Some of these
reviews will be written many years or months after playing the game. But
I will update such cases if I play them again and have more to say. I am
not one to talk much about graphics in my reviews, especially for the NES.
The NES is an old system and obviously the graphics are not going to be
the best. I will mention it if it actually causes a remarkable effect.
I also usually will discuss music and sound even less.

RC Pro-Am 2 for the NES. This is
my favorite NES game. While I don't play it often any more, it still retains
it's high place. Many other games which I really liked in the past, which
I no longer play, have slidden down in their position, but not RC Pro-AM
2.
RC Pro-AM (1) was an enjoyable game, but
did not have multi-player options. But RC Pro-AM 2 did. You can play 4
players. This is what makes the game soar so high in my opinion.
This was one the 1st games I got on my
NES, as far as I can remember. When I found out it was 4 player, I invited
some friends over to play. We would have a blast. For several months 3
or 4 guys would come over once a week or every 2 weeks and we would play
this game. If there were 5 of us, 4 would play until someone lost all their
continues (lives) and was kicked out of the game. Then the 5th player would
jump in and we would start a new game. We never completed the game this
way but we would go far. I did complete the game solo many times, and because
I was good at it I would be the 5th player if we had 5 players and would
wait to play until someone got booted.
This game is more than just racing, you
can find or buy weapons and shoot the other cars. There was other items
like oil for oil slicks, nitro for short bursts of high speed, and other
things. You would get money on the tracks or items by running over them,
but you also got money by placing high in the finish of the tracks. After
each race you could go shopping and upgrade motor, tires, weapons, or even
buy continues! But each time you bought a continue the price would go up.
How did they make 4 players fit on a NES
racing game? Slow cars would get "dragged along" even if they went the
wrong way. They would even bounce forward by the game engine when they
fell behind. Sometimes even ahead of the 3rd place car! This does not happen
when the cars are not run by human players however. As NES cars could fall
behind or race ahead!
If I remember correctly there were 3 types
of basic tracks: standard racing type tracks, city type tracks, and dirt
road tracks. And they came in that order.
And just like RC Pro-AM 1 you can upgrade
your car type by spelling out I think the word "Nintendo" by picking up
the letters along the track.
In later races, one of the computer cars
is so fast that you cannot beat it by racing alone. You have to stay in
by shooting it or using your continues. When I soloed the game I would
set up 4 human players and would drag them along cause no one played them
until they lost their continues and then the computer (NES) would take
over the car. Eventually by the end of the game it would be 3 NES cars
vs me. This allowed me to win the 1st set of tracks and build my car and
continues, until the computer came along and was eventually able to beat
me. The computer at the end of the game has a higher speed than any human
car can ever get no matter how many upgrades you get.
There are a couple of cool Game Genie codes
for this game, like free guns and stuff, I have used. But I don't or haven't
used them alot.
 
M.U.L.E. for the NES. It
was at least a year if not more before I discovered that MULE was available
for the NES after I had gotten mine. Once I learned that I kept my eyes
out for a copy and it may have took another year before I found one. I
found it at a Super Walmart used. Perhaps at a small gaming store in the
Super Walmart mini strip mall they sometimes have inside.
I originally was familiar with MULE from
my Commodore 64 days. It's been so long and I have played the NES version
so much I cannot remember the difference, except not having to worry about
having to use a key board to play! LOL!
MULE is an economics game and is still
a game I play by myself, although not alot, but frequently enough. Though
this game is fun with other human players.
MULE has 3 modes. A beginner mode, a medium
mode, and an expert mode. The beginner mode I think last 6 months (turns),
where as the other 2 modes last 12 months. But the expert mode has 1 extra
resource available: crystite.
You start the game by choosing a color
(1 of 4) and then a character (different species, with humanoid being only
one of a few choices). 2 of the species have different monetary starting
quotas. I think Humanoids start with less money and Flappers start with
more.
You are then sent to a new planet to colonize
it / terra farm it. Each month you choose a plot of land which you get
for free. This is done by seeing the planet map and the rectangle plot
cursor starts at the top left and begins moving almost quite quickly to
the right. When it hits the end of the row it drops down to the next row
on the left side and continues on. Each player (human or NES) then must
choose which plot they want. And if 2 players choose the same plot at the
same time, the one I think who has the least money gets it. Once the cursor
finishes covering the map, whether or not the players succeeded in obtaining
a plot this session is over.
