Dragon Warrior (NES)

Forsooth, thou art most rad!

Now this takes me back. What can I even say about 1986’s Dragon Quest, better known here as Dragon Warrior? It was the first turn-based RPG for the Famicom/NES and consequently the first that many gamers of my generation, myself included, were ever exposed to. It’s ground zero for an entire genre in the minds of millions. The wilds of Alefgard are where I scored my first experience point, achieved my first level-up, and cast my first healing spell. This is primal stuff, man. Archetypal.

I can start by dispelling a few common misconceptions about the game. For starters, it was neither the first console RPG (1982’s Dragonstomper for the Atari 2600 is the best candidate for that honor) nor the first Japanese RPG (domestic creations like The Black Onyx and Dragon Slayer were staples on Japanese home computers as early as 1984). It also wasn’t designer Yuji Horii’s first major success. 1985 had seen the Famicom release of Portopia Renzoku Satsujin Jiken (“The Portopia Serial Murder Incident”), Horii’s port of his own “visual novel” style detective adventure game originally released for home computers in 1983. In converting Portopia for Nintendo’s machine, Horii wisely avoided limiting the game’s appeal by forgoing use of the Famicom keyboard accessory and instead replacing the text parser of the computer versions with a menu of fourteen standardized commands that could be easily managed with the default controller. As the first adventure game released for the Famicom, Portopia moved over 700,000 units and ignited a passion for visual novels that persists in Japanese gaming circles to this day.

As a follow-up effort, Dragon Quest can be seen as a return to form for Horii: Start with a complex and potentially intimidating game type that’s popular on niche computers and then streamline and simplify it for introduction to the much wider and more lucrative console market. He took a cup of Ultima, added a dash of Wizardry, and then garnished with a user friendly interface straight out of Portopia. Two millions copies later, it was clear that lightning had indeed struck twice.

Well, two million copies in Japan, that is. Enix had equally high hopes for the North American release in 1989, for which Nintendo themselves would take over publishing duty. They went all-out by springing for enhanced graphics, a top notch localization of the game’s script, a battery save option to replace the original’s cumbersome passwords, and a detailed 64-page strategy guide bundled with every copy. It was a resounding flop.

What went wrong? Well, it turns out that much of the game’s initial success in Japan was due to its artwork by superstar illustrator Akira Toriyama and its heavy promotion in the pages of the popular action manga magazine Shōnen Jump. Over here, however, it was a totally unknown quantity to consumers and the result was warehouses full of unsellable Dragon Warrior cartridges. The solution? Another, more desperate stab at a magazine cross-promotion: Readers of Nintendo Power were actually sent a free copy of Dragon Warrior with every $20 subscription! An estimated 500,000 copies were distributed in this way. The hope was that, once they were exposed to the game one way or another, players in North America would be just as hooked as their counterparts across the Pacific and turn out in droves for the sequels.

Again, things didn’t quite work out as intended. Sales of Dragon Warrior II, III, and IV on the NES were all lukewarm at best. By the time Dragon Quest made the jump to 16-bit, Enix had given up entirely and the West wouldn’t see another entry in the series until Dragon Warrior VII made it to the PlayStation in 2001. In the meantime, Pokemon and Final Fantasy VII would step in and become the long-awaited smash hit “gateway” RPGs for the North American market, finally succeeding were Dragon Warrior had failed.

Don’t feel too bad for Yuji Horii and friends, though. Dragon Quest may still only hold cult appeal in my neck of the woods, but the mania it kicked off in its homeland has never truly abated. Even now, new releases are virtually national holidays in Japan and the franchise’s grinning blue slime mascot is as recognizable as Mickey Mouse.

Geez, that’s a lot of background. What about the actual game? Well, it goes like this: You start out in a throne room talking to a king. The king tells you that an evil dude called the Dragonlord has stolen the magic artifact that safeguards the land of Alefgard and kidnapped its beautiful princess to boot. Since you’re the descendant of a legendary hero, it’s now your job to gather the tools needed to breach the Dragonlord’s stronghold, introduce him to the pointy end of your sword, and recover the missing magical thingy. Also, that princess, if it’s not too much bother.

