Saturday, July 18, 2026

The Tower of Retro-Babble: Sega Part I

The Sega logo briefly looked like this, with a bit
of a Solid Gold/Battlestar Galactica curvature to
the G. This wouldn't last for long, and the logo
would soon be rebuilt into the classic blue logo
we all know today.

After years in the vending machine business, David Rosen’s Service Games would eventually slide into the neighboring coin-op amusement industry as Sega, making electro-mechanical games like Duck Hunt. Not that Duck Hunt. Look, it’s a generic name.

No, you can't shoot the dog.
You can't pet the dog, either.
Look, there's no frickin' dog!
 

Sega would be swallowed whole by Gulf and Western in the late 1960s, and made a subsidiary of Paramount Pictures. (They had a tendency to do this sort of thing. Gulf and Western was parodied as “Engulf and Devour” in the Mel Brooks film Silent Movie, and nearly a half dozen name changes later, Paramount is still at it, currently hoping to merge with Warner Brothers.) 

Yeah, it looks like the old meme with
the guy grabbing his own butt.
Fits pretty well with the buttholes
running Via-Para-Warna-Sky now.
 

Over a decade later, the company had settled into electronic games, with Fonz (of shark-jumping Happy Days fame) being one of the first video games with a television tie-in. Head On, a racing and dot gobbling action game that preceded Pac-Man, would be one of the company’s early hits, and the company would employ the talents of Gremlin and former Nintendo ally Ikegami Tsushinki.

Eyyy! Corporate synergy!
(image from Pin Repair)


The Sega of 1982 looked quite different from the company we recognize today. However, there were seeds planted in the early half of 1980s that would blossom into greatness later, after Paramount sold the company to Bally-Midway during the video game crash, and Japanese company CSK bought Sega from Midway shortly afterward. Congo Bongo one-upped Donkey Kong with similar gameplay but the same stunning isometric graphics as Ikegami’s previous hit Zaxxon, starting a decades-long cold war between Sega and Nintendo. Early hits like Turbo and Monaco GP would lead to OutRun and Super Monaco GP, with Yu Suzuki behind the wheel of Sega’s cutting edge Superscaler hardware. Finally, Flicky has canon ties with the Sonic the Hedgehog series… even if the Flickies in Sonic seem thrown in there out of a misplaced sense of nostalgia. 


Astro Blaster
Played: On the PSP

I’ll just put it to you straight... this game kicks phenomenal amounts of ass. It’s a top-down shooter with some of the most diabolical enemy patterns you’ll find in the genre… the abstractly drawn ships invading your sector always know just when to dance around your shots as they draw ever closer to the bottom of the screen. Contact with a ship or their shots (and there are plenty of both) destroys your spacecraft, but a time warp button slows the chaos to a crawl, increasing the chances that you’ll make it to the mothership for a much-needed refueling. You only get one time warp per ship or level, so make it count!
 

I've got no idea what they are,
but they sure are fun to shoot!

This game often gets overlooked (or worse, mistaken for Data East’s limp Astro Fighter), which is unfortunate, as it’s a shoot ‘em up that’s nearly as awesome as Galaga while looking and feeling absolutely nothing like Galaga. In sharp contrast with Namco’s beautifully deadly cosmic ballet, Astro Blaster is a raw, hectic, and unmercifully stressful experience. Enemies let out a menacing hum as they cut through the void of space, letting loose a hail of bombs as they inch closer and closer to your ship. When you trigger the time warp, the ship’s computer counts down the seconds in an authoritative voice, constantly reminding you of the hell that will break loose the moment it runs out. The enemies aren’t as smart as the ones in Galaga, but their dipping and diving is just smart enough- and certainly threatening enough!- to keep the player clutching the joystick in a death grip. 

This game doesn’t look like much on its face, without the velvety animation of Galaga. However, like GORF, it’s the ruthless atmosphere that makes Astro Blaster a classic, along with hidden secret bonuses for macho player feats like beating a fleet of enemies with an equal number of shots, or scraping against the docking clamps of the mothership as you approach. It’s a constantly engaging and thoroughly satisfying experience... one of the unsung heroes of the genre.

Astro Blaster was popular enough that companies like Activision and Sierra On-Line made unauthorized knock-offs for home consoles. Taking after its illegitimate father, Activision’s Megamania is one of the best shooters on the Atari 2600. Threshold is also a game you can play on the Atari 2600… if you really wanted to do that. It’s a little better on the ColecoVision, but either way, Threshold is no Astro Blaster. (No matter what it thinks.)

Carnival
Played: A miniature golf course in Grand Ledge-sing

I’m digging deep into my memory banks for this one! Carnival was an early Sega hit, and when I say “early,” I mean early. This was released in 1980, which meant that I was just old enough to reach the controls while standing on my tip-toes.