The player with the most wealth starts
their turn unless there is a shortage of mules (discussed later), in which
case the poorest goes 1st.
The length of the turn is determined by
how much food you have. Though there is a maximum starting and a minimum
starting time.
Your turn then can be spent doing several
things. Most importantly developing the plots of land you have, usually
1 per turn, although you can change the plots production to something else.
This is done by buying a mule. A mule is a mechanized unit you program
to perform a specific function. You then take that mule and outfit it to
the function you want it to perform: farming, solar energy, mining smithore,
or mining crystite. And this costs money as well, with farming the cheapest
and outfitting for crystite being the most expensive. You then take your
mule out to your property and place it there. If you place it on someone
else's plot it will run off and is lost.
Other things you can do on your turn is
check a plot for crystite (I usually let the NES players do that and remember
the results), mark a plot of land of your for sale, go the bar and gamble
(ending your turn, but never losing money, and always gaining more for
the more time you have left in your turn) or go wumpus hunting (my personal
favorite!).
Wumpus hunting is fun and a good way to
get money. Though this is 2ndary to mule placement! To wumpus hunt you
go out on the world map and wait. You will hear a "ding" and see a small
graphic appear on a mountain. Go grab that wumpus and make him give you
his treasure!
After everyone has done their turn, its
time to sell and buy commodities! If you want to sell push up and make
your character go to the top of the screen before that selling begins.
The game doesn't wait long, and then the selling begins. Those who want
to sell after the selling begins (another timer), move their character
down to the price they want to sell at. If a buyer agrees he moves up from
the bottom at the price to buy as long as both are touching the same "price"
and time is left and commodities are available, selling will continue.
While commodities are being transferred the clock stops and waits. The
"house" never moves its price. But you can buy and sell to the house at
the price the game declares for that turn based upon supply and demand
from previous turns. The house never stops buying (never runs out of money),
but will stop selling when it runs out of a commodity. While I call it
"the house" the game may actually call it "the store".
As I mentioned above, food is used for
the turn timer. Energy is used to produce all other commodities, including
food. If you don't have energy you won't produce any commodities (though
you could buy them). Smithore is used to produce mules (the store does
this automatically, but must have smithore to do this, thus the store can
run out of mules!). Crystite, as far as I can tell has no use in the game,
but is only for profit.
Food grows best on the river plots. Energy
is produced most in clear "plain" plots. Smithore is produced more in mountain
plots. Smithore can be found anywhere, though I think IF it is found in
the mountains, will produce more, except for a meteor shower hit (discussed
below).
After each turn, I think before the trading,
an event might take place: pirates take all crystite, store burns, meteor
falls, and so on.
To win, all must win, however, there will
be the richest player and the poorest. But if everyone gets greedy the
colony will fail at the end. Therefore success for the individual must
also come with success as the colony as well.
Colony wins are not clear cut, but are
levels of success determined by the whole wealth of all players.

Boulder Dash - for the NES. This
is another game I think I am familiar with from the Commodore 64, although
my memory of the original game is too faint to compare. Boulder Dash is
a fun game. And I think has the best music I have ever heard on the NES,
specifically the song played
not during the actual game play, but
before the game begins. (The above Boulder Dash graphic is not the NES
version but it is similar.)
In Boulder Dash you control a little guy
who runs through the dirt sort of like Dig Dug, if you ever played that.
He tunnels his way through the ground to collect diamonds. In each level
the goal is to collect a certain amount of diamonds before the time runs
out. It has a puzzle like feel to it as you have to figure out how to get
the diamonds without losing your guy. Boulders may fall on you, hence the
name Boulder Dash. Or you may have to get past enemies, stuck in the dirt
as well. These enemies do not dig through the dirt like you, nor move through
the dirt like in Dig Dug. And to kill them you have to drop boulders on
them. Or you can recapture them by surrounding them with boulders or other
items. There are different kinds of enemies, one enemy is like an ameba
or blob that keeps growing. It must be surrounded by boulders quickly or
else it will engulf the entire open areas and the level is lost. But once
it has been "captured" it will turn into diamonds. Other enemies also turn
into diamonds if you kill them.
