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THE
DELUKS VERSION
DaddaRuleKonge
VOL.02 THIS BOOK...
is mostly made out of boredom. After being done
with my last project, the Sega 32X/CD book, I had to do something else. Not wanting to do another book in the same vein as the other, I decided to try something else. So I made this shameless product. The book includes information on 35 of the North American releases of NES games. The games are listed in somewhat of a chronological order, though, I have not every games in order, there are holes here. Information are almost exclusively taken from wikipedia, and the pictures are most- ly from either mobygames.com or gamefaq.com. I originally started out with a bigger book includ- ing information on more games than the mea- sly 35 games, but my indesign file was acting up, and I didn’t feel like arguing with it, or reformat my tired computer. If some people feel like they would rather read this PDF than reading the wikipedia like normal people, I may make more volumes.
All rights are NOT reserved. EVERY part of this publication may be reproduced, distributed, or transmitted in any form or by any means, including photocop- ying, recording, or other electronic or mechanical methods, without the prior written permission of the publisher. I do not own anything in this book. You use part of this publication on your OWN RISK though. As places in this book may have a copyright by the original owner. Section Z, a side-view shoot- space station, which consists of ’em-up, was originally released alphabetically ordered corridors as a coin-operated arcade game known as “sections”, starting in 1985. A home version was re- from Section A and ending at leased for the NES in 1987. The the titular Section Z. The game original coin-op game is includ- is divided into different stages, ed in Capcom Classics Collec- each consisting of different sec- tion Vol. 1 for PlayStation 2 and tions. The player will fight an Developer Capcom Xbox. enemy boss at the end of each Publisher Capcom stage, concluding with the final Set in an unspecified year during Designer Takashi Nishiyama battle against the “L Brain” at the third millennium, the player Composers Kumi Yamaga Section Z. The game’s stages takes the role of an astronaut Tamayo Kawamoto alternates between horizontal- sent to infiltrate and destroy a Release dates FDS May 25, 1987 scrolling stage (left or right) space station orbiting near the NA July 1987 and upwards vertical-scrolling Earth that is actually the secret EU 1987 stages. The player will lose a base of an alien empire known Genre Shoot-’em-up life every time they get hit by en- as the “Balangool”. Modes Single-player, emy fire. Additional lives can be 2-player alternating The player maneuvers the space obtained if the player achieves a ranger throughout the enemy high enough score. The console version of Section Z has of each stage (Sections 19, 39, and 59 altered gameplay, particularly in its in that order) and face the boss. level design and game controls. Instead of using one button to fire and The NES version features three stag- the other to turn around, the player now es, each comprising 20 sections (for uses one button to fire at one direction a total of 60 sections), which are full- and the other to fire at the opposite. The fledged levels in this version, although player starts with a standard-issue la- not all sections need to be visited to ser rifle and can upgrade their weapon complete the game. In contrast to the into a Flash Buster (which fires bullets alphabetical sections in the arcade ver- at three directions) or a Megasmasher sion, the sections in the NES version (which fires v-shaped laser beams). are numbered instead. The first stage The Famicom version in Japan was begins at Section 00, which is the outer released in Disk Card format for the perimeter of the space station and then Family Computer Disk System add- proceeds to enter Section 01, the first on. In contrast to its NES counterpart, actual corridor of the base. At the end which the make player complete the of most sections, the player will choose game in one sitting, the Disk System to enter one of two transporters, each allowed player to save their progress taking player to a different section of in one of three save files. After a game the base. Some transporters will take over, the player can quit the game and the player to a previous section while resume where they left off by loading others cannot be opened until the play- the save file. er has fulfilled a certain condition and will kill the player if they try to enter. The English localization of the game’s The objective of each stage is to de- manual identifies the main character stroy the two power generators located as “Captain Commando”, a fictional at different sections of each stage in or- spokesman for Capcom USA who later der to open the path to the final section starred in his own game. Developer SNK Athena is a platform arcade The game tells the story of Athe- Micronics game, produced and published na, the young, headstrong prin- Publisher SNK in 1986 by SNK. It was later cess of the heavenly Kingdom Series Athena series ported to the NES, developed of Victory. She was bored of Release date NA August 1987 by Micronics. Conversions were the monotonous daily life in the Genre Platformer done also for the ZX Spectrum, palace and desired exciting ad- Mode Single-player Commodore 64 and Amstrad ventures. One day, she opened CPC in 1987 by Ocean Soft- the “Door Which Shouldn’t Be ware under their Imagine label. Opened” in the basement of However, only the NES version Castle Victory, said to lead to was released for North Ameri- a savage and deadly place. As can homes until the PlaySta- she dared cross the doorway, it tion Network saw a release of caused her to fall from the skies the arcade original in 2011. The and to another realm called Fan- game’s protagonist, Princess tasy World, which was dominat- Athena, has gone on to appear ed by the evil Emperor Dante. in later fighting games by SNK After her flowing dress was lost as a secret character or assist- while catching the wind for her ant to her descendant Athena fall, the perilous adventures of Asamiya, a frequent main char- Princess Athena began as she acter in these games. landed in a wilderness overrun by beast-like warriors and more dan- also has the chance to find shields, gers than she could ever wish for. She headgear and armor to cover her body, readied to fight for her life and arm her- however, these will be lost after with- self, with no other choice than to face standing some attacks. Her journey the ruthless Dante and every obstacle requires leaping and climbing as well on her way, to free this kingdom and as fighting through the land’s eight make it back alive to her own. hazardous worlds, each leading up to an oversized enemy that must be dealt After Athena defeats Dante, it all be- with before proceeding to the next gins anew in the sequel, Athena: Full area. The use of certain weapons such Throttle, a platform mobile game, as a hammer allows Athena to break produced and published in 2006 by through stone blocks, sometimes re- SNK Playmore for the i-mode on FO- vealing not only armor but magic items MA90x platform, in which the princess, such as Mercury’s sandals that, when again bored, opens the “Door Which worn, allow her to make great leaps. Shouldn’t Be Opened B”. The game features certain role-playing Many of the game’s elements are in- video game elements to complement spired by Greek mythology or ancient the platform action. Princess Athena Roman culture, such as weapons, has to defeat enemies such as the fi- equipment, items and enemy designs. nal boss by using various mythological Princess Athena herself is named af- weapons, items and equipment. With- ter the Greek goddess Athena, while out some items, she cannot make it Dante is based on Cerberus. through the adventure. In this game, Athena, upon landing, Aside from Psycho Soldier introducing unarmed and mostly nude, has only her modern-day descendant, Athena her kicks to fend off the approach- Asamiya, Princess Athena faded out of ing monsters, but she may collect the SNK’s spotlight until KOF 2000. dead enemies’s various weapons and Developer Taito Publisher Taito Composer Yoshio Imamura Release date August 1987 Elevator Action is a 1983 arcade The player assumes the role of Genre Action, game by Taito. It debuted dur- Agent 17, codename: “Otto”, a Side-scrolling, ing the Golden Age of Arcade secret agent for an unspecified Platform game Games. The game was avail- organization or government. As Modes Up to 2 players able as a standard upright cabi- Otto, the player enters a 30-story net. The controls consist of a building from the roof and must 4-way joystick and two buttons, collect a series of secret docu- one for “shoot” and the other for ments hidden inside. Red doors jumping and kicking. The maxi- indicate the location of these mum number of players is two, documents, and Otto must use alternating turns. The graphics the building’s elevators and es- are extremely simple, 2D color calators to reach them while graphics and in-game music avoiding or defeating the enemy was composed by musician agents trying to stop him. Each Yoshio Imamura. The game of the red doors has a doormat, was followed by a sequel, El- which Otto must stand atop in evator Action II (also known as order to access the room. Once Elevator Action Returns). accessed, the red door be- comes a blue door like the rest of the of an elevator car (but not have control building’s doors, and a short tune plays of it) and, if the car is above him, jump denoting Otto has acquired the docu- across the empty shaft. He can defeat ment and is awarded 500 points. En- enemy agents in four ways: shooting emy agents randomly emerge from them, getting close enough to jump at blue doors. Once Otto has all the doc- and kick them, shooting out an over- uments, he must reach the basement head light so that it falls on them (which and escape in a waiting car to advance. temporarily knocks out the building Each level contains a section in which lights), or crushing them with a moving the lights are out, making it difficult to elevator. see the enemy agents unless they are On higher levels, the enemy agents in an elevator. Beyond this section, the will shoot more frequently and their player must navigate a complex series bullets will travel faster. They will drop of elevators to avoid agents, retrieve to a knee or assume a prone position the last documents, and reach the to avoid Otto’s shots, but cannot jump basement exit. over low bullets. Otto can move left or right and jump; Like many games of this era, Elevator when in an elevator or at one end of Action was ported to some home sys- an escalator, pushing up or down will tems in 1985 for personal use. It was move him one floor in that direction, ported to the ZX Spectrum, Amstrad however, pushing down will not cause CPC, MSX, C64, NES, Game Boy, Otto to drop to a knee while in an el- and Sega SG-1000. Sony published a evator. He can fire his pistol at enemy mobile version of the game. On March agents, up to three rounds at a time, 5, 2007, the NES port of Elevator Ac- and drop to a knee to avoid enemy tion was released on the Wii’s Virtual agents’ high shots when not in an el- Console. evator. In addition, Otto can ride on top Developers Nintendo R&D1 Intelligent Systems Publisher Nintendo Metroid is a military science fic- manteau of the words “metro” Director Satoru Okada tion themed action-adventure and “android”. It was co-devel- Producer Gunpei Yokoi game origianlly released for oped by Nintendo’s Research Artists Hiroji Kiyotake the Famicom Disk System. The and Development 1 division and Hirofumi Matsuoka player controls Samus Aran in Intelligent Systems, and pro- Yoshio Sakamoto sprite-rendered two-dimension- duced by Gunpei Yokoi. Metroid Writer Makoto Kano al landscapes. The game takes was directed by Satoru Okada Composer Hirokazu Tanaka place on the planet Zebes, a and Yoshio Sakamoto (credited Series Metroid large, open-ended world with as ‘Yamamoto’), and featured Release dates FDS August 6, 1986 areas connected by doors and music written by Hirokazu Tan- NA August 1987 elevators. aka (credited as ‘Hip Tanaka’). EU January 15, 1988 Makoto Kano (credited under Genre Action-adventure After Nintendo’s release of com- his last name) was tasked to Mode Single-player mercially successful platforming create the scenario, and Hiroji games in the 1980s, including Kiyotake (credited under his Donkey Kong (1981), Ice Climb- last name), Hirofumi Matsuoka er (1985), and Super Mario (credited as ‘New Matsuoka’) Bros. (1985), as well as the criti- and Yoshio Sakamoto (credited cally acclaimed adventure game as ‘Shikamoto’) designed the The Legend of Zelda (1986), game’s characters. The charac- the company began work on ter design for Samus Aran was an action game. The game was created by Kiyotake. dubbed Metroid, which is a port- The production was described as a “very players retrace their steps to progress, free working environment” by Tanaka, forcing the player to scroll the screen who stated that, despite being the com- left in addition to moving it right, as was poser, he also gave input for the game’s the case in most contemporary games. graphics and helped name the game’s Metroid was also considered one of the areas. Part way through development, first video games to impress a feeling of one of the developers asked the oth- desperation and solitude on the player. ers, “Hey, wouldn’t that be kind of cool Following The Legend of Zelda, Metroid if it turned out that this person inside the helped pioneer the idea of acquiring suit was a woman?”