Konami Wai Wai World (Famicom)

Getting high with a penguin? That’s our Goemon! *laugh track*

At long last, it’s time to take on Konami Wai Wai World! Before Marvel vs. Capcom, before Super Smash Bros., before…uh, Mario & Sonic at the Olympic Games, I guess, there was this ambitious 1988 attempt to combine characters from no less than eight separate Konami properties into a single Famicom crossover extravaganza. The name turns out to be quite fitting when you’re dealing with so many playable characters, since “wai wai” is a Japanese onomatopoeia for a loud, crowded area. I’ve been dying to play and review this one for a while, but I wanted to do the same for at least one game in each series represented here first.

Oddly enough, there was also a more obscure altered version of this game released for Japanese mobile phones in 2006 that replaced a few of the licensed characters (King Kong and Mikey) with ones actually owned by Konami. I’ll be reviewing the original Famicom release here.

As our journey begins, Dr. Cinnamon (creator of the ships from the TwinBee games) summons the superhero Konami Man and tells him that Konami World is in crisis. An alien invader has kidnapped six of the land’s mightiest heroes and is holding them prisoner. Only by rescuing the six captives and joining forces with them can the day be saved. Dr. Cinnamon also sends his sexy gynoid robot creation Konami Lady along to help. Ew. Hope the old creep hosed her off real good first.

These two characters play identically, allowing for two player simultaneous action. This feature is quite rare in an open-ended game with exploration elements like this and is a big point in Wai Wai World’s favor if you happen to have a friend around that might want to join in. Your starting characters only have basic punch and kick attacks initially, but can gain the ability to shoot lasers and fly by locating special items later on in the game. If your entire party is ever wiped out, Konami Man and Konami Lady will both be revived back at the lab automatically in lieu of a game over.

Dr. Cinnamon’s lab serves as your main hub and contains three numbered doors. The doctor himself resides behind door number one. He can heal your party, dispense passwords that allow you to take a break and continue your game later, and give you tips about the various characters and their special abilities. His brother Saimon is also here and will revive your dead party members in exchange for 100 bullets each; bullets being the game’s combined currency and special weapon ammunition. If you’re playing the game in the original Japanese as I did, here’s a tip: The last two options on Dr. Cinnamon’s menu (character resurrection and password generation) are the only ones you really need to know.

The second door contains the main level select screen. Six stages are available at the start, one for each of the six kidnapped heroes. You’re not free to complete them in any order you want, though, as some stages require a specific character’s special ability to access. This seems at first like a bit of a missed opportunity for a more open, Mega Man type level structure, but the challenge does increase substantially in the latter half of the game, so it would seem to be the designers’ way of implementing a smooth difficulty curve. Fair enough.

The third door leads to the final two levels. It can only be opened after you’ve rescued the entire main cast from their respective stages.

Except for the penultimate one, the various stages in Konami Wai Wai World are presented in standard side-scrolling action platforming style and each is based a different game series specific to the hero you’ll find there. The characters you’ll need to rescue (in the order I did it) are: Goemon (Gonbare Goemon), Simon Belmont (Castlevania), Mikey Walsh (The Goonies), King Kong (King Kong 2: Ikari no Megaton Punch), Getsu Fūma (Getsu Fūma Den), and Moai (Gradius). Every character except for Fūma is locked in a cage when you first encounter them, so your first task in most levels is to locate the key. These keys are usually guarded by bosses, although a couple are just laying out in the open ready to be collected.

Each character you rescue joins your party permanently and you can switch over to controlling them at any time. They each have their own unique attacks and health meter, making this aspect of the game seem a bit like a dry run for Konami’s first Teenage Mutant Ninja Turtles game the following year. As mentioned, dead characters can be resurrected back at home base, but this is costly and you’re far better off keeping a close eye on the life gauge and switching out to a healthier hero before your current one kicks the bucket.

In addition to a primary melee attack and a ranged sub-weapon that must be found hidden elsewhere within their respective stages, the characters also have various special abilities and quirks. Mikey, for example, can fit through small passages that the other characters can’t. Kong can jump higher than the others and destroy some breakable walls with his ranged attack, but he’s too large to fit through certain tight spaces. Picking the correct character for a given section of a level can go a long way in alleviating the game’s difficulty, so be sure to familiarize yourself with how each one handles. Each character even has their own theme song that plays whenever you have them selected, so the game’s background music is tied to the character you’re controlling rather than stage you’re currently on. Pretty cool.

