Quality Control – Willow (NES)

Get Willow for the NES from eBay
Get Willow for the NES from eBay

Well, my latest Quality Control column is ready, and this time I have video and audio ready. Excellent! I still shall, of course, have the text recap, for those who are at work and can’t listen to the video, or what have you.

The Premise:

Willow, a little person, must use all his skills in swordplay and magic to free the land from the grasp of the dark queen Bavmorda.

The Good:

This is a decent action RPG in the vein of Ys, with pretty good control. The graphics are alright for a NES game from this era, and sound isn’t totally awful eather, though I don’t recognize any of the music from the film.

The monster design is alright, and the monsters who shoot flame and other missles at you do have a discernable pattern, and the “bullets” are slow enough that if you spot the pattern you can avoid them. Also, upgraded weapons and armor come fairly regularly, and as the game is from a top-down perspective, it doesn’t run into any of the problems encountered by an Action RPG like Faxanadu. Read more

Where I Read – Nintendo Power #9

The cover of Nintendo Power #9
The cover of Nintendo Power #9

Alrighty then. Our Nintendo Power recaps take us to November & December of 1989 and issue #9 – the halfway point of Nintendo Power’s 2nd year. Their cover story is one heckuva title, and one which I’ve already talked about previously, at least the history of it – Tetris. Again, Nintendo Power is, at this point in its life (and I think in general), rather small, only about 100 pages long.

Letters: Of note this issue is a letter from a 75-year old retiree, with a poem about playing Legend of Zelda. We also get letters about the NES not recognizing that a cartridge is in it, or not reading the cartridge properly – thus the power light is flickering on and on. Fortunately, Nintendo makes cleaning kits to help you clean out the dust. Well… that’s part of it. There’s one other little thing… because the NES basically decided to design the system so it looks like a VCR (or a Betamax player), instead of using the top loading model of the Famicom, the system has problems with pins getting bent on it. This is something Nintendo doesn’t go into in this letter, and I don’t think it’s anything they ever acknowledge in the pages of Nintendo Power, except maybe when they launch the later top loading NES later. Read more

Where I Read – Electronic Gaming Monthly #47

Magazine Electronic Gaming Monthly - Mortal Kombat V6 #6 (of 12) (1993_6) - Page 1Alas, we have another gap in our EGM reviews for this week, as we move on to EGM #47 for June of 1993. But, fear not, this issue has one heck of a cover story – Mortal Kombat. The cover art itself could be a little better though, but we’ll leave that aside. This issue’s a big one too – almost 197 pages long.

Editorial: The editorial this issue is about probably one of the biggest stories of the console wars, at least with regards to third party publishers – Capcom has signed on with Sega, specifically to publish Street Fighter II: Championship Edition (the current build in arcades) for the Genesis before putting it out for the SNES. However, just to convolute things further, Capcom also announced they’d be putting out the next version of Street Fighter 2, titled Super Street Fighter II: Turbo on the SNES exclusively – which could potentially undermine the Genesis version of the game. Well, we’ll see how this turns out, ultimately. Oh, and there’s still the matter of the difference between the home versions of Mortal Kombat, the red, wet version… Read more

Where I Read – GamePro #31

The Cover of GamePro #31
The Cover of GamePro #31

We continue with our GamePro recaps with issue 31 for February of 1992. Finally, we get 3 consecutive issues in a row. Hurray! May the streak be long and fruitful. This issue is fairly short – about 140 pages long, with a cover story of Teenage Mutant Ninja Turtles III for the NES, which will hopefully get a bit more coverage than Hook got last issue (as a reminder, Hook got about 2 pages last issue). We also get an ad for Golden Axe II featuring a painting by Boris Vallejo, which is nice looking.

Editorial: No specific topic for the editorial column this issue, just a list of things that are to come and may be to come in 1992. They don’t really go into too many specifics, just a list. Meh. Read more

Quality Control – Duck Tales (NES)

Get Duck Tales for the NES from eBay
Get Duck Tales for the NES from eBay

Alright, so after trying our hand at a Falcom action-platformer/RPG, that was part of the insanely long Dragon Slayer series, our next Quality Control column (as I mentioned yesterday), takes us to a more traditional platformer – Duck Tales, from Capcom, part of a long series of Disney themed platformers from Capcom, this one based on the TV animated series, which featured Scrooge McDuck going on various Indiana Jones-ish adventures, plus having to contend with more conventional enemies like the Beagle Boys (who want to steal his money).

