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Gaming Pathology

Gaming Pathology

Piles Of Games, Copious Free Time, No Standards

Category: NES Games

NES Stealth Sim

Posted on April 13, 2007 by Multimedia Mike

I was reading recently about stealth aircraft including the F-117A Nighthawk when I remembered there was a NES game with that particular fighter craft in the title role. Sure enough: F-117A Stealth Fighter, and it’s not in the database yet. The title screen bears a 1992 copyright date. What I’m trying to figure out is whether the game is a NES platform port of the game Night Hawk: F-117A Stealth Fighter 2.0 that was released for DOS in 1991, Amiga in 1993, and Mac in 1994. Same company: MicroProse.


F-117 Stealth Fighter -- title screen

In fact, MicroProse published the first combat flight sim I ever played: F-15 Strike Eagle. It was also the first game my family bought for our brand new 8088-based PC right before Christmas in 1984. Therefore, the game would have to have been released in 1984, contrary to MobyGames’ release date of 1985 for the PC booter version. Regrettably, the discs and box are long gone so I have no evidence to back this up. I only bring it up as it is remains a longstanding point of friendly contention between myself and one of MobyGames’ founding fathers, Trixter (I’ll never let it go!).


F-117 Stealth Fighter -- loadout

But I digress in a major way… I was curious to see exactly how one might pull off a flight simulator on the NES. Flight sims are among the more complicated — and therefore feared, by me — games that one can undertake. That old F-15 Strike Eagle game used quite a bit of the keyboard and I was curious to see how MicroProse could execute a combat flight sim with only 8 input buttons (up, down, left, right, select, start, B, and of course, A). The answer turns out to be combinations of buttons (e.g., B+select to switch from map to radar view) and unintuitive navigation through option menus.


F-117 Stealth Fighter -- Gameplay

I found the actual gameplay very frustrating, much more so than the F-15 from 8 years prior (that’s right! Eight years, not seven! I’ll never drop the issue!). The controls were much less responsive and the graphics much worse than that old PC booter game. Both graphics systems had severe weaknesses to overcome. The PC had its 4-color 320×200 bit-plane raster display. The NES had its tile-addressed 256×224 display capable of a few more colors. It was hard to make anything out in either game. Now that I think about it, this game did have better enemy plane representations. F-15 basically had wire mosquitos. This had sprite drawings at different sizes. Though I found it suspicious that there were never any clouds in the sky at the same time enemy planes were in your sights.

It didn’t take long before I got so frustrated that I wanted to kill myself. I sure couldn’t count on death-by-combat since no matter how many missile strikes I sustained, my craft still remained airworthy. Time to take a bath. You wouldn’t believe how long it took to plunge straight down into the Mediterranean Sea between Sicily and Libya. Long enough to write plenty of notes detailing why this game probably won’t make my list of games to replay sometime.


F-117 Stealth Fighter -- Crash

Perhaps the most notable feature of this game is its use of digitized voices, longer than I have heard in any other game yet (not very long, but still).

See Also:

  • F-117A Stealth Fighter (NES) entry in MobyGames
  • In May of 2020, this game was released on the Steam store
Posted in Flight Sim NES Games | Leave a comment

Gran Turismo: NES

Posted on March 31, 2007 by Multimedia Mike

I would like to start tonight’s entry with a neo-cubist geographical interpretation of the United States:


Formula One: Born To Win -- neo-cubism and the United States

Continuing with the high-speed theme from last night’s post, I made a push tonight to get more old NES racing games into MobyGames. I came to realize I was quite spoiled with the types of racing games I played on the NES and SNES. Games like The Adventures of Bayou Billy, The Mafat Conspiracy, Rad Racer II, RoadBlasters and F-Zero come to mind. These were pretty much “on-rails” where not much could go wrong. These games often involved munitions of some sort, too. So it was somewhat a shock to discover that the NES was capable of hosting more considerate and faithful racing games. In particular, I played 3 separate formula one racing games.