You can run (tunnel) through the dirt or
open space in any direction, and can push boulders horizontally very slowly.
If a boulder does not have dirt under it, it will fall until it lands on
something. Most enemies move in a specific direction or pattern therefore
you can plan their demise. Diamonds can fall like boulders, however they
cannot be pushed, since they are collected the moment you touch them.

Deadly Towers - for the NES. This
game has gotten a bad rap. It is listed as the worst NES game on a semi-famous
list on the Internet. But that list and author is very vulgar and uses
vulgarity for fun. Deadly Towers is hard however, and the graphics and
game lay out are certainly not the best. But I liked it as a christian
because many of the enemies were simply shapes, such as blob pools, bouncing
balls, shots of fire. There are bats and rats and other creatures as well.
I haven't played the game much recently but did play it alot years ago
and plan on playing it more again soon. When I do I will add or change
the review. Another feature I liked was the lack of magic. So many adventure
games are loaded with magic. If I remember correctly there was only one
magic item in the game, a magic torch I think.
The game is about this character going
through these dungeons, towers and rooms; where you battle enemies and
collect treasure.
Here are some Deadly Tower links:
Here is a link for a Deadly Towers page
with lots of maps and another review:
VC&G
Exclusive: Secret Deadly Towers Maps Revealed! - near the bottom, where
folks make comments is very good set of instructions for winning the game.
Deadly
Towers manual - another link to the game manual
Deadly
Towers manual - another manual on a different site
GameFAQ's
Deadly Towers walkthru's and FAQ's and other goodies
Game
Spot's FAQ's tips and cheats for Deadly Towers
Neo
Seeker's Walkthroughs, FAQs, and Guides
Here are some cheats, tips and codes to
help. I haven't verified these yet.
Extra Life:
Start a new character and die on the same
screen. Write down the password, change the first two letters to EF or
FE, and enter the results on the PASSWORD screen. When the game begins
you should have a maximum of 102 hit points. Note: This only works if you
die ASAP... if you poke around some, getting heart containers and the like,
it won't work.
Game Genie Codes:
LGXELPZU Start with 75 Ludder
GXSONPST You won't take any Damage
ZEUPKYPE Pick up 1 Ludder,
it becomes 10!
GOUPUYIA Pick up
5 Ludder, it becomes 20!
GXUGLVON Shopkeeper forgets to
Charge you
Game Password:
EF1KDK.KTX
ready to defeat Rubas
GDXHDPMM10
Start with a lot of items
FE1K10.TDK
Extra items
Rampart - for the NES. This game
is like a mixture of Tetris and ships attacking castles. I really like
this game, although it's not my favorite. You choose and area to build
your castle, then you place your cannons (you have a time limit in doing
so). Then you use your cannons to destroy ships off the coast of your area,
while they attack your castle(s). This lasts a short time, then its time
to rebuild your castle and make new ones! You get tetris shaped pieces
to surround your castle area to rebuild the broken walls or to make new
castles entirely. You have a timer! If you fail to build a complete a wall
around 1 castle structure then you have lost. The more castles you have
the more cannons you can have. And the bigger you build you castles, the
more cannons you can have as well. The inside walls I believe disappear
once the structure is complete, to make room for the cannons. And you then
can add onto your castles to make them bigger. I think any walls that remain
unconnected, disappear when the timing is done. I haven't played in awhile,
when I do I will have more details.
Road Blasters - for the NES. I
absolutely loved the arcade version but detest the NES version. You race
a car in a limited amount of time to reach a goal. You also can run out
of gas. There are enemy vehicles that can shoot you, land mines on the
road, and sometimes guns on the side of the road shooting at you as well.
As you drive you can run over I believe red and green balls. I am quite
sure these give you more gas. (I haven't played in awhile.) Then every
so often, a flying vehicle comes over and attempts to drop a weapon or
device on the roof of your car. You can miss this or die before it happens.
This special weapon helps you. Also when you shoot enemy vehicles I think
some of them turn into balls of fuel as well.