. This idea was in- tools to strengthen characters and help corporated into the game, though the in- progress through the game. Up until that struction manual for the game uses the point, most ability-enhancing power-ups pronoun “he” many times in reference to like the Power Shot in Gauntlet (1985) Samus. Ridley Scott’s 1979 horror film and the Starman in Super Mario Bros. Alien was described by Sakamoto as offered only temporary boosts to char- a “huge influence” on Metroid after the acters, and they were not required to game’s world had been created. The complete the game. In Metroid, however, development staff was affected by the items were permanent fixtures that last- work of the film’s creature designer H. R. ed until the end. In particular, missiles Giger, and found his creations to be fit- and the ice beam were required to finish ting for the Metroid universe. the game. After defeating Mother Brain, the player is given an end screen based Nintendo attempted to set Metroid apart on the time it took them to get there. from other games by making it a non- linear adventure-based game, in which Metroid has shipped 2.73 million units exploration was a crucial part of the ex- worldwide. In 2008, Nintendo Power named perience. The game often requires that Metroid the fifth-best game for the NES. Developer Nintendo R&D4 Publisher Nintendo Directors Shigeru Miyamoto Takashi Tezuka Producer Shigeru Miyamoto Programmers Toshihiko Nakago Yasunari Soejima I. Marui The Legend of Zelda, subti- finding secrets along the way. Writer Takashi Tezuka tled The Hyrule Fantasy in its The inaugural game of the Leg- Composer Koji Kondo original Japanese release, is a end of Zelda series, it was first Series The Legend of Zelda 1986 action-adventure game released in Japan as a launch ti- Release dates NA August 22, 1987 designed by Shigeru Miyamoto tle for the Family Computer Disk EU November 15, 1987 and Takashi Tezuka. Set in the System peripheral. More than a JP February 19, 1994 fantasy land of Hyrule, the plot year later, North America and Genre Action-adventure centers on a boy named Link, Europe received releases on the Mode Single-player the playable protagonist, who Nintendo Entertainment System aims to collect the eight frag- in cartridge form, making the ments of the Triforce of Wisdom game the first home console ti- in order to rescue Princess Zel- tle to include an internal battery da from the antagonist, Ganon. for saving data.In 1994, this ver- During the course of the game, sion would be released back in the player sees Link from a top- Japan, now named The Legend down perspective and must of Zelda 1. There were also re- navigate him through the over- issued ports for the GameCube, world and several dungeons, Game Boy Advance and the Vir- defeating enemies and tual Console. Development for this game was directed and de- This was a game based solely on communication.” signed by Shigeru Miyamoto (credited as S. Miya- With The Legend of Zelda, Miyamoto wanted to take hon) and Takashi Tezuka (credited as Ten Ten). Mi- the idea of a game “world” even further, giving play- yamoto produced the game, and Tezuka wrote the ers a “miniature garden that they can put inside their story and script. The development team worked on drawer.” He drew his inspiration from his experiences The Legend of Zelda and Super Mario Bros. concur- as a boy around Kyoto, where he explored nearby rently, and tried to separate their ideas: Super Mario fields, woods, and caves, and through the Zelda titles Bros. was to be linear, where the action occurred in a he always tries to impart to players some of the sense strict sequence, whereas The Legend of Zelda would of exploration and limitless wonder he felt. “When be the opposite.In Mario, Miyamoto downplayed the I was a child,” he said, “I went hiking and found a importance of the high score in favor of simply com- lake. It was quite a surprise for me to stumble upon pleting the game. This concept was carried over to it. When I traveled around the country without a map, The Legend of Zelda. Miyamoto was also in charge of trying to find my way, stumbling on amazing things deciding which concepts were “Zelda ideas” or “Mario as I went, I realized how it felt to go on an adventure ideas.” Contrasting with Mario, Zelda was made non- like this.” The memory of being lost amid the maze linear and forced the players to think about what they of sliding doors in his family’s home in Sonobe was should do next. In the initial game designs, the player recreated in Zelda ‘s labyrinth dungeons. would start the game with the sword already in their in- ventory. According to Miyamoto, those in Japan were The Legend of Zelda was a bestseller for Nintendo, confused and had trouble finding their way through selling over 6.5 million copies; it was the first NES title the multiple path dungeons. Rather than listening to sell over 1 million. It was reissued in 1992 as part of to the complaints, Miyamoto took away the sword, Nintendo’s “Classic Series” and featured a grey car- forcing players to communicate with each other and tridge. The game placed first in the player’s poll “Top share their ideas to find the various secrets hidden in 30” in Nintendo Power ‘s first issue and continued to the game. This was a new form of game communica- dominate the list into the early 1990s. The Legend of tion, and in this way, “Zelda became the inspiration Zelda was also voted by Nintendo Power readers as the for something very different: Animal Crossing. “Best Challenge” in the 88` Nintendo Power Awards. Developer Square player must battle through eight Publisher JP DOG planets to destroy Grax. For its NA Acclaim time, the game was technically Designer Hironobu Sakaguchi advanced; the game’s three- Programmer Nasir Gebelli The 3-D Battles of WorldRunner dimensional scrolling effect is Composer Nobuo Uematsu (shortened to 3-D WorldRun- very similar to the linescroll ef- Release dates JP March 12, 1987 ner on the North American box fects used by Pole Position and NA September 1987 art), originally released in Japan many racing games of the day Genre Third-Person as Tobidase Daisakusen, is a as well as the forward-scrolling Rail Shooter, 1987 third-person rail shooter effect of Sega’s 1985 third- Platformer platform video game developed person rail shooter Space Har- Mode Single-player and published by Square for rier. 3-D WorldRunner was an the FamiCom Disk System and early forward-scrolling pseudo- published by Acclaim for the 3D third-person platform-action NES itself. game where players were free In the game, the player as- to move in any forward-scrolling sumes the role of Jack the direction and had to leap over WorldRunner, a wild “space obstacles and chasms. It was cowboy” on a mission to save also notable for being one of the various planets overrun by first stereoscopic 3-D games. serpent-like beasts. The game WorldRunner was designed takes place in Solar System by Hironobu Sakaguchi and #517, which is being overrun by Nasir Gebelli, and composed a race of aliens known as Ser- by Nobuo Uematsu, all whom pentbeasts, who are led by the would later rise to fame as core evil Grax. As WorldRunner, the members of the team behind the popu- the player’s score, the time counter, lar role-playing video game Final Fan- the world number, the world quadrant, tasy. the number of bonus stars collected by the player, and the number of lives, or WorldRunner features many elements continues, remaining. that are typical of a forward-scrolling rail shooter game, where the player Part of the appeal and selling point of focuses on destroying or dodging on- WorldRunner was its “3D mode”, and it screen enemies against a scrolling was the first of three games by Square background. 3-D WorldRunner incor- to feature such an option. When the 3D porates a distinct third-person view, mode is selected, the game uses com- where the camera angle is positioned puter image processing techniques to behind the main character. combine images from two slightly dif- ferent viewpoints into a single image, As Jack, players make their way known as anaglyph images. The game through eight worlds, battling hostile was packaged with cardboard ana- alien creatures and leaping over bot- glyph glasses, which use red and cyan tomless canyons. Each world is di- color filters to moderate the light reach- vided into different quadrants, and the ing each eye to create the illusion of a player must pass through each quad- three dimensional image. rant before the time counter on the bot- tom of the game screen reaches zero. It is considered difficult to find a com- In each quadrant, the player can find plete copy of WorldRunner today, pre- pillar-like columns that house power- sumably because the glasses pack- ups, objects that are beneficial or add aged with the game ended up getting extra abilities to the game character. At thrown away by players. Indeed, cop- the end of each world’s last quadrant ies of the game sold on eBay almost is a serpent-like creature which must never include the glasses, even if the be defeated to advance. A status bar game’s box, instruction manual, and at the bottom of the screen displays dust jacket are all intact. Developer Lenar Publishers JP Irem game a Nintendo Seal of Quality NA Brøderbund unless Brøderbund changed the Designers Junichi Mizutari name. R. Nagasu Deadly Towers is an action Brøderbund’s relationship with Composer Yoshinobu Kasukawa role-playing video game devel- Lenar was facilitated by Scott Release dates JP December 15, 1986 oped by Lenar and exclusively- (Kenji) Tsumura, who worked for NA September 1987 licensed by Irem as a software IREM and eventually worked for Genre Action role-playing title for the NES. One of the ear- Brøderbund to form the Kyodai Mode Single-player liest published role-playing vid- Software division. Alan Weiss, eo games for the NES in North the Nintendo Producer at Brø- America, Deadly Towers was a derbund, managed all product best-selling title in 1987. development and worked with In Japan, Deadly Towers was Lenar to translate the text of the titled Mashō, literally mean- game. Weiss kept the strange ing “Evil Bell”. It is a pun of the name, Prince Myer, to try and word mashō, meaning “devil- make faithful conversions and ishness”, and in keeping with not “Americanize” it. The name, this theme, the Japanese car- “Deadly Towers,” came from Ed tridge contained a red LED at Bernstein of Brøderbund. In re- the top which illuminated when sponse to the difficulty level of turned on. Irem intended the the game, Weiss stated: “We game’s English-language title did a lot of testing of the game to be Hell’s Bells, but Nintendo and we didn’t actually find it of America refused to issue the that difficult at Brøderbund, and I think we wanted something more Prince Myer can walk in eight direc- challenging than previously published tions, and attacks by throwing a sword. titles to round out our portfolio.” The player earns coins (a currency called ludder) by killing monsters, and The story of the game stars Prince can trade ludder at shops in the dun- Myer. On the moonlit eve of his coro- geons for new equipment. The shops nation ceremony, pensive Prince Myer are in fixed locations throughout the sits at the lakeside to ponder the future dungeons, but their inventories may of the kingdom. Suddenly, a shadowy change. kami called Khan rises from the lake and coalesces into the form of a man. The palace has ten vast, labyrinthine Although he doesn’t identify himself, dungeons. The first dungeon-maze the figure greets Prince Myer by name, has 167 screens, and the tenth has and informs him that Rubas, the “Devil 235. There are 7 bell towers, at the top of Darkness”, is preparing to overtake of which are bosses. Willner Kingdom by using seven magic Hidden throughout the towers are in- bells capable of summoning an army visible portals to a secret area called of monsters. To ensure peace, Khan the Parallel Zone, where the player says, Prince Myer must travel to the can find equipment superior to that northern mountain to burn the Seven available in the shops. Bells in the sacred flame, burn down the seven bell towers in Rubas’ magic When released in 1987, the game palace and, ultimately, defeat Rubas became a best-selling title in North himself. America. Deadly Towers was particu- larly notable for its permanent power- Rubas’ palace is presented in one- up mechanic, which at the time blurred point perspective. The screen scrolls the line between the power-ups used sideways only, except in bell towers, in action-adventures and the experi- where the screen scrolls vertically. ence points used in RPGs. Lode Runner is a puzzle video limited to one building on the game, first published by Brøder- UW campus. Shortly thereafter, Developer Douglas E. Smith bund in 1983. It is one of the first Kong was ported to VAX mini- Publishers Brøderbund, games to include a level editor, computers, as there were more Ariolasoft a feature that allows players to terminals available on campus. Release dates JP July 31, 1984 create their own levels for the The game was programmed in NA September 1987 game. This feature bolstered Fortran and used ASCII charac- Genres Platform, the game’s popularity, as maga- ter graphics. When Kong was Puzzle zines such as Computer Gam- ported to the VAX, some Pas- Mode Single-player ing World held contests to see cal sections were mixed into the who could build the best level. original Fortran code. Tozai, Inc. currently holds the Over one weekend in 1982, intellectual property and trade- Smith was able to build a crude, mark rights of Lode Runner. playable version in 6502 as- The prototype of what later be- sembly language on an Apple came Lode Runner was a game II+ and renamed the game Min- developed by Douglas E. Smith er. Through the end of the year, of Renton, Washington, who at he refined that version, which the time was an architecture stu- was black-and-white with no dent at the University of Wash- joystick support. He submitted ington. This prototype, called a rough version to Brøderbund Kong, was written for a Prime around October 1982 and re- Computer 550 minicomputer ceived a one-line rejection let- ter in response to the effect of “Thank The game was released in mid-1983. you for submitting your game concept. The original microcomputer versions Unfortunately it does not fit within our included the Apple II series, the Atari product line.”. 