The Premise:

It is the first part of the show’s description that the game is based on.  As Scrooge McDuck, you travel around the world, to the Amazon Rainforest, “The African Mines” (presumably meant to be King Solomon’s Mines – just shortened to fit the NES’ character limit), Transylvania, the Moon, among other places, retrieving various legendary treasures, among other stuff, while going up against such classic Duck Tales foes as the Beagle Boys, Magica DeSpell, and Flintheart Glomgold. Read more

Where I Read – Nintendo Power #8

Magazine Nintendo Power - Duck Tales V2 #2 (of 6) (1989_9) - Page 1Our Nintendo Power recaps continue with issue #8, for September of 1989. Our cover story is Duck Tales. I must admit that I haven’t played any of the Disney platformers, and I’ve heard very good things about this one, so which gives this high marks early on for my Quality Control game. Now, we could get other games this issue which interest me even more. We don’t have a lot to cover this issue, as it’s only about 100 pages long. So, let’s move on, shall we?

Letters: We start out with a letter from a family who ran over their NES with their ’84 Cadillac, but was able to open it up, and the system still worked. Unfortunately, that doesn’t settle those problems with the pins getting bent, a problem that the top-loding systems didn’t have.

Duck Tales Strategy Guide: Well, after a very small letters column, we move on to our strategy guide for Duck Tales, and get maps for the Amazon Jungle, Transylvania, the African Mines (presumably meant to be King Solomon’s mines with the Serial Numbers filed off). We also get strategies for beating the Inca king (the boss of the Amazon level), the King of the Terra-Fermies (from the Himayalas stage – which we don’t get a map for), and Magica De Spell (from the Transylvania stage). Read more

Where I Read – Electronic Gaming Monthly #44

Cover of EGM #44
Cover of EGM #44

With this installment of my EGM recaps, I encounter yet another gap in my archive, 3 issues long this time, bringing me to issue #44 for March of 1993, and we’ve got one heck of a cover story – Starfox, which I would say is number 5 on Nintendo’s top 5 first party franchises. The others, would, by the way, be Mario, Zelda, Metroid, and Pokemon, in no particular order. Oh, and this little fighting game from the arcades called Mortal Kombat has come to home consoles, but that franchise isn’t going any where, is it? (That was, by the way, sarcasm.) This issue is 163 pages long, which is down a fair bit from the previous issues that were nearly 200 pages long.

Insert Coin – Editorial: Well, CES has come and gone, and Nintendo won. Sega didn’t particularly have any playable demos of their games there (particularly for the Sega CD), and the ones they did were ones with cartridge graphics but CD music (not that there’s anything wrong with that – I’m playing Suikoden right now on the PS1, and that description sums up that game fairly well). Further, their existing peripherals (the Menacer) isn’t getting any new games, and they didn’t have any games to go with their Activator motion controller (though, to be fair, the Activator is probably up there with the Power Glove in terms of ambitious motion controllers that didn’t quite work). Read more

Where I Read – GamePro #30

The Cover for GamePro #30
The Cover for GamePro #30

Alright then, on to our next issue of GamePro – issue 30 for January of 1992. Our cover story is for the Hook licenced game. Being that movie licenced games tend to suck, I’m wondering about this game more than a little bit. I also recall that GamePro also did a cover story for Enter The Matrix. Hopefully, if the game sucks, they’ll have the guts to give it an appropriate score. Anyway, this issue is about 178 pages long.

Advertising wise, we start off with a 4-page gatefold ad for Konami games. Whew, there’s something you don’t see in gaming magazines anymore. Maybe a 2-page gatefold, but not a 4-page gatefold – which is actually a bit of a shame, because in this era of gaming magazines, we had a lot of decent ads, at least, jus t going from memory they had a lot of decent ads. We also get an Genesis vs. SNES ad, hyping the Genesis’ larger game library, compared to the SNES’ game library – which isn’t entirely fair, as the Genesis has been out significantly longer than the SNES. Read more

Quality Control: Faxanadu

Get Faxanadu from eBay
Get Faxanadu from eBay

Falcom is known for two major series – the Dragon Slayer series of games, and the Y’s series of games. The game I’m trying this time is from the former series. I’ve played one game in the series previously – Legacy of the Wizard.  To be frank, I enjoyed the game, though I had no idea what I was doing, and I had a lot of problems navigating through the levels, but I had fun.