The first game is Formula One: Born To Win and it was the source of the above odd screenshot. The F-1 racing aspect is apparently something you have to earn your way up to. The game is more of a career racer in the vein of (what I make of) the popular Gran Turismo series. You begin the game with a Mini Cooper (well before their resurgent popularity!), compete in low-grade races, earn money to upgrade the vehicle to be more competitive, claw your way up the racing circuit, and eventually earn the opportunity to race Vector, Ferrari, and F-1 vehicles. I was a bit intimidated when I saw the stat screen:


Formula One: Born To Win -- Mini Cooper car check

Fortunately, when you screw up, the nice lady in the race official’s office advises you about what part of your car to upgrade to do better next time. For example, upgrade the chassis if bumping into another car causes you to spin out of control.

2 celebrity-licensed games I played were Michael Andretti’s World GP and Nigel Mansell’s World Championship Challenge. They each have 16 international courses for F-1 racing. However, Andretti’s title was easily the most intense racing experience I had yet seen on the NES. First, there was head-to-head, 2-player, split-screen racing which impressed me greatly. The racing action requires you to worry about shifting and if you corner too hard, you can easily spin out. This is a racer that takes some serious practice.


Michael Andretti's World GP
Split-screen 2-player starting line sequence in Michael Andretti’s World GP

Another racing game (I assumed it was such due the the word ‘race’ in its title) I played today was Death Race. After playing, and by sheer coincidence, I happened upon this review which alerted me to the fact that Death Race 2000 was a Sly Stallone movie made in 1975. This is the bad game of today’s bunch, hardly surprising considering it was an adaptation of a B-movie made 15 years prior and was further an unlicensed NES game published by an extraordinarily generic-sounding company named American Game Cartridges (proving that the only thing worse than licensed schlock is unlicensed schlock). Even stranger is that there was actually an arcade game based on the movie that made its way to video arcades in 1976. It was perhaps the first truly controversial video game if Wikipedia is to be believed on the matter. The thrust of the game is to soup up your car to run down pedestrians and win races by capturing flags and finding exit doors.


Death Race

One final observation: Isn’t it oddly convenient that cars in 8-bit racers can never go faster than 255 distance units/hour?

Posted in NES Games Racing Games | 1 Comment

NES Racing Grab Bag

Posted on March 30, 2007 by Multimedia Mike

I continued to forestall the inevitable this evening by further delaying playing some of the most bizarre Sega CD games in existence. Instead, I finally collected a full set of quality screenshots for Vegas Fever Winner Takes All. You start this game with $1000 and I was consistently, cluelessly losing money at each game I played for screenshot purposes. Wouldn’t you know– on the last game I played, Texas Hold ’em Poker, I actually won a sizable pot and ended up with over $1000, even though I really had no idea what I was doing.


Vegas Fever Winner Takes All -- I won it all!

I’m so strategically-impaired that stubbornly calling bets and refusing to fold is probably the best strategy I could hope to employ in an actual Poker game. Through it all, though, I must say that if I were partial to gambling-type games, this would be my casino simulation game of choice. Beautiful, authentic, diverse, and it claims to be highly accurate to boot.

Otherwise, I spent the evening playing through a bunch of old NES games. The reason for this is that, vast as it is, MobyGames is still missing over 150 NES games (American NES games; that I know of). I’m hoping to fill some gaps. Among the NES games were 2 racing games, one good and one not so good. The good one is a title of which I have fond memories playing and winning back when my interest in the system was waning: Eliminator Boat Duel.


Eliminator Boat Duel -- Starting line

This is a fierce one on one boat racing game where you claw your way up through the ranks of pro boat racers, winning prize money, upgrading your boat and generally earning respect among the boat racing community. Your first opponent is a curiously aggressive hippie. I seem to recall that the final opponent in the game is a high-class lady who comes on to you after you defeat her in nitro-fueled boating fury. Another curious feature of the game is that sometimes the races will finish too close to call, visually. That’s when the eye candy on the sidelines requests a slo-mo replay:


Eliminator Boat Duel -- We want slo-lo!

