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Gaming Pathology

Gaming Pathology

Piles Of Games, Copious Free Time, No Standards

Category: Action Games

NES Movie Licenses

Posted on August 15, 2007 by Multimedia Mike

I reviewed my list of NES games missing from MobyGames and specifically searched for movie licenses. I came up with 10. Oh joy. Games based on movie licenses are infamously insufferable, even worse for the old NES (with at least 3 notable exceptions: Willow, Batman, and Gremlins 2: The New Batch). The first order of business is to determine which games already exist in the database but for other platforms. I go for Alien3 and Bram Stoker’s Dracula tonight.

I was somewhat excited about Alien3 because I thought that the SNES version of Alien3 was really very good. Unfortunately, a quick whirl through the game reveals that it’s actually a port of a more dull version for Amiga, Commodore 64, Game Gear, Genesis, and Sega Master System.


Alien 3 screenshot

You play Ripley, of course, and you are allotted a rather small period of time to scramble through a level infested by the trademark aliens. You need to free a number of trapped, alien-embryo-impregnated humans. What happens if you should fail in your task? The game scrolls to each of the ill-fated humans and shows 8-bit chest-popping action (illustrated in the preceding screenshot). It’s not nearly as gory as Hitler’s head exploding at the end of Bionic Commando.

Okay, I got the screenshots for that one. I move swiftly on to Bram Stoker’s Dracula, for which MobyGames presently lists ports for Amiga, DOS, Game Boy, Game Gear, Genesis, Sega CD, Sega Master System, and SNES. What’s one more platform? The developers (Psygnosis and Probe are listed) were extremely busy with these 9 (known) ports of this game. Some things fell by the wayside, like some kind of intro/title theme. I thought there was something wrong with the emulator. Here’s another graphical problem that sticks out like a mountain– because it is a problem with the mountains:


Bram Stoker's Dracula -- Uneven mountains

These uneven mountains are a bit disconcerting, even if you’re fairly unobservant like me. That quirk notwithstanding, the graphics are decent, as they should be for a 1993 game.

Very similar by screenshots to the existing platform ports in MobyGames, BSD is another side-scrolling action affair; the hero collects a variety of weapons to use against the hordes of undead. Creepy, undead bosses top off each level. The first boss is a shadow creature who keeps taking cover in the shadows. I’m not nimble enough to take him down. Instead, I lie down for a nap:


Bram Stoker's Dracula -- Game over

Or that could be the game over screen. Either way, it’s past my bedtime, and MobyGames is 2 games closer to completion.

See Also:

  • 7 more NES movie licenses

At MobyGames:

  • Alien3 for NES
  • Alien3 for SNES
  • Bram Stoker’s Dracula
Posted in Action Games NES Games | Tagged movies | 1 Comment

Chip & Dale’s Rescue Rangers 2

Posted on August 14, 2007 by Multimedia Mike

So last night’s action game was a bust. I looked through the list of un-entered NES games tonight and found one that can’t miss– Disney’s Chip & Dale Rescue Rangers 2. This was a sequel to another NES game of the same franchise which was, of course, based on a popular Disney syndicated cartoon. Capcom’s Disney cartoon adaptations were always quite simple due to their target audience, yet amazingly fun and remarkably faithful to the source material. Just the way that Capcom’s musicians managed to accurately reproduce the various Disney themes on the NES audio hardware was phenomenal, though curiosity-inspiring as it made us gamers wonder why the theme song could not be reproduced exactly (something I understand full well now).

Thankfully, this game did not disappoint, though I did get off to a fairly bumpy start which only served to illustrate just how much gaming skill I have lost over the years. In the previous game, the valorous vermin were responsible for putting the nemesis Fatcat away. But the intro in this game illustrates a daring prison break by blimp, a blimp that illuminates with “FATCAT” on the side when it has completed its mission.


Chip & Dale's Rescue Rangers -- Daring blimp rescue

Next, Chip is watching television looking for leads on hot cases. The announcer obliges with the notification that there is a BOMB threat at a nearby restaurant.


Chip & Dale's Rescue Rangers -- Bomb threat

This is pretty heavy stuff for a kids’ game. Chip assembles the crew and announces that this is precisely the kind of mission that the Rescue Rangers are chartered to handle. And darned if the rest of the crew doesn’t go along with it.

