Too Much Free Time

Discussion and reviews of games for NES, Intellivision, DOS, and others.

Archive for the ‘NES’ Category


Posted by Tracy Poff on March 30, 2009

Excitebike, released by Nintendo in November 1984 in Japan, and October 1985 in the US, is a classic racing game for the NES.

Two modes are available, Selection A and Selection B. In Selection A, you race against the clock, alone on any of five tracks.

You play the red motorcyclist, and must pass the required number of laps on each obstacle-strewn track before time runs out. If you fail to beat the third place time, you lose. Since you can select which track you want to play on, this isn’t such a big deal,though, and the early tracks are pretty easy.

The track consists of four lanes, which you can switch among with the up and down buttons. In addition to changing lanes, you have the choice of the slower or faster gear for your bike. The faster gear has an obvious advantage, but also a disadvantage: as you use the faster gear, your bike heats up, and if you keep it up too long, your bike will overheat, forcing you to wait on the sidelines until it cools off again. Using the slower gear will allow your bike to cool, as will running over arrows that appear on the track. As a result, much of the strategy involves knowing when to use the faster gear and when to take it slower. Use the right gear and avoid or manage the obstacles, and you shouldn’t have much trouble until the last two tracks.

In Selection B, you still must beat the clock but there’s an additional difficulty: other racers appear on the track.

The other racers don’t seem to be intelligent–they don’t seem to try to block you intentionally, but they do get in the way, and running into them can cause a crash, costing you precious seconds. This mode is a little more interesting than Selection A, because of the added difficulty, but play is basically the same. I’d suggest playing Selection A if you’re trying to get the best possible times, and Selection B if you just want to race.

In addition to the two play modes, there’s a design mode, which lets you select from the available obstacles to make your own track.

You can try to make some interesting tracks this way, and it’s a little amusing, but the inability to save means that it’s a bit of a waste to spend much time trying to make a really good track, since it’ll be gone when you power off the console. It’s not that there isn’t a save option–it’s right there on the menu, and will happily spend a few minutes claiming to save, but it’s intended for use with the Famicom Data Recorder, a cassette attachment which was never released outside of Japan. The rest of us are out of luck.

AI: 6/10
The computer-controlled racers provide a little extra challenge, and a little extra scenery, but it would have been nice if they were aggressive and tried to keep you from passing.
Gameplay: 8/10
The game controls smoothly, and it’s really quite fun. If it had more tracks and supported two players, it might get a perfect score. Even without these, Excitebike is an excellent racing game.
Graphics: 8/10
Ordinarily, I say you should never to anything 3D on the NES, but Excitebike pulls off the 3D obstacles very well–it’s easy to see how tall they are and what slope they’re at, which is the most important thing for this game. I can’t score this any higher, though, because the tracks are pretty bland, and the most variation we get on different tracks is a palette swap. Not bad, but they might have done a little more.
Sound: 4/5
I’m only counting this half since there’s no background music during the races, just sound effects. That said, what sound exists is not bad, but a little repetitive. Like Indy 500, the main sound we hear during the race is the constant roar of the engine. Unlike Indy 500, that is actually useful since you can tell how hot your bike is by the sound of the engine. It still gets a little old, but at least it’s functional.
Personal Slant: 10/10
Whatever shortcomings Excitebike has, it’s still quite a fun old game, and I have very fond memories of it. Especially given it’s age (it was one of the first NES games, 25 years ago), I can’t really find fault with it.
Total: 8/10
Fun fact: Excitebike fit on only 24K of ROM. By comparison, this review, together with the five screenshots it contains, takes up about 23K–just about the same size as the game that is its subject! There’s certainly a lot of excellent gaming packed in such a small size. This is one game that’s absolutely worth playing, and since I understand that it’s available on the Wii virtual console we all have the good fortune to be able to play it, even if we can’t find a working NES.

Posted in 1984, Driving, Full Review, Good, NES | Tagged: , | Leave a Comment »

Classic Concentration

Posted by Tracy Poff on December 9, 2008

Classic Concentration is an NES game adapted from a 1980’s television program. It was published by GameTek, Inc. and developed by Softie, Inc.

When you begin, you are given to opportunity to choose your name and avatar, and whether you’ll play against a human or the computer. Then a five by five grid of doors is shown, with one door removed. The back sides of each door contain one of twelve prizes, and the goal for this part is to match them in pairs so the doors are removed.