8-bit family, the Commodore VIC-20, the Commodore 64, and the IBM PC. Smith then borrowed money to pur- chase a color monitor and joystick and The NES version was released by continued to improve the game. Around Hudson Soft in 1984 (North American Christmas of 1982, he submitted the release 1986) and became one of the game, now renamed Lode Runner, to earliest third-party games made for four publishers and quickly received that system. It had 50 levels, scrolling offers from all four: Sierra, Sirius, Syn- screens, added music, and graphics ergistic, and Brøderbund. He took the redone in a more cartoon-like style. deal with Brøderbund. In addition, fruits and vegetables ran- domly appear which may be grabbed Miner, like its text-based Kong pred- for additional points. Although a level ecessors, had only very simple ani- editor was included, there is no way to mation where characters move across save levels created with it. An arcade the screen in block increments. It was game of Lode Runner was produced too primitive for an acceptable com- with some added features like the abil- mercial product as Brøderbund wanted ity to hang off the ends of ladders and detailed pixel-level movement. Ac- an improved enemy AI. cording to an article, Smith was given a $10,000 advance by Brøderbund to Lode Runner was very successful. It develop the inter-square animation, was Broderbund’s second best-selling and to provide 150 levels of play. For Commodore game as of late 1987. the latter, he reputedly paid neighbor- hood children to design levels with the editor he had coded. (the usual villains in Brøderbund games), while fending off esca- Developer Will Wright lating counterattacks by gun tur- Publisher Brøderbund rets, fighter jets, guided missiles, Release date NA 1985 and a battleship. There was also Genres Action, Raid on Bungeling Bay was the a hidden island for the player to Strategy first video game designed by reload on. Failure meant that Modes Single-player, Will Wright. It was published by the Bungeling Empire develops Multiplayer Brøderbund for the Commodore 64 in 1984 and the NES and a war machine to take over the MSX computers in 1985. The planet Earth. Players had to at- Commodore 64 version was tack its infrastructure while de- published in the UK by Ariola- fending the aircraft carrier which soft, and the NES version was served as home base. ported by Hudson Soft. The game offers an interesting Apart from offering a 2D over- insight into the design style of head view of terrain which was Wright, who would later go on to a bit more complex than in other design SimCity. The islands and games, Raid on Bungeling Bay factories in the game behaved was basically a simple war zone in a sophisticated manner which shoot ‘em up. The player con- closely resembled SimCity. trolled a helicopter that launched Over time, the factories would from an aircraft carrier to bomb grow and develop new technol- six factories scattered across ogies to use against the player. islands on a small planetoid oc- There were also visible signs cupied by the Bungeling Empire of interdependency among the islands, such as supply boats moving between them. In order to win the game, the player must prevent the escalation by bombing all the factories as quickly as possible, keeping them from advancing their technol- ogy. If left alone for too long, the factories would cre- ate enough new weaponry to overwhelm the player. Compute! wrote in 1985 that Raid “possesses all the virtues needed to appease the demanding gamer”, with “amazingly detailed” graphics. Computer Gam- ing World in 1988 approved of the Nintendo version’s graphics, calling it a “high adventure with realistic overtones” that did not involve dragons or elves. The magazine named it the Action-Strategy Game of the Year for Nintendo, writing that Raid had been “res- cued from Broderbund’s computer software vaults, updated slightly, and sent out to challenge all the bright new [Nintendo games and] blew them out of the water ... a delightful game experience”. Wright continued to develop the editor for the game as a personal toy because he enjoyed it so much. He researched urban planning and realised that others might enjoy constructing and building cities themselves. The result was a fancier simulation that eventually became SimCity. these number eight: Violence Developers Woodplace, Inc., Jo (ironically, this entry level Namco fighter is the champion, in the Publisher Data East NES version), Brown Pants, Release date NA September 1987 Ring King, known in the PAL White Wolf, Bomba Vern, Beat Genre Sports regions as King of Boxer, and Brown, Blue Warker (reigning Modes Single-player, known in Japan as Family Box- champion, in the arcade ver- Two players ing, is an arcade boxing game sion), Green Hante and Onetta originally developed and pub- Yank. Assuming the player wins lished by Woodplace, Inc. in the the championship, arcade play PAL regions in 1985, and later continues cycling through only published by Data East in North the last of the afore-listed three America the same year. (Blue Warker, Green Hante, The game continues the series’ Onetta Yank). theme of comical sports as the The player can choose from player takes the role of a boxer several different types of punch- who makes his way from his es and defensive maneuvers, debut to become a world cham- along with unique special at- pion. Ring King, though perhaps tacks. The player revives their unintentionally, is standard of stamina during the round inter- the boxing creations of its era, val by pressing the button rap- via providing quirky monikers idly. The boxer’s abilities are de- for opponents the player en- termined by three different stats; counters; in its arcade release, punch, stamina, and speed. The player can improve these stats using is an uppercut that launches the oppo- the power points gained after each nent straight into the air. If thrown at match. Performing well in matches al- the right timing, the uppercut can blast lows the player to create more powerful the opponent straight out of the ring, boxers. The player can save their game resulting in a technical knockout. progress by recording a password, and The game was later ported to the two players can face off against each NES in 1987 by Data East’s arcade- other in the two-player mode. Though to-NES converter, Sakata SAS, which the game is rudimentary, it is possible was published by Data East in North to counter-punch, and missing with America, and by Namco in Japan. The too many punches causes the boxer’s FamiCom and MSX2 versions were re- stamina to decrease. leased as the third game of the Family The biggest characteristic of the game sports game series, after Family Stadi- is the comical set of special attacks. um and Family Jocky for the Famicom These moves are activated when the in Japan by Namco as Family Boxing. player presses the attack button at the The NES version of Ring King created right timing and at the right distance. some controversy because the box- The attacks have the capability to in- ers’ cornermen appear to be perform- stantly knock out the opponent, but ing fellatio on them between rounds. being countered before a special at- Though the scene was only intended tack causes an extraordinary amount to show the cornermen placing the of damage as well. The first special Foul Cup into the boxer’s trunks, the attack is a powerful hook which the graphical limitations of the NES made boxer throws by spinning around like the scene appear questionable. The a top. The second is a straight punch boxers may also appear to be hugging that propels the opponent into the as they grapple because of the NES’s ropes when it connects. The third type limitations. Developers Namco, Epoch Publishers JP Epoch N A Sunsoft scrolling shooter game. The Sky Kid is a horizontal scrolling Composer Junko Ozawa shooter arcade game that was players take control of the Sky Release dates JP August 22, 1986 released by Namco in 1985. Kids, “Red Baron” and “Blue NA September 1987 It runs on Namco Pac-Land Max”, which are references to Genre scrolling shooter hardware but with a video sys- Manfred von Richthofen, the Modes Single-player, tem like that used in Dragon famous World War I flying ace, 2 players simultaneously and the prestigious order Pour le Buster. It is also the first game from Namco to allow two play-Mérite informally known as Blue ers to play simultaneously. The Max. The Sky Kids fly around game was later released on the in biplanes and are assigned Famicom (brought to the Ameri- specific targets during the mis- can NES by Sunsoft), and bothsions. These missions involve bombing specific targets. The this version for the Wii, Nintendo “A” button is used to control the 3DS and Wii U and the original plane’s machine gun and the “B” arcade version for the Wii were later released on Nintendo’s Vir- button is used to perform a loop. tual Console service. A number of obstacles face the players in each level. First, their Sky Kid is a two-dimensional biplane is not equipped with a bomb to complete their mission and the Galaxian flagship, has appeared in must be picked up en route to the tar- several other Namco games) or Pooka get. Second, there are both ground from Dig Dug. and air units that attempt to keep the If the player performs a loop in front of Sky Kids from accomplishing their mis- the three dancing girls which appear at sion. Last, the Sky Kids may have to the end of each mission, the girls will navigate through some very inhospita- send out hearts representing kisses. ble terrain or navigate around cities in order to get to the target. The targets After Namco ended its partner ships which the Sky Kids must bomb will ei- with both Midway and Atari, they started ther be fortress complexes, or ships. to release games in the United States. As the players advance further up in Releases such as Grobda (1984) and the 21 missions, multiple targets will Dig Dug II (1985) were some of the begin to appear in the course of one games that Namco released. Since mission. Players receive points for de- the Video Game Crash of 1983 had stroying air and ground targets, and claimed quite a few arcade companies, receive additional points at the end Namco managed to fill the gap. Sky Kid of the mission for how many of these was a game that didn’t enjoy great suc- types of targets are destroyed. In addi- cess in the United States. The game, tion, players get points based on how however, did show that Namco was on much of the target is destroyed - but the right track as far as the games they only total destruction warrants an end- had released went. Featuring cartoon- of-mission bonus. like graphics and different types of mis- sions, Sky Kid would form the basis Occasionally, performing a loop over a for several other Namco games that billboard will reveal one of four hidden are based on the same type of game- Namco characters: Pac-Man, Inky, the play, such as Ordyne (1988) and Pistol Special Flag from Rally-X (which, like Daimyo no Bōken (1990). Developer MicroGraphicImage, Irem Publisher MicroGraphicImage, Brøderbund Designer Tim Martin Release date NA September 1987 Genre Platform Spelunker is a 1983 video game, no on the player; and a ghost Mode Single player originally released for the Atari haunting the cave and appear- 8-bit computers, developed by ing randomly, attempting to take Tim Martin and MicroGraph- the player to the shadow world. icImage. It is a platform game The player character can send similar to Pitfall! or Curse of Ra. a blast of air to push the ghost away. However, this renders the Spelunker is set in a colossal player’s character immobile for cave, with the player starting at a few seconds, thus vulnerable the cave’s entrance at the top, to other dangers and further de- and the objective is to get to the pleting their air supply. Objects fabulous treasure at the bottom. to collect include sticks of dyna- To achieve this, the player must mite, flares, and keys. Precise walk and jump through increas- positioning and jumping play ingly challenging parts of the key factors in successfully com- cave, all the while working with pleting the game. a finite supply of fresh air, which could be replenished at various The cave in Spelunker is divid- points. ed into six levels. Although the levels connect seamlessly to The cave’s hazards include each other, forming one large bats, which drop deadly gua- map, the game clearly signals a level change at certain points by ker II: Yūsha e no Chōsen by Irem, in showing the name of the next level and Japan only. The game was re-released giving the player a bonus, consisting for Virtual Console in North America of an extra life and a varying amount on March 17, 2008 and in Europe on of points. Also, depending on memory, September 5, 2008 for the Wii, in both the next level or two were loaded from regions on June 6, 2013 for the Wii U disk at that point. and in North America on June 27, 2013 for the Nintendo 3DS. The splash screen of the game on the original Atari features an excerpt of Sony Computer Entertainment of Ja- Modest Mussorgsky’s Pictures at an pan has released Spelunker HD, known Exhibition as background music. All in Japan as Minna de Spelunker, for other versions of the game, includ- the PlayStation 3 as a downloadable ing the Atari re-release feature a dif- game through their PlayStation Net- ferent title theme. The NES and MSX work Store. It received the PlayStation versions have additional music during Store best sales award in 2009 from gameplay. Sony Computer Entertainment of Ja- pan. The game is a remake of the NES The game was later ported to the Com- port, with high definition graphics and modore 64 and re-released by Brøder- 100 levels (10 large caves, with 10 lev- bund in 1984, with European publish- els in each). ing rights licensed to Ariolasoft. An arcade version followed in 1985, and In 2015, Square Enix released a se- the game was released for the NES on quel titled Minna de Spelunker Z. December 6, 1985 in Japan and Sep- Computer Gaming World of 1985 tember 1987 in North America, and for called Spelunker “a thoroughly enjoy- the MSX in 1986. A sequel was also able game ... a class act”. released in arcades and for the NES on September 18, 1987 called Spelun- Spy Hunter is a 1983 arcade to Peter Gunn plays throughout. game developed and released Spy Hunter is a vertical scroll- by Bally Midway. ing action/driving game with the Game designer George Gomez player in the role of a spy driv- drew inspiration for the game ing an armed sportscar. The ob- from listening to an audio cas- ject of the game is to travel the sette tape of music from James freeway destroying as many en- Bond films. He designed the emy vehicles as possible while game with Tom Leon, with protecting civilian vehicles. The Developer Bally Midway whom he had worked on TRON. game uses top-down perspec- Publisher Bally Midway, Gomez sketched out the in- tive. NES Sunsoft game road map on a long scroll Designer George Gomez The game begins with the play- of drawing paper and also came Release date NA September 1987 er driving the fictitious G-6155 up with the idea of the weapons Genre Vehicular combat Interceptor. Various enemy ve- van. Originally the game was Mode Single player hicles try to destroy the player’s to be based directly on James car or to force it off the road, in- Bond and have the James Bond cluding a helicopter that drops theme as in-game music, but the bombs from overhead. A counter license could not be acquired. increments the score while the Instead, an electronic arrange- car is moving and on the road. ment of Henry Mancini’s theme Additional points are earned de- stroying enemy vehicles using weap- The game’s dashboard shows which ons or by forcing them off the road. Af- weapons are available, when lit. ter an initial lead-in time during which It is possible for the player to convert the player has an unlimited supply of the car into a go-fast boat for brief cars, the player must earn extra cars periods by driving through a special by obtaining high scores. Destroying boathouse which appears infrequently non-enemy cars halts the score coun- at the side of the road after which the ter for a short while, and no points are player is attacked by two different en- scored whenever