that X-men for the NES isn’t as bad as its reputation, but isn’t as good as it should have been.

But enough defending LJN games, next month I’ll take a Closer Look at something that we have unknowingly allowed to happen over the past 30 years, and we are worse for it…


TIPS AND TRICKS

Ranged vs. Melee Heroes.  Your team is split into two types of characters: ranged and melee.  My first instinct was that ranged was the way to go, but I soon discovered the advantage of the melee type.  Ranged characters are great because they can attack from a distance and hit multiple enemies at once.  Where they come up short is defense.  A few good hits means curtains for them and if an enemy spawns under them, it’s goodnight Gracie (George Burns, look it up).  Melee characters have to get up close and personal to take down bad guys, but they have more HP and defense to make up for this fact.  I prefer the melee guys for this very reason.  If you are going to use ranged heroes, pick up every, and I mean every, Energy and Invincibility power-up you see.  This is a good strategy in general (see below), but for ranged characters this is not optional.  Iceman can have full health one minute and be seconds from death the next.  Do not risk it.

Colossus is the best character in the game.  Why?  Durability.  He has the most HP and he packs the biggest punch.  I believe you can beat the game with him alone if you have to.  Sure he’s slow, but so what?  That really only comes into play in the Robot Factory and even then you can work around his speed.
Storm and Nightcrawler are useless.  Useless.  Both have the resilience of a paper hat in the rain.  They will die instantly upon contact with an enemy and their attack power is not sufficient to make up for their lack of fortitude.  These two are expendable.  Do not use either as your main character unless you just really want a challenge.
Wolverine, Cyclops and Iceman are all good middle of the road characters.  Wolverine is a lot like Colossus, but with a little less durability.  He can go a long way, but sometimes needs some help.  Cyclops and Iceman are the best ranged attackers, but they can’t take too many hits, so use carefully.  Other than the fact that Iceman can fly (?) they are virtually identical.

MINI-WALKTHROUGH
My strategy is to start with Colossus and Storm in the Underground Sewers level.  Storm will fold like a chair at the civic center pretty much as soon as the level starts, so get that out of the way.  Colossus is best to fight Sabretooth since Toothy tends to jump a lot and Colossus can just stand there and wail on him.  Plus Sabretooth tends to work in an “L” shaped pattern so he will just keep running into Colossus’ fists.  Next I take Cyclops and Nightcrawler to the Future City Street Fight.  Once again, Nightcrawler lasts about as long as a bag of cookies at my overweight aunt’s house, so he’ll be out quick.  Cyclops is pretty fast and has powerful optic blasts so he can mow through bad guys pretty easily.  Iceman is equally reliable, and if Cyclops goes down, Bobby is my back-up.  Next I take Cyclops (or Iceman) to the Robot Factory along with Wolverine; sorry Logan you’re not going to make it.  Again, Cyclops is great against Juggernaut because he can wail on him from a distance (see below about Bosses that Shoot).  Finally, I take Cyclops and Iceman, one of them must die sadly, to the Living Alien Ship and run amok in there.  The White Queen is an easy kill.  Then I load everybody back up into the station wagon and head for Magneto’s house, where we all get soundly trounced and I get to try it all over again… (see below about Getting to Magneto)  You may find it strange that despite my previous adoration for Colossus, I only used him once in this mini-walkthrough.  That is because he is my go-to.  If everyone else gets slaughtered in a mission for some reason, I know with reasonable certainty that I can put Colossus in there and get us through the mission.  Thus, I never put him on the front line unless I have to (like in the Sewers).

Laser gates are instant death.  I don’t care if Colossus has full health; he cannot make it through a laser gate without dying should the gate close on him.  Oh sure, you might make it once, but I promise you the odds are against you.  What’s worse, there is no real rhyme or reason to when they open or close.  It appears to be totally at random.  The only way I have found to get through these gates is to kill baddies until one drops an invincibility power-up.  Grab the power-up and run like hell through the gate.  It may take a minute for one to drop, but I promise the alternative is 99% certain death.


