Meikyū Jiin Dababa (Famicom)

There must have been something in the air at Konami HQ circa 1987. That summer saw them releasing two wholly distinct Famicom Disk System games themed around ersatz Indian mysticism of all things. I already covered one, the side-scrolling Temple of Doom homage Arumana no Kiseki, last year. Now it’s time to cap off this odd pseudo-duology with Meikyū Jiin Dababa (“Temple Labyrinth Dababa”).

First off, this is one odd duck. As a colorful top-down view action game with light puzzle elements, it bears a superficial resemblance to two other contemporary Konami titles: King Kong 2: Ikari no Megaton Punch and Ai Senshi Nicol. NES veterans like myself are far more likely to be reminded of Nintendo’s StarTropics, however. That game’s hero, Mike Jones, frequently needs to leap between square tiles suspended in water or lava in order to trigger hidden switches that unlock doors and reveal items. Dababa’s star, a bald lad named Shiva, does much the same. What’s more, he takes it to the extreme. Whereas Mike walks more or less normally over open ground, Shiva can only ever hop along the invisible grid that runs through the entirety of each level. I suppose this makes Meikyū Jiin Dababa a mirror image of Capcom’s Bionic Commando, which famously reinvented the platformer by subtracting the ability to jump. Here, it’s all jumping all the time!

Set in the ancient city of Pataliputra, Meikyū Jiin Dababa tells the story of brave apprentice monk Shiva’s attempt to rescue his master’s daughter Tanya from the clutches of the demon Dababa. This requires clearing out four temples comprising 23 small stages in total. Each temple has its own boss monster to defeat, of course, with Dababa himself waiting at the very end.

Most levels are straightforward affairs in which Shiva must dodge traps and fend off constantly respawning enemies with his projectile attacks long enough to find and activate the specific tiles that will open the exit door. If he takes too many hits, falls off the stage, or runs out of time, he’ll lose one of his limited stock of lives. Fortunately, you’re provided with unlimited continues and a save feature, so there no need to worry about losing progress.

There are numerous items available to help Shiva on his way. Some are alternate weapons to replace his default throwing blade. These include fire, a triple spread shot, and a rolling sphere that functions like a bowling ball. You can also grab icons that will refill lost health, expand the health bar itself, halve incoming damage, freeze enemies in place, and more.

Once every temple or so, you’ll encounter a stage that changes things up by incorporating some very minor puzzle solving. For example, you might need to find a key, plan a route to complete the level as quickly as possible before it collapses beneath you, or keep your eyes peeled for a hidden exit. Though you’re bound to die a lot the first time you reach one of these sections, discovering their solutions renders them no more challenging than the rest.

Another curveball comes in the form of the boss fights. The action suddenly shifts to a side-view perspective for these, although Shiva is still limited to hopping as he attempts to evade the boss’ attacks and return fire. This led to some pretty tense moments for me, especially during the two-phase final bout with Dababa.

Per usual, Konami didn’t skimp on the the audiovisual side of things. We’re treated to a spiffy introductory cutscene depicting Dababa’s abduction of Tanya. Beyond that, the sprites and backgrounds are all bright, clean, and full of personality. Composers Shinya Sakamoto, Satoe Terashima, and Kiyohiro Sada really leaned into the whole fantasy India angle. The results are broadly stereotypical and more than a little cheesy. That said, they’re still catchy and make good use of the FDS’ extra wavetable audio channel. It’s a step below Arumana no Kiseki’s stirring score, but still above average by the standards of the day.

On the whole, this is yet another high quality Disk System offering from Konami, further cementing their reputation as the peripheral’s undefeated third-party champion. Its compact, arcadey core design is fleshed out with just enough power-ups and puzzling to keep you on your toes throughout. The one major caveat to this is the relative severity of its learning curve. As you might expect, a lead character whose sole movement option is jumping takes some getting used to. Like the aforementioned Bionic Commando, it feels just plain weird right out of the gate. I can easily imagine some players firing this one up and then throwing in the towel after an awkward and frustrating first fifteen minutes. This is one of those cases where I can’t urge patience enough. If action puzzlers are your thing, you’ll find the rewards of getting to grips with Dababa’s strange controls more than worth the effort.