So it’s off to the restaurant for stage 1 and possible incineration. Despite my misgivings about the rodents punching above their proverbial weight, the game is predictably competent. Nintendo shows a release date of January, 1994 for this title, the beginning of the last year that official NES games were published, and Capcom is one of the best creators of NES games. So I had high expectations which I am glad to report were met. I liken this game (and the previous one) to Clockwork Knight with the way smaller-than-life characters are making their way in an oversized world. The first stage has you battling across the countertops of a diner, past food and sinks and ovens, dodging bees pouring honey and rats wielding silverware. Those rats are mean– the ones with forks will throw their utensils; the rats with spoons use them to bat your boxes back at you when you dare to pick up and throw the crates– fiendish feature for a NES game.

Eventually, I make it past the first boss and Gadget has recovered the bite-sized bomb:


Chip & Dale's Rescue Rangers -- Defusing bomb

Panicked, she asks you whether she should cut the blue or the red wire. It doesn’t matter which you pick– she was only kidding. So it’s down into the sewer next, in hot pursuit of Fatcat, having learned through villainous exposition from the stage 1 boss that the bomb was a distraction, during which Fatcat stole some Egyptian artifact. I played until I got to the second level boss, whom I had no idea how to defeat:


Chip & Dale's Rescue Rangers -- Boss #2

My best guess is that he is some sort of fart bat. He launches 2 clouds at you along predictable vectors and then swoops to the other side of the room. I just couldn’t find any offensive option for taking care of him.

Posted in Action Games NES Games | Leave a comment

The Last Starfighter

Posted on August 13, 2007 by Multimedia Mike

I decided to just play one NES game tonight. I went for a game that sounded like it would be a fun action romp. How about The Last Starfighter, based on the 1984 movie? That sounds like it would fit the bill. What was I thinking? A movie license is a movie license and this is no different. The confusing part is that the developers weren’t exactly meeting a movie release deadline (this came out in 1990; the NES came out after the movie).


The Last Starfighter NES game

It’s a confusing and difficult shmup game. Your starfighter moves about a vertical line that sits in the middle of the screen. From there, you can accelerate and decelerate, and can turn backwards and forwards. You can shoot with the B button and in some circumstances, you can press the A button to slim the ship into a different shape. I’m not sure when I was allowed to transform in this way or what purpose it served. I just know that it’s arduous to survive more than about a minute.

It’s unclear whether the legendary death blossom made an appearance in the game.

Posted in Action Games NES Games | 1 Comment

NES Ninja Wrap-up

Posted on August 11, 2007 by Multimedia Mike

WildKard’s recent entry for Little Ninja Brothers reminded me that I wanted to scan my list of NES games yet to be entered into MobyGames and finish entering all NES ninja games. That is, all NES games with ‘ninja’ in the title. It turns out that we’re down to 2 now: Ninja Kid and Ninja Crusaders.


Ninja Kid -- Starting out in the poison field

In Ninja Kid, you play a character who is ostensibly a ninja, though the game’s title is the only real evidence of that. He runs, he jumps, and he shoots. Presumably, he shoots magic ninja bullets. Whatever it is, it doesn’t seem very ninja-like. He doesn’t even wear a ninja mask, though I recognize that’s not a hard and fast ninja requirement. Some of his enemies in this game are the more traditional ninjas who wear masks and throw ninja stars. Ninja stars are among the powerups in this game, along with boomerangs and fireballs. They’re all more becoming of a ninja than the default ninja bullets.

This ninja kid is also a little wuss. One hit and he dies. Yeah, it’s one of those games.


Ninja Kid -- In the water, playing it safe

I am trying to figure this game out. There is not much to go on in the way of in-game clues. I suppose I could dig up the old instruction manual using the internet. But a little knowledge can be a dangerous thing. From what I can surmise, Ninja Kid has to travel to a series of locations on an overhead map (that shift around with every game). The process for completing an area is a bit fuzzy. It seems that you have to find a way to open a door which may lead back outside, or to a boss battle. Just battling your way to the right isn’t enough, and the levels likely go on forever. That means that my strategy, illustrated above, of just laying low in the water where there were almost no threats, probably wouldn’t pay off in the long run. I still played Ninja Kid quite a bit longer than I strictly needed to out of a strange determination just to figure out what on earth was going on!