Here, I’ve chosen a ‘wild’ door. Whichever door I choose next will be removed along with its mate, and the prize indicated on the reverse will be credited to me. With save states facilitating my choices, the computer had no chance.

After removing a pair of doors, the part of the background image that was hidden by the doors is revealed. The image is a rebus puzzle, which the player must solve. The player is given the opportunity to solve the puzzle after removing each pair of doors–it is not necessary that all doors should be removed before solving the puzzle.

The game is fairly forgiving of spelling errors–perhaps too forgiving, since it is possible to solve the puzzle without actually knowing what the rebus is supposed to be, just by putting in a pretty close approximation of what the pictures represent.

After two rounds of this, the winner gets to play the bonus round, which consists of fifteen doors, each with the name of a car on the reverse. There’s no rebus in this round; instead, the round is timed. If the player matches the seven pairs before time runs out, he wins a car.

At this point, the game ends, and the player is given a code to replay the same game, should he so choose.

AI: 6/10
The AI isn’t too bad, for an NES game, but it can sometimes guess the answer well before any human could do it–unless the human, like the computer, had a list of the correct answers, that is.
Gameplay: 7/10
The game is simple, so there’s not much to say here. I’d have rated it a point or so higher, but after matching a pair of doors you have a bit of a wait while your avatar rejoices, which gets boring very quickly.
Graphics: 9/10
The avatars are a little odd looking, and there’s nothing special about most of the graphics, but the rebuses look great. They’re well drawn and provide a nice variety of styles for the letters.
Sound: 6/10
The music’s pretty good, but it doesn’t always seem to match up with the situation–the music played when you match doors is quite low key–and gets a little repetitive, which prevents this getting a higher score.
Personal Slant: 8/10
Total: 7.2/10
This is a pretty solid little game. Though you might not want to play it much against the AI, it’s worth a play now and then, with a friend.

Posted in 1990, Decent, Full Review, NES, Puzzle | Tagged: , , | Leave a Comment »


Posted by Tracy Poff on November 29, 2008

Jaws is an action game, published in 1987 by LJN Toys, Ltd. and developed by Westone Co., Ltd.

The object of the game, as anyone who’s seen the movies could guess, is to hunt down and kill Jaws, the shark. When the game opens, we are presented a top down view of our boat.

If the boat hits something, the view changes from top-down to side-on, and we are given the opportunity to shoot jellyfish, stingrays, and small sharks in order to obtain points, crabs (which speed up the diver) or shells.

These encounters can occur in either shallow water (shown above), which appears when you hit something near the coastline, or deeper water. The shallow water is much more difficult, since you have less time and room to dodge the enemies, so I’d recommend avoiding coastlines when possible.

After finishing the underwater screen, you may get the opportunity to play a bonus game, which is rather like the bonus game in Galaga–jellyfish swim around in patterns and you try to drop bombs on them from the plane flying overhead. Unlike Galaga, however, you don’t have full control of the plane. It flies back and forth automatically, and you can only choose whether it moves quickly or slowly. As a result, it’s difficult to hit the jellyfish if they appear at the wrong time. Every third jellyfish you hit gives you a shell at the end of the bonus game.

Shells aren’t just another version of points, though–they serve as money (why shells would be worth anything at a port, I don’t know; just go with it). There are two ports in Jaws. You begin at one of them. Once you’ve collected a few shells, you can travel to the other, and upon arriving there you’ll trade some shells for a receiver, which lets you know when Jaws is close. After this, you alternate between the two ports, trading increasing numbers of shells for increased attack power.

This attack power is only useful against Jaws, though; the ordinary enemies take the same number of hits no matter what your attack power is. There is a powerup you can get to help you with them, though: the submarine. After thirty thousand points, the submarine appears somewhere on the map, and you can collect it. Once you’ve done so, instead of simply having a diver on the underwater screen, you’ll be in a submarine, which has bombs and torpedoes instead of mere harpoons.

Whether you get the submarine or not, though, you’ll eventually fight Jaws. If you run into him with your boat, you’ll first get to lob some bombs at him from your boat, before being dropped into the water. Either way, you’ll have to shoot him until his power is depleted. The more you’ve raised your power, the faster this will be. I’ve read that at power level one it will take over a thousand shots to empty Jaws’ power gauge, so I wouldn’t recommend attempting this before your power is level three or four. I’d also recommend using a turbo button for firing–the first time I actually beat Jaws, I was using an NES Advantage, but emulators have this function as well.