Consistently tanned, they are. I’m sure that’s attributable to their disciplined bikini team tanning regimen and not due to any NES palette limitations.

The not so good (but not entirely bad) racing game was Galaxy 5000.


Galaxy 5000 -- Starting line

Race against 3 computer-controlled spaceships. There are 2 control schemes to choose from, both of which require some adaptation. The first is to press the gamepad in the direction you want to go and the craft rotates to point in that direction and thrust. The second control scheme uses left and right to rotate and up to thrust. I had trouble getting used to either and couldn’t get past the first Mercury race. That meant that the race course disintegrated out from under me and I fell — in space — apparently into some water.

Another interesting facet of the game is high-pitched, comical, digital voices exclaiming “Hey!” and “Watch it!” when you bump into other cars.

Posted in Action Games Gambling Games NES Games Racing Games Windows Games | 2 Comments

Robodemons

Posted on February 21, 2007 by Multimedia Mike

Here’s another obscure NES game that hasn’t yet made the MobyGames cut. It’s an unlicensed title from Color Dreams, the company with the baby blue NES cartridges. I’m pretty sure that this will be the first time I have actually played a Color Dreams title, and don’t think I’m happy about that. Since they were unlicensed, Nintendo never mentioned word one about titles like this in Nintendo Power, my chief source for all things Nintendo when I was into the 8-bit. Due to the WWW, I have since read dozens of overwhelmingly negative reviews for unlicensed games. And so it is with much apprehension that I dutifully dive into Robodemons.


Robodemons cartridge

The title screen is severely lackluster but showcases what is likely to be the game’s most notable feature– scratchy digitized voices using the NES’ exceptionally limited PCM capability. When I got into the actual gameplay, I quickly hypothesized that the game probably spent most of its ROM budget on these effects.


Robodemons title screen

Press the start button and jump into the story exposition. I would include a screenshot but it’s written in the same font you see in those boxes above. The only way to make it out is to get a screen capture and magnify it several times. Here is the text:

In darker times the demon Kull, king of the nether world of Hades, created a machine to transplant the souls of demons into the body of robots. With this army of robodemons Kull became the unchallenged master of the earth. One day a great warrior decided to descend the seven gates of Hades and destory [sic] Kull forever…

So I think this electronic game is trying to make the ironic case that technology is satanic. Of course, Color Dreams might be an authority regarding matters of video games and spirituality since they later re-invented themselves as Wisdom Tree, makers of religious, unlicensed titles rather than just plain old unlicensed titles.

The game starts out with some fly-through shooting action:


Robodemons flying action

Our hero has a boomerang for offense. It shoots straight out in front, angles upward a bit, and then returns on a slightly higher plane. Oh, and it’s even less useful than it sounds, especially against a bunch of nimble enemies who can fire in any direction. After much trial and error with this level, I decided that pacifism is the best policy and just concentrated on avoiding threats, especially since destroying an enemy requires being lined up with it on a horizontal plane which puts the protagonist at great risk. There is also the strategy of using the boomerang’s return path to hurt enemies but that’s extremely tricky.

It’s a short flight to the skeleton demon boss who, if you still have enough health, will succumb if you just hit him head on with enough boomerangs. Then, it’s down to Hades, if I’m not mistaken. It resembles a run-of-the-mill graveyard:


Robodemons Hades graveyard

So now, I have both a shoot and a jump action available to me (except that the buttons are swapped from the usual orientation provided by these games). There are skeletons, flying creatures, little rolling objects that are starkly reminiscent of Phantom of the Opera masks, and giant, disembodied fangs as seen in the preceding screenshot. When I first encountered it, I wasn’t sure if it was supposed to be jumping platform or a threat. I guessed wrong the first time. Also, the little red puddles in the ground result in your immediate death, should you step in.