I did not have fun with Faxanadu. Read more

Where I Read: Nintendo Power #7

The Cover of Nintendo Power #7
The Cover of Nintendo Power #7

Well, Nintendo Power has begun its second year, and it’s starting off rather nicely, with a Mega Man II cover story, with some rather nice sculpture work on the cover. The magazine is still bi-monthly though, and it’s also significantly shorter than the past few issues, with it only being 100 pages long-ish.

Mailbag: Of note this issue is a leter about hard working gamer who put built his own arcade cabinet using at TV, a NES, two NES Advantage sticks, and, of course, his own arcade cabinet framework. He even painted the sides. Very nice. They’ve also moved their Power Players spotlight to the front, but as it’s basically people hyping how awesome a gamer they are, I’m skippingthis. I really don’t need to cover people showing of their E-Wangs (which is the same reason, basically, why I don’t cover high score lists as well). Read more

Where I Read: Electronic Gaming Monthly #40

The Cover of EGM #40

Next up on the EGM Recaps is issue , for November of 1992. The cover story for this issue takes us a long time ago, to a galaxy far, far away, meaning Super Star Wars for the SNES. This issue is pretty big, weighing in at (approximately) a whopping 277 pages long (not including Electronic Boutique’s catalog, which I’m skipping). Ellis Peters’ Brother Cadfael novel The Summer of the Danes is shorter than that (224 pages). Our first ad of note in the issue is for Contra Force, the last NES Contra game.

Insert Coin – Editorial: Well, the topic of the issue this time is Video Game Piracy. Thanks to new accessories that allow you to copy game information right off the cartridge, piracy has moved form the PC realm to the Console realm as well. However, EGM is taking a stand against piracy, and if you come across a retailer selling the hardware used to pirate games, send the information to EGM at a certain address, and they’ll do something unspecified. Now, as I’ve mentioned, most of my Quality Controls are recorded using an Emulator. Basically, my stance on emulation is this – if you can get the game legally, at a price you can afford, then do it. I don’t have a Wii, so Virtual Console is not an option for me. If I did have a Wii, I’d be using Virtual Console for any game on Quality Control that’s listed on Virtual Console, and I’d be recording the video using a capture card. But I don’t have a Wii, so I can’t. So, that said, buy the cartridge, if you can find it. You’ll be supporting your fellow gamer in this tough economic times, and it will also (hopefully) build the market for 3rd party retro console machines like this baby from Think Geek, that lets you play both NES and SNES games. Who knows – if this sells well, once the patents expire we might get a similar gadget for the TurboGrafx-16 (& CD-ROM), and Sega Genesis (and Sega CD, and 32X). Read more

Where I Read – GamePro #29

Magazine GamePro - The Simpsons_ Bart vs. The World V3 #5 (of 12) (1991_12) - Page 2Continuing with our GamePro recaps, I’ve got another substantial gap in the archive, this one 11 issues wide, taking me from issue 18, to issue 29, for December of 1991. Our cover stories this issue are GamePro’s upcoming TV show and Bart vs. The World for the NES. This issue’s also 173 pages long (approximately), shorter than contemporary issues of EGM. Though, if I keep getting gaps like this, I’ll end up risking getting ahead of EGM. Well, we’ll cross that bridge when we come to it. So, as quick historical note – over the course of this 11 issue gap, the SNES came out, taking the 16-bit console war from a 1-on-1 competition between NEC’s TurboGrafx 16 and the Sega Genesis to a 3-way dance. Further Tengen and Nintendo’s differences had become irreconcilable, with Atari/Tengen leaving Nintendo forever, in favor of the Genesis and Game Gear. Read more

Quality Control – Cobra Trangle

Cobra Triangle Box ArtSo, my Quality Control for this issue is Cobra Triangle from Rare. This is, basically, a speedboat racing/shooting game. There’s no story to the game. Basically, you go through a series of about 25 stages, cycling through a 8 different stage types: Reach the end of the stage with boats trying to stop you, reach the end of the stage with obstacles (like whirlpools and log jams) trying to stop you, reach the end of the stage while jumping over whirlpools, (and for variation) collect as many power-ups as possible within the time limit, keep as many people as possible from being taken by enemy boats within the time limit, hit as many targets as possible while making your way to the end of the stage, take a number of mines to goal within the time limit, and defeat a boss within the time limit.