One tip for this fight: if you’re at the very top of the water, Jaws can’t hit you (though the small sharks can), so you can use this to dodge him. However, if you move down just slightly from the top (very slightly–probably only a pixel), Jaws won’t be able to hit you, but your harpoons will still hit him. If you get in this spot, you can just float on top of Jaws and auto-fire your harpoons at him, which is much faster than keeping your distance (since the number of shots on the screen at a time is limited), and much safer than trying to chase him closely.

However you wear him down, once you’ve done it, you’ll be shown a first person view for the final confrontation. You have to use a strobe when Jaws is directly in front of your boat, and then ram him.

It is very difficult to get the timing for this just right–if jaws is too close or too far away, it won’t work. Plus, when you use the strobe, Jaws rotates, so you also have to ram him at the right time–too soon or too late and it won’t work either. If you fail, you’ll be sent back to the overworld map and have to hit Jaws and wear him down all over again. You begin with three strobes, but once you’ve maxed your power you can trade shells for more at the ports, if you’re so inclined.

Once you successfully ram him, you’re treated to the sight of Jaws’ corpse sinking to the ocean floor, followed by an ending screen in which a plane flies off into the sunset.

That’s it! I beat the game in a little under half an hour, but it shouldn’t be too hard to beat in under fifteen minutes if you put your mind to it.

AI: 3/10
The enemies just swim straight at you. It works, but it doesn’t require any skill to plan a strategy.
Gameplay: 5/10
The controls work well enough, and there’s nothing wrong with the basic idea, though it does get repetitive. The random encounters happen annoyingly often, too, when you’re just trying to upgrade your power.
Graphics: 7/10
The graphics look pretty good, actually. They’re not perfect, but you can easily tell what’s what and they don’t get annoying to look at while playing.
Sound: 5/10
The sound isn’t annoying, but it’s not interesting or particularly memorable either.
Story: 0/5
There’s no story at all presented in the game, and even the premise is pretty weak. I’m only giving this half weight, though, since the story isn’t very important in an action game like this, and its contemporaries weren’t much better.
Personal Slant: 6/10
I played this game a fair bit when I was younger, so I’m a little nostalgic about it, but that doesn’t make the game good.
Total: 4.7/10
Jaws isn’t really worth playing. It’s not precisely a bad game, but there are much better action games, and this one doesn’t really stand out in any way.

Posted in Action, Bad, Full Review, NES | Tagged: , , , | Leave a Comment »


Posted by Tracy Poff on October 28, 2008

Tetris, the classic falling blocks game, was released by Nintendo in November 1989.

Truly, Tetris needs no introduction. There are hundreds of implementations of this simple, yet challenging game. Nintendo’s 1989 offering for the NES is quite well-done.

There are few options. The player can choose between A-type and B-type games, and select which music should be played, if any.

The A-type game is simply pieces falling endlessly, with the goal being to obtain the highest score. The six types of pieces fall starting at the top of the screen, and proceed toward the bottom. While they are in the air, the player can move them left and right, rotate them, or cause them to drop more quickly. Some of the pieces are rarer than others, so it’s necessary to choose where the pieces are placed with care–you can’t count on a line appearing whenever you need it.

For every ten lines you complete, the game’s speed increases one level and the colors of the blocks change. The more lines you eliminate at once, the more points you get, with a Tetris (four lines removed) scoring the most points. You also score more points if you’re at a higher level–each line is worth ten times as much at level nine as it is at level zero, for example.

As the game progresses and the blocks fall faster, the game becomes much more difficult. If the blocks reach too high on the screen, the music will speed up as a warning. If the blocks reach the top of the screen, you lose.

The B-type game is similar to the A-type game, except that rather than playing endlessly, the goal is to remove 25 lines at a particular level, and with a set height of blocks added at the start. Now the lines count down, and the game ends upon removing all 25.

You’re given a score based on the level and height you selected, as well as the points accumulated while removing the lines.

If your score is high enough, you can enter your name on the high score table, and be known far and wide as a Tetris master–at least until you power off the console. I played this game a lot when I was younger, though I suppose I wasn’t that skilled at it–on a good game, I’d get about 110 lines, though I understand that experts can get over 200.