the player’s car is off emy boats. the road. The car can be destroyed by a hard collision with another vehicle, if Despite rumors to the contrary, the in- it is hit by an enemy weapon (including game road is endless and the game the craters blasted into the road by the itself has no ending. helicopter’s bombs), or by running far Because of its success, Spy Hunter enough off the roadway (or waterway). was ported to several home video Following periodic forks in the road, game systems and home computers of players can enter a new ‘territory’ with the early 1980s era. The Nintendo port different terrain and/or weather condi- of this game has extremely buggy col- tions. Players can also upgrade the lision detection. If the road turns, the car’s standard machine guns by add- car will not crash if it remains pointed ing other weapons by entering the straight. It is possible to drive for hours Weapons Van, which appears in each over dirt, rocks, river banks, etc. If the new territory and can be periodically car’s tires are slashed while near the summoned by pressing the blinking top of the screen, the car will often spin “Weapons Van” button. Three spe- off the top of the screen and reappear cial weapons are available: oil slicks, at the bottom. The car becomes inde- smoke screens, and surface-to-air structible and can drive anywhere on missiles. Each has limited ammo and the screen without being damaged, but are lost if the player’s car is destroyed. the car’s weapons no longer function. Developer Bandai Publisher Bandai America Series Family Trainer Release dates JP December 23, 1986 NA September 1987 Stadium Events, known in Ja- badge. This numbering system EU 1988 pan as Running Stadium, is an was abandoned when Nintendo Genres Sports simulation, exergaming video game devel- took over further Bandai releas- Exergaming oped by Bandai for the NES. es for use with its Power Pad Modes Single-player, The game was released in Ja- instead. There were a total of Multiplayer pan, North America, and West 10 games in the Family Trainer Germany and Sweden. It is part series. of the Family Trainer series in The game featured an Olympic- Japan, and one of two games style Track and Field competi- released in North America un- tion, with events such as the der the Family Fun Fitness se- 100m dash, 110m hurdles, long ries banner, the other being jump, and triple jump. Modes Athletic World. The games were of play include “Tournament” designed and branded for the and “The Olympics”. Players Family Fun Fitness mat, a short- utilized the Family Fun Fitness lived running pad accessory for mat (Side B) instead of a stand- the NES. ard controller in order to run and Athletic World’s label is marked jump. A controller, connected to with a green “Series 1”; Stadium Port A, is used to navigate the Events has an orange “Series 2” game’s menu. The North American, or NTSC, version of Stadium North Carolina and eventually listed it for an online Events is universally accepted as the rarest licensed auction. An eBay Auction in January 2015 sold a NES game available for purchase in North America. factory-sealed Stadium Events for $35,100.00. This The reason for its rarity and subsequent high market copy of Stadium Events game was given a grade price is its limited production and sales. At the time of of 85 the highest known grade for this game by the its launch during the holiday season of 1987, Stadi- VGA. It was sold by a previous Nintendo employee um Events was only available from limited stores. In who received it while working at Nintendo for over 22 1988, Nintendo purchased the North American rights years and held on to it for decades then decided to to the FFF mat technology and re-released it as the sell after he left Nintendo. Power Pad. The European, or PAL, version of Stadium Events is The two Family Fun Fitness-branded games that had not as rare as its American counterpart, but is still already been released, as well as Bandai’s version of an expensive NES game. The PAL version was re- the running pad accessory, were pulled from shelves leased in West Germany and Sweden. The value of and presumed destroyed. Because of this odd se- this game varies depending on the condition of the quence of events, only 2000 copies are believed to game, and supply and demand. Prices have been have been produced, of which it is estimated that 200 anywhere from $200 to $1,000. copies reached consumers before being recalled. To- The re-released World Class Track Meet was pro- day, collectors who follow the online sale of rare vid- duced and sold in large numbers, as it was a pack- eo games believe that fewer than 20 complete copies in game for Nintendo’s Power Set bundle, which in- of the game exist, only three of which are known to be cluded (among other items) the NES console, Power factory sealed. The game is worth up to $38,000 ac- Pad, and World Class Track Meet. The Family Com- cording to the NES Rarity Guide. An eBay auction of puter version of Running Stadium was not recalled a new, factory-sealed version of the game was sold or otherwise limited, and survives in greater numbers on January 22, 2011. The copy sold for $22,800.00, than the North American version. the highest confirmed price paid for the game at that time. In 2013, it is reported that a woman purchased a rare copy of the game for $7.99 at a Goodwill store in Star Voyager, released in Japan ship. Players may also seek re- as Cosmo Genesis, is an out- pairs at up to five space stations er space shooter for the NES. in addition to CosmoStation The gameplay is a first-person Noah. The player may also visit shooter from inside the cockpit an asteroid field, and a black of a spaceship. The player navi- hole from which escape is im- gates “sub spaces” of a larger possible. The game is won if the “world map.” Gameplay takes player defeats the enemy arma- place between different sub- da and safely returns to base. spaces. However, the game is lost if the enemy fleet reaches the Cos- The plot centers around a lone moStation Noah, the player en- Developer ASCII Entertainment pilot in a spacecraft attempt- ters the black hole, the player’s Publisher Acclaim ing to protect a transport ship, ship runs out of fuel crystals, or Designer ASCII Entertainment the CosmoStation Noah, full of if life support fails. Release dates JP December 23, 1986 planetary refugees from a fleet NA September, 1987 of intergalactic terrorists known Gameplay occurs on a 10x10 Genre Action as the Molok Wardrivers. The grid that is randomized at the Mode Single-player player’s primary goal is to elimi- start of each game with the ex- nate all enemy fleets before ceptions of the player and Cos- they can surround the stationary moStation Noah will always be- CosmoStation Noah. The player gin in the top left, and the five may also visit up to eight differ- initial Molok Wardriver fleets ent planets in search of engine will begin in the bottom right. To and weapon upgrades for their progress through the grid, the player must select their destination coordinates ei- ther through the HUD or the select menu grid, and hold down the B button to charge enough power to travel as many sectors as required to reach their des- tination, as identified by the number on the bottom- center of the HUD. The number of leaps charged is indicated by icons in the upper-left gauge. As gameplay progresses, additional fleets may join the Molok Wardriver armada. Any planets or space stations they encounter during their trek to the Cos- moStation Noah will be destroyed, limiting the re- sources the player will have to mount an attack. In order to destroy the enemy fleets, the player must warp to their coordinates and destroy the fleet’s spacecraft and mothership, which will endlessly de- ploy enemy spacecraft as long as it remains opera- tional. The player must raise their shields in the se- lect menu in order to minimize damage taken to the ship. The player’s fuel crystals will deplete normally over time, and faster during warping or sustaining dam- age. Therefore it is necessary to visit space stations to refuel to prolong gameplay. They can also repair damaged systems which include radar, engines, and weapons, but a malfunctioning life support sys- tem can be repaired only at the CosmoStation Noah. Developer Konami Publisher Konami Designer Kazuhiro Aoyama Composer Kiyohiro Sada NES, Shinya Sakamoto, FC Moero TwinBee: Cinnamon- by up to three player simultane- Release dates FDS November 21, 1986 hakase wo Sukue! (“Burn Twin- ously: the first two players control NA September 1987 Bee: Rescue Dr. Cinnamon!”) is TwinBee and WinBee (the ships JP March 26, 1993 a vertical/side-scrolling shoot- from the previous game) using Genre Shoot ‘em up ’em-up game released by Kon- the standard FamiCom control- Mode Single-player, ami for the FamiCom Disk Sys- lers, whereas the third player 2-player cooperative tem in Japan in 1986. It was controls GwinBee (a green ship) (3-player in the Japanese version) later re-released as a standard by connecting an additional FamiCom cartridge in 1993. controller into the console’s ex- Moero TwinBee was the second pansion port. Unlike the original game in the TwinBee series, as TwinBee, which only featured well as the first of two TwinBee vertical-scrolling stages, Stinger sequels released for the Fami- adds side-scrolling stages to the Com, followed by TwinBee 3: mix as well. There are seven Poko Poko Daimaō in 1989. stages in the game. Stage 1, 3, and 7 are side-scrolling stag- A North American version for es, while the rest are vertical- the NES was released in 1987 scrolling stages. The controls titled Stinger, making it one of remain the same between the the few games in the series to two styles of gameplay, with the have an overseas release. only difference being that in the Moero TwinBee can be played side-scrolling segments, the A button shoots hearts over the ship instead of drop- ping bombs into the ground like the vertical-scrolling segments, which helps the player keep the power- up bells afloat in the side-scrolling stages. The player’s primary power-up items are once again bells that uncovered by shooting floating clouds throughout the stages. There are six types of bells in this installment: the regular yellow bells give the player bonus points as usual, the blue bells increas- es the ship’s speed; the white bell upgrades the player’s gun into a twin cannon; the pink bell gives the player a laser beam cannon; the flashing pink/ white bell gives the player’s ship mirror options for added firepower; and the flashing blue/white bell will surround the player’s ship with a barrier for ex- tra protection from enemy fire. Some power-ups are mutually exclusive, such as the white and pink bells. Stinger, the NES version, only allows up to two play- ers simultaneously, as it predated the release of mul- tiplayer adapters such as the Four Score and Satel- lite. The second player controls GwinBee instead of WinBee, who is absent from this version. The NES version also lacks the opening and ending screen showing the three grandchildren of Dr. Cinnamon, as well as the selectable difficulty settings at the title menu. Developer Epyx, Winter Games is a sports video ing in various events to try for a NES Atelier Double game developed by Epyx (and medal. Publisher Acclaim released in Europe by U.S. Series Epyx Games The events available vary slight- Release dates NA September 1987 Gold), based on sports featured ly depending on the platform, Modes Single-player in the Winter Olympic Games. but include some or all of the A snow-and-ice themed follow- following: up to the highly successful Sum- • Alpine skiing mer Games, Winter Games was • Ski jumping released in 1985 for the Com- • Biathlon modore 64 and later ported to • Bobsled several popular home comput- • Figure skating ers and video game consoles of • Speed skating the 1980s. • Luge The game was presented as a • Freestyle skiing; more precise- virtual multi-sport carnival called ly, the aerial skiing discipline, the “Epyx Winter Games” (there called “Hot Dog Aerials” in the was no official IOC licensing in game place) with up to 8 players each The game allowed you to com- choosing a country to represent, pete in all of the events sequen- and then taking turns compet- tially, choose a few events, choose just one event, or practice an event. Winter Games was ported to the Amiga, Apple II, Atari ST, Apple Macintosh, Apple IIGS, Amstrad CPC, ZX Spectrum, and DOS computer platforms, and to the Atari 2600, Atari 7800, NES, and the Fam- iCom Disk System video game consoles. In 2004, it was featured as one of the games on the C64 Direct- to-TV. Winter Games was Epyx’s best-selling Commodore game as of late 1987. In 1985 Zzap!64 gave 94% for the game calling it “another classic sport simula- tion from Epyx”. Lemon64 website users have given average vote of 8.6 which places the game on top 20 list on the site. The game was reviewed in 1988 in Dragon #132 by Hartley, Patricia, and Kirk Lesser in “The Role of Computers” column. The reviewers gave the game 3½ out of 5 stars. The Spectrum ver- sion topped the charts for the month of April. The NES and Famicom Disk System versions were criti- cally panned for unresponsive controls, abysmal music and poor graphics. Rad Racer, originally released to Sega’s Out Run. In Japan, in Japan as Highway Star, is it is one of the few titles for the a racing game developed and system designed for use with published by Square for the Nintendo’s Famicom 3D System FamiCom in 1987. In this game, peripheral for 3D experience. players drive a Ferrari 328 or The main reason for the devel- an F1 racing machine through opment of the game was that Developer Square a race course. The game was Square owner Masafumi Miya- Publisher JP Square released for the NES in North moto wanted to demonstrate NA Nintendo America and Europe months af- Gebelli’s 3D programming tech- EU Mattel ter its debut on FamiCom. niques. Designer Hironobu Sakaguchi It was programmed by Nasir Ge- The idea of Rad Racer is to rally Programmer Nasir Gebelli belli, designed and supervised through a course, and make it Composer Nobuo Uematsu by Hironobu Sakaguchi, and fea- to check points before the timer Release dates JP August 7, 1987 tured music by Nobuo Uematsu, runs out. If a player hits a road NA October 1, 1987 all of whom later contributed to sign or tree at any speed the car EU January 15, 1988 Final Fantasy in similar roles. In crashes. Hitting another car di- Genre Arcade style racing 1987, few racing games existed rectly from behind will severely Mode Single-player for the NES, and Rad Racer slow the car down. If another was seen as Square’s answer car side swipes your car you will be pushed quickly to the side. At higher the F1 racing machine over the Fer- levels you can crash by hitting another