Power-ups:  There are two power-ups you should ALWAYS pick up: Invincibility and Energy.  Dying in this game is easy, very easy.  Stupid very easy.  To stave off the grave, pick up these two power-ups every, and I mean every, time they appear.  The Invincibility is great for obvious reasons and the Energy will refill your entire HP every time.  Picking these up every time is a no-brainer. Avoid the Magnet Mines like they were the plague.  If you are playing with a weaker character, these are instant death anyway, and they can be just as fatal for good characters.  The Time Stop and All Kill are good, but I wouldn’t risk anything going for them.  Use as you see fit.

Defeating Bosses that Shoot:  For some reason Boomerang is a boss in this game and he throws boomerangs at you (shoots).  Also the Juggernaut shoots at you, despite that being contrary to his very nature.  When dealing with bosses that shoot, for any reason, your best bet is to avoid being on the same level (line) as they are.  When you share a level (line) with them, their shots can hit you, otherwise they cannot.  Position yourself just below their level or just to the side if working vertically, and then wail on them with melee attacks or blast them with range attacks.  If they move to your level, adjust and repeat.  They will continuously try to walk to your level so if you are careful and time it right, you can often bounce them back and forth into your attack until they are vanquished.

Look before you leap.  Until you know the levels inside and out, walk carefully.  The levels are littered with poisonous floors, traps, spike pits and other pitfalls that look nothing like those kinds of things.  If you are walking and you hear the noise that indicates you are taking damage, check where you are, chances are good you are standing on a trap or other floor hazard.  Get off of there quick.  Weaker characters will be pretty much instantly killed by these, so mark them well and avoid.

Violence is NOT the answer.  Most of the time, the bad guys in this game are not really out to get you as much as they are just meandering about.  Thus, for several of the levels, you can clear entire areas with little to no violence at all.  Just run past everything.  Why is this a good idea?  Killing an enemy causes it to respawn and sometimes that happens right under where you are standing resulting in a quick death if you are not careful.  If killing them causes this, why do it?  Plus if you don’t stop to kill everything that shows up, you cannot get surrounded and blitzed from all sides. Play around and see which levels/areas you can clear with a minimum of conflict.  It may save you in the long run!

A note about escaping the Robot Factory.  On your way out of the boss room, you are going to pass through an area where the walls close off part of the room.  RUN.  Fast.  If you get stuck between these walls all you can do is sit and wait for the bomb to go off and kill you.  It is in your best interest to learn this room and its three closing walls well.  At the start, grab an Invincibility power-up if you can and then make a run for it.  If you get closed off before passing the first wall, you can always go back out the teleporter pad and come back in and the wall will be open again.  I have actually gotten stuck in the wall before as it closed on me, however I was able to wiggle free by repeatedly pressing the A and B button and pausing and unpausing the game.  Not sure if this will work every time, but it got me out once.  Also, occasionally picking up the Time Stop power-up will give you a speed boost, not sure what governs when and if this happens.  You can also use this to increase your speed and escape the closing walls. If you are playing as Colossus, this strategy is a must.
 
FINDING MAGNETO
Ok are you sitting down?  Are you ready for this?  There is absolutely nothing in the game that tells you how to access the final level against Magneto.  There is nothing in the instruction manual that tells you how to access the final level against Magneto.  The only thing that even hints at how to do this is printed in extremely small print at toward the bottom of the label on the game cartridge itself.  Not only that, but the hint that they give you on that label is WRONG.  You heard me.  If you beat all four regular levels, the game appears to be over, as you can only access the PRACTICE level.  However, once you have completed the four main levels, on the stage select screen, you press UP + B+ SELECT + START and it will take you to the character select screen where you pick the two heroes you want to take on Magneto and then it will whisk you off to the final level.  How totally messed up is that crap?
Now, before you race off to fight the bastard, spend at least one round in the PRACTICE level.  Why?  Doing so grants you access to all of your heroes again, even the dead ones – creepy, huh?– for use in the final level.  So killing off Iceman on the last level isn’t so bad after all.  And trust me, you are going to need them, Magneto’s lair is way tougher than the previous four levels!  Actually, you can do this after successful completion of any level, and that might be good for you as you practice, but don’t rely on it as a crutch, play the game!
Be careful!  Magneto’s lair is bigger than any of the previous levels and is a perilous maze.  Many of the passages lead to dead ends and the floors are riddled with traps.  The enemies move faster, spawn quicker and hit for more damage.  Once you get to Magento, he’ll act a lot like a Boss that Can Shoot, so use those strategies.  The only real difference is that the battle area is smaller, so watch your step.  Also, if he hits you with his magnetic beam, your controls will be temporarily reversed.  That is not good.  Your best bet is to try and trap him in the upper right corner of the screen and give him what for!

