Popeye

Year: 1986
Genre: Platform – Static
Publisher: Nintendo

Pope ye, pope ye!
Pope ye, pope ye!

As you should be well aware, Miyamoto made Donkey Kong in 1981 because Nintendo couldn’t get the contract to do a Popeye game even though they had already designed it. Shortly thereafter (1982) Nintendo got the rights to do Popeye. In other words, if they had waited just one year to publish, one of two things would happen: either one (or even two) of Nintendo’s most popular franchises would have never existed, or Popeye would now be a character in the newest Super Smash Bros. game.

Pictured - the sort of hijinks that would have been knee-slapping good back in 1930.
Pictured – the sort of hijinks that would have been knee-slapping good in 1930.

This is a game wherein you are a sailor with superpowers, the source of which is eating his veggies. Your ham-fisted foe is Bluto, an engine of pure hatred so mean he had a dream he beat himself up, and if you get that reference, I’m very, very sorry. Anyway, apart from Bluto, and the occasional aggressive bird, the only thing that can kill you is not picking up absolutely everything that your stringbeany girlfriend Olive Oyl drops from the sky onto you, be it hearts (representing, I dunno, blood for a life-saving transfusion), musical notes (her magnum opus, no doubt) or letters to the word HELP (which can be caught in any order and are used to build some sort of metaphysical ladder of assistance).

John’s Rating: 2.0 out of 5.0. There’s no variety in the enemies, and the same basic patterns handily confuse the hell out of poor, stupid Bluto time and time again. There’s no challenge and nothing to look forward to except the same endless pattern of three levels. And before the obvious argument is made, please try to remember that Donkey Kong at least had little bonus bits your could pick up, more than one variety of enemy and more than one way to beat the levels. That warrants at least a one point boost.

Ninja Kid

Year: 1986
Publisher: Bandai
Genre: Platformer

Before I do a review of a game with “ninja” in the title, I just want to clear the air. I’ve already been pretty critical about a martial arts title for the NES, so let me just state the following: ninjas are awesome, especially in video games. Having said that, the 80’s were a different time. You know how everything is about zombies now, and how for every excellent zombie movie or game, there are about three hundred utterly forgettable crap movies and games that no one will ever watch or play a second time on purpose? That’s how ninjas were in the 80’s. What I’m really trying to say is, when I came to this game, I knew I had played it before, but simply could not remember which ninja game it had been.

In its defense, this might be the best title screen yet.
In its defense, this might be the best title screen yet.

Continue reading “Ninja Kid”

Mario Bros.

Publisher: Nintendo
Year: 1986
Genre: Static Platformer
(Not to be confused with Super Mario Bros.)

We’ve already spoken of the origin of Mario and the glory that is Super Mario Bros., so it seems almost redundant (or ill-placed) that the prequel should come after the original, and yet – here we are, looking at Mario Bros., the game that introduced Segale’s digital doppelgänger to the world.

But did very little for the state of Nintendo's sorry title screens.
But did very little for the state of Nintendo’s sorry title screens.

Continue reading “Mario Bros.”

Gumshoe

Publisher: Nintendo
Year: 1986
Genre: Platformer / Zapper

Nowadays, when games experiment with control schemes, it falls into one of three categories: a gimmick, a disaster, or a generally enjoyable novelty. And, if someone does come upon a winner, everyone and their brother wants in on the action. Back in the Nintendo days, however, employing a novel control scheme was a risk that companies – even large companies like Nintendo, were more than willing to take. Frankly, it was one of the most obvious ways to make your game stand out in the crowd – you might not be able, for instance, to make a character as memorable as Mario or even the Battletoads, but you might be able to come up with a unique gameplay element, such as the novel flight control scheme of Joust, and end up being a commercial success despite the absolute absence of any memorable characters whatsoever. Which is why I won’t be too hard on Gumshoe, a game that at least tried to be original.

They just don't make title screens like this anymore. That's a good thing.
They just don’t make title screens like this anymore. That’s a good thing.

In Gumshoe, you control a detective who is looking for the “Black Panther” diamonds, apparently to ransom his kidnapped daughter from some sort of Italian mobster. I’m too lethargic to come up with a racially insensitive joke, so you can just use your imaginations. The diamonds just seem to be lying in street when you come upon them, but that doesn’t seem so important right now. What’s important is that the game is controlled entirely by the Zapper gun, either by shooting obstacles that appear on screen, or by shooting the main character in order to make him jump. There are no other controls. As you progress through the game, you pick up balloons to replenish your ammo, but unless you spam bullets throughout the whole thing, you’ll never get anywhere near running out.

Those balloons, which you cannot shoot, contain bullets. That car and bottle, which you can shoot, contain death.
Those balloons, which you cannot shoot, contain bullets. That car and bottle, which you can shoot, contain death.

John’s Rating: 2.5 out of 5.0. Don’t get me wrong, games with simpler control schemes have been popular even as recently as a few years ago, but, the execution, in this case, is wanting, not to mention the fact that the game digs well into Nintendo Hard territory, with little poison skulls often pressed so close together that there’s no reasonable way to get between them. You might try this game for the novelty or just to have it in your collection, but I wouldn’t go out of my way to get my hands on it.

Donkey Kong Jr.

Publisher: Nintendo
Year: 1986
Genre: Platform

In this thrilling sequel (prequel?) to the original Donkey Kong title, you are Donkey Kong Jr., and you must rescue your father from Mario, who has locked Donkey Kong up, possibly for kidnapping Pauline in the previous game. Naturally, therefore, the best course of action would be to release him and allow Stupid Monkey to continue his rampage, possibly at an oversized greenhouse. I digress – as his son, it is your duty, and if you should knock some fruit down or injure some plumbers along the way SO BE IT!

This screen is so boring, I forgot to caption it when I initially posted this.
This screen is so boring, I forgot to caption it when I initially posted this.

Donkey Kong Jr., while not perhaps the most memorable or diverse game, was still a worthy addition to the Donkey Kong series and to the Donkey Kong family canon. The controls are well-composed, so movement feels natural and makes sense. The climbing mechanics are interesting and logical, and the power up are predictably fruit-flavored. The enemies consist primarily of some sort of living jaw-traps and, of course, the levels themselves, which are often built specifically to confound the physics under which our gorilla baby operates.

You'll notice that vine is just slightly too far away to grab - it's cheap tactics like this that remind me what Nintendo Hard means.
You’ll notice that vine is just slightly too far away to grab – it’s cheap tactics like this that remind me what Nintendo Hard means.

John’s Rating: 3.5 out of 5.0. It’s quirky, but generally loveable. It’s not exactly the sort of game that amounts to “hours of fun,” but I’ll often settle for “minutes of enjoyment” or “moments of nostalgia” in a pinch.