I got to the boss of this level. It was a skeleton demon dog. I couldn’t beat it. I really didn’t care.

Okay, MobyGames is about to be one game closer to having a complete collection of NES titles. And I can put this unpleasantness behind me.

Posted in Action Games NES Games | 2 Comments

Widget

Posted on January 26, 2007 by Multimedia Mike

I still have a few ultra-obscure NES games that I picked up used at various junctures that neither I nor MobyGames know anything about. To judge the Widget cartridge by its cover, the game deals with a cheerful purple alien by the same name who gains guidance from a being with a big brain (I would later learn his name is Mega Brain) with whom Widget communicates via his watch.


Widget NES Cartridge

So I feel I’m pretty much on my own to figure this out. Let’s see, it looks like a gang of aliens are invading earth (or an incredible facsimile thereof) and the high elder aliens of your race are tasking you with thwarting this development. The first locale that I must liberate is Australia, land of cactus and pyramids (according to this game). At least the level also features crocodiles, although they might have screwed up and made them alligators; I’m not the type that can discern the difference.


Widget in the land of pyramids (Australia)

It’s your standard NES side-scrolling shooter. Widget has a weapon that can fire horizontally and diagonal-up. He can jump. He can cower on the ground in abject terror. He can do it all while never breaking that winning smile. But the value-add to this game is the various widgets into which he can transform. This is done via a subscreen, the same one that Widget can use to contact the brain from the cartridge art which offers erudite nuggets such as “make sure to collect all items”.


Widget selection

So from the beginning of the game, I have the ability to transform into a purple, immovable cannon for about 3 seconds that fires more powerful shots (probably, it’s tough to measure). As the game progresses, Widget can also transform into a mouse, rock-man, bird-man, and dolphin. Neat. I wish I could have seen some of that action. Unfortunately, this game reminds me of why I spent so much of my game-playing childhood angry at my television. Widget embodies the worst annoyances of the classic side-scrolling genre, including, but not limited to:

  • limited rate of fire: only one fired round on screen at once, and you’re a sitting duck until such time the round makes its way off the screen
  • enemy respawn quirks: back up slightly and move forward, enemy respawns or effectively re-energizes if not already destroyed
  • jump precision: there are a bunch of chasms where you have to begin the jump halfway off the edge or you won’t make it to the other side
  • sheer tedium of rote gameplay: play, memorize, die, repeat

It’s a password game (6 digits), so the designers must have thought it was challenging enough that a player would need more than one sitting.

I don’t think our protaganist is an especially capable hero. I didn’t catch much of the story, but I don’t think the elders who assigned him this mission thought very highly of his skills either and just wanted to get rid of him. Maybe they don’t trust his smile either. In what was probably a running gag in the game, the elders couldn’t even get his name right. No respect.

I can recall a time when I would have dutifully played through this game, and I even have fond memories of those days and determination. I’ll tell you about it someday. However, in today’s fast-paced world, we no longer need the patience to sit through an entire game, not with the advent of tool-assisted game movies. Someone actually made a quick run of this game that takes less than 6 minutes. One of the speed run attributes is listed as “Abuses programming errors in the game”. No joke. This appears to be an extraordinarily glitchy game. This is my favorite bug manifestation:


Widget glitch

Posted in Action Games Licensed Schlock NES Games | 3 Comments

Zen: Intergalactic Ninja

Posted on January 23, 2007 by Multimedia Mike

I’m branching out with tonight’s game, system-wise. My motivation is to keep with the environmental theme started by Taco Bell’s Tek Kids. Tonight’s game is Zen: Intergalactic Ninja for the old 8-bit NES:


Zen: Intergalactic Ninja Cartridge

I purchased this used title a few years ago and played it briefly. The reason it came to mind now is based on what stood out at me during that brief gameplay: Our boy Zen does one better than those enviro-conscious Tek Kids and actually plants bombs in an industrial factory and must escape in 99 seconds. I’ve played a lot of games with time limits but at least this one has a reason for it.