The NES game just doesn't play near as
good as the arcade version, and I just don't like it. It's really not a
horrible game, it just upsets me that the conversion to the NES just wasn't
well done. I keep it for more sentimental value of the arcade more than
anything. But its an okay racing game.
Bugs Bunny Crazy Castle - for the
NES. I have categorized this in a new category I call "Layered Platform
Games". Layered platform games would include games like: Bubble Bobble,
Burgertime, Elevator Action, Ice Climber, and the original Mario Bro's
(not Super Mario Brothers). Although these kind of games are usually horizontally
short enough they fit on the same screen, many do not fit vertically however.
But with Bugs Bunny Crazy Castle you get neither, thus my skepticism for
categorizing it as such. But in most aspects it is similar as the horizontal
length is not very long, but longer than the screen width. I may have gotten
this on the GameBoy 1st. I think its an okay game, more suitable for GameBoy
however, and was tempted to sell it shortly after getting it, but the kids
say they like it, although they don't play it, LOL.
You play Bugs Bunny and must collect carrots.
But Sylvester the cat is trying to get you! You avoid Sylvester and reach
the carrots through stairs and doorways. You can pick up items or push
items to hurt Sylvester as well. Once you pick up all the carrots on the
level you go to the next level and do it again. The levels are different
but have the same theme. Each level has several or many stairs to get to
higher or lower platforms. Sometimes platforms can be reached through the
doors. You can jump or fall off platforms as well. I don't think this hurts
you.
I think they did a good job on Sylvester's
graphics but not on Bugs Bunny.
The game is okay. Nothing great, nothing
horrible.
Mario Bro's - for the NES. Many
people may not even know of this game. Some would guess wrongly that I
am discussing Super Mario Brothers. Mario Bro's was the 1st game I believe
where Mario got his name. Although this wasn't his 1st appearance, I think
it was in Donkey Kong, but he was known as Jumpman then. Others would recognize
this as the contest screen between Mario and Luigi in Super Mario Bro's
3.
This is a multi-leveled game, hence categorized
by me as a "Layered Platform Game". The top layer has a pipe on each side,
as well as the bottom layer. The middle layers will have holes in the floor
to access the other layers. Out of the top pipes will come creatures, and
sometimes coins and fire balls. You must bonk the creatures from the layer
beneath through the floor/ceiling to knock them unconscience. Then you
must get to that layer and hit them directly to get rid of them. You can
also stun them with the "POW" button I think it's called also seen in other
Super Mario games.
If the creatures reach the bottom pipes
they then come down again from the top pipes. Mario and Luigi cannot use
the pipes but can scroll from one side of a layer to the other. Once all
the creatures have been gotten rid of, you proceed to the next level and
start over. I believe later levels look different with ice and such.
I don't like this game at all. But my youngest
son loves it. He would always challenge his older brother in Super Mario
3 in those screens so I decided to get this game for him. It is a bit hard
to get. Not extremely, but you can't get this game cheap. I think it cost
me about $7.00. I usually only pay about $5.00 for my games, anything over
$6.00 I consider hard to get.
It's an older game ported to NES. I am
guessing some history here, but this may have came out later for NES, but
the original arcade version was years earlier. When they brought it to
the NES they did not update the controls. Controlling the characters is
hard. You cannot be facing left and jump right for example. You have to
turn around and face the direction you want to jump to, this is 2 distinct
moves, not like in Super Mario Bro's where you can smoothly jump the other
direction you are facing. This hurts the game in my opinion, although even
if this was fixed, I wouldn't really enjoy this kind of game.
Another reason for the difficulty in getting
this game is the name and the lack of people knowing the difference. I
went on Ebay to find this game. I saw a copy of "Mario Bro's" ending in
a few minutes and bid on it. But when I won the auction and looked at it,
it didn't look right so I compared pictures and it was Super Mario Bro's
(1). "Super" is written in small letters on the cart and cannot be seen
easily. I didn't pay for that auction since they miss titled it. I then
lost 2 or 3 auctions for Mario Bro's and learned it wasn't so easy or cheap
to get and had to bid a bit higher before finally getting one.