Hopefully, the above tips and strategies will help you get more out of this game than you did the first time you made a go at playing it.  Heck, if you are stupid like me, you might even like the game, but I’m not making any promises!

Tuesday, December 15, 2009

A Closer Look at Going Home Again in the World of Video Games

A Closer Look at Going Home Again in the World of Video Games

Thomas Wolfe broke the bad news to us about thirty years before Pac-man gobbled his first dot, “You can’t go home again.” Wolfe wasn’t writing about video games at the time, but his themes of change both personal and environmental extend even into our modern technological age and yes even to video games.  I have experienced this phenomenon numerous times in my long love affair with the pixilated media, but it became even more salient recently upon purchasing Mario Kart Wii.

Allow me to start by saying that Mario Kart Wii is perhaps the greatest kart racing game I think I have ever played (and that puts it up there with Crash Team Racing for the PSX).  The game is ground-breaking in terms of innovation and game play.  One of the coolest features in the game is the ability to play older tracks from previous incarnations of the Mario Kart franchise.  It was this that sent me down the inevitable road to disappointment.  So enamored was I with the sleek controls and bright colors of Mario Kart Wii that I was prompted to revisit the previous best Mario Kart racer I had ever played: Mario Kart 64Mario Kart Wii features a couple of tracks from that blast from the recent past and playing those gave me a longing for those days of yore.  Thus, back to the N64 went I.  And therein lays my mistake.  Thanks Thomas Wolfe.

As the video game industry becomes more and more advanced and modern games get deeper and their complexity increases, the merits and faults of classic games are becoming glaringly obvious.  One of the consequences of our rush toward into the future of gaming is the difficulty of returning to classics we once loved.  This difficulty is multiplied when the classics we are revisiting have been updated in more modern versions of the game.  Hence my disappointment upon plugging Mario Kart 64 into my console.

It’s not just the fact that Mario Kart Wii implements a new, unique and innovative control scheme, although that does make going back to a D-pad or analog stick a bit mundane.  But Mario Kart Wii is such a leap forward in terms of graphics and game play that going back to Mario Kart 64 is very difficult.  Mario Kart 64’s graphics were awesome for their time, but when held up against the bright, detailed tracks of Mario Kart Wii, they seem cardboard cut-outs in a 3-D world.  What’s more, the kart dynamics are sluggish and awkward next to the seemingly flawless kart mechanics of Mario Kart Wii. In the Wii version the karts (and motorcycles) are a seamless part of the environment and they move and interact with the other karts and background elements naturally.  In my revisit of Mario Kart 64, the karts felt clunky and looked like they had been pasted onto the background, as if you took the background away and they would just keep on going through space without need of a playfield.  The game still played pretty well, though not as smooth as the Wii version and the fun was there, but somehow diminished.  It didn’t take very long for the 64 version to go back on the shelf and the Wii to get fired back up.  Thanks again, Thomas Wolfe.