rari 328, this is debated by race fans. car. Crashes take time and make it Both cars have a maximum speed of more difficult for the player to reach the 255 km/h (255 is the highest integer check point. There are eight different representable within 8 bits). In-game, levels of increasing skill. Even if time “turbo” can be activated by pressing runs out, the vehicle can continue to the up button to boost the car’s speed, coast for a while; if the vehicle reaches and disengaged at any time by releas- a checkpoint before running out of mo- ing the button. mentum, the game continues. If time As one of the NES’s premier rac- runs out before the goal is reached, ers, Rad Racer was met with favora- the game is over. Rad Racer players ble reviews and enjoyed commercial can activate a 3D mode during play by success; it ranked 8th on Nintendo pressing the “Select” button and wear- Powers player’s poll Top 30. It was ing 3D glasses. The game came pack- condemned, however, for its extreme aged with 3D glasses which could be similarity to Sega’s Out Run, released worn to give the player the illusion of the previous year. three dimensions (Square had previ- ously incorporated the usage of 3D Despite the efforts of Square Co. to glasses in 3-D WorldRunner). make unique games with 3D features such as Rad Racer and 3-D Worldrun- At the car selection screen, the play- ner, and high sales, the company was er can pick one of two cars: a Ferrari in financial trouble. These events are 328 or an F1 racing machine, similar in what led to a final attempt at a brea- appearance to the 1987 Camel-spon- kout hit, Final Fantasy. Reaction be- sored Honda/Lotus 99T Formula One came more positive over time, and car. Although officially there is suppos- Rad Racer was ranked number 57 on edly no performance gain by choosing IGNs Top 100 NES games. Developer Nintendo R&D3 Publisher Nintendo Designers Genyo Takeda Makoto Wada Composers Yukio Kaneoka Akito Nakatsuka Punch-Out!!, originally released the NES port to faithfully emulate Kenji Yamamoto in North America as Mike Ty- the arcade graphics. Instead of Series Punch-Out!! son’s Punch-Out!!, is a boxing making the playable boxer wire- Release dates sports fighting game for the framed or transparent to see an Gold Version NES. Part of the Punch-Out!! opponent, they decided to short- September 1987 series, it is a port of both the en the playable boxer, so that Mike Tyson’s Punch-Out!! Punch-Out!! and Super Punch- players could easily see oppo- NA October 1987 Out!! arcade games (particularly nents over the large head room JP November 21, 1987 the latter) with some variations. of the playable boxer. Other EU December 15, 1987 things added to the NES version Punch-Out!! Genyo Takeda, who produced NA August 1990 that the arcade versions lacked the Punch-Out!! arcade games, EU August 1990 were a rough plot, a background directed the NES versions. Be- Genres Sports, music track played during fights, cause the NES was not as pow- Fighting animated cutscenes and a pass- erful as the arcade hardware, Mode Single-player word system. Takeda and his crew realized that it would be impossible for Nintendo released a game in a gold-colored Fami- cided against renewing it due com cartridge simply titled Punch-Out!! in Japan, as a to his recent defeat by James prize for the Golf U.S. Course Famicom Tournament “Buster” Douglas), Nintendo in September 1987. The final opponent in this version replaced Tyson with a fic- was Super Macho Man, who was also the final oppo- tional character called Mr. nent in the Super Punch-Out!! arcade game. Dream and re-released the game as simply Punch-Out!! Around the time the Gold Version was released, in limited quantities in North Nintendo of America’s founder and former president America in August 1990. Minoru Arakawa attended a boxing match featuring future heavyweight champion Mike Tyson. While This is the version used in all watching the boxer fight, Arakawa became so aston- Virtual Console releases. ished with the athlete’s “power and skill”, he was in- Punch-Out!! has been well spired to use the athlete’s name and likeness in the received by critics. A Game- upcoming port of the Punch-Out!! series to help the Spot reader poll ranked it as game sell well. Tyson was rumoured to have been the 6th greatest NES game. paid $50,000 for a three-year period for his likeness. It was rated the 17th best This was something of a chance for Nintendo, as it occurred before Tyson won the World Boxing Council game made on a Nintendo System in Nintendo Pow- (WBC) heavyweight championship from Trevor Ber- er’s Top 200 Games list. In August 2008, Nintendo bick on November 22, 1986. Power listed it as the sixth best Nintendo Entertain- ment System video game, praising it for putting ar- When Mike Tyson’s Punch-Out!! sold well in North cade-style fun over realism. Author Steve L. Kent America, Nintendo later released the Mike Tyson ver- called it the second major game of 1987. Author sion in Japan. Nathan Lockard cited the graphics, violence, con- After Nintendo’s license to use Mike Tyson as a spe- trols, and the variety for it being a “true classic” and cial Punch-Out!! character expired (Nintendo de- one of the best NES games. Developer Konami Publisher Konami Composer Satoe Terashima Release dates JP March 18, 1987 The Goonies II (“The Goonies have been kidnapped by the Fr- NA November 1987 II: The Fratellis’ Last Stand”) is atellis, an Italian family of small- EU December 19, 1988 an adventure game developed time crooks and counterfeiters. Genre Platform game and published by Konami for the Mikey must rescue all six of his Mode Single player NES. It was released on March friends and free a captured mer- 18, 1987 in Japan, November maid named Annie. 1987 in North America, and on The Goonies II features two December 19, 1988 in Europe. modes of play: platform and It is a sequel to the first Fami- first-person. Most of the game Com Goonies game, which was is played as the former as the only available in North America player works through a non- on Nintendo Vs. System and linear map. The player moves PlayChoice-10 arcade units. Mikey to new areas of the map This led many people to assume by ladders or doors that may act that it was based on a sequel to as warp zones. Several differ- the original film, which, as of yet, ent types of zones are found in has not been produced. the game, each with distinct en- The game’s story centers on emies, graphics and music. Mikey. His friends, the Goonies, When the player exits the plat- have been kidnapped by the Fr- form screen by entering a door, the additional cases of them. These are game shifts to a first-person mode. Us- explosive weapons that have a small ing a command menu similar to Shad- blast radius and can damage Mikey if owgate (released around the same he is in range; the bomb can also re- time), the player explores the area by veal hidden doors. navigating through rooms, searching There are also two performance boost- for hidden items and interacting with ing shoes in the game. The spring non-player characters. The items the shoes increase Mikey’s jumping ability player finds may be useful on the over- and are required to reach certain areas world (such as weapons or transceiv- of the map. The hyper shoes increase ers) or within the rooms themselves Mikey’s speed and make some areas (such as the candle, key and ladder). more easily accessible. The player will find the six Goonies in cells in this mode. Each rescued Goo- What the player has to do in order to nie increases Mikey’s health. obtain certain vital items is sometimes obscure. For example, the candle (an There are a number of weapons the item necessary to finish the game) is player can use, and the player can obtained when Mikey hits a specific old equip both a primary and secondary woman five times in a row for no appar- weapon. Mikey can use three prima- ent reason. ry weapons: the yo-yo, a short-range weapon with limited power; the sling- The Goonies II has developed a cult shot, a ranged, ammunition-based following among classic gamers. weapon; and the boomerang, a slower Though the game was received with ranged weapon with unlimited use. mildly positive reviews and is typically The bomb and molotov cocktail are given average or slightly positive rat- the two secondary weapons the player ings, it is still well known among gam- can use, and the player can increase ers for several reasons. Mikey’s carrying capacity by finding Developer Westone Bit Entertainment (uncredited) Publisher LJN Composer Shinichi Sakamoto Release date NA November 1987 Jaws is a video game for the ter Game, released in 1989 by Genre Action NES that is loosely based on Screen 7 for the Commodore Mode Single-player the film franchise of the same Amiga and for the C 64 as sim- name, specifically Jaws: The ply Jaws by Box Office Software. Revenge, the fourth and final In this game, the player pilots a film in the series. The box art is boat across the sea, randomly modeled heavily after the the- encountering groups of hostile atrical poster, and the back of sea creatures. When the boat the box mentions “...like it’s per- hits something in the overhead sonal”, perhaps as a reference map, the perspective changes to said movie’s tagline. How- to a side-view. The player’s boat ever, it does take elements from releases a diver who battles the first. It is also one of the few various undersea threats such LJN-published titles developed as jellyfish, rays, and smaller by a Japanese company. sharks. Occasionally, Jaws will There was a separate computer appear on the map in the form adaptation of the original Jaws of its familiar dorsal fin breaking movie called Jaws: The Compu- the water’s surface. If players collide with Jaws’ dorsal fin, they can momentarily control their boat in the side-view encounter in loss of the tracking device, the loss of an attempt to attack Jaws with depth half of the conch shells accumulated to charges. Jaws will always collide with that point, and complete health replen- the boat and release the diver into the ishment for Jaws. water. Jaws will also appear after a The player can also find a submarine brief moment if the player snags some- which appears at random places in thing in the overhead map with Jaws the game map. The submarine is an nearby. upgrade with two weapons (torpedoes Items encountered include crabs (in- and depth charges) and much less in- creases movement speed of the div- ertia than the diver. er), stars (bonus points), and conch Once Jaws’ health has been reduced shells which are used as currency in in the side view encounter, the game this game. Equipment and upgrades changes to a “first person” view of the are purchased by alternating between player’s boat. Players are given three two ports on the map. The first port charges for their strobe device to force visit gives the player a receiver, which Jaws to breach the water’s surface. tracks the location of Jaws relative to Timing is essential in order to force the boat on the overhead map; the Jaws to breach at the proper distance faster it beeps, the closer Jaws is to the from the bow of the boat. In order to player. Future visits to ports afterwards fully defeat Jaws, the player must jab increases overall attack power against it with the boat’s bow at the proper dis- Jaws. Touching a hostile sea creature tance when it breaches from the strobe during the side view undersea encoun- device. ters will kill players and penalize them with a power level drop by one (if they Computer Gaming World praised the had upgraded their attack power), the game in its review, saying, “The graph- ics, animations and game play in Jaws are all first rate.” Developer Atlus Publisher LJN Composers Tsukasa Masuko Hirohiko Takayama Release date NA November 1987 Genre Action The Karate Kid is a game pub- cation for the first Karate Kid Modes Single-player, lished by LJN and developed film’s climax). He will have to go Multiplayer by the Japanese company Atlus through four fighters in order to Co., Ltd for the NES. The game- advance to the next stage. The play loosely follows plot ele- opponent’s energy bar increas- ments from the first and second es as the player progresses Karate Kid movies. through them. The final fight is presumably with Johnny Law- There are four levels in the rence from the movie. game, and they play out as the movie goes. It ends with Pat Level 2 Morita winking at the player Daniel then starts the second from the screen. level which is set in Okinawa (the primary setting for The Ka- Level 1 rate Kid, Part II). There, he must The game begins with Daniel dispatch random thugs who die LaRusso fighting in the All Val- in one hit while progressing to ley Karate Tournament (the lo- Chozen at the end of the stage. For every few enemies dispatched, Level 4 Daniel can collect small “C” and “D” The final stage is the festival after the symbols that allow him to use Crane typhoon. Daniel wears a new outfit for Kicks and Drum Punches, respective- this stage and the random enemies ly. They also replenish a small amount are now tougher, requiring two hits of Daniel’s energy meter. There are to be felled. There are also enemies also a few obvious and not-so-obvi- with spears who take even more hits ous entrances where Daniel can earn to defeat. The final boss, once again Drum Punches and Crane Kicks by ei- Chozen, has a new twist. Now he has ther breaking ice-blocks, catching flies Kumiko down on the ground beside with chopsticks, or dodging a swinging him and if Daniel does not occasionally hammer. come into contact with her, she will slip off the platform and drown. This will re- Level 3 sult in a lost life. If Daniel can success- In the third stage of play, Daniel is in a fully defeat the boss without Kumiko stage that is nearly identical to the sec- drowning the player will be treated to a ond (with some tricky jumps) during a rather short ending. Mr. Miyagi’s head typhoon. The typhoon causes a strong appears and is animated to look as if wind to interfere with the player’s jumps he’s talking and saying “You have suc- and various objects (sticks, birds) to fly cessfully guided Daniel-san through through the air and threaten the play- all the challenges and have become a er’s energy. They can be hit for extra martial arts master!” points, however. The boss is Chozen again and this time, there is a girl up on The game also features a One on One a pole that Daniel must save. It is not mode where two players can fight a necessary to beat Chozen, only rescue single one on one battle to determine the girl. a winner. Developer Capcom Publisher Capcom Director Akira Kitamura Producer Takashi Nishiyama Programmer Nobuyuki Matsushima Artist Yasuaki Kishimoto Naoya Tomita Keiji Inafune Before Mega Man, Capcom sought perfection in every pos- Akira Kitamura