It’s a good starter game for a starter human, though. There’s nothing particularly challenging or difficult to understand about this digital simulation of a carnival shooting gallery. Ducks, rabbits, and owls (owls? Who shoots owls?) emerge from the sides of the screen, and you’ll sweep a pistol across the bottom of the screen, picking off each target as it appears. Like Space Invaders, anything you don’t hit in the top row drops to the middle, and then the bottom. Shoot any ducks you see on the bottom row immediately, because they have a nasty habit of swooping down and gobbling up your supply of bullets. Don’t question the logic of a metal shooting target coming to life and eating ammunition… it’s a video game. These things just happen.
 

By the time you're done playing,
you'll be more afraid of ducks
than Balki Bartokomos!
(spoiler: his "ducks" were actually
pterodactyls, presumed unbeatable.)

Run out of bullets and it’s curtains for you. Luckily, you can gain more by hitting numbered tags in the gallery. If you’re feeling zesty, you can even try to spell “B-O-N-U-S” from the letters hidden in the gallery, or blast random signs that appear on the top left of the screen. Clear all the targets (and the spinning pipes sticking out of the wheel at the top of the screen… they’re targets, too!) and you’re taken to a bonus stage with a large bear target. It’s not hard to hit the bear at first, but every bullet makes him a little faster and a little more eager to leave the screen. After he does, you’re given a new screen full of targets, with hungrier, more aggressive ducks.
 

I happen to like bears, but whatever.
Anything for a few thousand extra points.
(Don't tell Byron.)

It’s a simple game, and the 1980-era graphics keep details to a minimum, but Carnival is fun in short bursts, and a great introduction to video games for little kids. (I certainly don’t regret cutting my teeth on it all those years ago.) Plus its simple technology meant that it came to the ColecoVision in near-perfect form, a rarity for this system.
 

Hm. Guess he already knows.


Congo Bongo
Played:
On a family friend’s Commodore 64 


When someone’s done you wrong, don’t get mad! Get derivative. That’s what Ikegami did with Congo Bongo, an obvious riff on Nintendo’s mega-hit Donkey Kong, with the enhanced arcade hardware they used in Zaxxon, Sega’s own mega-hit.

The box art used for many of the home
conversions of Congo Bongo. "I say, old
chimp, mind putting that nut down? And
kindly do something about that
poison lobster."
(image from Launchbox) 


Like Zaxxon, Congo Bongo uses an isometric view to make everything seem more lifelike. Flat girders and ladders are replaced with boxy but colorful jungle terrain. Details like trees in the distance, a roaring waterfall, and the skeleton of a previous explorer decorate the playfield, giving Congo Bongo even more of an edge over Donkey Kong in the visual department. The added dimension also lets Sega have some fun with the stage layouts, making them feel less like video game stages and more like an adventure. Dodge the coconuts Congo rolls down at you! Slide down the hill, then leap off the crumbling ledge before it takes you down with it! Shake off the inquisitive monkeys that cling to you and jump over the stream that serves as the last obstacle between you and that nasty gorilla! (Not to be confused with that other gorilla. You know the one.)
 

The explorer in the game has a big
red nose. Huh, I wonder if he's
related to that guy from Spelunker.
Or Spelunky!

It’s all fun and games until you reach the later stages. Like Donkey Kong, Congo Bongo suffers significant quality decay after you’ve left the opening stage. Levels are flatter and less interesting, while the enemies become more ruthless… the rhinos in the third stage charge at you on sight, and love to step all over you as you try to crawl into a hole for shelter. (Guess I won’t be leaving this hole now that I’ve been firmly packed into it by rhinoceros hooves.) Even in its best moments, Congo Bongo is never quite as fun or as fair or as precise as Donkey Kong. Accept no imitations, even if they’re by the guys who helped make the original.


You'd probably have more luck with
real rhinos. They're not so bad, if
Casual Geographic is to be believed.
Now the hippopotamus, on the
other hand...

Congo Bongo is still a consistently better looking game than Donkey Kong, and the intermissions starring the explorer and Congo have the welcome taste of a classic cartoon rivalry. Tom and Jerry! Dudley Do-Right and Snidely Whiplash! Pith helmet wearing Mario and an uglier Donkey Kong who thinks he’s Ashton Kutcher on the set of Pranked! Okay, they’re not the comedy duo of the century, but this is a 1983 video game. You take whatever comic hijinx you can get.  

Flicky
Played:
On the Sega Genesis

Sega loves Flicky, and desperately wants you to love it, too. There was a Sega Genesis port of the arcade game in the system’s early years, and Naota Oshima squeezed the little blue birds into Sonic the Hedgehog, as one of the animals you can free from Robotnik’s robot henchmen.

Flicky demands your tribute!

Flicky is a part of Sega history, whether you like it or not. And you won’t, because Flicky is kind of crummy, feeling like Mappy on buttered ice skates. As a little blue bird with an oversized head, you must save your chicks, scattered throughout a tackily furnished house that scrolls infinitely in both directions. Grab a chick and it follows behind you… grab a bunch and you’ve got a tail made of your own offspring, with the chicks mimicking your every move. Lead them to the exit to finish the stage… grab them all in one trip before hitting the exit and you’ll get a massive bonus.  