Being that 5 of these level types require you to either kill things, or have you fending off attack while completing the goal, the game is kind enough to give you some power-ups, using a Gradius-style power-up bar, with options for a speed boost, missiles (which actually work a little more like a split attack) and temporary invulnerability, among others. Read more

Where I Read – Nintendo Power Issue #6

Nintendo Power #6 Cover
Nintendo Power #6 Cover

Moving on to our next issue of Nintendo Power, issue number 6, for May and June of 1989, bringing the magazine’s first year to a close. Our cover story is a 10 page feature on the first Teenage Mutant Ninja Turtle game. Being that this issue is 119 pages long, that’s not insignificant. We’re also getting additional coverage of Bayou Billy, more coverage of Ninja Gaiden, and the results of the Nester Awards voting.

Letters: Not as much of interest this time, though we do get a compliment for the excellent service from the Nintendo Game Councelors. Read more

Quality Control – Hudson’s Adventure Island

Hudson's Adventure Island Box ArtHudson’s Adventure Island (originally released in Japan as Master Takahashi’s Adventure Island) is an interesting game. Having never played any of the Wonder Boy games (the game series that Adventure Island is a clone of), I came into this positively cold, not knowing what to expect. I have to say that it’s not the best game I’ve ever played, nor the easiest, but it is interesting. I managed to actually record some video of a play-through this time around – I’ll get it up on my vodPod sidebar once GameTrailers is finished processing it.

The Premise:

You play as Master Higgins (in the Japanese version, it’s Takahashi), a guy whose girlfriend has been kidnapped by an evil chieftain while on vacation on a tropical island, and you have to go to rescue her. Read more

Quality Control – Wall Street Kid & Stock Market Simulators

So, in my most recent recap of GamePro, I decided to pick for my Quality Control for that issue (since they haven’t started including review scors yet), Wall Street Kid, a stock market simulation game for the NES. In the course of looking for the game, I found various articles about the game, including reviews at SomethingAwful, and by Seanbaby. The general consensus about the game is that it’s bad. Really, really bad. Mind-numbingly bad. So, after coming across these, and having second thoughts about my pick, I started thinking about Stock Market Simulator games, Business simulators, and the way those fields have gone. Read more

Quality Control – Skate Or Die (NES)

 

Cover of Skate Or Die
Cover of Skate Or Die

In the annals of skateboarding games, the first game most gamers, even those who grew up in the 16-bit generation of gaming, think of when they think of skateboarding games is Tony Hawk’s Pro Skater. However, when you get to the 8-bit generation, the signature skateboarding game of the time, and the first game to be exclusively focused on  skateboarding (technically the first focused “extreme sports” game) is Skate Or Die! for the NES.  Coming out in 1989, while it is not the first game to depict skateboarding (an honor held by California Games), to a certain degree this is one of the first major sports games that were based off a real-world sport but not one that was either an Olympic sport or team sport. Read more

Where I Read – GamePro #8

Cover for GamePro #8
Cover for GamePro #8

This week we’ve got GamePro Issue #8, for March of 1990. Our page count has dropped a little bit to 85 pages. On the bright side, the cover art isn’t total crap anymore. Nothing new on the opening ads – just the same ad for Demon Sword we had last issue.

Editorial: GamePro’s Editorial columns are still, well, less talking about the state of the industry, or what they will be doing in the future, but instead telling you things you could have learned if you paid attention to the Table of Contents. I must admit that I always found GamePro to be inferior to EGM in most respects. Read more

Quality Control – Blaster Master

Cover Art for Blaster Master
Cover Art for Blaster Master

Blaster Master is a game I’ve heard abunch about when I was a kid, and when I ended up accumulating a bunch of bookson video game strategies – none of which were officially licensed, including a few written by Jeff Rovin, who would later go on to write Tom Clancy’s Op Center series. The game interested me, though often the books I was reading didn’t have pictures to show me what the game looked like, so I had to make assumptions on what the game looked like.

So, when Nintendo Power had a preview of Blaster Master, I felt like it was woth giving it a try. The premise of the game is fairly simple. Your pet frog is mutated by radioactive waste and goes down a giant hole in the ground. You chase after him and fall down the hole yourself. There is no sign of your pet frog nearby, but there is super-high tech tank nearby, which you hop into to rescue your pet and hopefully bring him back to normal. Read more

Where I Read – Nintendo Power #3

Cover for Nintendo Power #3

We move on to Nintendo Power’s third issue, and it’s first holiday issue, for November and December of 1998. Our cover story for this issue is Track & Field II, and the page count has come back up to about 110 pages. As always, the magazine moves straight to the features and strategies from the page after the table of contents.

