Strider (NES)

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 that 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 Hiryū 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 Hiryū that their comrade Kain has been captured by the enemy and that Hiryū must assassinate him, as he’s now become a liability. Hiryū 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 dialog 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 that 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 Hiryū 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 that 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. Hiryū 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 that this was the developer that gave us Mega Man. Hiryū’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 that 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. Sprites are not too bad but not very good either and sprite 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 suffers mainly in the 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 that inspired it. If you’re a fan of Strider Hiryū 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.

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Strider (Genesis)

Huh. I was expecting a bigger boom.

Get those torches and pitchforks ready, because that pretty much sums up my impression of Strider as a whole. After hearing so many Genesis aficionados talk this one up as one of the greatest games of all time over the years…I just wasn’t feeling it.

Just on the off chance that anyone is still reading after my last paragraph, here’s a little background. Strider started out as an ambitious cross-media collaboration between Capcom and manga publishing house Moto Kikaku. The comic series launched in 1988 and the first Strider game reached arcades in early 1989. There was also a Strider game for the NES released later in 1989, although this was an independently developed title that emphasized Metroid-like exploration and has little in common with the better known arcade action game that we’re looking at now.

The arcade Strider was a visual marvel for its time, with huge, detailed character sprites and intricate backgrounds that took full advantage of Capcom’s cutting edge CP System arcade board. Breaking away from the more deliberately paced, grounded action of earlier arcade action-platformers like Rolling Thunder and Shinobi, Strider sported an acrobatic lead character and embraced spectacle and eye-popping “set piece” action sequences in a big way. It gobbled up a whole lot of quarters, and ports for home computers like the Amstrad CPC and ZX Spectrum sold like crazy, compromised as they were. It was the 1990 port for the Sega Genesis that really stood out from the crowd, though. Packed into a massive (for the time) 8 megabit cartridge, Genesis Strider set the benchmark for home ports of arcade games. Everything you remembered from the arcade was here. Sure, there were a few missing frames of animation and the color palette was a tiny bit muted, but unless you were somehow looking at the two games running side-by-side, the effect was almost perfect.

In Strider, you take control of Hiryū, the youngest ever member of the Striders to attain the top “Special A-Class” ranking. The Striders are a shadowy paramilitary mercenary ninja group in the dystopian future of 2048 and they’ve sent Hiryū to Russia on a mission to assassinate a dude called the Grandmaster, who seems to be some sort of evil wizard in a cloak who wants to destroy the world. Simple, but it works.

That same simplicity extends to the core gameplay. One button jumps and the other swings Hiryū’s high-tech plasma sword, the “cypher.” Being a ninja, he can also cling to and climb along walls and platforms as well as perform a nifty ground slide maneuver that also doubles as a supplementary attack. Finally, there’s a selection of power-ups that can increase the range of Hiryū’s sword attacks, extend his health meter, grant temporary invincibility, and summon robot sidekicks to assist with taking out enemies.

There are a total of five levels of side-scrolling action platforming for you to tackle, each with its own boss at the end. Several stages also have mini-boss battles along the way. This is where the problems begin for me. While there are technically five levels, it’s really more like four levels followed by a “boss rush” where you re-fight all the previous bosses in sequence before taking on the Grandmaster himself. It was normal for games from the period to be fairly short, but this just seem egregious to me. A final boss rush after just four levels? A Mega Man game would have put you through eight robot masters and at least a couple Dr. Wily stages before you had to re-battle everybody again. You have to earn this kind of thing, man.

At least those first four levels are pretty damn great. In particular, Strider has one of most memorable opening stages in action gaming history. Hiryū soars in his hang glider over an onion-domed Russian city of the future before dropping down onto the rooftops to slice and dice his way through a hoard of fur hat-clad soldiers and flying attack robots and it just gets more and more bombastic from there, building to one of the kookiest boss battles ever conceived against what appears to be the entire Russian parliament. There are so many nice details on display in just this one stage. I love the way that some of the hapless enemy soldiers will even panic and try to run away as they see your bloodthirsty ninja killing machine rushing toward them. Simply inspired. This same level of quality and innovation also suffuses the next three stages, with upside-down anti-gravity combat, dinosaur riding, and more. The final challenge might be a copy/paste bore but I really can’t say enough good things about the first 80% of Strider.

The small number of stages is one thing, but the more pressing issues I had with Strider are focused on the controls and frequent performance hiccups. For a Special A-Class ninja, Hiryū isn’t really all that quick or manuverable. Rather than dashing, he trudges forward at a pretty relaxed pace and his extremely floaty jumps don’t quite work like you’d expect them to. You can’t actually steer Hiryū in the air and instead have to make due with a more “realistic” jumping system similar to Castlevania’s, where you’re limited to leaping straight up or in a fixed arc to the left or right. This type of movement works great with the less open level design and more deliberate pacing of a Castlevania game, but the Belmonts aren’t supposed to be ninjas. In Strider, I found myself constantly wishing that Hiryū’s movement was faster and more responsive than it actually is. At least the game’s long-awaited true sequel, 1999’s Strider 2 for the PlayStation, would address these control issues.

Performance is a whole other can of worms. There ain’t no Genesis “blast processing” in effect here. This game’s framerate chugs. Bad. Expect major slowdown and sprite flicker to rear their ugly heads anytime things get chaotic. In other words: Pretty much all the time. Sometimes the action will even pause itself entirely while the system struggles to keep up. The battle with the level four boss in particular is pretty much ruined by slideshow-like levels of slowdown. You know this stuff is bad when even someone like me that’s used to playing Super Nintendo is noticing it. Sound glitches exist as well, with the sound of your weapon attack seeming to cancel out most other effects entirely.

I did still enjoy Strider. The intriguing characters and setting, gorgeous in-game art, innovative level design, and iconic soundtrack (the third one by Junko Tamiya in as many weeks for me) are all as cool as they ever were. It’s also an important game on at least two fronts. The arcade original was one of the first examples of an over-the-top “extreme” action game, and later titles like Devil May Cry, God of War, and Bayonetta all share its creative DNA. This Genesis port in particular was a system seller when it came out early in the console’s life. Before Sonic the Hedgehog and even before the Super NES, Strider was the ultimate “you can’t do this on Nintendo” game that made 8-bit console owners sit up and take notice.

Buzzwords suck, so I won’t call Strider “overrated.” It may be that I’m simply spoiled by later Genesis action-platformers like Shinobi III and Rocket Knight Adventures. Without a personal nostalgic attachment, however, I do see it as a title with more historic import than great fun to offer.

It’s still the only way you can fight a tyrannosaurus and a robot King Kong at the same time, though. Don’t go underestimating that.