In order to do this, you need to explore the game’s medieval fantasy world from an Ultima style top-down viewpoint searching for important items and interrogating friendly villagers for hints on where to head next. Random encounters with monsters will shift the perspective to a first person combat display similar to Wizardry’s where you can choose your commands from a basic menu that includes options to fight, flee, cast magic spells, and use helpful items like medicinal herbs. These battles are very frequent and you’ll need to win hundreds of them in order to garner the thousands of experience points and gold pieces necessary to power your initially wimpy character up enough to stand a chance against the Dragonlord.

What’s that, you say? This sounds like every console RPG ever made? Bingo!  When I called it archetypal, I wasn’t exaggerating. Dragon Warrior is the very mold, the template, the plain cheese pizza of JRPGs. This is what makes it so tricky to pin down three decades later. Even so, I’ll do my best to cover the highs and lows.

One thing that still stands out today are Toriyama’s stellar monster designs. Though I’ve never been able to find any enjoyment in his most famous creation, the Dragonball series, I’ve always been drawn to his “40% menacing, 60% adorable” take on traditional fantasy critters. Even when I was finally face-to-face with the fearsome Dragonlord himself, part of me wished I could rub his cute scaly belly instead of dueling to the death. The detail and charm packed into every foe’s portrait single-handedly justifies the choice of a first person view for the combat.

I’m also impressed by the sheer scope and quality of Dragon Warrior’s English translation and localization, which are credited to Toshiko Watson and Scott Pelland, respectively. Their work is years ahead of its time when you consider that the 1980s were the Wild West of game localization and many publishers couldn’t manage to produce so much as a single screen of translated text that didn’t read like drunken Mad Libs. Here, all the dialogue makes sense and the faux Elizabethan dialect the characters speak with is profoundly corny, but endearingly so. I’ll even admit to finding it pretty epic as a kid. There’s also a sweet extended in-joke included in the form of some character cameos that will be very familiar to former Nintendo Power readers.

If there’s one undeniable downside to playing through Dragon Warrior, it’s the extraordinary amount of mindless grinding required. While almost all RPGs expect the player to engage in endless random battles for money and experience, the best of them also give you plenty of places to go and things to do along the way. That way, you never have a chance to dwell on how repetitive these frequent combats can be on their own. Unfortunately, there are no side quests or diversions to be found here. Dragon Warrior has exactly two goals for the player: Kill the Dragonlord and rescue the princess. The game world is also quite small, which makes gathering the three key items needed to enter the Dragonlord’s castle is a simple task if you know where to look. The end result? About two hours of worthwhile exploration and excitement aggressively padded out into an excruciating 10+ hour slog. The late game in particular is a mess. By level 15, I had tracked down every key item, acquired all the best equipment, and even rescued the princess. There was literally nothing left in the entire game for me to do except kill the Dragonlord…which requires you to be around level 20. Reaching level 20 requires a total of 26,000 experience points, well over twice what I’d accumulated up to that point. So, stubborn fool that I am, I spent hours pacing back and forth over the same stretch of map, robotically striking down hundreds of generic enemies and pausing only to trek back to the inn when I ran low on healing spells. Then I killed the Dragonlord. Such fun.

Don’t get me wrong: As an introductory RPG circa 1986, Dragon Warrior’s approach is nothing short of genius. Horii managed to pare away every non-essential element from the popular computer RPGs of the time while still retaining the core appeal of a grand fantasy adventure where the player’s avatar continually grows in power and sharp wits and sound decisions matter more than quick reflexes. There’s no character customization to be found here, no class system, no multiple character party to manage, and the story is the most basic “princess and dragon” setup imaginable. This not only ensured that the game had the broadest possible appeal, it perfectly set up Dragon Quest as an ongoing series, since follow-up releases could be predicated on gradually reintroducing these very same advanced mechanics in modular fashion. Thus, the second game included multiple player characters, the third added character creation and a robust class system, and so on. In this way, the series both birthed and raised a generation of Japanese RPG fans.