primarily made arcade games, sible aspect of the game. Composer Manami Matsumae and their console releases were The development team for Series Mega Man mostly ports of these titles. In Mega Man consisted of only Release dates JP December 17, 1987 the mid-1980s, Capcom made six people. Inafune (credited as NA December 17, 1987 plans to develop Mega Man “Inafuking”) designed and illus- EU May 1990 specifically for the Japanese trated nearly all of the game’s Genres Action, platform home console market. They de- characters and enemies, as well Mode Single-player cided to bring in fresh, young as the Japanese Rockman logo, talent for the small team, includ- box art, and instruction manual. ing artist Keiji Inafune, a recent He was also responsible for ren- college graduate who started dering these designs into graph- on the Street Fighter team. In- ical sprite form. “We didn’t have afune recalled that the Mega [a lot of] people, so after drawing Man development team worked character designs, I was actual- extremely hard to complete the ly doing the dotting for the Nin- final product, with a project su- tendo,” Inafune stated. “Back pervisor and lead designer who then, people weren’t specialized “Back then, people weren’t specialized and we had to The gameplay for Mega Man was inspired by the do a lot of different things because there was so few game rock-paper-scissors. The project supervisor people, so I really ended up doing all the characters.” wanted a simple system that offered “deep game- play”. Each weapon deals a large amount of damage Inafune was influenced by the eponymous protago- to one specific Robot Master, others have little to no nist of Osamu Tezuka’s manga Astro Boy in his Mega effect against them, and there is no single weapon Man designs. Mega Man is colored blue due to the that dominates all the others. Mega Man was origi- NES console’s technical limitations: the color has the nally able to crouch, but the team decided against it most shades in the console’s limited 56-color palette, since it made players’ ability to determine the height and the expanded selection was used to enhance of onscreen projectiles more difficult. Mega Man’s detail. Although he is often credited for designing the character, Inafune insists that he “only Critics received Mega Man warmly, though the game did half of the job in creating him”, as his mentor de- sold poorly. AllGame described the game as a “near- veloped the basic character concept before Inafune’s perfect blend of action, challenge and audio-visual arrival. The basic sprites for Roll and Dr. Light were excellence” and awarded it the highest rating. created before Inafune joined the project, and the designs for Cut Man, Ice Man, Fire Man, and Guts Man were in process. Aside from normal enemies, Inafune’s first character was Elec Man, inspired by American comic book characters. The artist has com- mented that Elec Man has always been his favorite design. The designs for Dr. Light and Dr. Wily were based on Santa Claus and Albert Einstein, respec- tively; the latter character was meant to represent an archetyp- al “mad scientist”. Developer Rare Publishers Acclaim Entertainment JP Jaleco Composer David Wise Series Wizards & Warriors Wizards & Warriors is a plat- After starting the game, the map Release dates NA December 1987 forming video game developed is briefly shown for players to EU January 7, 1990 by Rare Ltd. for the NES. In the look at; afterwards, gameplay Genre 2D action platformer game, players control Kuros, starts. Starting in the Elrond for- Mode Single-player the “Knight Warrior of the Books est, players must explore the of Excalibur”, as he sets out in trees – both on top and inside – the Kingdom of Elrond to defeat to find items and to make it into the evil wizard Malkil, who holds the caves and tunnels. There, the princess captive in Castle players start collecting the vari- IronSpire, located deep within ous magical items and treas- Elrond’s forests. ure; they must make their way through caves filled with ice as Wizards & Warriors was devel- well as lava. Afterwards, play- oped by UK-based video game ers fight through a second set of company Rare. The game’s forests before arriving at Castle soundtrack was composed by IronSpire, in which the player video game composer David must go over the castle in order Wise. It was Rare’s second to enter it. The castle consists of game released for the NES, af- a series of mazes in which play- ter Slalom. ers must use keys to open doors and possibly find other damsels which creases as time passes and when he can be rescued. At the end lies the final sustains damage from enemies. Play- confrontation with the wizard Malkil. ers loses a life when Kuros’ life meter runs out, but upon restarting they keep Players use the control pad to move all the items they have obtained up to horizontally and to crouch. Kuros can that point. The game ends when all attack enemies by using his Brights- three lives have been lost, but players word or with other weapons and mag- have the choice to continue and restart ic. He can also attack enemies while at the level in which they lost their last in the air or while standing by simply life; upon continuing, players keep all holding the sword in position. The ob- their items obtained up to that point, jective of the game is to collect the but their score goes back to zero. various weapons and magic as well as Along the way, players can replenish the gems and treasure along the way; Kuros’ life meter by collecting pieces of players use these items to make it past meat scattered throughout the levels. the enemies and other obstacles and hazards. Players collect gems in or- Wizards & Warriors was reviewed in der to “bribe” the creature who guards Nintendo Fun Club News – the precur- the entrance to the next level; if play- sor to Nintendo Power – in which a brief ers do not have enough gems, they overview of the gameplay was given. cannot progress to the next level. At Wizards & Warriors has received scant the end of each level is a boss crea- coverage from modern video gaming ture which has been empowered by websites. Though, Retro Gamer called Malkil’s black magic. Bosses have an Wizards & Warriors “a unique experi- “Enemy’s Black Magic Power” meter ence for NES gamers in 1987, and which shows how difficult the boss is, technically well ahead of other games how many hits are required to defeat it, for the console at the time”. and what type of weaponry needs to be used. Kuros has a life meter which de- Developer Namco Publisher Namco, Tengen Designer Peter Lipson Composers Junko Ozawa, Brad Fuller, Don Diekneite, R.B.I. Baseball, known as Pro Games, the American arcade John Paul, Yakyuu Family Stadium in Ja- division and Tengen’s parent Kent Carmical pan, is a baseball video game company, released a Nintendo Series R.B.I. Baseball for the NES. R.B.I. spawned Vs. Series version of Family Sta- Release dates JP December 1986 two sequels on the NES as well dium named Vs. RBI Baseball in NA 1988 as versions for the Mega Drive/ 1987. It was also successful, so Genre Sports Genesis, TurboGrafx-16 (PC its programmer, Peter Lipson, Modes Single-player, Engine), Sega 32X, Commo- developed a console version for Multiplayer dore Amiga, Super NES, Sega the NES. Game Gear, and Atari ST. R.B.I. RBI Baseball was the first con- is an initialism for “run batted in”. sole game of its kind to be li- Tengen’s controlling com- censed by the MLBPA and used pany, Namco, developed and actual MLB player names, un- released Pro Yakyuu Family like other baseball video games Stadium (also known as Fam- of the late 1980s. It was not li- ily Stadium) for the FamiCom in censed by MLB itself, however, December 1986. Family Stadi- and thus did not use team nick- um was a success and spawned names or logos. Instead, the numerous sequels across a va- game contained 8 teams listed riety of platforms in Japan. Atari only by city name: Boston, Cali- fornia, Detroit, Houston, Minnesota, to steer. Nolan Ryan and Roger Clem- New York, St. Louis, and San Fran- ens are two pitchers in the game with cisco; their real-life, MLB counterparts the fastest pitches. Fernando Valen- were the first place teams in each divi- zuela, without a hard fastball, has sion in 1986 (Boston, California, Hou- tremendous movement in both direc- ston, New York) and 1987 (Detroit, tions with his pitches. Mike Scott has a Minnesota, St. Louis, San Francisco) sharp and deceptive breaking ball. The MLB seasons. The game also boasted best pitcher is debatable, depending two All-Star teams, American League on how they are used by the players. and National League; the two featured The abilities of each player do not nec- established veterans such as George essary correspond with the statistics Brett, Dale Murphy and Andre Dawson shown on the screen when the play- — none of whom appeared on the other er comes to bat or takes the mound. eight teams — and up-and-coming play- These statistics are generally accu- ers like Mark McGwire, Andrés Galar- rate, with many exceptions. They do raga, Kevin Seitzer and José Canseco. not change during the course of the Each player has different capabilities game or sequence of games. in the game; hitters vary in ability to The rosters for the eight teams are fair- make solid contact, to hit the ball with ly accurate if simplified representations power, and their base running speed. of the playoff rosters from their respec- Vince Coleman is the fastest player in tive years. Each team has 8 starting the game; it is very difficult to catch him batters, four bench players, two start- stealing second base. Pitchers vary ing pitchers and two relievers. in pitching speed, and the amount by which the player can steer the ball left In Vs. RBI Baseball, the teams are and right during its flight. Pitchers also made up of legends from 10 different have varying stamina; as a pitcher gets franchises. tired, the ball slows down and is harder and ostrich-riding skeleton war- Developer SAS Sakata, riors. Data East Players can make Karnov walk, Publisher Data East jump and shoot his way through (Japan) Namco these levels and find special Release dates JP December 18, 1987 Karnov is a 1987 platform ar- items that will help him on his NA January 1988 cade game. It is the debut of way. He also can collect red Genre Platform Data East’s mascot of the same orbs with which he can upgrade Mode Single-player, name. After Data East became up to three fireballs at a time. 2 players alternating defunct due to bankruptcy in Each level contains a variety of 2003, Paon, a company com- strange enemies, such as gar- prising former Data East staff, goyles, tree monsters, will-o- acquired the rights to Karnov, wisps rock creatures, centipede along with multiple other Data women, and hopping warriors, East games. which Karnov must destroy or The game puts the bulging- avoid. When he reaches the muscled, fire-breathing, ex- end of a level he usually has to circus strongman east-Russian face one or more bosses which hero on a quest through nine dif- he must defeat to beat the lev- ferent levels to search for treas- el and receive a new piece of ures. However, between him a treasure map. In each level and the treasures were several Karnov can collect a variety of horrendous monsters, including items along the way, which can sword-wielding monks, dino- be chosen right away or only at saurs, djinn, hopping fish men certain times. At the end of the game he must face a powerful boss of- replaced with the Shield which is used ten called “The Wizard” and collect the to reflect an enemy’s fireballs. treasure. • Levels 4 and 8 are completely differ- This game was later ported to numer- ent from the arcade levels. ous home consoles, such as the NES, • The final boss is no longer the Wiz- Commodore 64, ZX Spectrum, Tiger ard, but a giant three-headed dragon Electronics handheld and others. The by the name of Ryu. Both fights, how- PC port was developed by Quicksilver ever, take place in similar rooms. Software and distributing on a self- There are also non-game play differ- booting disk; they were among the last ences between the Famicom and NES developers for the PC to still release versions. The Famicom provides a games in this format. story throughout the entire game, com- The FamiCom version was released plete with images. The NES game does on December 18, 1987 in Japan, and not have such a feature. The Famicom a year later on its North American game is also noticeably more difficult equivalent, the NES, in 1988. Although since the continue option is not present it plays very similarly to the original ar- after all lives are lost (though the play- cade game there are some noticeable er can press select and start to do so). differences: The NES game, however, provides un- limited continues. The NES game also • Karnov takes two hits to die instead allowed Karnov to be killed when both of just one. After being hit once he will the A and B buttons were pressed on turn a blue color in which he has one the second controller. hit left or can gain an extra hit back by grabbing a blue fireball orb. The title character was reintroduced in many other Data East games, including • The Super Fireball is replaced with Bad Dudes Vs. DragonNinja in which the Spike Bomb which destroys every he played a boss in the first level. enemy on screen. The Trolley item is Developer Technos Japan Publisher (JP) Technos Japan (US, EU) Taito Designer Yoshihisa Kishimoto Renegade is a video game re- action, and enemies which can Composer Kazuo Sawa leased in American and Europe- sustain multiple hits. It is con- Series Kunio-kun an arcades in 1986 by Taito. It is sidered to be one of the most in- Release date NA January 1988 a westernized conversion of the fluential titles of the video game Genre Beat ‘em up Japanese arcade game Nekket- industry. Mode Single player, su Kōha Kunio-kun (which Multiplayer Renegade is a localization of the roughly translates to “Hot- Japanese Nekketsu Kōha Kun- Blooded Tough Guy Kunio”), io-kun for the North American released earlier the same year and Worldwide markets, with by Technos. It is an immediate the game’s graphics changed in technological predecessor to an attempt to adapt the game’s Double Dragon, and Nekketsu setting to a more western style Kōha Kunio-kun is the inaugural (with what can be seen as thin- game in the Kunio-kun series ly veiled ‘inspiration’ from the (which includes Super Dodge film The Warriors). The gangs Ball and River City Ransom). of thugs and bikers featured in Renegade first introduced sev- Renegade were originally high eral trademarks of the beat ‘em school delinquents, bōsōzoku up genre, including 4-directional members, a sukeban along with control, punch-jump-kick play her minions, and finally Yakuza members in Kunio-kun. The subway students