I still can’t get over the whole shooting ninja thing. I wager the best explanation for this is that the game came out in 1986, very early in the NES’s life, and “that’s just the way things were done back then.” Sort of like the way crates figured prominently into early 3D games.

On to Ninja Crusaders, which is a 1990 title and a good deal more competent than the previous ninja game. However, it shares one unfortunate feature: one hit, no more ninja. This was always the ultimate aggravation in classic NES games.

Aliens — apparently mechanized ones — invaded the earth and annihilated much of humanity. Some ninjas survived and eventually decide to file a complaint with the new management, as only ninjas can. Ninja Crusaders is a 2-player simultaneous game with some very nice, post-apocalyptic cityscape graphics.

A ninja begins the game with a magically unlimited supply of ninja stars. They’re weak but have a screen-width range. Other, more powerful weapons are available but naturally have less range. Such weapons include a sword, a bo staff, and… a chain whip? A maskless ninja is passable, fine; but I just can’t get past the idea of a ninja with a chain whip, as demonstrated here:


Ninja Crusaders -- Chain whip?

I mostly stuck to the ninja stars because I preferred being far, far away from the lethal enemies while battling them. However, when I made it to the first boss, whose attack pattern involves getting all up in your face, I found myself longing for a more powerful short-range offensive option.

I thought this game was teaching me a new word:


Ninja Crusaders -- Watery graue (or perhaps grave)

until I looked it up and found no such word as “graue”. Perhaps they meant “grave”, but that’s certainly not the font character for ‘v’.

Posted in Action Games NES Games | 1 Comment

Clue Finders: Mystery Mansion Arcade

Posted on July 15, 2007 by Multimedia Mike

Time for another intensely lightweight, kid-targeted video game romp– let’s face it, these games ain’t gonna enter themselves into MobyGames. And I even located a pile of stuff procured from eBay back in March that I forgot to log into the master spreadsheet. It just doesn’t end!

Tonight’s fluff-fest is Clue Finders: Mystery Mansion Arcade. It comes from a franchise of Clue Finders games which generally appear to be educational. This title is actually a collection of 4 games, only one of which could conceivably be loosely tagged as having content remotely academic. The setup is that an all-star team of villains who debuted in previous Clue Finders franchise games has been assembled by a new mystery villain. This collaboration plots to lure the team of protagonist children into their home. These villains hold serious grudges towards the Clue Finders based on their previous encounters. The game contains a Rogue Gallery menu option where you can view dossiers of each villain. Cleverly, the dossier also includes a mention of the franchise game where the antagonist premiered. This is the dossier for one Pericles Lear:


Clue Finders: Mystery Mansion Arcade -- Pericles Lear's Criminal Dossier

So, the guy lives and works in San Francisco and has an affinity for chemistry. On closer examination, I just noticed that the above data does not really paint a menacing portrait of a criminal mastermind.

Anyway, there are 4 Clue Finders, 4 villains, and 4 traps/games. Each villain designed one trap to ensnare one of the children. Fiendishly, each trap is tailored for each child’s specialty. I suppose I shouldn’t try to understand why diabolical crime geniuses would give their victims a fighting chance in this manner. The first game has Owen, the team’s skateboarding nutrition specialist and pizza enthusiast, skateboarding on giant pizzas using a giant sub sandwich as a skateboard. Given Owen’s passion, I can understand that he might be a natural at this task. But if his task were switched with Leslie’s book task, both of these young go-getters might just meet with their early demise as intended.

Speaking of Leslie, her task is to jump on books. This takes a few sentences to explain, but it was my favorite of the four games on offer:


Clue Finders: Mystery Mansion Arcade -- Leslie's Bookerang Library

The back of the library has a topic; in this case, it’s capital cities. The demons on the bookshelves are tossing books into the room. Leslie must only jump on books whose titles contain capital cities. When she jumps on a qualifying book, that book becomes permanent. If she jumps on a book with a non-matching subject, she crushes it. The idea is to stack permanent books in order to climb to the exit. When she has stacked enough books, a rope ladder extends down so she can climb up. Sometimes I would disregard the ladder since I was having too much fun hopping on books. Leslie can jump 1, 2, or 3 books horizontally, 1 or 2 books vertically, and 1 book diagonally. It takes a little practice to master the jump control but is quite fun.