Though this is a fairly old game, it’s quite nice. The graphics are nice, clear, and colorful (though the color schemes for some of the levels are a bit ugly), the music is good, and the gameplay is simply excellent. The B-type game offers a nice, quick challenge if you’re in the mood, and the A-type is nice for slightly longer gaming sessions. Of course, there are many other versions of Tetris, which may be better or worse than this one (I hear that Tengen’s NES version is superior), but Nintendo’s Tetris is definitely worth playing.

Personal Slant

Posted in 1989, Falling Blocks, Full Review, Good, NES | Tagged: | Leave a Comment »


Posted by Tracy Poff on October 27, 2008

Pinball was released by Nintendo in February 1984 in Japan and October 1985 in the US, and, as the name suggests, is a simple pinball game.

Pinball features two pinball screens and a bonus screen. An extra ball is awarded for every 50,000 points, and the flipper becomes invisible while your score is between 100,000 and 150,000 points. Each screen has a way to place a block post between the flippers to prevent your ball from falling, and several special ways to get large amounts of points.

After releasing the plunger, the ball goes to the top screen, and falls through one of the three lanes to score 500 or 1,000 points.

Putting the ball through the green lane on the right causes the penguins in the center to act like a slot machine, and hitting the moving pink slot target will cause them to stop on either 3, 7, or a penguin. Matching them scores points and causes a block post to appear between the flippers.

Putting the ball through the upper left lane causes the seals to bounce balls on their noses, activating the 100 point bumper in the middle. Between this and the dots filling that lane, this scores 2,800 points.

The counter at the upper left awards the shown number of points when it is hit, increasing each time by 100 points, up to a maximum of 1,000 points. It resets when you put the ball through the left lane.

The four targets on the left award a 1,000 point bonus when you hit them all. The hole on the lower right only kicks the ball back if you fall in it; the ball exits from that hole when leaving the bonus screen.

Falling from the top screen doesn’t lose the ball, but rather drops it to the bottom screen.

On the bottom screen, there are a few features of note. Passing through the lanes at the top flips over the cards. When all the cards are flipped, a 5,000 point bonus is awarded, and a block post appears between the flippers.

Hitting all seven of the targets on the left awards a 1,000 point bonus, and removes the pink bars on the right, allowing you to relaunch the ball.

The three eggs above the flippers hatch when hit once, disappear when hit again, and turn back to eggs when you pass over them a third time. Causing all three eggs to be hatched at the same time adds stoppers to the outlanes. Between this and the cards, it is possible to keep the ball quite safe, though these stoppers do disappear once they are hit once.

Finally, the hole in the upper right leads to the bonus stage.

In the bonus stage, you control Mario. You’re supposed to run beneath the ball to bounce it back up, rather like breakout. Unlike breakout, though, the floor beneath the girl shrinks when the column of lights beneath it are turned the same color. The colors change whenever the ball rolls over them. When the floor disappears, the girl falls, and you must catch her and allow her to walk off to the left or right. Doing so awards you 10,000 points and restarts the bonus level. The level ends if the ball falls to the sides, which causes it to pop out of the hole on the top screen, or the girl falls without you catching her, which will cost you your ball.

That’s the whole game! The difference between the A and B games is that the ball is heavier in the B games, making them more challenging. It’s a fairly simple game, but it’s pretty well done. The controls are pretty good and the graphics aren’t bad. There’s no music in the game, but the sound effects are nice. I’d say that if you like pinball games, this one is worth a try. It lacks the accurate physics and detail of later pinball games, but it’s still a fun diversion.

Gameplay: 8/10
Graphics: 7/10
Sound/Music: 6/10
Personal Slant: 8/10
Overall: 7.25/10

(An FAQ by Luke Jozwiak provided the details on the point values.)

Posted in 1984, Full Review, Good, NES, Pinball | Tagged: | 1 Comment »

First Impressions: Advanced Dungeons & Dragons: DragonStrike

Posted by Tracy Poff on October 13, 2008

DragonStrike is a fantasy shoot-em-up set in the Advanced Dungeons & Dragons Universe, developed by Westwood Associates and published in July 1992 by Pony Canyon.

When the game opens, you select the type of dragon to play (Bronze, Silver, or Gold), each of which has different attributes (speed and armor) and attacks (each dragon has two). Having selected the type of dragon to play, you are presented with a map, with icons for each mission you undertake.