Sadly, this isn’t the first time this has happened to me.  Now that I think about it, there have been several times in my gaming history that I have attempted to revisit older games that have had more modern updates and found the older games wanting. Rogue Squadron and Rogue Leader present another example of this phenomenon.  I loved Rogue Squadron for the N64 and played it to death, but after moving on up to Rogue Leader on the Gamecube, trying to play Rogue Squadron is like trying to wear great looking pants that are three sizes too small.  No matter how badly I wanted to run those missions again, the controls were just too clumsy and awkward.
Nice, shiny, and slick!
Still nice, but a bit clumsy












Even Spidey knows these two are worlds apart!
And the phenomenon isn’t just limited to games; genres can undergo this as well.  Fighting and sports games are perfect examples of how modern games can render older games completely obsolete.  Soulcalibur and Soulcalibur II changed the face of fighting games forever, particularly 3D fighters.  Even great older fighting games like Tekken do not hold a candle to the majesty of Soulcalibur, which when released was actually better than its arcade counterpart!  If Tekken cannot hold up, lesser fighters are reduced to an unplayable mess.  Don’t believe me? Try playing Star Wars: Masters of Tera Kasi.  Similarly, the constant evolution of the Madden football franchise is practically geared toward outdating its previous incarnations.  With each new year a newer and flashier version of Madden Football is released with more whistle and bells, online support, updated player rosters and the previous year’s game is forever lost in the discount bin of the local second hand video game store.  Hell, you can build a house out of unwanted, outdated sports games for the N64 alone!  I personally own Madden '93, 2000, 2001 and 2008 and have played them only during the year in which they were released with the exception of Madden '93 which still rocks!).  For kicks, I once put Madden ’00 in my PS2 just to see what would happen.  First and foremost, this happens to be one of the games that is not backwards compatible with the PS2, so that was interesting enough, but second, the game was practically unrecognizable when compared with more recent versions, even next generation versions for the PS2 (even when played on an original Playstation)!
 
The phenomenon isn’t limited to video game consoles either.  Perhaps one of the most glaring examples of games being outpaced by their modern counterparts can be found on the PC.  Computer technology is obsolete by the time it hits the market and I cannot tell you how many times I have purchased a new PC one year and a new game the next only to find that my computer isn’t powerful enough to run the damn thing.  That quibble aside, computer games possess a special vulnerability to this phenomenon due to the very nature of their medium. My wife loves, and I mean loves in that very unnatural way, the Sims games for the PC.  She owns practically all of the expansion packs and other accoutrement for the original game and a healthy compliment of add-ons for sequel offering Sims2.  While the original Sims still holds a special place in her heart, she simply cannot play it very long anymore, not after playing Sims2.  According to her, Sims2 provides a much fuller gaming experience, filling in gaps in the original game and building upon its foundation.  These new additions and enhancements create a rich experience that satisfies in a way that the original no longer can.  In my own experience I can attest that I found similar difficulties with Roller Coaster TycoonRoller Coaster Tycoon 2 is for all intents and purposes almost exactly like the original Roller Coaster Tycoon with some crucial upgrades and improvements.  Graphically, the games are nearly identical.  The game play is foundationally the same.  Yet there is enough of an improvement that it is very hard to play the first Roller Coaster Tycoon again.  The coaster building and landscaping interfaces are much improved.  The new kinds of attractions and amusement park themes are rich and diverse.  And these things are just enough to make it hard to return within the confines of the original game.  Damn you Thomas Wolfe!

In studying this phenomenon there appears to be at least a semblance of reason to it.  It seems there are some games that are immune to the syndrome, some games that are particularly vulnerable to it, and some games that float in the middle.  The games that seem the most vulnerable are those mentioned above including but not limited to racing games, fighting games, and sports games.  These games tend to get outdated by improvements in their next iteration.  There may be some appeal to the earlier versions, but chances are good the improvements make dull the luster from the older game.  Sometimes this is due to a new level of depth or complexity that is made possible by later versions; Gran Turismo certainly takes a beating from this.  Sometimes it is due to game play improvements that a more powerful gaming platform allows; hence my aforementioned trouble playing Rogue Squadron.   And sometimes, as with sports games, it is just the nature of the game to have the newest version outpace the older ones, as with Madden and other sports titles.