Strengths aside, Meikyū Jiin Dababa may have proven too quirky for its own good. Its legacy seems to be limited to a lone Shiva cameo in Jikkyou Power Pro Wrestling ’96 – Max Voltage for the Super Famicom. I guess that’s still more than Ai Senshi Nicol ever got. Great as Konami was at churning out these delightful FDS adventures, they were even better at forgetting them. That’s a mistake I don’t intend to make.

Esper Dream (Famicom)

I’ve devoted considerable time over the years to working my way through the bevy of console adventure and RPG titles published by Konami in 1987 alone. The Legend of Zelda, Metroid, and Dragon Quest had all come out the year prior and collectively hooked millions of Famicom owners on the sort of exploration and stat-heavy games which had previously been exclusive to much pricier home computers. Realizing the public’s appetite for such works was virtually endless, Konami pumped out a good half-dozen over the next calendar year. Some of these (Castlevania II, The Goonies II) would later make their ways overseas, while others (Dragon Scroll, Getsu Fūma Den, Majou Densetsu II) would never see release outside their native Japan. Another in this latter category is Esper Dream, a whimsical and surprisingly tough overhead action RPG for the Famicom Disk System. Special thanks to Mute for the English fan translation that allowed me to make sense of this one.

Your player character in Esper Dream is a young boy with a name of your choice who happens to be an esper. That is, an individual with psychic powers, aka ESP. He’s sitting at home reading one night when a girl materializes from the open storybook and introduces herself as Lottie. She’s a resident of Brick Village, part of the magical world inside the book, and was sent by its mayor to enlist the boy’s help. Seems monsters are running amok and have abducted the mayor’s daughter, Alice. Naturally, our silent protagonist agrees and follows Lottie into the book. A psychic kid and a fantasy quest to rescue a girl? It’s two classic Japanese media clichés for the price of one!

Upon arrival in Brick Village, the mayor hands you a suit of flimsy armor and your first weapon, a water pistol. It’s about as effective as you’d think. He also gives you an important hint about which of the game’s main areas you should explore first. Though you can technically access them all from the very start via doors scattered around town, you’re only asking for trouble if you ignore the intended order. This may be a pastel fairy tale wonderland, but the enemies won’t hesitate to curb stomp an underleveled pre-teen.

The five interconnected regions you must conquer all have their own themes, ranging from mundane fields and swamps to crystal palaces and gigantic chessboards. Each has multiple maze-like indoor dungeons which hold important treasures and your primary targets: The five boss monsters who are causing all the trouble. Keep an eye out for more villages along the way, too. They contain shops and helpful NPCs you can’t afford to skip.

Being an RPG, Esper Dream requires plenty of repetitive combat in order to accumulate the cash and experience points needed to see your hero to the end. Clashes with monsters all take place in claustrophobic single screen arenas where your character’s options are fairly limited. He can walk and shoot his gun in the four cardinal directions as well as activate whichever psychic power he has equipped. Fights typically end when one side or the other is wiped out. However, it is possible to flee the arena early if you can locate and destroy the one randomly determined exit tile along the screen edge. The most interesting thing by far about this whole system is how battles are initiated in the first place. Esper Dream is an early example of an RPG where all potential enemy encounters are visible to the player beforehand, here in the form of footprint icons. Similar to the more famous Earthbound, you’ll never be surprised by an enemy and can avoid many unwanted scraps by bobbing and weaving around them.

Now’s as good a time as any to address those psychic powers the game is named for. Turns out they’re fundamentally no different from stock RPG magic. The first you’ll gain is the damaging Psi Beam projectile, which remains your most useful tool throughout. As you level-up, you’ll unlock six other abilities which let you do things like boost your defense, heal damage, and teleport back to town. They all draw on a limited pool of EP (Esper Points?) which function like common Magic Points. As with the game’s combat, it’s an oddball peripheral element of this psi system that actually manages to stand out. Certain shops give you the option of buying new powers early instead of waiting until you reach the appropriate experience level. It’s unique, albeit also expensive and largely pointless.

Esper Dream has a lot going for it aesthetically. On top of a quality Kinuyo Yamashita score, it shares the same kooky art direction as Ai Senshi Nicol, King Kong 2, and other overhead view Konami games from this period. It eschews the grit of a Castlevania or Contra in favor of bold primary colors, surreal landscapes, and a motley grab bag of cartoon enemies. Pelicans, ladybugs, chess pieces, and moai statue refugees from Gradius routinely show up to run your day. If they weren’t so good at it, you’d almost think this was a game for little kids.