As far as I can tell, the missions must be completed in order, so the map only serves as a progress indicator. Despite there being only twelve icons, the description on MobyGames indicates that there are more than twelve missions, though I didn’t advance far enough to see if this was true.

On to the main event, then. For the first mission, we are instructed:

You first mission is to engage three white dragon scouts.

May your ambition propel you to victory.

The first thing to note about this game is that the controls are rather different from shooters like Abadox or 1943; it rather reminds me of Zone 66, a later freeform shooter for DOS. Rather than the d-pad moving your dragon, left and right turn you, and you always fly forward and a constant rate. Up and down cause you to rise or lower in the air, which is necessary for attacking some enemies. Note, though, that when you are low in the air, obstacles on the ground (like the trees in the above screencap) will harm you, while you can fly right over them when you’re higher up.

The white dragon scouts shown above are not the only enemies, although in the first level the other enemies (catapults and archers) are land-based. Once you defeat the enemy dragons, the mission is complete, and you are free to fly off the top of the map to continue to the next mission.

The next mission is to destroy a fleet of ships and a kraken. The first part proceeds basically the same way the first mission did: destroy the boats and either destroy the other enemies or avoid their attacks. After this first part is complete, though, we see the first boss, the kraken.

It is only vulnerable from below, but a few well-placed attacks will take care of it. I found that it was possible to get into the right position, then just hold left to fly in circles, which was enough to avoid its attacks, and fire off a shot every time I came around.

The next level is a swamp, and we’re instructed to slay the black dragon which lies therein. I didn’t bother to go beyond this point, since the game seems to be pretty much the same thing with different graphics for each mission.

I have only one major issue with this game. My dragon initially fires two attacks, side by side, which will miss smaller enemies if you’re attacking straight on. Since the dragon moves constantly and you must avoid enemy fire, that can make it a little difficult to aim–it can be necessary to come around several times before you get the aiming right, though that might be mitigated by a bit of practice.

Despite the issue with aiming, I think the game is fairly well done. It might get boring after a while, but for the few minutes I played, it seemed pretty enjoyable. The fantasy setting was a nice change from the usual sci-fi settings of shooters. The graphics weren’t too bad for an NES game, though the music leaves much to be desired.

Overall, I’d say the game is worth a shot. There are some better shooters, but if you’re looking for a change, DragonStrike won’t disappoint you.

Posted in Decent, First Impressions, Freeform Shooter, NES | Tagged: , , , , | Leave a Comment »

Taboo: The Sixth Sense

Posted by Tracy Poff on July 22, 2008

Taboo: The Sixth Sense is a tarot game for the NES, released in 1989. It was developed by Rare Coin-it, a sister company of Rare Ltd., and it is terrible.

The game purports to be a mystical authority–it calls itself THE TIME MACHINE ON NINTENDO!
Naturally, as with ‘real’ psychics, it’d be too much to ask for the game to divine your name, vital stats, or intent, so you get to input that yourself.
They neglected to include word wrapping, but that can be forgiven. Their true sin is in the game that follows–or I should say, the lack of game that follows. After this point, there is no interaction until the end.
The game shuffles the cards (in what I admit is a reasonably well animated sequence), then deals them and begins to read off your fortune. For some reason, the fortunes it provides are often rather poorly written. I’m fairly sure the game was written in English originally, so this can’t even be blamed on bad translation. It may be an attempt to increase the number of fortunes by shuffling around pieces of text, but that’s no excuse.

After this, the game becomes interactive again, to the extent that it was ever interactive, for a final time.

Yes, the final interactive segment is the game choosing ‘fortune numbers’ which is clearly a euphemism for lottery numbers.

The whole ‘game’ takes only a few minutes, which is the only thing in its favor. See the video below for a run through the game–just under three minutes, from the title screen to the end:

The bottom line is that the game isn’t even worth the three minutes it takes to complete. Rare Ltd. made some good stuff, like Donkey Kong Country, and apparently Rare Coin-it also made Battletoads, which was pretty good, but this game is an unmitigated disaster.

Posted in Bad, Full Review, NES, Non-game | Tagged: , , | Leave a Comment »

First Impressions: The Adventures of Rad Gravity

Posted by Tracy Poff on May 22, 2008

The Adventures of Rad Gravity is a platform shooter by Activision.

The game begins by giving us our mission: to discover teleport locations by infiltrating the computers on the planet below.