Whatever the cause, there are certainly types of games that suffer from being outmoded by their latter counterparts.  The interesting thing to me is that graphics are rarely the determining factor.  Sure, nearly 99% of the time, the newer game is going to look better than its older cousins, but that is not generally enough to render an older game obsolete.  My wife makes a hard case for the original Tomb Raider succumbing to this phenomenon due to its incredibly blocky graphics, especially when compared to more recent releases such as the Anniversary version for the Wii or other modern systems.  Being a die-hard fan of the early series, I contest this, but I can see her point to some extent.  Still I maintain that the original game is fun enough on its game play merits that I can look past the polygons and still enjoy the ride.  That example notwithstanding, it seems that graphics are a minor player in this particular phenomenon.

I did notice one interesting exception to this phenomenon, however, directly related to my Mario Kart experience: sometimes if you go back far enough, you can in fact go home again.  While I was not able to recapture the magic of Mario Kart 64 after playing Mario Kart Wii, I did find that I was still able to enjoy Super Mario Kart for the SNES.  So perhaps some games are able to skirt the phenomenon if their history is rich enough and if the most recent game is sufficiently removed from the original offering.  I would like to try to make the same case for the Madden NFL series.  As mentioned above, I still have Madden ’93 for the SEGA Genesis and I still play it and it is still fun.   As long as you are not too wrapped up in using fifteen year old players and viciously limited playcalling, the game still has much of its original appeal.  Since nearly all of the players featured are retired and the divisional alignments are no longer valid, the game is almost like playing an even earlier football game like Tecmo Bowl, where teams and players really had no bearing on the game play at all.  So while I cannot plug Madden ’01 into my PSX and relive the magic, I can dig a little deeper and get back to a place where the earlier versions still retain some of what made them great.  This unique situation may also shed some light on why some games are immune to this phenomenon.

And thankfully, there are a whole slew of games out there that appear to be immune to this “can’t go home again” syndrome and interestingly enough these games are predominately adventure/RPG games.  No matter what year it is, I can always plug The Legend of Zelda into my NES and get the same charge out of it I did back in 1988.  The same goes for Castlevania, Metroid, Pitfall II, Super Mario Bros., Final Fantasy VII, and a host of others.  These games do not seem to diminish at all from having newer chapters added to their lineage.  In some cases the mystique and charm is actually increased by the addition of the newer games. And the determining factor seems to be story.  Most of the games I have mentioned either are rooted in a specific story or are a chapter in a larger story that has unfolded as more games are added to the series.  This is definitely true for the Zelda and Metroid series.  The fact that the game develops as a story also develops makes each game unique and doesn’t ask it to stack up against later games in the series.  Of course Link to the Past isn’t going to be the same as Phantom Hourglass, they are two totally different games with totally different stories that ask you to do totally different things, all the while preserving the flavor and character of the overall series.  As long as the games are well made and the game play is good, chances are they are going to stand the test of time and the release of bigger and better games in the series.

The other games I mentioned, Super Mario Bros., Pitfall, Castlevania, survive for an entirely different reason.  While those games may part of a larger story or world, subsequent editions in the series function more like extensions or supplements to the original game.  Super Mario Bros. 3 is just as much fun as Super Mario Bros. despite SMB3’s obvious superiority because the games don’t really compete for the same spotlight the way their kart racer cousins do.  Furthermore, Super Mario Galaxy can be just as fun as either of those two older games, because it has taken the basic concept and applied it in a way that neither of the earlier games could even attempt.  It’s still platforming fun, but it is sufficiently different without outdating its predecessors. Take that Thomas Wolfe!