Yes, as I’ve mentioned a couple times now in passing, Esper Dream is hard. Opponents frequently outnumber you and love to rush you down relentlessly or hang back lobbing projectiles at your slow-moving boy hero. Some even abuse an unavoidable full-screen “flash” attack that automatically removes a large chunk of your health if you don’t kill them fast enough. That’s extra bad news because killing anything fast is no mean feat. Your guns are some of the most feeble weapons I’ve had the misfortune to wield in a game. The strongest of the available three, the bazooka, still requires dozens upon dozens of shots to take down a single late game baddie. That’s no exaggeration; feel free to count them if you like. This is why the Psi Beam is so important. It’s the only attack worth a damn in the back half of the game! Your armor options, with the exception of the Barrier Suit found in the depths of the final area, are similarly inadequate given the amount of punishment you’re subject to. Adding insult to injury, HP and MP recovery items are costly and are only sold in one shop. Said shop isn’t located in Brick Village, either, which is the one town you’re able to warp to easily. The game obviously isn’t impossible. Once you know to stock up on recovery items, save often, and put your trust in Psi Beams rather than your puny guns, you can indeed finish it. I can’t help but feel, though, that the opposition you’ll face in last few area is just too oppressive for the game’s own good. It sucks much of the fun out of things and conflicts with the setting’s cheery tone.

Despite this frustration, I didn’t wind up hating Esper Dream. In fact, I’d say it merits a qualified recommendation. The presention is appealing, progression isn’t overly cryptic by the standards of the day, and the first half is exactly the lighthearted romp you’re primed for at the outset. If you’re an experienced, patient gamer, you should be able to weather the oddly intense turn it takes in the final stretch and come away mostly satisfied. While it’s not about to dethrone Getsu Fūma Den as my favorite of Konami’s ’87 RPG bumper crop, it is ultimately more dream than nightmare.

Bio Miracle Bokutte Upa (Famicom)

I know I’m not going to make many new fans by saying so, but I don’t really care much for babies. They’re loud, frequently smelly, and terrible conversationalists to boot. Frankly, I don’t see the appeal. Konami’s intrepid superbaby Upa is a major exception. Ever since I first encountered him as one of the playable “ships” in the comedy shooter Jikkyō Oshaberi Parodius, I’ve admired the little guy’s can-do spirit. Taking down a hostile alien armada with a barrage of pacifiers and milk bottle missiles? That’s my kind of infant. Take notes, slackers.

After an introduction like that, it was only a matter of time before I checked out the character’s 1988 debut, Bio Miracle Bokutte Upa (“Bio Miracle – I’m Upa.”) This bright, bouncy, deceptively tough platformer was originally designed for the Famicom Disk System accessory. Konami also re-released it in 1993 as a regular Famicom cartridge with remixed music and a new easy mode option. This was all strictly in Japan, of course. Perhaps decision makers of the time thought us gaijin would shun a literal baby game and that more overtly macho Konami offerings like Contra and Castlevania were the way to succeed on the NES? If so, they may well have been right. It’s still our loss, however. Upa kicks as much ass over the course of his adventure as the musclebound Bill and Lance or Simon Belmont and he doesn’t even need to walk to do it!

As the story goes, Upa is the young prince of a fantasy kingdom. One day, the goat demon Zai escapes the jar in which he’d been imprisoned and kidnaps all the kingdom’s inhabitants, except for Upa. All seems lost until Upa is given a magical rattle by a fairy and crawls off to save the day. This requires braving the hazards of seven worlds, each of which is sub-divided into three stages. It’s thus a fairly lengthy quest that sees Upa traversing a whole host of bizarre landscapes, including ones made up entirely of candy, school supplies, computer circuitry, and dairy products.

The core gameplay is relatively simple. One button makes Upa jump (no mean feat when you haven’t figured out how to stand upright yet!) and the other shakes his rattle. Any regular enemy touched by the rattle instantly inflates like a balloon and begins to drift toward the top of the screen. It’s at this point that things get interesting. Once a baddie has been rattled, Upa can use it as a floating platform to reach higher elevations or to cross gaps wider than his regular jump permits. He can also shove the foe in any of five directions. This is essentially a more versatile take on the weaponized Koopa shells from Super Mario Bros. Shoved enemies can be used as weapons against their fellows, though they can also damage Upa if they happen to rebound off a surface and strike him instead. Mastering both applications of the rattle is required if you want to make any significant progress in Bio Miracle.