Beyond the sub-weapons for the eight main characters, some levels also have other important items, like armor that boosts your whole party’s defense or a cape that lets Konami Man and Konami Lady fly by holding down the jump button. Some of these appear in tantalizingly unreachable locations quite early on in the game. Be sure to make note of exactly where so that you can return and collect them later when you have the necessary capabilities. You should also be on the lookout for doorways in a few of the stages that will take you to optional bonus games you can play in order to hopefully garner a few extra bullets. These take the form of various games of chance involving dice, cards, and a slot machine.

Once you’ve liberated all the kidnapped heroes, you can finally open the third door in Dr. Cinnamon’s lab and take on the final two stages. Level seven is, surprisingly, an overhead shooter stage that you can choose to play through as either TwinBee or the Vic Viper ship from Gradius (or both, if there are two players). This was actually my favorite part of the whole game. The amount of work that went into just this one level must have been tremendous. There are multiple backgrounds and enemy types, an awesome boss, and a complete power-up system with shields, options, shot upgrades, and even the bell juggling mechanics from TwinBee. In essence, the designers implemented the complete framework for a competent vertical shooter game just for this one stage. The sheer excess of it all is a sight to behold.

Once you survive the shooter portion, you’re off to the final platforming stage for a climactic showdown with the alien invaders. I won’t spoil it for you here, but one bit of advice: Try to make sure that either Konami Man or Konami Lady is still alive after the final boss fight. Their flight ability may come in handy.

Konami Wai Wai World naturally sounds like a Konami fan’s dream come true. By and large, it delivers the non-stop action and fanservice it promises, although there are some regrettable design decisions that you should be aware of going in. The biggest one is the scrolling. For whatever reason, the screen in the platforming sections refuses to start moving until your character is quite close to the edge. You need to be something like 4/5ths of the way over on a given side before the scrolling kicks in. Because of this, you’re constantly encountering enemies that pop up right in your face, giving you very little time to react. Expect to eat a lot of extra damage due to this.

Echoing the later TMNT yet again, there’s also very little in the way of balance within your party. Some characters are extremely useful. Goemon’s pipe attack is swift and can strike enemies above him, King Kong’s punches hit like a speeding truck, and Simon’s whip is slow, but has great reach and his boomerang crosses can damage enemies multiple times. Poor Mikey, on the other hand, has short range on his main attack and an unremarkable sub-weapon, too. You’d never actually want to use Mikey in combat unless you were desperate and had no other choice. It’s always a pity to discover that a favorite character isn’t represented particularly well in a crossover like this.

Another major annoyance is the cost to resurrect dead characters. The price (100 bullets) is pretty manageable early on when you only have a few characters on your team. If you manage to get your party wiped out in the late game, though, you’ll find out the hard way that grinding out 400-600 bullets at a stretch drags the game to a screeching halt, since enemies only drop them in increments of five.

On the plus side, the game looks very nice. The stage backgrounds and bosses in particular are phenomenal in most cases. There are also a ton of different creative enemy designs, with each stage having its own unique assortment of baddies. The music is mostly lifted whole cloth from earlier Konami titles, but with stone cold classic tracks like Castlevania’s “Vampire Killer” and the overworld theme from Getsu Fūma Den, you’re not likely to mind all that much.

Konami Wai Wai world isn’t the most balanced game around and the shoddy scrolling and occasional bouts of forced currency grinding can try your patience at times. For old school Konami fans, though, it’s absolutely worth checking out. This is a game where Mikey Walsh can battle demons in hell and Simon Belmont can jump into the cockpit of the Vic Viper and blast off to fight aliens. I just can’t stay mad at a game like that, even if some of the more obnoxious bits do make me scratch my head and ask: Why? Why?

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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 that 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 that 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 that 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 that 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 rapid fire stream of rocks will take out any of them 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.

You’re given limited lives and no continues with which to complete King Kong 2, but 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.