Leslie’s is the only one of the four games that struck me as even marginally educational. And even that was questionable since the game seemed to feature an embarrassingly limited dictionary of terms related to each category.

Santiago’s task is to play a series of pinball boards where he is the pinball. Actually, he is in the cockpit of a rocket-powered pinball. He can turn and thrust and somewhat control his destiny but is still at the mercy of the various actuators on the board. He must solve various puzzles on the board in order to escape.

The final game deals Joni along with whichever other members have escaped from their respective traps. It’s actually a fairly competent little parallax side-scroller.


Clue Finders: Mystery Mansion Arcade -- Joni's Last-Chance Labyrinth

Choice quote: The kids’ timid talking laptop, LapTrap, says of the probably-forged email that lured the gang to the game’s eponymous dangerous abode: “Why don’t email servers ever crash when you want them to?”

Posted in Action Games Childrens Games Educational Games Windows Games | 1 Comment

Defcon 5

Posted on July 4, 2007 by Multimedia Mike

It’s Independence Day here in the U.S.A. and I thought it would be apropos to play the Sega Saturn version of Independence Day (having already covered the Windows version on this blog). However, my Saturn console disagreed. But since the unit was already hooked up, and since I have more than enough Saturn games yet to play, I’ll try a recent acquisition– Defcon 5.

Regrettably, this post will be done entirely without the help of visual aids. I don’t have the capacity to capture from my Sega Saturn on my new PC. I did take the time today to finally crack my new DV capture bridge, purchased some months ago along with the new PC. However, it does not capture from the Saturn. I’m still working on solving that problem (GameCube/Dreamcast/PS2/VCR, no problem). The disc also has FILM files for FMV. Regrettably, none are anywhere near interesting enough to commit to YouTube.

Moving on to the actual game, the affair starts off with an overwrought intro FMV characteristic of the early days of CD-ROM games. I fear that this is a prelude to interactive movie-style gameplay. The story has something like — let’s see if I can synopsize this correctly — a mega-corporation that does interplanetary mining has a bunch of space stations to protect their mining operations from alien threats. Thing is, no aliens have ever been encountered in the history of human endeavor, so these stations are really just a paranoid measure whose continued operational costs are increasingly difficult to justify to the beancounters. Budget cuts demand that these stations will go unstaffed in 60 days and will need to have their software upgraded so that they can operate autonomously. The lead engineer — excuse me, cyberneer — on the project got killed upgrading the second to last station. Your job is to upgrade that last station’s software.

Great, so this game simulates the menial, trained-monkey action items performed by futuristic IT peons. However, wouldn’t you know, just as you are trying to carry out your upgrade mission, unidentified spaceships start closing in on this last space station. Could they be the fabled aliens whose appearance might have justified the space stations’ operating budget?

Personally, I tend to think the so-called alien threat really consists of disgruntled, laid-off space station employees in disguise, Scooby-Doo-style.

Anyway, the gameplay consists of Wolfenstein 3D-type gameplay as you wander around this station while a digitized voice implores you to find the control center to upgrade the software. The graphics are primitive by 1995 3D standards but I’m relieved that it’s not a pre-rendered FMV maze. That relief trend sharply reverses as I begin to navigate the corridors. Either my character is a stereotypically, grotesquely obese IT knowledge worker, or there is horrible hit detection in this game– it’s almost impossible to walk between 2 support posts that are more than a meter apart from each other. Plus, you bounce backwards slightly but sharply when you contact an object which makes walking a tedious exercise.

I had a weapon and I know I was supposed to encounter aliens in short order because that’s what the nice lady computer voice kept foreshadowing. But I just didn’t stick around long enough. I later examined the instruction manual that saw fit to publish a 12-step walkthrough for how to complete the first tedious task in the game.

This is what happens when IT employees carry their professional experience over to game development.

Posted in Action Games Sega Saturn Games | Leave a comment

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