As I alluded to above, this simplicity doesn’t equate to ease. For a game with such an adorable premise and hero, it sure isn’t afraid to test your platforming mettle. Upa can’t withstand much damage and his path forward features no shortage of precarious pits. Moreover, continuing the game after you’ve run out of lives places you back at the beginning of the current world, not necessarily the specific stage you died on. This degree of difficulty isn’t exceptional by the standards of the platform, mind you. It just goes to show that not every baby game is actually for babies.

Roughly once every world or two, the regular platforming action is broken up by a novelty stage of sorts. This will be either an underwater section with the kind of “tap the jump button to paddle” controls you’d expect or a free-roaming zone where Upa must dig (or, more accurately, munch) a path for himself through the layers of a gigantic cake. These not only do a fine job of adding variety, they simultaneously relieve some player tension, as the lack of falling hazards makes them significantly easier than the usual levels.

Regardless of type, most stages conclude with a boss battle. All of these, including the final scrap with Zai, function more or less the same: Upa will need to rattle the steady flow of regular enemies entering the arena and then use them as weapons against the boss. The late game relies on increasingly cramped or treacherous screen layouts to make this a taller order than before, similar to how Super Mario Bros. 2 tweaks the fights against Birdo as it goes on.

Now that I think about it, numerous other elements of Bio Miracle make me suspect its creators were big fans of SMB2’s original 1987 incarnation, Yume Kōjō: Doki Doki Panic. Both share a pastel color scheme, cheery carnival style music, a fanciful setting free from the constraints of realism, an emphasis on defeating enemies by hurling them at one another, those digging stages, and more. Not that I’m complaining here. Bio Miracle is certainly no mere clone, seeing as how Upa controls nothing like a Mario or Doki Doki Panic character. It’s more akin to the burst of quirky action-adventure/RPG titles Konami put forth in the wake of Nintendo’s Legend of Zelda and Metroid. The influence is clear, yet it never lacks for its own personality or creative spark.

Bio Miracle Bokutte Upa is a winner; another of the seemingly endless jewels in the crown of mid-’80s Konami. Its only conspicuous omission is any sort of save feature, which you’d think would be a given on the Famicom Disk System. Sadly, Upa himself would never enjoy top billing again. He was a playable part of the ensemble cast in 1991’s Wai Wai World 2: SOS!! Parsley Jō and a couple of those Parodius games I already mentioned. Beyond that, he’s effectively joined Penta the penguin in defunct Konami mascot limbo. At least his first and only turn in the spotlight endures and should appeal to anyone who appreciates lighthearted platformers in the Super Mario tradition. Assuming they’re not bothered by the sight of a baby falling to his death on a bed of spikes, that is. Hmm. Maybe there was more than one reason this never came out over here….

Ai Senshi Nicol (Famicom)

Shootin’ at the walls of heartache! Bang! Bang!

Meet Nicol. He’s a 14 year-old boy genius that’s invented a new interdimensional transporter with the help of his girlfriend, Stella. This breakthrough attracts the attention of Gyumao, an evil alien cow demon from the Dairasu star system. Don’t look at me like that, it’s in the manual. Anyway, Gyumao views the transporter as a potential means of galactic conquest and sends his biomonsters to steal it and kidnap Stella so that he can use her as leverage to extort Nicol into revealing the device’s secrets. What he didn’t count on is that Nicol is not just your everyday warrior. He’s a love warrior, dammit. That’s totally better.

Unlike so many of the games I cover, Ai Senshi Nicol (“Love Warrior Nicol”) can’t claim any sort of storied development history or lingering impact on the hobby. This 1987 Famicom Disk System exclusive simply came and went. Don’t mistake its one-off status as a reflection of its quality, however. It’s titles like this one, Arumana no Kiseki, and Bio Miracle Bokutte Upa that made Konami the FDS’s undisputed third party MVP.

Colorful backgrounds, charming spritework, and jaunty music all unite to make a strong first impression. Nicol’s bulky ray gun, skin-tight body suit, and goofy alien adversaries evoke a swashbuckling retro ’50s sci-fi vibe that I really dig. The bright, cartoony visuals are similar to those of King Kong 2: Ikari no Megaton Punch, Esper Dream, and other overhead-view Konami games of the period. They stand in stark contrast to the grittier ones seen in their popular side-scrollers like Contra and Castlevania. I find this early diversity in house styles fascinating, since it was mostly the side-scrolling titles that were chosen to receive NES localizations and consequently came to define the company’s 8-bit aesthetic for so many gamers outside Japan. Digging into the Famicom side of things feels a bit like unearthing a whole new cute Konami I never knew existed.

