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Classic Home Video Games (1985-1988)

Page 34

by Brett Weiss


  ing between two distinct types of airborne

  Mighty Bomb Jack for the NES is a port of

  shooting: behind-the-plane/third-person and

  Tecmo’s 1986 coin-op classic, which was the

  overhead view/vertical scrolling. The Mig play-

  sequel to Tehkan’s Bomb Jack (arcade, 1984).

  ers control begins with one weapon, but com-

  Mighty Bomb Jack is similar to Bomb Jack, but pleting missions adds double missiles, spiral

  with side-scrolling action and “mighty pow-

  missiles, cluster spread (triple firing), and op-

  ers” added to the already fun formula. Players

  timum (a combination of the other three

  guide Jack as he runs and jumps (extremely

  weapons). Enemies to avoid or blow out of the

  high when necessary) on platforms, collecting

  sky include bombers, fighter planes, guided

  bombs and treasures (extra time, hidden door-

  missiles, and more. There are ground-based

  ways, gold coins, and the like) while avoiding

  targets as well, such as tanks, artillery shells,

  zombies, birds, skulls, and other enemies.

  and rocket launchers. Refueling and landing

  Grabbing mighty coins (for mighty powers)

  sequences add to the challenge. The action

  lets Jack open special treasure chests and briefly

  takes place over forests, oceans, deserts, arctic

  transform enemies into collectable gold coins.

  landscapes, and a chemical factory. In two-

  In addition to the labyrinthine side-scrolling

  player “Share” mode, gamers pick up where the

  areas, players will frequently enter royal palace

  other player left off (which is different than

  rooms, which evoke the non-scrolling stages of

  most alternating games, in which players each

  Bomb Jack. Also, if Jack collects too many

  have their own separate level progression).

  mighty coins, he will be sent to the aptly named

  NINTENDO NES

  133

  torture room, in which he must jump around

  Millipede

  avoiding enemies for a set amount of time. This

  PUBLISHER: HAL America. DEVELOPER: HAL

  latter feature is a little annoying, and some

  Laboratory. Non-Scrolling Shooter, 1 or 2

  gamers will wish Jack could shoot or jump on

  players (alternating). 1988.

  enemies, but Mighty Bomb Jack is a challeng-

  The coin-op classic Centipede didn’t make

  ing good time nevertheless. Followed by: Bomb

  it to the NES, but its less-well-known (though

  Jack Twin (arcade, 1993).

  still popular) sequel, Millipede, did. When

  compared to the arcade original (Atari, 1982),

  Mighty Final Fight

  Millipede for the NES adds title music to the PUBLISHER: Capcom. DEVELOPER: Capcom.

  formula (ala Joust for the NES), but takes away Side-Scrolling Combat, 1 player. 1993.

  something even the Atari 2600 port managed to

  Released late in the life of the NES, Mighty

  get right: the ability to start the game at the

  Final Fight is a cartoonish take on the 1989 ar-15,000 or 30,000 point level. In addition, the

  cade game, Final Fight. Players guide small, super visuals aren’t as sharp (despite retaining the

  deformed versions of Cody, Guy (who was miss-

  rippling screen effect), and firing arrows sounds

  ing from Final Fight for the Super NES), or Mike annoyingly scratchy. Gameplay remains largely

  Haggar through five levels of slums, factories,

  (and enjoyably) intact, with gamers guiding a

  and city streets, using drop kicks, knee bashes,

  firing mechanism around the bottom 1/4 or so

  head butts, super kicks, throws, shurikens,

  of the screen, shooting upward at segments of

  knives, and other moves and weapons to fight

  a giant millipede as it works its way, snake-like,

  bad guys (including bosses Thrasher and Ka-

  down an enchanted mushroom forest. Other

  tana). There is no two-player mode, but the

  bugs to shoot include spiders, mosquitoes,

  game does add an experience points system that

  dragonflies, mayflies, caterpillars, ladybugs,

  gives it some degree of depth (at least for a

  and “longicorns.” Destroying mushrooms al-

  brawler). Flickering is abundant, and the game

  ters the millipede’s pathway, and shooting any

  is short and somewhat repetitive, but Mighty

  of several DDT bombs stationed about the for-

  Final Fight makes for an interesting addition est wipes out nearby enemies. Also released for

  to the popular franchise (which includes such

  the Game Boy Advance (via Millipede/Super

  games as Final Fight 2 and Final Fight 3 for the Breakout/Lunar Lander).