The defining factor seems to be related to application of the theme.  If the theme is kept true, but re-imagined in unique and different way, then there is a good chance you’ll be able to go home again.  However, if the theme is kept true and the execution of that theme is maintained without significant change, but the primary adjustments are to peripherals like game play, controls, options, or graphics, then chances are going home again is going to be difficult and perhaps disappointing.  Preservation of the theme is vital to the success of any game series (look what happened when they tried to re-invent Lara Croft…).  The theme can undergo evolutions and changes, but it rarely survives a complete overhaul.  Even when the Castlevania series shifted from strict platforming to a non-linear exploration game, they kept the theme by remaining true the existing story and adapting the original platforming design to accommodate the new direction they were taking the series.  The same can be said for Metroid when they changed to a first person shooter perspective, the exploration that made the initial games such a success were maintained while the gaming style was diversified.  However, preserving the theme and updating the set dressing without evolving the theme in some way can quickly render an earlier version obsolete.  And in cases like the Sims and Roller Coaster Tycoon, evolving the theme can even be dangerous if doing so doesn’t change enough about the theme to make both the newer and older versions uniquely appealing.

It is a tricky thing going home again in video games.  Sure, you may have great memories of you and buddy staying up all night for one more game of Wrestlemania on the NES, but that may not mean that Wrestlemania is still as good as you remember, especially if you’ve played anything more recent.  Games that are modern versions of older classics that have updated the peripherals, controls, graphics, etc., but not changed the fundamental game play are going to make it hard to enjoy those original games.  Going home again is a function of gaming’s evolution as we move toward sometimes better, always more powerful games.  The true test of a game’s staying power is directly related to its development over time.  Games that develop naturally and grow beyond their beginnings manage to maintain their charm and appeal, no matter how much better the games in the series get. So, Thomas Wolfe, you can go home again, but you have to be careful which home you are going to.

Pitfall Harry says, "Thomas Wolfe is a punk."
 Join me next month, when I’ll take a Closer Look at the Spider-man game that ushered in a whole new era of web-slinging and see how time has treated it. 

Tuesday, July 7, 2009

A Closer Look at Back to the Future

A Closer Look at
Back to the Future (NES)


As long as you forget that this is a game based on a movie, and a very cool movie, Back to the Future for the NES isn’t that bad of a game.

Back to the Future for the NES is a vertical scrolling shooting game with four mini-game “boss” levels. The main part of the game features you as “Marty McFly” trapped in 1955. (I put the name in () because I do not recall Marty wearing a black muscle shirt in the movie, so I am only guessing that you are supposed to be Marty…) Your goal is to reach four distinct points in your parents’ history and make sure that they fall in love and get married, and that you get back to 1985. To reach each of these four clutch points, you’ll have to survive four danger filled city blocks rife with open manholes, “bullies,” and bees. Lots of bees.





Doesn’t sound much like the Hill Valley you remember from the movie? Me either. As a matter of fact, apart from the four mini-game boss levels, there is very little here that would even hint that the game is representative of the movie. I’ll get to the mini-game levels in a minute, but first let’s focus on the main game.

The main game has you navigating the increasingly active streets of Hill Valley where hula hoop girls throw small blue wads of something at you, Guido-esque bullies menace you, and bees are everywhere. I repeat, bees are everywhere. Initially you have to maneuver yourself so that you avoid these dangers. Eventually you will have the opportunity to pick up a bowling ball power-up that allows you to throw infinite bowling balls at your enemies, yes even the bees! If you are successful enough to avoid getting touched by anything on the screen, and I mean anything even a park bench or fence, you will get the opportunity to mount a skateboard and race to the finish of the block, still avoiding bees.





Now I don’t know about you, but my favorite part of Back to the Future , the movie, is the part where Marty rides a skateboard four city blocks chucking bowling balls at Italian ruffians and endless hordes of bees. I realize that the makers of the game were trying to take a science fiction comedy and turn it into a video game, but some of the liberties taken here are just absurd. The only part of the main game that even suggests that this is a Back to the Future tie-in is the “health meter/timer.” At the bottom of the screen is a very loose interpretation of the photo Marty has in his wallet of his brother and sister (pretty mediocre photographic fakery—ELB). As you work your way through the level, the picture fades out (as if it has been erased from existence…). Run into enough delays and the picture fades, and so do you. To help stave off the impending erasure, you can pick up hundreds of clocks that litter the Hill Valley streets. Each clock restores a bit of the picture. However, there is also an additional timer for each block that cannot be slowed. Run out of time on that counter and you’ll fade out no matter what.