Dragon Warrior captivated me back in 1989. I played it day and night and even wandered its perilous fields and dungeons in my dreams. Next came Final Fantasy, tabletop RPGs like Dungeons & Dragons, and so many more. Revisiting it now, though, I’m reminded why I mainly play action games these days. While the presentation still has its charms, it’s clear that my elementary schooler self didn’t value his time very highly. Simple and repetitive as it is, Dragon Warrior is best approached today as either a nostalgia trip or an interactive history lesson. In either case, patience is a must. RPG fans in general are much better off seeking out the later re-releases for the Game Boy Color and Super Famicom, which both cut down on the grinding significantly. That, or skipping straight to the brilliant Dragon Warrior III.

Thou hast been warned!

Ghosts ‘n Goblins (NES)

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Translation level: Godlike.

Sometimes I feel compelled to complete a game out of an odd sense of duty. These are titles so foundational for the hobby that experiencing them firsthand arguably falls under the cultural literacy rubric. I generally draw the line at subjecting myself to truly terrible games, at least for a prolonged periods, but I will occasionally take on a game I’m not super enthusiastic about just so I can check it off my bucket list.

That’s why I made time yesterday afternoon for a playthrough of the NES version of Capcom’s Ghosts ‘n Goblins. First released in the arcades in 1985 as Makaimura (“Demon World Village”), Ghosts ‘n Goblins is an early run-and-gun type action-platformer from prolific producer/director Tokuro Fujiwara that’s famous for its spooky-cute character designs and equally infamous for its steep challenge. This home release from 1986 was a strong seller and is arguably the best-known version of the game. I myself had a copy as a kid, though I never got very far in it. Now that I’m a whole lot older and a whole lot better at games in general, I figured it was time to finish what I started.

In Ghosts ‘n Goblins, you play as bearded knight Sir Arthur on a mission to rescue his beloved Princess Prin Prin (yes, really) from none other than Satan, who swoops in at the start of the game to abduct her because…well, that’s just what video game baddies did back then. Maybe I should just come up with some kind of shorthand abbreviation I can use for this in game reviews from now on? KGP for “kidnapped girl plot?” This is also the third game in a row for me where the goal is to beat up on Satan. I didn’t actually plan it this way, but I suppose you can’t really do much better for a villain.

To reach Prin Prin, Sir Arthur has to run, jump, and shoot his way through six short levels, which doesn’t sound too tricky at all. The rub is that these levels are packed with the titular ghosts and goblins, who will stop at nothing to keep your hero from his goal. Some of these foes take many hits to destroy, while other might appear from thin air suddenly and make a swift beeline for Arthur or move about in chaotic patterns which make them difficult to target. The game’s most famous enemies, the gargoyle-like Red Arremer demons, combine most of these qualities into one very intimidating package. Arthur also has a strict time limit and some rather stiff controls to contend with, not to mention the fact his shiny suit of armor can only absorb a single hit before shattering to pieces and leaving him to fend off the demon hoards in his underwear. One more hit and he’s down for the count.

It’s not all doom and gloom, though. You have unlimited lives in this version and most of the levels have checkpoints at the halfway mark. This means you’re free to make all the mistakes you need while learning the stage layouts and enemy patterns and can experiment with different strategies at your leisure until you hit on something that works for you. It might not happen quickly, but it will happen.

Which isn’t to say Ghosts ‘n Goblins plays things totally straight. Challenging action is one thing, but the outright tricks the game plays on its audience are the stuff of gaming legend. The sixth level can only be completed if the player uses a specific weapon, the cross. Reaching the end without the cross equipped will ship Arthur all the way back to the start of the previous level, and there’s no advance warning of this in the game itself or even in the instruction manual. If you think that’s rough, getting past that roadblock and beating the final boss will only earn you a message stating you’ve fallen victim to “a trap devisut by Satan” and will be sent all the way back to the beginning of the first stage. You’ll have to complete the entire game again on a second, more difficult loop if you want to finally reunite Arthur and Prin Prin for real. Now imagine this happening in the arcade, when you’ve already pumped a small fortune in quarters into the machine hoping for that ending scene. Ow.