Zen: Intergalactic Ninja Toxic Conveyers

The above is a screenshot of the inside of the “Toxic Factory” (is there really a market for Toxic and a compelling motivation to build a factory to produce it?). Our little eco-terrorist arms a number of incendiary devices and must proceed along an isometric, quasi-3D plane and dodge security drones, roving lasers, and ceiling claws in order to escape. I should apologize in advance now because if I’m the best defender earth has against polluters, you all might as well learn to enjoy Toxic, and soon. This is a tough stage, or perhaps I’m exceptionally rusty at old NES action games.

Just when I started getting dispirited that I might not get a useful diversity of screenshots for MobyGames, I take a good look at the world map that drops you into the Toxic Factory– it’s actually a stage select. So I choose the next level, the Acidic Forest Stage:


Zen: Intergalactic Ninja -- Meet Sulfura, Go Down

This stage is somewhat difficult to wrap one’s head around. You first enter the forest on the ground level. Then the game goes into an auto-pilot mode where Zen does these magnificent leaps to the tops of the trees, and then leaps higher into… some higher plane where he meets Sulfura as depicted above. Now you’re in control again and you grab some powerup, at which point the game implores you to “go down”. At first I thought this meant I was supposed to gun for Sulfura’s legs. But then I headed back down into the forest below. You walk around and revive the dying flowers by striking them with your photon stick. Meanwhile, there are these little Metroid-like creatures that float about, masking themselves as clouds, dropping acid rain, and shooting lightning.


Zen: Intergalactic Ninja -- Acidic Forest Gameplay

I am not entirely sure what the end goal of this stage is. I kept hopping around the small wooded region trying to revive all the flowers (status is indicated by the flower meter in the upper left corner of the screen), all the while thinking that this type of assignment is rather beneath a ninja, particularly an intergalactic one. I was eager to move onto the next mission– the Off Shore Oil Rig Stage.


Zen: Intergalactic Ninja Oil Rig Rescue

This is pretty straightforward– the whole oil rig is going up in flames (there’s probably an environmental message in there somewhere) and you’re on a rescue mission to get the people out. Dodge the random enemy creeping along the ground (I think they might be sentient oil slicks), dodge the fireballs raining from above, grab the fire extinguisher powerups and use them on doors that are screaming for assistance.

This episode doesn’t seem like it would be so bad. However, you can only use a fire extinguisher once, and I mean per game, and it doesn’t appear that there are any surplus extinguishers. Thus, if you grab one but die before using it and must restart, you’re pretty much sunk until it’s time to continue the level. If I were to give the game’s designers the benefit of the doubt, I would have to guess that they were using Zen: Intergalactic Ninja as a metaphor that saving the environment is difficult, tedious work.

The fourth stage that you have access to from the start of the game (it’s possible that there are more stages after you finish these four; it’s a big world map) is the High Speed Railway stage. Out of all four stages played I found this one was actually marginally fun:


Zen: Intergalactic Ninja Railway

Zen finds himself in a mine cart at high speeds as promised. He has the ability to make the cart jump and can still attack while riding. The scrolling alternates between side view and isometric view depending on where the track is leading. Sometimes there is a switch you can hit to select a different, but no less lethal, track. This stage reminded me of several stages from Battletoads, which is probably why I enjoyed this part so much. Lest you think that this is disconnected from the game’s overall environmental theme, the green, pointy-headed aliens that brief you before each stage explain that you must stop “Garbageman” from spewing nuclear waste all over the place.

This game came out in 1993, late in the NES’ lifetime. It’s characteristic of the NES’ twilight days, when the game designers really knew how to make graphics, sound, and gameplay rock on the old grey box and I applaud the variety of gameplay on display here, as well as the attention given to graphics and animation. I’m not saying I necessarily like the game. I kept hoping that Ryu from Ninja Gaiden would pop in and show Zen how things are done.

Posted in Action Games Licensed Schlock NES Games | 1 Comment

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