With this goal in mind, we are sent down to begin. The enemies are rather odd, and the level designs leave a great deal to be desired.

It isn’t obvious from these pictures, but certain of the blocks which make up the scene can be walked through, and others must be jumped over. There’s no particular indication which is which, although I think that they are color coded.

After passing through a few screens, we encounter these robots, which are initially very difficult to kill. The weapon we have at the beginning is some sort of energy knife or something, and its range is about the width of Rad’s body. The robots move fairly quickly, so you have to tap the button pretty quickly as well in order to kill them.

As you move through the level you pick up powerups, including additional life bars and a gun, which seems to be slightly less powerful than the knife, but has the enormous advantage of being a ranged weapon.

Not all the levels are identical, as you can see in the above screencap. The thing with the up/down arrows on it is a sort of elevator (which I got stuck on and had to jump to disembark), and the thing center-right is a teleporter.

Here we see an example of extremely stupid level design. Every horizontal line is a surface, so you can–if you release buttons at the right moments–move yourself to whichever height you desire. Of course, it’s much easier to dodge the electricity (which is bouncing between the ceiling and floor) when you’re at the bottom of the screen, since it gives you more time to run past it, so there’s no particular reason you want to be anywhere except on the the ground.

If it weren’t for the rather painful graphics and horrible level design, Rad Gravity might be a pretty good game. If you can stomach those faults, give it a try.

Posted in 1990, Decent, First Impressions, NES, Platformer | Tagged: , , | Leave a Comment »

First Impressions: Zombie Nation

Posted by Tracy Poff on March 24, 2008

This time a shoot-em-up, Zombie Nation, known in Japan as Abarenbou Tengu.

The plot of Zombie Nation is odd, and I doubt that it matters. You’re a flying samurai head, and you are apparently charged with rescuing America, the population of which has been turned into zombies. Maybe.

There were lasers scattered liberally throughout the level which reduced me to one life unit, so I died quite often at first. You have only one life, and limited continues, each of which returns you to the beginning of the level. Therefore I relied on save states to explore.

It seems that you are meant to rescue people who will occasionally fly out of buildings and things as you destroy them. Collecting four such people allows you to have more shots on the screen at a time, and eventually allows you to use a special attack which targets the whole screen. The first level culminates in a battle against the Statue of Liberty, which seems to have become a medusa at some point.

Abarenbou Tengu is rather different. In a stunning display of needless changes in localisation, the samurai head you play as in Zombie Nation is not present in the Japanese version. Instead, you play as a tengu head. The Statue of Liberty, too, was changed in localisation: in the Japanese version, it was not a medusa, and was red besides.

I played further on Abarenbou Tengu than Zombie Nation, so I do not know how things changed after the first boss, but I do have to wonder how they might have changed the second boss:

Perhaps it’s better not to know. Still, despite the odd localisation and initial difficulty, Zombie Nation is a pretty good game. Certainly worth wasting a few minutes on.

Posted in 1990, First Impressions, Good, Horizontal Scrolling Shooter, NES | Tagged: , , | Leave a Comment »

First Impressions: The Adventures of Captain Comic

Posted by Tracy Poff on March 24, 2008

This time a platformer, The Adventures of Captain Comic.

Like The Adventures of Bayou Billy, Captain Comic is frustratingly difficult. Most of the time, there are three or four enemies on the screen at once, and they respawn a few seconds after you kill them.

The level designs place many obstacles in your path, and though the controls are generally quite responsive, I found it difficult to manage the fine control to move on small platforms without running off into the abyss.

There were several different areas with unique backgrounds and enemies, each of which had different movement patters. This variety is nice, but unfortunately each area is similarly difficult.

Having read a guide after my attempt, it seems like some of the areas seemed so totally unfair because I tackled the game in the wrong order, but the complete lack of guidance made it impossible to know just what I ought to have done. Were it not for the benefit of save states, I’m sure I would have given up before seeing the third area, for the effort to get through the game is completely disproportionate to the entertainment granted.

The game looks fairly good for an old NES game, the music, though very repetitive, isn’t bad, and the controls are good if a bit too enthusiastic. Unfortunately, the game’s difficulty more than compensates for these positive points. I can’t recommend the game unless you don’t mind frustration.

Posted in 1989, Decent, First Impressions, NES, Platformer | Tagged: , | 1 Comment »