Nowadays, it’s a bit easier to laugh off these dirty tricks and even to admire the game a bit for its trollish chutzpah; its willingness to push boundaries and toy with player expectations. False endings and mandatory repeat playthroughs would become a series tradition, much to the chagrin of many. For me, though, they would never pack the same punch again. Love it or hate it, the first game went there. The sequels just sort of give you a wink and a nudge as if to say, “Hey, remember when I went there?”

This version of the game also has a unique weakness: It was programmed for Capcom by Micronics, the same sub-par contract developers who cranked out such 8-bit atrocities as Athena, Ikari Warriors, and Super Pitfall. While Ghosts ‘n Goblins is a masterpiece compared to the rest of their NES output, the usual Micronics hallmarks are still all present and accounted for. Expect choppy scrolling, heavy sprite flicker, and random glitches like the occasional bit of damage from an invisible enemy. Despite its questionable parentage, however, this is a still a very solid conversion of a then recent coin-op. There are a few non-essential elements omitted, like the boss battle music, but otherwise every stage, every weapon, and every enemy from the arcade is recreated faithfully. They even managed to maintain some of the wacky charm of the original character sprites and animations, like Arthur’s exaggerated run cycle and the Red Arremer’s sassy dance moves. It’s a very respectable effort for a 1986 release, even if the patented Micronics reverse Midas touch holds it back from achieving the same level of polish Konami’s NES port of Gradius did around the same time.

Ghosts ‘n Goblins is far from being one of my favorite games for the system. It had the misfortune of coming out right when action-platformers were in the midst of a sort of accelerated awkward adolescence and it has the limited mechanics and stiff controls to prove it. Just a few more short years of tinkering with the formula would usher in a renaissance via the likes of Mega Man, Contra, and Ninja Gaiden. Sir Arthur’s inaugural outing was an important step in the right direction, but its immediate successors were all too happy to make it eat their dust.

Still, if you fancy yourself an NES nut, it’s a pilgrimage you just have to make at least once. Don’t let the difficulty scare you off: Go ahead dauntlessly! Make rapid progres!

King Kong 2: Ikari no Megaton Punch (Famicom)

Next up: Ping pong in Hong Kong!

What do you get when you combine the worst King Kong film with the best Famicom developer? Konami’s King Kong 2: Ikari no Megaton Punch (“Megaton Punch of Fury”) from 1986. Based on the critically panned film King Kong Lives, this is an overhead view action game where the player guides Kong through nine interconnected levels in an effort to rescue his mate Lady Kong, who’s been kidnapped by the military.

Popular culture as a whole has seemingly agreed to just forget about the 1976 King Kong remake from Paramount, but it was a pretty big hit at the time. The producer, Dino De Laurentiis, later founded his own short-lived film studio and was clearly banking on lightning striking twice when he put out the much lower budget King Kong Lives (also known as King Kong 2) a decade later. Did it pay off? Roger Ebert probably said it best: “The problem with everyone in King Kong Lives is that they’re in a boring movie, and they know they’re in a boring movie, and they just can’t stir themselves to make an effort.”

While this is right on the nose for the most part, I can say the scene where the injured Kong gets an artificial heart implanted via crane was memorably strange. How exactly does one sterilize a crane? Kong’s also pursuing a lady gorilla this time around, having learned the important lesson that bestiality is not the solution to any of life’s problems. Some real positive character development for our hero there.

Ikari no Megaton Punch makes the best of a bad situation by smartly jettisoning all the tedious human characters from the movie and focusing on what audiences wanted in the first place: Non-stop giant ape mayhem. After a short cut scene where a distraught Kong breaks out of his prison and heads off to rescue his girl, it’s smashing time.

While the game’s zoomed-out overhead perspective might remind NES vets of Jackal, King Kong 2 is a slower-paced and much less linear experience. The goal of each stage (“world”) is simple: Survive enemy attacks long enough to find the room containing the boss monster and defeat it. This will give you one of the eight keys needed to open the final door in world nine and rescue Lady Kong. The door to the boss room usually won’t be sitting out in plain sight, however, and that’s where the destructible scenery comes into play.