  SNES and Final Fight CD for the Sega CD).

  Milon’s Secret Castle

  Mike Tyson’s Punch-Out !!

  PUBLISHER: Hudson Soft. DEVELOPER: Hudson

  PUBLISHER: Nintendo. DEVELOPER: Nintendo.

  Soft. Platform Shooter/Side-Scrolling Plat-

  Sports/Boxing, 1 player. 1987.

  form, 1 player. 1988.

  This super fun game is based on Nin-

  At first glance, Milon’s Secret Castle ap-

  tendo’s Punch-Out!! (arcade, 1984), but adds a pears to be a Super Mario Bros. wannabe, but final match against controversial boxing leg-with mediocre graphics and a Little Nemo-like

  end Mike Tyson. The perspective is from be-

  protagonist who shoots bubbles instead of

  hind the player’s pugilist, but he is short, giv-

  jumps on enemies (bubbles are shot at a down-

  ing gamers a good view of the action. (In the

  ward or upward angle, but not straight ahead).

  arcade original, the player’s boxer is a translu-

  However, Secret Castle is more difficult (and cent green). Boxers can block, duck, dodge,

  more frustrating) than Super Mario Bros. ,

  throw uppercuts, and punch left and right to

  thanks to re-spawning enemies, tough bosses,

  the face and body. There are 10 different oppo-

  and hidden items that must be found in order

  nents of varying fighting styles, and it takes

  to complete the quest. Finding hidden items

  strategy and technique to beat each one of them

  requires lots of random shooting at bricks that

  (as opposed to simple button-mashing). Re-

  all look alike, which is a tactic that now seems

  released in 1992 (sans Mike Tyson) as Punch-

  hopelessly dated. Items to search for include:

  Out!! Followed by: Super Punch-Out!! (SNES).

  keys (for opening doors); protective shield

  134

  CLASSIC HOME VIDEO GAMES, 1985–1988

  bees; energy-rich honeycombs; coins (for pur-

  inative patterns (mostly in straight lines), but

  chasing items in shops); umbrellas (for rapid

  there are enough of them to put up a challenge.

  fire bubbles); and music boxes (for advancing

  The backgrounds are flat and lacking in detail,

  to bonus stages). When the running, jumping

  and the constant noise of the helicopter blades

  Milon gets hit be an enemy, he does not become gets annoying in a hurry. Unlicensed.

  invincible for a few seconds, add
ing to the

  difficulty. Thankfully, there is a continue fea-

  Mission: Impossible

  ture, which is achieved (only after the collection

  PUBLISHER: Ultra Games. DEVELOPER: Konami.

  of the first crystal ball) by holding down the

  Overhead View Action/Adventure, 1 player.

  left arrow on the control pad while pushing

  1990.

  start. Also released for the Game Boy.

  Based on the late 1980s TV show (as op-

  posed to the original series, which aired from

  The Miracle Piano Teaching System

  1966 to 1973), Mission: Impossible for the NES

  PUBLISHER: The Software Toolworks. DEVEL-

  lets players control three IMF agents, each of

  OPER: The Software Toolworks. Musical In-

  whom is outfitted with different weapons and

  strument/Band Simulator, 1 player. 1990.

  skills, such as guns, bombs, boomerangs,

  Packed-in with a full-sized electronic

  and/or sleeping gas. One character can even

  piano keyboard, which is enhanced with two

  don disguises that make enemies steer clear.