Nicol’s search for Stella plays out over seven sprawling overhead levels. Each holds three giant diamonds (parts of the stolen transporter, supposedly) that Nicol must locate and destroy before he can move on to the next world. Some of the diamonds are guarded by boss monsters. Others are laying around unguarded in out-of-the-way spots and finding them is the only real challenge. Consisting of a few dozen interconnected screens apiece at most, the levels in Ai Senshi Nicol are large enough to make exploration interesting and rewarding without requiring players to break out the graph paper and get mapping. Each also has its own unique background graphics and compliment of enemies to fight, although many of the baddies in the later levels are really just tougher versions of ones that came before with some cosmetic alterations.

The action here is very much of the pick-up-and-play variety. Nicol can walk, jump, and fire his gun in eight directions. Beyond that, the only other thing you’ll need to manage are his limited supply of Cosmo Balls, which damage every enemy on-screen and are triggered with the Select button. Try to save them for use against boss monsters. The general flow of the game is similar to the previous year’s King Kong 2 in many ways, albeit far less cryptic and difficult. Nicol benefits from numerous kindnesses that Kong didn’t: More straightforward stage layouts, unlimited continues, a save feature, and, most interestingly, no instant death pits. Taking a spill into a pit will instead see Nicol plunging into a basement of sorts beneath the main stage. He’ll then have to fight his way to a staircase in order to climb back up to where he fell from. Ironically, these basement areas tend to contain some of the most useful hidden items, making Ai Senshi Nicol one of the few platformers ever made where it’s actually in the player’s best interest to fall down every possible hole.

The ongoing hunt for secret power-ups is vital for making your trip through the game as painless as possible. In addition to more Cosmo Balls, you can find Metroid-like energy tanks to expand Nicol’s health bar, permanent boosts to his gun’s power, range, and fire rate, and special clothings items (Astro Wear, Astro Pants, Power Shoes) to enhance his defense and speed. Once you’ve managed to upgrade Nicol’s health and weapon some, the game becomes much easier. Perhaps even a touch too easy. Given that this is a Japanese console game from the mid-’80s, though, many of these key items are invisible until you happen to shoot some seemingly empty corner of the screen. Call it the Druaga Effect. Best practice is to constantly blast away at the air in front of you as you explore. Unfortunately, Nicol’s ray gun doesn’t come equipped with an auto-fire feature, so your thumb is in for quite the workout if you’re not using a turbo controller.

Ai Senshi Nicol isn’t Konami’s best work for the Famicom. As a pure action experience, it’s no match for the sheer intensity of a Contra or Gradius. The need to constantly fire your weapon or risk missing out on useful upgrades also grows tedious very quicky. That said, an undistinguished vintage Konami release is still anything but average and I had a good enough time with this one to play it all the way through twice before sitting down to write this review. The setting and characters are instantly likable, the presentation is top-notch, and the controls are tight and responsive. As an added bonus, all of the game’s text is already in English, making it an ideal import pick. Give this love warrior a chance and I’ll wager he’ll win your heart, too.

Hey, Stella!

Arumana no Kiseki (Famicom)

Fortune and glory, kid. Fortune and glory.

Back in 1983, Konami published a little arcade game called Roc’n Rope. Directed by a promising rookie designer named Tokuro Fujiwara, Roc’n Rope is a single screen “climb to the top” platformer in the Donkey Kong mold with a twist: The player’s avatar, a tiny explorer in a pith helmet, is unable to jump and instead has to ascend the playfield by using a grappling gun which fires a rope that can latch onto the undersides of platforms. I’ve been a fan of this one ever since it debuted. It’s clever, cute, and a lot of fun. It’s not at all a common cabinet, but I’ll always drop a few quarters in given the opportunity.

As for Fujiwara, he left Konami for Capcom later that same year, going on to become one of the industry’s most most influential designer/producers. His Ghosts ‘n Goblins series needs no introduction and he’s also been closely involved with almost every other major Capcom property. I’m talking Mega Man, Street Fighter, Resident Evil, the works. In 1987, he revisted the “wire action” concept introduced in Roc’n Rope with the arcade Bionic Commando, better known by most in its brilliant 1988 NES incarnation.