Every screen is cluttered with buildings, rocks, trees, and other objects Kong can destroy with his punches or by jumping on them. You’ll want to pulverize everything you can, even if you’ve already beaten the current world’s boss, since the many hidden rooms revealed this way are also where you find important power-ups and the doors leading to the other worlds. World two, for example, has doors leading to worlds one, three, four, and five. This complex and occasionally confusing network of warps between worlds means you can effectively explore them and gather the eight keys in any order you wish, although the higher numbered worlds do have more difficult enemies and are probably best saved until after you’ve collected some health and ammo upgrades.

Ammo? Well, before you get too excited over the idea of King Kong brandishing a machine gun, I should clarify that your projectile attack in this game is rocks. These fly in a grenade-like arc and explode upon hitting the ground. Kong can carry a maximum of twenty at the start of his journey and each upgrade you collect will increase this by ten. You switch between your standard punch attack and rocks by pressing select. My advice would be to save these for the bosses, since a torrent of rocks will take any of them out very quickly.

That’s pretty much all there is to say about the gameplay here. You smash everything in sight to find secret doors and occasionally fight a boss. It’s simple, but fairly satisfying. The sound effects help out a lot by lending a distinct sense of power to Kong’s punches and stomps. Seeing the screen shake and hearing a nice robust crunch as you level an office building really makes you feel that much more like an unstoppable beast. Not bad for a fairly early Famicom title.

Another mechanic that reflects the source material pretty well is how tough Kong is. You’re under constant attack by hoards of enemies on almost every screen, but Kong can soak up so much punishment that the tiny tanks, helicopters, and other foes feel so many gnats to him. As a giant movie monster simulator, Ikari no Megaton Punch is miles ahead of poor Godzilla’s sorry 8-bit outings.

You don’t just fight military vehicles in this game, though, and that’s where things get downright odd. Many of the enemies you’ll encounter have absolutely nothing to do with the King Kong mythos and are just there because video game adaptations in the 1980s could get away with anything as long we the end result was playable. World three looks like it was ripped straight out of The Guardian Legend, complete with alien blobs and fanged mouths pursuing you. Then there’s the vicious attack ducks from world eight and the flying scallop boss. Yes, this is a game where King Kong punches a scallop. I’m not about to hold any of this against Konami, though. The film was stupefyingly dull and I’ll take killer bivalves over a bored Linda Hamilton just staring at you for half the game any day.

Although you’re given limited lives and no continues with which to complete King Kong 2, I didn’t find the difficulty level to be particularly high overall. As mentioned, Kong has so much health that the common enemies will have a hard time bringing him down and the bosses aren’t too bad as long as you have enough rocks to pelt them with. In addition, collecting keys and certain power-ups will fully heal you and grinding health drops from the easier enemies when you start to get low is yet another survival option. The biggest threats to your progress by far are bottomless pits (which kill instantly) and getting lost when you forget which doors lead to which worlds. Thankfully, not every world has pits. Just be extra careful in the ones that do.

Ikari no Megaton Punch isn’t a spectacular game by any means. As a vintage Konami title, it’s competent enough to dump a couple hours into with no regrets, but it’s a bit too cryptic, unfocused, and repetitive to join the ranks of their many timeless classics. The movie’s fate as a box office bomb was also sealed well before the localization process would have wrapped on the game, likely explaining why it never left Japan.

If you’re on the lookout for solid English-friendly Famicom titles or you’re a Konami fanatic hunting for deep cuts to sample, King Kong 2 definitely beats a nosedive off a skyscraper. The movie? Eh. Flip a coin, maybe.

Kid Icarus (NES)

Hell, yes, Kid Icarus! I remember loving this one a lot as a kid, but I haven’t touched it since then. Considering that so much time has passed, it’s surprising just how quickly I was able to get comfortable with it again during my play session last night. I was able to complete the game in just a few hours and that’s allowing for being a bit of a perfectionist about getting all the extra items and upgrades. The game’s thirteen levels really aren’t that long.

To start off, I can confirm that Kid Icarus is still super lovable. From the unforgettable enemies like like the histrionic grim reapers and the infamous eggplant wizards, to the excellent sountrack by “Hip” Tanaka, to the adorably incoherent take on Greco-Roman mythology. It’s hard not to like all this.