Track & Field II Strategy Guide: Well, right off the bat, the game’s got a bunch more events than the original Track & Field. For example, we’ve got fencing, archery, swimming, pole vaulting, high-dive, shooting, horizontal bar, canoing, and taekwondo. The controls of the game look fairly simple, for example, in fencing one button controls attacking, one controls defending, and then the D-Pad handles movement and combining one direction with a button performs a certain attack or defense. It isn’t exactly Street Fighter, but it’s got a bit of complexity to it. Anyway, we get strategies (and the controls) for each event. Read more

Where I Read – Electronic Gaming Monthly Issue #36

Cover for EGM issue #36

This week’s installment of the EGM reviews takes us forward to Issue for July of 1992. Our cover art for this issue is Michael Keaton as the Dark Knight in Batman Returns – new Batman movie, new licensed games. A trend that would continue until The Dark Knight, which didn’t have any licensed games on consoles (phones don’t count). Our page count (for this issue) is 133 pages, though on the cover they bill “over 160 pages” – so unless my copy is missing an ad-insert, something is up. If anyone knows if my copy is missing pages or if it’s a misprint on EGM’s part, please let me know.

Anyway, our first ads are for Super Castlevania IV again, and then an ad for the Toxic Crusaders games (as in the film by Troma) for the NES, Game Boy, and SNES. What I want to know is this – with Nintendo’s draconian licensing policy for content in games, how the hell did a game based off a Troma movie get on a Nintendo console. They became famous for their use of over-the-top gore to the deliberate point of comedy, as well as grotesque character designs. Read more

Where I Read – GamePro #7

Cover art for GamePro #7
Cover art for GamePro #7

For our next issue of GamePro we skip ahead a few months to issue #7 for February of 1990, billed as their “Insane Sports” issue, which, as you can tell from the cover art, has the dumbest cover art in the history of video game magazines. The issue is about 100 pages long. Our first ad for the issue is for Demon Sword, a Swords-and-Sorcery style adventure game, with one of the most absurdly stupid swords I’ve ever seen in the history fantasy art. To counter act it, we have an ad for Wizards & Warriors II, featuring Fabio on the cover! All things considered, this cover art isn’t too bad. Oh, and we get ads for Operation Wolf, Goal (Jaleco’s soccer game), Stealth ATF another NES Flight Sim, and a 3 page Genesis ad. That’s 8 pages of ads before the actual magazine has started. Read more

Quality Control – Life Force

The box art for Life Force
The box art for Life Force

So, for Issue 2 of Nintendo Power, I picked for my game of choice Life Force by Konami, which was billed as the spiritual successor to Gradius.

To be frank, it has a lot in common with Gradius – both in terms of the ship design, most of the weapons in the game (laser, missile, option) and the power-up system in general.  In general, the game controls pretty well, though I’m playing this with the X-Box 360 controller rather than the the NES controller, so I have an Analog Stick to work with. Anyway, the weapons work very well, and the game’s new weapon, the pulse cannon, works significantly better than the similar weapon from R-Type.

Ultimately though, if you want to make a good shump, what you need is good combination of solid controls, good level design, good weapon selection (and the weapons don’t have to be original, necessarily, they just need to be useful),  and good enemy design – with both the generic enemies and the bosses, and both in terms of their movements, and in terms of their attack pattern (how do they move, do they fire bullets, if so how many bullets to they fire, how fast do they travel, and so on). Oh, and you can’t have slowdown. Read more

Where I Read – Nintendo Power #2

The cover for Nintendo Power - Issue #2

Now, onwards with our Nintendo Power recaps with Issue , covering Castlevania II, which was the first Castlevania game I ever played. This issue is about 105 pages long, which is actually a drop in the page count from last issue, which is different for most gaming magazines. Normally the second issue is longer than the first issue (but not always).

Bionic Commando Strategy Guide: So, we have a strategy guide for the original version of Bionic Commando, which has been since been remade for the X-Box 360 and PS3 as Bionic Commando: Rearmed which you can get through X-Box Live Arcade, and through the Playstation Network. I’ve already purchased that game, and it’s decent (though it’s hard). It’s one of the first action platformers I recall that was non-linear in it’s path to the conclusion (Capcom would later borrow the map system from Bionic Commando for their second G.I. Joe video game), and it didn’t let you jump – but instead it gave you an alternative in the form of your grappling arm, as opposed to, say, Robocop which did precisely jack. In the course of my discussion of this game, I’ll go over any differences I observe from the NES version of the game to the re-make. Read more