Keep on stridin’.
I’m on vacation in the magical land of poutine and polite people at the moment. Being me, I just had to pack along at least one game. Since I just finished up Strider for the Genesis, I thought I’d go with the NES Strider game I mentioned in passing in that review.
NES Strider came out the same year as the arcade game, but it’s not a port like the Genesis version. This is a completely different game developed simultaneously by a separate team at Capcom. A smart choice when you consider just how badly compromised a straight attempt at a port for the 8-bit console would have been.
Instead of the arcade’s non-stop linear action, NES owners got a more restrained side-scrolling action platformer with some very light exploration and RPG elements. Strider plus Metroid sounds like a dream come true. If only it were so.
We begin the adventure with everyone’s favorite ninja of the future, Hiryu, being contacted by Matic, vice-director of the Striders. Hilariously, the game’s intro describes the Striders as “the toughest group of people who execute acts such as infiltration, abduction, explosion, instigation, etc.” Matic informs Hiryu that their comrade Kain has been captured by the enemy and Hiryu must assassinate him, as he’s now become a liability. Hiryu can’t bring himself to kill his old friend and vows to find and rescue him instead.
Right away, this highlights one major difference between the arcade and NES Striders: There’s a story beyond “go kill this evil wizard guy.” Sure, it may be a terrible story filled with unclear motivation, nonexistent characterization, and dialogue courtesy of a tornado striking a fortune cookie factory, but it sure does exist! Supposedly, it’s based pretty closely on the original Strider manga series from 1988, though I can’t help but assume it must have been handled a lot better there. Still, other games of the time with similar structures like Metroid, Rygar, and The Goonies II kept their plots confined to instruction manuals, so I do give Strider credit for trying at least.
The gameplay involves Hiryu visiting various parts of the globe searching for clues to the true nature of the threat to the Striders: A mysterious secret project called “ZAIN.” Along the way, he’ll also acquire keys and other special items which will allow him to backtrack and explore previously inaccessable parts of earlier levels. Different levels are accessed via the Blue Dragon, a rather cool looking spaceship that serves as a central hub of sorts.
Gameplay is sound in theory. One button jumps, one attacks. Hiryu also gains additional abilities by leveling up as he reaches inportant points in the story. These include a ground slide and a “plasma arrow” projectile attack that’s slow to charge up but vital for defeating certain bosses. Leveling up will also increase maximum health and the energy points needed to use what the game calls “tricks.” These work a lot like the magic spells in Zelda II and can be used to heal damage, boost jump height, warp back to the Blue Dragon instantly, and unleash different supplementary attacks. The extra attacks are kind of neat sometimes, but I mostly found myself saving my energy for healing and warping.
While Strider does have a solid structure on paper, it stumbles badly in its execution. Jumping controls and hit detection are quite shockingly bad, especially considering this was the developer who gave us Mega Man. Hiryu’s jumps are jerky and prone to being halted abruptly by the mere proximity of a wall or platform. There are no bottomless instant death pits to stumble into, thankfully, but expect to have your patience seriously tested by the need to retrace your steps through the same section of a level over and over just to take repeated shots at what would be an incredibly basic jump in any other game.
It doesn’t help that the enemies and stages don’t stand out much, either. You’ll rarely face more than one or two baddies at a time and they’re generally unimpressive and easy to dispatch, although they can still get in their share of shots due to the odd hit detection. If you’re even in the same postal code as an enemy bullet, kiss your health points goodbye.
A couple stages are decent. I liked Egypt, which features a nice (if all too short) segment on a moving train as well as action both atop and underneath a desert pyramid. Most levels, though, are generic and in no way resemble the real world locations they’re named for. Show anyone the Australia or Los Angeles stages from this game and see if they can guess what they’re supposed to be. I don’t fancy their chances.
Strider is also no winner in the graphics department. Most backgrounds are either a solid color or fairly plain. Sprite art is not too bad, but not very good either. Flicker is rife, despite the low enemy count. On the plus side, the introductory cut scene is marvelous and the character portraits are well drawn.
At least there’s the score by Harumi Fujita, the one element of Strider that’s unequivocally strong. The second you power on the system your ears are graced by one of the best title screen themes ever, perfectly setting the tone for the rest of the session.
I found Strider for Genesis to be a good game that lacked only in comparison to later top tier action-platformers for the system, but NES Strider really is a whole other story. It’s honestly tough to recommend this one at all. The way the action is programmed feels sloppy, bordering on glitchy at times, the story is a mess, and the presentation is average at best, despite a really solid soundtrack.
It is a very inexpensive game, however, and makes for a quick playthrough due to being less mazelike and convoluted than some of the titles which inspired it. If you’re a fan of Strider Hiryu himself or of Metroid type games in general, you might find this one to be worth spending a few dollars and hours on.
I just wish the designers at Capcom had focused less on the act of explosion and more on the act of quality control.