What many don’t know is that Konami took their own stab at a Roc’n Rope successor in 1987 with no input from Fujiwara. The result was Arumana no Kiseki (“Miracle of Arumana”) for the Famicom Disk System. While it’s not quite the must-play masterpiece NES Bionic Commando is, Arumana is a one-of-a-kind thrill ride that will appeal to fans of other Konami side-scrollers.

A single glance at Arumana’s cover art tells you everything you need to know about its story. This is Indiana Jones and the Temple of Doom. It’s not even remotely subtle about it, either. The game’s hero, one Kaito, is straight-up cosplaying in his khaki safari shirt and brown fedora. The plot sees him out to restore life to a vaguely Indian village by retrieving a stolen magical gem called the Sanka…er, the Arumana. Baddies included turbaned Thuggee lookalikes and snakes. There are booby-trapped ruins aplenty and even a minecart segment. It’s enough to make me wonder if all this “homaging” is the reason we never saw an NES conversion of Arumana. LucasFilm’s lawyers would have had a field day.

Kaito’s quest for the Arumana unfolds over the course of six stages, which seems to have been the magic number for Konami around this time, going by Contra, Castlevania, Jackal, and others. Stages are moderately large and scroll in all directions, though they’re laid out in such a fashion that the way forward is generally pretty obvious. That said, be on the lookout for the occasional false wall or floor that can be broken with the spiked ball weapon to reveal power-ups and shortcuts. Breaking walls in this manner actually becomes necessary to progress in some of the later areas.

On the subject of weapons, Kaito has a generous six at his disposal. There are no hard choices to be made here, either, as he can potentially carry all six at once, cycling between them as needed with the Select button. Throwing knives and a pistol provide basic forward firepower, bombs and spiked balls arc downward, the bola travels diagonally upward, and the rare and precious red orb instantly damages every enemy on the screen. The most interesting thing to me about this system is that all these weapons have limited shots. This means that Kaito has no innate free attack option and a careless player could theoretically fire off everything and find themself completely defenseless. Though it’s unlikely to ever happen due to the frequency at which the game throws ammo of various types the player’s way, Arumana is one of the few action-platformers where such a thing is even possible.

Of course, as alluded to above, the real defining feature of Arumana no Kiseki is not a weapon at all, but Kaito’s grappling line. Pressing up and the B button simultaneously causes it to shoot out at a fixed upward angle and anchor itself to any solid surface. Kaito can then shimmy his way up or down the line as needed. You can only have one line in place at a given time, however. The previous one will disappear the instant you press up and B again. Although Kaito can jump, his puny Simon Belmont-esque hops are woefully inadequate for the great heights he’s expected to negotiate almost constantly. Simply put, the game is designed in such a way that the grappling line must be mastered completely in order to see Kaito through to the end.

There’s a lot to love about Arumana no Kiseki. Its swashbuckling Indiana Jones trappings, brazen as they are, work to set the right adventuresome tone. The in-game artwork is great by 1987 standards, keeping with Konami’s early Famicom house style of realistically-proportioned faceless human characters. The level design is excellent throughout and each stage’s end boss presents a unique challenge that’s suitably intimidating and satisfying to conquer with the correct weapons and tactics. The difficulty also feels correct to me, similar to other tough-but-fair Konami hits like Contra. Kaito’s default five-hit life meter is neither too generous nor too stingy and he’s given three lives and three continues with which to tackle all six stages, with the possibility of earning extra lives through score and 1-Up pickups.

I’d be remiss I didn’t single out Kinuyo Yamashita’s music for special recognition. The Famicom Disk System add-on included an extra sound channel for wavetable synthesis. Support for this feature varied greatly from game to game, but few would ever use it as extensively and artfully as Yamashita did here. She programmed a total of ten distinct wavetable instruments for use in Arumana no Kiseki and the results speak for themselves. Heck, even before you take the expansion audio into consideration, the melodies here are every bit as good as the ones she created for Castlevania or Power Blade. My only regret is that there apparently wasn’t room on the disk for more of them, as the six stages share three background tracks between them.