  speakers for stereo sound, Miracle Piano Teach-

  The mission, for those who choose to accept it,

  ing System teaches gamers how to play the tit-is to rescue Dr. O and Shannon from the Sin-

  ular instrument. As players pound away at the

  ister Seven. This involves traversing sewers,

  pressure sensitive keys, onscreen keys flash to

  avoiding bomb-throwing enemies, battling ro-

  mimic the movements of the real keys. A vari-

  bots, disabling alarms, flipping switches, ski-

  ety of drills, musical numbers, and games (such

  ing down the Swiss Alps (using ski poles as

  as shooting ducks and making robots jump)

  weapons), killing machine gunners, and much

  enable players to practice music notation,

  more. This is a long, involved game with lots of

  fingering techniques, pedaling, and more. In

  variety and graphical detail, but it’s very

  addition, the keyboard is equipped with more

  difficult. Fans of the franchise will miss the

  than 100 virtual musical instruments and other

  theme music. Includes password feature.

  sounds, including guitars, drums, and voice ef-

  fects.

  Monopoly

  PUBLISHER: Parker Brothers. DEVELOPER:

  Mission Cobra

  Sculptured Software. Board Game, 1–8 players

  PUBLISHER: Bunch Games. DEVELOPER: Color

  (simultaneous). 1991.

  Dreams. Vertical Scrolling Shooter, 1 or 2

  Monopoly for the NES does a nice job

  players (simultaneous). 1990.

  recreating the popular board game, letting up

  In Mission Cobra, players pilot a helicop-

  to eight players take turns rolling dice, mov-

  ter over land and sea while shooting choppers,

  ing a token around the board, earning money,

  sonic jets, flying saucers, and other enemies,

  drawing Community Chest and Chance Cards,

  some of which drop power-ups when de-

  and trying to bankrupt the other players by

  stroyed. Said power-ups include double mis-

  purchasing, renting, and selling houses, hotels,

  siles, triple missiles, and angled triple missiles,

  railroads, and other properties. The advantage

  as well as circular fire, invincibility, and energy,

  of the video game lies in the computer handling

  the latter of which is extremely important since

  all the accounting and money management

  mere flying drains energy at a steady pace. At

  tasks, giving the game a faster pace than its

  the end of each level, players must battle a

  more tangible, more tactile counterpart. Ani-

  mother ship boss, such as a chopper carrier, an

  mated tokens, a game editor (for giving play-

  eagle destroyer, or a double-winged fighter.

  ers cash and properties before the game even

  The standard enemies move in boring, unimag-

  begins), a timed mode, and a human looking

  NINTENDO NES

  135

  hand rolling the dice add to the fun. When

  pants, and a legless punk rocker. Mark can also

  compared to the SMS version, the NES game

  transform into a flying, eyebeam-shooting gar-

  has better sound effects (including digitized

  goyle. To clear each level, Mark must find and

  voices), but the Sega game benefits from battery

  enter all the doorways and defeat the bosses

  backup and up to 10 contestants. Also released

  contained therein. Each boss leaves a key to an

  for the Genesis, SNES, and numerous other

  exit that Mark must also find.

  systems.

  Monster Truck Rally

  Monster in My Pocket

  PUBLISHER: INTV. DEVELOPER: Realtime Asso-

  PUBLISHER: Konami. DEVELOPER: Konami.

  ciates. Monster Truck Racing, 1–4 players (si-

  Side-Scrolling Combat, 1 or 2 players (simul-

  multaneous). 1991.

  taneous). 1992.