If the people at LJN wanted to make a great Back to the Future game, they really should have spent more time developing the mini-game levels or, you know, watching the film. The mini-games are where the game really shines. Each level is reached once four city blocks have been completed. Shockingly, the levels are actually based on scenes in the movie. The first scene takes place in Lou’s Coffee Shop. Marty must fend off Biff’s cronies by throwing milkshakes at them. In the second game, Marty must fend off his mother Lorraine’s amorous advances at Hill Valley High. Third, you must make sure your parents kiss at the Enchantment Under the Sea Dance. You’ll have to catch all the notes you can on your guitar before the picture fades away to set the mood for this fateful smooch. Finally, you’ll have to drive the Delorean down the street and across the wire at the exact moment the lightning bolt strikes the clock tower or you’ll be stuck in 1955 forever. These levels are the real meat and potatoes of the game and you really only tolerate the monotonous street levels so that you can have a crack at these babies.





As a whole, this game isn’t terribly put together or executed. The street levels increase in difficulty between mini-game levels at a reasonable rate and evaluated simply as a vertical shooter, the game succeeds in presenting a reasonable challenge. The mini-games are equally challenging and take some practice to master, but are not impossible to beat. The punishment for failing the mini-game levels however, is another round of street levels, so I recommend you get competent quickly. Graphically, the game is sound if not impressive. Again, the mini-game levels look heads above the average graphics of the street levels. The soundtrack is probably the biggest letdown in the game. The music is casio-keyboard simple and extremely repetitive. I suggest you listen to the music for one street level and then put in a Huey Lewis CD (tape if you’ve got it). Thus far I have been able to clear the Dance stage and have made it halfway to the Clock Tower, but the later street levels are so hard they demand an almost perfect run. With so many swarming bees that isn’t likely. That said I do feel that with a few more games under my belt I can make it to the Clock Tower and eventually back to 1985. The game doesn’t feel unbeatable.

In the final estimation, Back to the Future for the NES is closer to classic than crap. I realize that statement is a bit scandalous, but the only real failure of BttF is in its attempt to be a movie adaptation. If you called this game “Skateboardin’ Adventures” the disappointment level would drop ten points. Ultimately what we have here is an average scrolling shooter with some better than average mini-games. The game is playable and the controls are simple enough that you’ll be at Lou’s in no time. Just don’t come here looking for classic Back to the Future action and you’ll be fine.

TIPS AND TRICKS

If you are really determined to see this thing to its natural conclusion here are some tips that might help you along:

On the street levels: The bowling ball and the skateboard are essential to success here, especially in the levels between the Dance and the Clock Tower. Practice hitting the bees early on, because in later levels they will swarm en masse and your skills will need to be sharp if you are to survive. The skateboard can be dangerous if you do not master jumping with it, but once you do it makes the whole experience much more tolerable. Not only will you zoom through levels (again a must in later levels) but you’ll pick up clocks faster and keep your picture intact longer. Do not pass these two items up. Note: The skateboard only appears if you already have the bowling ball.

Lou’s CafĂ©: Do not forget about the super shake that clears all on-screen bullies at once. Use it in a pinch or if you mis-throw a regular shake. You don’t often get a second chance to correct an ill aimed toss. After about 25 bullies, the waitress will bring you another super shake, so use it with confidence.

School: This level is pretty easy. Marty’s book is pretty wide and can usually block hearts on two levels at once giving you a little flexibility on your positioning. I find that more often than not the hearts sneak by underneath my position rather than behind. Just sail along, Kaboom! style and things should be fine.

The Dance: This is the easiest mini-game I encountered once you learn the secret pattern of the notes. Sharps are always high, flats are always low, and the other notes are always in the middle. As long as you remember that, you should clear this level perfect every time.
88 miles per hour: Once I get to this level, I will update this section and tell you how I managed to get back to 1985.

Your Friend in Time
Stan

My next Closer Look will be at the two Beauty and the Beast games for the SEGA Genesis.