Sadly, few things in life are truly perfect. Even Indy had his obnoxious  sidekick cross to bear on occasion. Arumana’s metaphoric Short Round is the awkward and occasionally glitchy implementation of its central platforming mechanic. Kaito’s grappling line deploys slowly in contrast to the zippy bionic arm of Rad Spencer, making it difficult to escape some of the faster enemies. What’s more, the physics of it are just plain strange. Here’s an example: If you wanted to anchor your line as high up on the screen as possible, you’d obviously want to fire it off at the apex of a jump, right? Wrong. The line will somehow move up and down the screen along with Kaito as it extends, so you instead want to fire it off a split second before you jump. That way, you can try to sync up the instant the line actually attaches to the wall with the high point of the jump. That’s just bonkers. You can definitely get used to it, but the learning curve is steep and it never really feels right. It’s also possible to deploy your line in such a way that Kaito clips through the wall and dies instantly when he climbs up it. This doesn’t happen all the time, just often enough to be frustrating and make you wish that Konami had done a little more fine tuning before they shipped this one.

Play control angst aside, I’ll still recommend Arumana no Kiseki to any 8-bit action lover with the patience to adapt to its quirks. It’s a mostly successful attempt to infuse Rock’n Rope with elements of Castlevania and it makes excellent use of the FDS hardware. It deserves to be remembered as more than just Bionic Commando’s weird distant cousin. Ironically, it’s also miles above the godawful offical NES Temple of Doom adaptation put out by Tengen and Mindscape. That game should prepare to meet Kali…in hell!

Nazo no Murasame Jō (Famicom)

It’s a new year! What better time than now to start exploring the Famicom Disk System?

Nintendo introduced the FDS add-on to Japanese gamers in 1986, billing it as the future of the then three year-old console. True to the name, Disk System games came on bright yellow proprietary floppy disks. The 112 KB storage capacity of these was a major step up from the ROM chips included in most cartridge games of the time. The original Super Mario Bros., for example, had to be crammed into a measly 32 KB. FDS disks were also considerably less expensive than cartridges and their rewritable nature gave players an easy way save their gameplay data. Nintendo even operated special store kiosks where used FDS disks could be overwritten with entirely different games for a fraction of the cost of a full retail release. Oh, and the disk drive itself also incorporated additional sound hardware. Can’t forget about that.

With all these cutting edge features, the Disk System was initially a significant success. Over four million units were sold and it would serve as the birthplace of some of the industry’s longest-running franchises, including Metroid and Castlevania. All good things must come to an end, however, and it’s no accident that the rest of the world never saw an NES disk unit. It became clear to Nintendo early on that the very same lower costs and rewritability that made floppy disks so appealing to consumers also made them downright irresistible to software pirates and bootleggers. Worse still, evolving ROM chip technology quickly turned the FDS disk’s much-vaunted 112 KB storage capacity into a liability. Consider a popular late period game like 1993’s Kirby’s Adventure, which would have required no fewer than seven disks to hold all 768 KB of its data. Major developers were soon eager to move their important projects back to cartridge and the FDS’s library after 1988 is predominantly low-effort shovelware and unlicensed softcore porn games.

Enough about the Disk System’s drawn-out demise, though. Let’s concentrate on the good times with a title from its heyday of 1986. It would make the most sense for me to start out with the first original title developed for the disk format, but it turns out that game happens to be some little-known oddity called The Legend of Zelda. Who wants to hear about a forgotten turd like that when I could be focusing on the FDS’s second original release, Nazo no Murasame Jō (“The Mysterious Murasame Castle”)? I’ll be playing it on an EverDrive N8 flash cartridge, which has the ability to boot up FDS games (loading screens and all) on a standard console with no need for the actual peripheral.

Nazo no Murasame Jō is an overhead view action game set in Edo period Japan and starring a young apprentice samurai named Takamaru, who’s been dispatched by the shogun to investigate reports of disturbing goings on in the region surrounding the eponymous castle. The trouble all stems from a malevolent alien creature that fell from the sky in the vicinity of Murasame Castle and has been gradually extending its influence over the neighboring lands, bringing the lords of four other nearby castles (Aosame, Akasame, Ryokusame, and Momosame) under its corrupting power in the process. Armed only with his sword and throwing knives, Takamaru must storm each of the five castles in turn before he can finally challenge the alien invader itself to a duel to the death in the heart of Murasame.