  Published by INTV, the company that kept

  Based on the Matchbox toy line, Monster

  the Intellivision going after the Great Video

  in My Pocket for the NES will delight fans of Game Crash of 1983/1984, Monster Truck Rally

  the small, soft, squishy playthings. Gamers

  offers nine events: Hill Climb, Drag Race, Bog,

  guide The Vampire or The Monster (i.e. Frank-

  Car Crush, Tug-O-War, Sled Pull, Draw

  enstein) through six nicely drawn, human-

  Bridge, Donuts, Combo Course, and Custom

  sized levels (including Jack’s room, a sewer, a

  Track, the latter of which lets players race on

  construction site, and an oriental palace), bat-

  tracks of their own creation. Unfortunately, the

  tling a nice assortment of familiar creatures,

  racing action is marred by the following: a slow

  including Bigfoot, Medusa, Cerberus, Cyclops,

  truck (the computer’s vehicle is prohibitively

  zombies, ghouls, ogres, and gremlins. The

  faster); confused obstacle placement (it’s easy to

  Vampire and The Monster can punch their en-

  run into stuff you can’t quite see); shoddy

  emies and throw various objects at them. They

  physics (jumping is especially pathetic); and

  can also climb stairs, run across rooftops, jump

  horrible controls (pressing a single button con-

  over fences, scale steel girders, ride a large

  trols both acceleration and gear shifting). The

  hook, dodge huge golf balls, and much more.

  3/4 perspective evokes R.C. Pro-Am, but the

  No matter how far either creature falls, the

  game is nowhere near as good. Multi-player

  drop will not kill them, which is a nice change

  adapter compatible. Similar to: Stadium Mug

  of pace from the typical side-scroller. Monster

  Buggies (Intellivision).

  in My Pocket is easy to beat, but gorgeous

  graphics, fast-paced gameplay, and two-player

  Moon Ranger

  simultaneous action make it a winner.

  PUBLISHER: Bunch Games. DEVELOPER:

  Odyssey Software
. Side-Scrolling

  Monster Party

  Shooter/Platform Shooter, 1 player. 1990.

  PUBLISHER: Bandai. DEVELOPER: Bandai. Side-

  Moon Ranger has players guiding a ship

  Scrolling Platform, 1 player. 1989.

  through space, firing plasma bolts at asteroids,

  Monster Party is an average platformer in

  frogs in bubbles, spinning aliens, claw-shaped

  terms of gameplay (hit enemy with bat, step

  cruisers, pairs of eyes, and other enemies. To in-

  back, hit enemy again), but distinguishes itself

  crease the power of their weaponry, players can

  with a goofy storyline, nice box art ( Famous

  analyze and adapt the aliens’ equipment, which

  Monsters of Filmland fans will be pleased), at-includes wave rider beams, plus shots (which

  mospheric visuals (including blood-soaked

  travel in loops), lightning blasts, flam (which

  skulls), and a cool mix of traditional and highly

  travel like boomerangs), and “it” (the most

  original monsters. Players guide a boy named

  powerful alien weapon). Players will also don a

  Mark through eight levels (including dungeons,

  space suit and clumsily walk along shooting en-

  castle ruins, and a haunted house), battling

  emies and jumping on platforms and over spike

  (batting, actually) such creatures as Medusa,

  pits and other obstacles. The Moon Patrol-like spiders, ghosts, a kitten-throwing cat, walking

  sixth level (of seven) has players driving an all-

  136

  CLASSIC HOME VIDEO GAMES, 1985–1988

  terrain vehicle across the surface of the moon,

  girl) around four different mazes, gobbling up

  jumping over obstacles and shooting at robots,

  pellets while avoiding color-coded ghosts

  space crabs, and bulb monsters. Other activities

  Blinky, Pinky, Inky, and Sue (actually, the

  include recharging the suit’s armor, recharging

  ghosts in this version are unnamed). Eating

  the all-terrain vehicle’s shields, collecting four

  bouncing fruit grants bonus points while gob-

  pieces of a gamma bomb, and destroying an el-

  bling Power Pellets lets Ms. Pac-Man temporar-

  ement converter cannon. Unlicensed.

  ily turn the tables on the ghosts. Unlike the un-

  licensed Tengen version of Ms. Pac-Man, the

  MotorCity Patrol

  Namco rendition does not include such

  PUBLISHER: Matchbox. DEVELOPER: Source.

  tricked-up features as the Pac Booster, Strange

  Overhead View Action, 1 player. 1992.

  mazes, vertical scrolling, or two-player simul-

 

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