of Nekketsu High School level in the first stage was originally a greeting Kunio outside Sabu’s hideout, Japanese train station, whereas most with Hiroshi giving Kunio a firm hand- of the signs and billboards in the last shake. two stages were also written in Japa- The NES version, developed in-house nese. The title of the Japanese ver- by Technos and released in 1987 by sion was influenced by Konami’s ar- Taito in North America, is a strong de- cade game, Shinnyuushain Tooru-Kun parture from the original arcade game; (known outside of Japan as Mikie). the first three stages each consist of Instead of the damsel-in-distress plot a series of two-screens wide levels of Renegade, Kunio-kun instead fea- against a group of three enemies at a tured the titular high school student, time, culminating in a one-on-one fight Kunio, standing up for his bullied with the boss. The second stage also friend Hiroshi. Each stage begins with contains a side-scrolling motorcycle the stage’s gang beating up Hiroshi chase, in which the player tries to kick in front of Nekketsu High School and opponents off their motorcycles, prior Kunio chasing after his attackers. Un- to the boss fight. In the third stage, like Renegade, Kunio and the game’s the player can choose from one of two bosses are identified by name in- paths after clearing the first level of game, whereas the characters in Ren- enemies: one leads to a confrontation egade are simply identified by the ge- against the stage boss, while the other neric identifier “1P” or “2P” (depending is a second level filled with small fry on who is playing) and “BOSS” (it was enemies. The fourth and final stage is not until the NES version that bosses a maze of numerous rooms, filled with in Renegade were given names). The enemies and previous bosses, inside a bosses of Kunio-kun are as followed: building which the player must proceed Riki, Shinji, Misuzu and Sabu. The in order to reach the final boss. game ends with Hiroshi and several Developer Konami Publisher Konami Designer Shigeharu Umezaki Shinji Kitamoto Composers Hidenori Maezawa Contra, distributed as Gryzor in ganization have set a base on Kiyohiro Sada Europe and Oceania, is a 1987 the Galuga archipelago near Series Contra run and gun action game devel- New Zealand in a plot to con- Release dates NA February 2, 1988 oped and published by Konami quer the world. Two comman- JP February 9, 1988 originally released as a coin- dos, Pfc. Bill Rizer and Pfc. EU December 28, 1990 operated arcade game on Feb- Lance Bean of the Contra unit Genre Run and gun ruary 20, 1987. A home version (an elite group of soldiers spe- Modes Single-player, was released for the NES in cializing in guerrilla warfare), Cooperative 1988, along with ports for vari- are sent to the island to destroy ous computer formats, including the enemy forces and uncover the MSX2. The home versions the true nature of the alien entity were localized in the PAL region controlling them. as Gryzor on the various com- The Contra arcade game was puter formats and as Probotec- released in three versions. The tor on the NES, released later. Japanese and American ver- Several Contra sequels were sions are virtually identical, produced following the original aside from the title logo. Howev- game. er, the European version, titled The plot of the game is set in Gryzor, only allows two players 2633, the evil Red Falcon Or- to play the game alternating. The NES version was produced in-house by Konami Probotector is a modified version of the NES Contra and features several differences from the arcade re- that was released for the PAL region. This version lease in order to better suit the NES’s hardware. The redesigns the human protagonists and some of the game can be played by up to two players, but due to enemy characters to give them a robotic appearance. the graphical limitations of the NES, Bill and Lance This was done to circumvent the BPjM’s censorship lost their individualized character designs. Instead, laws in Germany, which prohibits the sales of violent they are both depicted as shirtless commandos dis- video games to minors. Subsequent Contra games tinguished by the colors of their pants. When one for home consoles followed suit, all being released in player loses all of his lives, he is given the option to the PAL region under the Probotector title and featur- use the other player’s stock to keep fighting. ing similar modifications. Beginning with Contra: Leg- acy of War, Konami abandoned the Probotector title The NES version introduces a seventh item not seen and localized most of the further games with minimal in the arcades, that clears the screen of all on-screen changes. enemies when obtained, although it only appears in one area throughout the entire game. Much of the game’s popularity came from its two- player simultaneous gameplay, which was an uncom- The NES version consists of eight stages, which are mon feature in video games at the time of Contra’s structured a bit differently from the arcade game. release. While successful in the arcades, the game Each of these stages end with a showdown against became and remained widely popular and remem- an enemy boss. bered when it was ported to the NES in 1988. Contra was also released for the FamiCom. While Contra was followed by Super Contra a year later. the gameplay remains identical to the NES version It was the only Contra sequel for the arcades devel- released around the same month, the FamiCom ver- oped in-house by Konami. Following the success of sion utilized a custom-made Multi-Memory Controller the NES adaptations of both, the original and its se- that Konami produced called the VRC2 (in contrast quel (retitled Super C in its American release), sub- to the UNROM board used by its NES counterpart). sequent sequels would be produced specifically for This allowed for the inclusion of cut-scenes and a few the home console market such as Contra III for the graphical effects that were not possible in the NES Super NES and Contra: Hard Corps for the Genesis. version. R.C. Pro-Am is a racing game R.C. Pro-Am was subject to pre- presented in an overhead iso- view coverage in the Fall 1987 metric perspective. The player issue of Nintendo Fun Club races a radio-controlled car News – the company’s predeces- around a series of tracks. sor to its house organ Nintendo Developer Rare Power. It received a more in- R.C. Pro-Am was developed Publisher Nintendo, depth look into the game in the by UK-based company Rare. In Rare proceeding Winter 1987 issue, 1987, the game was originally Composer David Wise saying that “this game is a must titled Pro-Am Racing but was Release dates NA 1987 for RC Car owners”. It was fea- later renamed. It would later EU 1988 tured on the cover of the maga- be ported to the Sega Genesis Genres Racing, zine’s February–March 1988 is- under the name Championship Vehicular combat sue, which also included a full Pro-Am and was released by Mode Single-player walkthrough. Later, in Nintendo Tradewest in 1992. Its music Power ‘ premiere issue in July was composed by David Wise, 1988, R.C. Pro-Am was listed known for his work on Cobra 6th on its “Top 30” NES games Triangle as well as the Donkey list, and it was the top “Dealer’s Kong Country series. R.C. Pro-Am was subject to preview Consisting of 24 tracks total, the goal coverage in the Fall 1987 issue of Nin- for each racer is to qualify for the next tendo Fun Club News – the company’s race by finishing in the top three in predecessor to its house organ Ninten- the four-car field. The game ends if do Power. It received a more in-depth players finish in fourth; however, they look into the game in the proceeding have two continues in which they can Winter 1987 issue, saying that “this restart the previous race, but they will game is a must for RC Car owners”. It lose all points accumulated up to that was featured on the cover of the mag- point. For each successful completion azine’s February–March 1988 issue, of a race, the player receives a trophy; which also included a full walkthrough. larger “High Score Trophies”, leading Later, in Nintendo Power ‘ premiere up to the “Super Trophy”, can also be issue in July 1988, R.C. Pro-Am was obtained for achieving high scores. listed 6th on its “Top 30” NES games Listed by video game reviewers as list, and it was the top “Dealer’s Pick”. one of Rare’s first successful NES ti- It went down to the 8th position in Sep- tles, R.C. Pro-Am was well-received tember 1988, and 12th in November. for its visuals, sound, gameplay, and R.C. Pro-Am is a racing video game enjoyability. The game distanced it- in which a player controls a radio- self from earlier racing titles by using controlled car against three opponents an overhead, instead of a first-person, around a track from an overhead iso- perspective. Reviews have cited it as metric perspective. Players use the inspiration for future games such as horizontal buttons on the control pad Super Off Road, Rock n’ Roll Racing, and to steer their car left or right, and they the Mario Kart series. It has appeared in use the other buttons to accelerate, many “top games of all time” lists and is fire weapons, and pause the game. regarded as one of the best NES games. Developer Technōs Japan Publisher Technōs Japan, NES Tradewest Designer Yoshihisa Kishimoto Series Double Dragon Double Dragon is a 1987 beat Originally an arcade game, a Release dates NA June 1988 ‘em up video game developed home versions were released EU November 24, 1994 by Technōs Japan and distribut- for the Nintendo Famicom by Genre Beat ‘em up ed in North America and Europe Technōs Japan in 1988. The Mode Single-player by Taito. The game is a spiritual game was published for the NES 2 players simultaneous and technological successor to in North America by Tradewest Technos’ earlier beat ‘em up, (founded by Leland Cook and Nekketsu Kōha Kunio-kun (re- Byron Cook), who was given the leased outside of Japan by Tai- license to produce other home to as Renegade), but introduced versions of the game as several additions such as two- The most notable difference the player cooperative gameplay NES version has from the ar- and the ability to arm oneself cade game is the omission of with an enemy’s weapon after the arcade’s two players coop- disarming them. Double Dragon erative game mode. Instead, the is considered to be one of the two-players mode in the main first successful examples of the game (“Mode A”) is done by al- genre, resulting in the creation ternating, although both players of two arcade sequels and sev- take control of Billy. In this ver- eral spinoffs, as well as inspir- sion, Jimmy Lee (the Player 2 ing other companies in creating character in the arcade version) their own beat ‘em ups. serves as the main antagonist. After ception of Jeff and the mohawk version defeating Willy, the original final boss of Abobo, the two head swap charac- from the arcade game, Jimmy will ap- ters from the arcade game. Jeff is re- pear before the player for the true final placed with a new enemy called Chin- battle. tai, who appears as the boss of the second stage. (In a famous glitch, the Due to technical limitations of the NES stage can be completed without fight- that were not worked around, the game ing him by simply climbing back down can only generate two enemies on- two ladders) screen to confront the player and both enemies are the same character. Ad- The NES version features a bonus ditionally, weapons cannot be brought game mode (dubbed “Mode B”) where to the next fight if the original enemy the player can choose between Billy carrying it is defeated. A level-up sys- or one of five enemy characters from tem was also implemented. The player the main game and compete against a begins the game with only the basic double of their character controlled by punches and kicks available to their the computer or a second player in a character, gaining the more powerful one-on-one match. ones after acquiring the experience Double Dragon was only the second points needed to use them. The play- game that Technōs developed for er has a total of seven skill levels that the NES, and the two-player mode they can achieve throughout the game. was reputedly omitted because of the The level designs are very different, programmers’ inexperience with the with some stages featuring new areas hardware. This also accounts for the (notably the cavern section in Mis- game’s large number of bugs and sion 3) that feature greater emphasis glitches. Also, the “Mode B” was said on jumping over platforms or evading to be a prototype originally planned for traps. All of the enemies from the ar- the main game. cade game also appear, with the ex- Developer Konami Publishers JP/EU Konami NA Ultra Games Metal Gear (commonly abbrevi- process, resulting in a severely Designer Hideo Kojima ated as MG or MG1) is an over- different product. According to Programmers Hiroyuki Fukui head military action-adventure Masahiro Uedo, who worked Tomonori Otsuka stealth video game originally on the NES version as a sub- Koji Toyohara released in 1987 by Konami for programmer, there were two pri- Artists Masami Tabata the MSX2 computer in Japan mary reasons for the changes: Azusa Fujimoto and parts of Europe. Consid- the first one was because of the Composers Kazuki Muraoka higher ups at Konami ordered ered to be the progenitor of the Series Metal Gear stealth game genre, it was alsothe developers to make the Release dates JP December 22, 1987 NES version as different from the first video game designed by NA June 1988 Hideo Kojima, who also direct- the MSX2 version as possible; EU 1988 ed many of the later Metal Gearand the second was hardware Genres Action-adventure, sequels. The NES version of limitations (since the team was Stealth not given an advanced map- Metal Gear is an altered port of Mode Single-player the original MSX2 game. It was per chip, unlike the team who worked on the NES version of first released in Japan only five months after the MSX2 version. Contra, which had the VRC2 at their disposal) which led to the The NES version was devel- replacement of the TX-55 Metal oped by a separate team with- Gear fight with an immobile Su- out Hideo Kojima’s involvement percomputer. and many changes to the game “metalgear.wikia.com” were made during the porting The biggest change to the game was on the rooftop of Building 1 was also in the level designs. Instead of the replaced by a pair of armed turret gun- underwater infiltration from the origi- ners called “Twin Shot”. The NES ver- nal version, there is instead a differ- sion also lacks the higher alert phase ent opening sequence showing Solid from the MSX2 version and the jet Snake and three other soldiers (who pack-wearing soldiers on the rooftops are never seen nor mentioned after the of Building 1 and 2 lost their