Kidding aside, the game that Nazo no Murasame Jō will remind most players of is indeed the first Legend of Zelda. The combination of the non-scrolling overhead perspective with Takamaru’s distinctly Link-ish movement and sword combat makes it quite obvious that Nintendo developed the two games concurrently. Whereas Zelda was an exploration-based adventure game with action elements, however, Nazo no Murasame Jō serves up a much more traditional pure action experience. There’s no open overworld here. Each of the five castles consists of two distinct stages: An outdoor one that has Takamaru fighting his way to the castle gate and an interior one where he must defeat that castle’s boss. There is the occasional branching path along the way, but these are mostly limited to small cul-de-sacs off the main route that can be braved in hopes of finding some handy power-ups or an extra life. While you won’t be wracking your brain over where to go next, you’ll hardly be bored. Takamaru is subject to near-constant attack from all sides and his assailants are far more numerous and aggressive than the ones in Zelda. He can only withstand three hits before losing a life and running out of lives means restarting the current stage from scratch.

These differences collectively make Nazo no Murasame Jō a much more challenging game than I anticipated. Certainly more so than the majority of first-party Nintendo games. It’s less Super Mario Bros. in spirit and more Japanese Super Mario Bros. 2 (aka The Lost Levels). The assorted enemy samurai, demons, wizards, and tengu all show no mercy. And the ninja! So many ninja spawn in non-stop to harass Takamaru on nearly every screen. There are shuriken-throwing ones, fireball-throwing ones, invisible ones, exploding ones, invisible exploding ones, the works. The game isn’t impossible by any means due to its unlimited continues and save feature, but your thumbs are in for a quite the workout.

Thankfully, I can also report that the combat mechanics themselves keep all this chaos as enjoyable as it is unrelenting. Takamaru’s sword and knife attacks are both rather elegantly mapped to the A button. Pressing it while an enemy or a deflectable projectile is within melee range results in a sword swipe. Otherwise, he’ll toss a knife. This spares the player from having to second guess themselves over which attack to use in a given circumstance and frees up the B button for special techniques. These techniques consist of an invisibility cloak that renders Takamaru immune to damage for a brief period and a lightning attack that instantly destroys all non-boss enemies on the screen. Powerful as they are, special techniques have a limited number of uses and refills are scarce, so be sure to use them wisely.

Beyond this, the only real extra complexity comes in the form of the various power-ups scattered throughout the stages. These are usually not just laying around in plain sight, but instead only appear when their hiding spots are walked over. Some boost movement speed, confer temporary invincibility, or heal damage, but most improve Takamaru’s throwing knife attack in some way, either by upgrading the standard knives to more damaging pinwheels or fireballs or by allowing him to shoot in multiple directions at once. Just try not to grow too attached to a given power-up, as losing a life will reset Takamaru to his default capabilities.

The graphics share the same clean, colorful aesthetic that characterizes much of Nintendo’s early 8-bit work. Simple as it is, there’s obviously a real timelessness to it. If there’s a weakness here, I feel it has to be on a conceptual level as opposed to a technical one. The game simply doesn’t lean hard enough into its weird backstory. You’re supposed to be playing as a samurai hunting down a freaking space alien, yet every location you visit and enemy you encounter prior to the very last level reflects a fairly standard take on traditional Japanese history and mythology. Talk about an underdeveloped premise!

The soundtrack by Koji Kondo is above average by the standards of the time, but doesn’t really stand toe-to-toe with his more famous works from the Mario and Zelda series. The tunes have the expected ancient Japanese feel to them and suit the material just fine. I just don’t see myself humming any of these melodies in the shower. The track that plays over the ending feels pretty lazy, too. It’s just the “Ode to Joy” bit from Beethoven’s Ninth Symphony. Maybe Kondo was crunched for time and decided to just say “screw it” and go public domain?

At its heart, Nazo no Murasame Jō is a simple pick-up-and-play hack-and-slasher with plenty of challenge and that distinctive Nintendo 8-bit house style. While surely the odd man out when sandwiched between two other Nintendo FDS releases (Zelda and Metroid) so ambitious that their influence is still being felt today, it proves that a well-designed game doesn’t need to kick off a revolution to be a lot of fun. It’s a pity that disappointing sales numbers prevented it from receiving any kind of follow-up and its medieval Japanese setting ensured it would remain unreleased outside its country of origin until 2014, when it was finally offered up as a downloadable title for the 3DS. Whether you play it there, on a flash cartridge or emulator, or even on a proper working FDS, Nazo no Murasame Jō is a thrilling way to spend a few hours.

Just watch out for those invisible exploding ninja. Well, not watch out. You know what I mean.