Jackal (NES)

Smoke ’em if you got ’em, kiddos!

After pouring almost thirty hours into a sprawling epic like Seiken Densetsu 3, I needed to unwind with something a little more…straightforward. So I figured why not go back to the Konami NES well for another short-but-sweet action romp? This time, it’s the 1988 port of Jackal.

Jackal started out as a 1986 arcade release called Tokushu Butai Jakkaru (“Special Forces Jackal”) in Japan and Top Gunner in North America. In this overhead run-and-gun action title, players control an elite group of Green Berets (including the hilariously named Lieutenant Bob) driving heavily-armed jeeps on a POW rescue mission deep behind enemy lines. Who’s the enemy exactly? Beats me. Now move out, soldier!

Just like in Contra, Life Force, Castlevania, and almost every other Konami action game of the period, you’ll fight your way through exactly six levels of tenacious enemies, each culminating in a unique and challenging boss battle.

Fortunately, your vehicle is up to the task. One hit from the enemy will do you in but your ride is remarkably quick and responsive, so any deaths feel like your fault and not the programmer’s. You have two weapons at your disposal, both with unlimited ammunition. Pressing B will fire your machine gun straight up toward the top of the screen and the A button launches slower but more powerful hand grenades in whichever direction your jeep is currently pointing. At first, the limitation of only being able to shoot your machine gun upward in a game with eight-directional movement may seem strange or annoying but it’s actually quite helpful, since it allows for a limited form of strafing and lets you fire at foes while moving away from them. You also have have one final offensive option: You can run over foot soldiers with your jeep, smooshing them like bugs. It’s pretty awesome, but make sure not to ram into enemy vehicles or you’ll lose a life.

But what about those POWs? Each level contains numerous small buildings and targeting them with grenades will allow the prisoners inside to rush out through the hole created. Stop your jeep next to the building long enough for them to climb on board before continuing on your way. You’ll eventually reach a helipad area where a chopper is waiting to evacuate your extra passengers. Each POW you successfully extract will earn you major bonus points and you’ll want all the points you can get, since they’re how you earn those all-important extra lives. You can also rescue special “officer” prisoners that will upgrade your grenade attack to a faster rocket. The rockets can then be upgraded twice by rescuing more officers, increasing their blast radius drastically. At least until you die and go back to the standard grenades. Try not to do that.

Jackal is a challenging game, but not overwhelmingly so, at least not until its real meatgrinder of a final stage. Lives and continues are limited but I had an easier time with this one than I did with most of the other big Konami NES titles like Contra and Castlevania. You probably won’t beat it on your first go, but it should yield with a few hours of dedicated practice. It’s a short game and can be finished in thirty minutes or so once mastered. The game will loop after the last level, though, so you can play on to try for a high score if desired.

The music in Jackal supports the bombastic 1980s military action movie theme perfectly with rousing heroic melodies over punchy martial percussion. It reminds me of The A-Team and that’s a very good thing. Graphics are clean and functional, but definitely not as detailed as they are in other games of the period. This is mainly due to the game’s zoomed-out overhead perspective combined with the fact that your on-screen avatar represents a vehicle and not a person. In fact, the POWs and enemy infantry fighters you see on the battlefield are only a few pixels tall. Background also don’t stand out much and tend to consist of monotonous repeated ground tiles much of the time. On the plus side, everything runs well and slowdown is very limited, even during two-player simultaneous play.

I had a ton of fun with this one. I’d never actually played Jackal before this week, but I already love it. It’s not my favorite overhead run-and-gun game, that honor goes to SNK’s amazing Shock Troopers for the Neo-Geo, but it’s likely the best on the NES. Certainly it’s miles above the hot garbage that was the NES Ikari Warriors releases. It’s too bad we never saw a sequel for any platform. Maybe the standard military theme didn’t pack the same wow factor that Contra’s military versus aliens one did. Maybe it’s because Chuck Norris style “rescue the POWs” movies were starting to become passe right around the time Jackal hit homes.

In any case, I salute you, Jackal. Especially Lieutenant Bob.

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Contra (NES)

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My first time beating Contra legit solo. For an all-time classic, the ending is pretty weak.

It’s still right up there with Castlevania for me in the “short but satisfying Konami masterpiece” category, though. It took me only about a half hour but I wasn’t bored for a single second of it! A good reminder that not every game needs to cram in enough play time to qualify as a second job.

It also makes me reflect on cheat codes as inspired game design. Contra features the most well-known code in all of gaming. Contrary to popular belief, though, it didn’t debut it. The code first appeared in the NES port of Gradius the previous year. The ability to multiply your starting lives by ten turned Contra into a game that anyone could play and beat and its inclusion alone makes the NES version a superior achievement over the arcade original, despite the graphical downgrade. In addition, making this difficulty modifier a “secret” cheat code only added to the schoolyard cool factor at the time. Other great action platformers left their mark but Contra is the one that every kid who played games in the 80s is virtually guaranteed to remember and it’s due in large part to that legendary code.

(Originally written 3/8/2017)

Super C (NES)

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Hahaha! Yes! Beat Super C for the first time ever and pulled it off without continuing! This feels amazing!

Unlike the original Contra, I’d never played Super C until last week. Unless you count the first level a couple times in the arcade growing up. Essentially, it’s a whole new game to me.

Overall, it was awesome! Do I like it better than the original? Hard to say. Correcting for nostalgia is hard, but Super C does have many advantages. The graphics are greatly improved, the guns have all been slightly redesigned to be better balanced and more fun, the bosses are generally more dynamic and varied, and levels are lengthier.

Other changes are more subject to personal taste. Some might appreciate that the slower-paced pseudo-3D base levels are replaced with zippier overhead ones that feel ripped from a game like Commando. The game is also harder: Contra allowed players to continue three times, Super C only allows it twice. Essentially, you get three fewer lives. The action in general also seems more intense to me, with tougher enemies and longer levels.

Cons? Level design is a bit simplifed here, I feel. Stages like the first and fifth in Contra had multiple platform levels to jump up to, drop down from, and battle on. Super C’s equivalent levels like one and three lack this verticality and are more straight sprints to the finish. Additionally, level seven has you descending a shaft and clearing away aliens rather slowly and methodically when compared to most other levels and I found it a bit of a bore.

Ultimately, though, it doesn’t matter, since it’s more NES Contra and that rules! Remember, no matter what anyone tells you, you don’t need a shirt to save the world.

(Originally written 3/13/2017)