ability to opening) parachuting into the middle of fly (making them act more like regular a jungle that serves as the new starting guards). On the other hand, enemies point. After landing in the jungle, the no longer drop ammo nor rations when player must reach a transport truck at punched to death. Much like the MSX2 the end that will take Snake to the en- version, the English localization of the trance of the first building. The player NES versions contains numerous in- can also use other transport trucks to stances of erroneous grammar, such reach the entrances of the other build- as “Contact missing our Grey Fox”, ings quicker, since they travel in a cy- “Uh-Oh! The truck have started to clical pattern. The basement floors of move!”, and “I feel asleep!!” Building 1 and 2 in the MSX2 version Despite this, the NES version sold sur- were made into separate buildings, prisingly well, especially in the West- Building 4 and 5 respectively, which ern market, with a million copies sold in are only reachable by going through North America. This, in turn, resulted in one of two jungle mazes located in the the creation of Snake’s Revenge with- outdoor areas between the other three out Kojima’s involvement, which in turn buildings. The correct path to take in became the inspiration for Kojima’s ac- the jungle maze is never revealed in tual MSX2 sequel, Metal Gear 2: Solid the game. In addition to the removal of Snake (which in turn, became the ba- the Metal Gear tank, the Hind D boss sis for Metal Gear Solid). was also a Game Boy version of Bases Loaded. The series con- Developer Jaleco tinued onto the SNES platform NES TOSE with Super Bases Loaded, Su- Publisher Jaleco per Bases Loaded 2, and Super Designer Nobukazu Ota Bases Loaded 3. The final entry Programmer Tetsuji Tanaka to the series was Bases Loaded Composers Kouji Murata, Bases Loaded, known in Japan ‘96: Double Header, released Akihito Hayashi as Moero!! Pro Yakyuu (“Burn!! for the Sega Saturn and Play- Release dates JP June 26, 1987 Pro Baseball”), is a baseball Station. NA July 1988 video game by Jaleco that was Genre Sports: Baseball originally released in Japan Bases Loaded is also the first Modes Single-player, for the arcades. A version for in a series of eight sports Fami- Multiplayer the NES was released in 1987 Com games known in Japan in Japan and in 1988 in North as “Moero!!”. This series is all America. generic sports games. Three of the games were localized in The game is the first installment the Western Markets as Bases of the Bases Loaded series, fol- Loaded, Bases Loaded II: Sec- lowed by seven sequels across ond Season and Bases Loaded three generations of consoles. 3, while the basketball game There are three more video was localized as Hoops, the ten- games in the Bases Loaded nis game as Racket Attack and NES series, Bases Loaded II: the soccer game as Goal!. Two Second Season, Bases Loaded titles went unreleased in North 3 and Bases Loaded 4. There America and in the PAL regions. The game allows the player to control version, they are as follows: one of 12 teams in either a single game PL: Yuk or a full season. For single games, 1B: Dum there is also a two-player option. 2B: Boo Bases Loaded featured a unique tel- 3B: Bum evision-style depiction of the pitcher- In the Japanese version, the names batter matchup, as well as strong play shown are the last names of the devel- control and a relatively high degree of opers. realism, which made it one of the most popular baseball games of the early Computer Gaming World compared NES. the game disfavorably to Accolade’s Hardball, both focusing primarily on One unique feature of the game is the confrontation of pitcher and batter. that the pitcher can provoke a batter The review described Bases Loaded’s to charge the mound. Each team has viewpoint behind the pitcher as making only one batter (usually the team’s it far too difficult to discern the position best hitter) who can be provoked in this of, and subsequently hit, the ball. manner, however; it is up to the player to discover who it is. One of the trademark images of the Bases Loaded franchise was the dis- At the time Bases Loaded was re- embodied catcher’s mitt, also referred leased, few video games were licensed to as the “phantom paw”, that would by North American major league catch pitches that were thrown ex- sports. Therefore, the league depicted tremely outside. Developer Heep Sop in Bases Loaded is a fictitious league Choi claims it was programmed to of twelve teams. show the catcher making some terrif- Also noteworthy is the fact that the um- ic snatches without any bodily move- pires’ names are given. In the Western ment. Developer Vid Kidz Publisher Williams Electronics, NES HAL America Stargate is an arcade game has been used on all of its home Designers Eugene Jarvis, released in 1981 by Williams ports, and game compilation ap- Larry DeMar Electronics. Created by Eugene pearances; however, there were Release dates NA July 1988 Jarvis, it is a sequel to the 1980 never any Defender II arcade Genre Scrolling shooter game Defender, and was the units. To complicate matters, Modes Single-player, first of only three productions the Atari 2600 port was originally 2 players alternating from Vid Kidz, an independent sold under the Stargate moniker development house formed by but was renamed to Defender II Jarvis and Larry DeMar. This for a later re-release. video game has no connection This sequel adds new enemy to the subsequent Stargate fran- ships to the alien fleet such as chise that began 13 years later. firebombers, Yllabian Space The game is also known as De- Guppies (note that Yllabian fender Stargate and Defender is based on “Yllab”, the word II. The latter name was used in “Bally” spelled backwards, a home video game releases, due friendly poke at Williams’ then- to legal issues (according to the competitor, Bally Midway), Dy- bonus material for Midway Ar- namos and Space Hums. The cade Treasures, Williams want- Defender ship is now equipped ed to “make sure they could own with an Inviso cloaking device, the trademark” on the Defender which renders the ship invulner- name). The name Defender II able when activated, but has a limited charge. A Stargate will trans- The player is armed with a beam-like port the ship to any humanoid in trou- weapon which can be fired rapidly ble. There are now two special stages, in a long horizontal line ahead of the the Yllabian Dogfight, first appearing at spaceship, and also has a limited sup- wave 5 and recurring every 10 waves ply of smart bombs, which can destroy thereafter, and the Firebomber Show- every enemy on the screen. The play- down, first appearing at wave 10 and er also has a limited supply of “Inviso” also recurring every 10 waves thereaf- cloaking energy, which makes the ship ter. As in the first game, if all the hu- invisible, and able to destroy any ships mans are captured the planet explodes it comes in contact with. and turns all the landers into mutants. At the top of the screen is a radar-like The game is much harder than its pred- scanner, which displays the positions ecessor. of all aliens and humans on the land- scape. The player flies a small spaceship above a long, mountainous land- The FamiCom port developed by HAL (re- scape. The land is inhabited by a small named Star Gate, later named Defender number of humanoids. The landscape II for US release) seems to be related to wraps around, so flying constantly in their Millipede and Joust ports, as well as one direction will eventually bring the Mike Tyson’s Punch-Out!!, all of which player back to their starting point. The were released around the same time. In players ship can fly through the land- particular; the title jingle for Milli-Pede/ scape without being destroyed. Star Gate/Joust are almost identical, the music played when Star Gate begins is a A number of enemy ships fly over the longer version of the opponent entrance landscape. The player’s responsibili- music within Punch-Out!!, and the music ties are twofold: played during Star Gate’s intermission 1 Destroy all Landers screen between waves is the same as 2 Protect the humans from being cap- the screen after a loss in Punch-Out!!. tured Developer Capcom Publisher Capcom Director Takashi Nishiyama Designers Hiroyuki Kawano Legendary Wings (“The Wings game consists of five areas with Hiroshi Matsumoto of Ares”) is a fantasy-themed two different playing styles: the Akira Kitamura shoot-’em-up game released first segment in each stage is a Composers Tamayo Kawamoto by Capcom originally as a coin- top-view vertical scrolling seg- Manami Matsumae operated video game in 1986. ment in which the player flies Release dates NA July 1988 The player takes control of a across the sky, shooting at air- Genres Scrolling shooter, young soldier equipped with borne enemies with their gun Platform magical wings who must save while dropping bombs at ground Modes Single-player, the world from a malfunctioning enemies, in order to reach the 2 players simultaneous supercomputer. A home version palace at the end of segment. for the NES was released exclu- When the player defeats the sively in North America in 1988. guardian and gains entrance to the palace, the game switches The coin-op version of Legen- to a side-scrolling perspec- dary Wings can be played by tive, in which the player moves up to two players simultane- towards their goal on foot (by ously, with a second player be- walking, crouching, and climb- ing allowed to join the game at ing ladders, as well jumping) un- anytime or even continue after a til reaching the boss at the end, game over. The game’s controls in which the player character consists of an eight-way joystick will begin to fly with their wings and two buttons which changes again. In addition to the regu- depending on the context. The lar levels there are two optional levels can shoot wide shots that four times that are accessible from the vertical- as powerful as the default gun. If the scrolling segment: a trap level in which player is shot during a power-up state, the player is forced to escape from if it will simply revert the player to their they’re sucked by the giant mechanical previous power level. If the player is in face on each area; and a hidden bonus Turtle Dove mode, they can withstand level where the player can obtain vari- up to two direct hits from enemies be- ous treasure chests to increase their fore getting the downgrade. To contin- score. ue after a game over, the player must retrieve heart icons hidden within the The NES version of Legendary Wings game’s bonus levels to gain continues features several significant differences (up to nine continues can be stocked). from its coin-op counterpart. While the basic premise and formula remains es- Michelle Heart makes appearance in sentially the same, several changes the fighting game Marvel vs. Capcom: were made to the gameplay, particu- Clash of Super Heroes as one of sev- larly in how the player’s power-ups eral support characters who assist the work in this version. Like in the arcade main fighters in combat. She also ap- game, the player can upgrade their pears as a trading card in SNK’s Card firepower-up by picking up “P” icons Fighters series. In the tactical role- hidden inside certain containers. The playing game Namco x Capcom, the player can improve their character’s character of Sylphie (the shopkeeper firepower to four levels: starting with from Forgotten Worlds) dresses up as the normal gun, the player can improve Michelle Heart when she performs one it to a twin laser, a penetration beam, of her special attacks. and a three-way flame shot. Picking up the fourth power-up will turn the player character into a Turtle Dove, which Developer Konami, SPS Publisher Konami Designer Hiroyasu Machiguchi Composers Miki Higashino Hidenori Maezawa Shinya Sakamoto Satoe Terashima Atsushi Fujio Life Force, also released as Sal- Japanese and European ver- Series Gradius amander, is a scrolling shooter sions are nearly identical, but Release dates JP September 25, 1987 arcade game by Konami. Re- the American version changes NA August 1988 leased in 1986 as a spin-off the game’s plot by adding an EU November 22, 1989 to Gradius, Salamander intro- opening text that establishes the Genre Multi-scrolling shooter duced a simplified power-up game to be set inside a giant al- Modes Single-player, system, two-player cooperative ien life-form which is infected by Cooperative gameplay and both horizontally a strain of bacteria. Stages that and vertically scrolling stages. featured starfield backgrounds Some of these later became the had them changed with the web norm for future Gradius games. background from Stage 1 to maintain consistency with the The arcade version of the game organic setting of the plot. The was released under its original power-ups are also given dif- title in Japan (version J) and ferent names, with the “Speed- Europe (version D) and as Life Up” becoming “Hyper Speed”, Force in North America. The the “Missile” becoming the “De- struct Missile”, the “Ripple Laser” be- a direct port of Salamander, elements coming the “Pulse Laser” and “Force were taken from the original Sala- Field” becoming the “Shield”. Voiceo- mander and the Japanese Life Force vers are added to the beginning of re-release, and some elements, such each stage, detailing the area of the al- as levels and bosses, were removed ien’s body which the player is currently to make way for new content. Most of inhabiting (i.e. “Enter stomach muscle the background graphics and enemy zone”, “Bio-mechanical brain attack”, sprites from Salamander, however, and so on). are used in favor of those used in Life Force, though the Gradius-style power Konami later released an enhanced bar is used in place of the original in- version of Salamander in Japan bear- stant pick-up system. The same year, ing the American title of Life Force North America received a port as well which further fleshes out the organic for the NES. The NES version is practi- motif. All of the backgrounds and me- cally identical to its Famicom equiva- chanical enemies are completely re- lent, other than not having the multiple drawn and given organic appearances. endings, having two option power ups The power-up system was also modi- instead of three, and being titled Life fied, with the Japanese Life Force us- Force. ing the same power-up gauge as the original Gradius. Some music tracks The European version was entitled Life have been completely changed for this Force: Salamander on its cover and release. The power-up gauge is ar- was released on November 22, 1989. ranged differently for both players as The NES version makes use of the well. Konami Code, which increases the Salamander was ported to the Fami- number of lives from three to 30. Com in Japan in 1987. Instead of being