The mix of vertical and horizontal scrolling platforming levels really holds up. Unfortunately, I can’t say the same about the three dungeon levels where you seek out and defeat the game’s bosses. The only difficult enemies here are the eggplant wizards and they’re really more annoying than they are tough, since they can force you to backtrack to find a cure if they manage to successfully transform you. This was also the era before Nintendo really nailed satisfying boss fights (Bowser in SMB1 being another example), so the ones here just kind of derp around slowly in super basic patterns until you put them out of their misery. Another downside is that the cool optional weapons that you can collect like the fire arrows don’t work in the dungeons, which seems arbitrary and not particularly fun.

I’ve seen this game described online as difficult (even “brutal”), but frankly, I don’t see it. You can take a good number of hits from enemies, even before health upgrades. The jumping controls are very precise and enemies don’t knock you around when they hit you, so the platforming bits are very managable. Puzzling out the correct path in the dungeons can take some time, but you’re never saddled with a time limit. All this combines to make the game challenging but in no way extreme.

Ultimately, I recommend Kid Icarus very highly. Although the dungeon levels and the final overly easy flying stage may not hold up that well, the platforming portions are awesome and the quirky factor is through the roof.

Now, if you’ll excuse me, I have some eggplant parmesan to fry up….

The Legend of Zelda (NES)

Shocking gamer confession: I’ve never actually played the more difficult “second quest” in the original Legend of Zelda until this week!

No more! I’m now happy to say that I’ve finally truly experienced all that this pioneering title has to offer and I did it without reference to any outside material: No maps, hints, walkthroughs, or anything else. Just pure exploration. Sure, finding dungeons six through eight was a challenge, but it was more than worth it for the awesome satisfaction of finally bombing just the right cliffside or burning just the right bush, and I wouldn’t trade that time I spent lost in Hyrule for anything. Looking at horribly misguided reviews online for this amazing masterpiece make me so glad that my old guy gaming experience has equipped me with the ability to actively enjoy not having a big glowing map marker telling me where my next objective is at all times.

I’ve also noticed people often write off the combat mechanics in the original Zelda game as overly simplistic and point to various sequels as the point where it got good, but I can tell you one thing: Being sealed inside a room full of darknuts or wizzrobes (especially the dreaded blue ones!) when you’re low on health is one pulse-pounding affair. The action here may be basic on a surface level, but it’s as tricky and compelling as it is simple.

Sometimes it really is about the journey and not the destination.

Castlevania mini-marathon (NES, Super Nintendo, Genesis)

 

Down for the Count again!

Well, that was quite a marathon: Four classic Castlevania games (the NES original, Castlevania III: Dracula’s Curse, Super Castlevania IV, and Castlevania: Bloodlines) completed for the first time in ten days! I had played them all before in years past and gotten quite far in some cases, but the only 8 or 16-bit Castlevania games I’d ever beaten before this month were Simon’s Quest and Rondo of Blood. Castlevania III is easily the most difficult of the series that I’ve experience so far, although the original has its moments, too.

Overall, I’ve developed a powerful affinity for these games. They really are tense thrill rides that keep you on the edge of your seat the whole time. Your characters are not as quick or maneuverable as they are in other action games (except perhaps in the relatively forgiving Super Castlevania IV) and you have to master their limited movesets completely and exercise good judgement before committing to each jump or attack.

On the other hand, it has made me somewhat disenchanted with the Metroid style of adventure game that dominated the series from 1997’s Symphony of the Night to 2009’s Order of Ecclesia. Playing these titles today, I’m really just bored most of the time. They look great, sound amazing, and appeal to the collector mindset that loves to grind easy enemies for hours on end for rare loot drops, but replacing the high stakes action-platforming with drifting down long, mostly empty hallways filled with paper tiger enemies just doesn’t work for me anymore. Especially when the only incentive to do so is making your overpowered avatar even more needlessly godly. Some of these installments were better than others (Order of Ecclesia does have one of coolest Dracula fights in the series), but I’m glad this era is over. I’m hoping that some future non-terrible iteration of Konami can bring Castlevania back to its roots and deliver another game like Dracula’s Curse someday.

I can dream, right?