Adventure Island 1, 2, & 3 -
for the NES. This is a really good set of games with some quality. I really
never heard of the Adventure Island series of games until I recently started
recollecting games and began searching out favorites that I had not known
about. They are a bit harder to get, mostly from not knowing about them.
I got all 3, and liked them all, but haven't had time to play them much
until last night (before this review) to compare all 3.
These games play similar to Super Mario
Bro's (1) but with better graphics, almost as good as Super Mario 2 or
3, although the quality isn't as consistent. Your character, a cave
man I think, runs through each level jumping over rocks and creatures.
Most creatures cannot be touched or you die, even if you jump on them.
Jumping on rocks I think hurts you but doesn't kill you. But you get weapons
in the game. The 1st is a stone axe which you can throw. Later you get
a boomerang (at least in games 2 & 3 I think). You also can ride a
skateboard in at least 2 & 3.
Adventure Island 1 I think is the least
best, but is still a good game, and perhaps only slightly less likable
as #3. What's cool with #1 is that there are numbered markers in the levels,
and as you pass them they are like auto-save points. So if your character
dies, you don't have to start the level all over again.
Adventure Island 2 I think is the best
for 3 reasons:
1. You can go backward, although you cannot
retrace the whole level backwards
2. It was easier, I got through 5 levels
in the same amount of time it took me to do 1 or 2 in the other ones
3. Riding the dinosaurs was cool, although
3 had this as well, but 3 didn't have the 1st two points above.
Adventure Island 3 is very similar to 2,
but is harder and you can't go backwards.

M.C Kids - for the NES. Another
very over looked game. At the time of writing this, this is my 6th favorite
NES game. This game reminds me of Super Mario Bro's 3. The graphics and
play are similar, but not as consistent nor indepth.
"In
M.C. Kids you could not only run and jump but you could pick things up,
throw them, catch them. You could ride a boat. You could ride moving platforms."
You also can walk upside and do levels upside
down, but haven't gotten that far yet.
Here is an article
by one of the developers of the game:
M.C
Kids - a very nice article, with a review, tips, maps, and more
M.C
Kids manual - the manual for the game
McKids
Walkthrough - a McKids walk through
Game Genie codes:
PAKILYLA
Start with 2 lives
TAKILYLA
Start with 7 lives
PAKILYLE
Start with 10 lives
GXKSUOSE
Infinite lives
EGETYTIA
Infinite hearts
EKNVYIIA
Don't lose Golden Arches when hit
AOVEGTGE + AEVEPTLA
Super jump
AAKSAYZA + AEKSNPZA
1 heart per life
YAKSAYZA + YEKSNPZA
8 hearts per life
Exit level
To get out of a level, pause the game
by pressing START, then press SELECT while paused. You will get out of
the level, but you will lose one life.
------------------------------------------
Links on my website:
The
Entertainment Pages - This page will be a center hub of any other pages
I may have concerning entertainment.
Interactive
3D Temple Module for NWN - this page describes in detail about a 3D
Temple I created for the game NeverWinter Nights. It's a free module you
can download for the game. Details can be found there.
The
NES Pages - My page on the Nintendo Entertainment System and a list
of my NES games, with links to game reviews and more.
NES
Accessories - Pictures and descriptions of the NES accessories I own.
My
Lord of the Rings Pages - now out-dated. While I still have over half
of my collection listed there, some of its been sold or given away. I have
lost interest. My disinterest began with the 3rd film. While I believe
the films are great, I was upset at the scene on the volcano where Frodo
used his ring against Gollum. That scene was in the book, but not in the
movie. It also was the reason why Frodo got his energy back to run the
rest of the way up. The movie made it look like Frodo just wanted to ride
on Sam's back cause he was lazy, because he fell off and then just ran
away!
Links elsewhere:
The
Faithful Knights of Christ - a christian gamers message board
THE
CHRISTIAN GAMERS GUILD
Christian
Duke Nukem Maps
Christ
Centered Game Reviews
TALES
OF THE UNWRITTEN - Christian MMORG in development
Yahoo
group for Christian EQ players
Christian
guild for the World of Warcraft
Wisdom
Tree - Makers and distributors of top selling Christian computer games
designed for the Christian Community. (Yeah they're still in business and
still have some Nintendo stuff for sale and other cool stuff as well.) |