All this would be easy enough if it weren’t for the cats. Ginger tabbies prowl the stage… touching one is instant death, but even letting one get close breaks your chain of chicks and forces you to circle back to grab the stragglers. Flicky’s sole defense is to grab one of the knick-knacks (vases, telephones, and the like) in the house and flick it across the room at her pursuers. Knick-knacks can only be held until Flicky flaps her wings, so plan your jumps carefully, and try to take out as many cats as you can with one toss!
 

Who's the interior decorator for this
house, and what's he got against eyes?

Flicky draws from the same well of cartoon inspiration as Mappy, but while Mappy has Namco’s expected tight control, Flicky feels like it takes place on the surface of the moon, with exaggerated momentum and floaty, imprecise jumps. Even Jaleco’s slightly wobbly City Connection feels more sure-footed than Flicky, and that’s really not a bar of quality you want to shimmy under. You're Sega, for Pete's sake! Don't let yourself get clowned on by Jaleco of all game companies.  

Pengo
Played:
In a Hastings arcade

It’s important to note that there are two versions of Pengo. The first builds the maze before your eyes before the game starts, but uses a chiptune version of the 1960s synth pioneer Popcorn as its soundtrack. The second unceremoniously plops the maze on the screen (here’s your damn game. TAKE IT) but also treats you ears to a new composition that’s a much better fit for arctic frolicking. I’d rather watch the maze get drawn out before each stage, but I’d much, much rather listen to what I consider the true Pengo theme song than an overly familiar, slightly irritating oldie that was as overplayed in 1980s video games as Rob Zombie’s Dragula was during the multimedia and PSOne era.
 

Pengo. It's the bees' lack of knees!

But I’m picky like that. Either way, Pengo is a shove ‘em up, like Sokoban with teeth and a point. The playfield is littered with ice blocks, some of which contain the eggs of Sno-Bees. Uh, sure! Everybody knows that the arctic bee is the natural enemy of the penguin. Totally unrelated, but have you been taking your meds lately, Sega? Sno-Bees chase Pengo, but he can crush them with properly timed ice block shoves, or perform egg-bortions by breaking the ice blocks holding unhatched Sno-Bees. Our plucky penguin protagonist can also shake the rubberized edges of the playfield to stun nearby foes, or put three indestructible diamond blocks together to stun all onscreen Sno-Bees and earn a huge point bonus besides.
 

The Sno-Bees are fast and aggressive, smashing ice blocks just as you’re about to toss them. You’re going to have to think one step ahead if you want to survive in Pengo, squishing bees from a safe distance and timing your shots so they’re not intercepted. Once a Sno-Bee is next to you, even shaking the wobbly walls won’t save you from their sting.
 

Ooh, pretty! For 1982, anyway.

Pengo is frustrating until you “get” it, but lots of fun when it finally clicks… and cute touches like the color strobing Aurora Borealis in the attract mode and Pengo’s clumsiness between stages help elevate it to a low-key arcade classic. It’s no wonder other game companies were falling all over themselves to make clones. Capcom’s Higemaru asked, “What if Pengo, but also Popeye?,” while Sega itself made both a straight port and a spiritual successor to Pengo on the Game Gear a decade later. Sure, Ninku Hiroyuki is technically based on some anime that was popular in the 1990s, but with its clever tweaks to the formula, it still has more claim to being Pengo 2 than any other game in existence. 

That includes the slightly icky Pengo for Sega Genesis, with CGI graphics and the mistaken belief that what Pengo really needed to be was Bomberman with ice crystals. No! BAD Sega! Pengo can also be Popeye, but he can’t also be Bomberman. One’s into fire and the other’s into ice. They’re polar opposites.

Pitfall II: The Lost Caverns
Played:
In an arcade tent at the Ionia Free Fair

Conventional wisdom states that the arcade version of a game from the 1980s is typically better than its console counterpart. Conventional wisdom is often wrong, as evidenced by a half-dozen NES games that trounce the arcade versions in playability if not visuals, and it certainly does not apply in the case of Pitfall II: The Lost Caverns.
 

It's like I took a wrong turn at the crocodile pit
and wound up in McDonaldland. Hey, stupid-looking
tree, tell Ronald I want the lemony McDonaldland
cookies back!

Like Super Pitfall, Sega’s Pitfall II is a Japanese adaptation that misses the point of the Atari 2600 original. It’s not as wretched as Super Pitfall, because really, what could be? However, the graphics have been cute-ified in the usual Japanese way, with Pitfall Harry now controlling like Donkey Kong-era Mario and looking like a certain adventurer with a striking resemblance to Han Solo. (Way to pick the low-lying fruit there, Sega. The DOG’S name was Indiana; this guy’s name is Harry!) More galling is that the game was designed to suck down quarters, so hazards like logs that shaved a few dozen points off your score in the 2600 games are instantly fatal here. It’s directly at odds with David Crane’s original design for Pitfall II, which encouraged players to explore every nook and cranny of a sprawling jungle labyrinth at their own pace, with light slaps on the wrist and a return to a checkpoint if Harry stumbles into a condor or a scorpion. Take your time… you’re going to be here for a while.
 

Two vines on the same screen? Daring! Too bad
Pitfall Harrison gained about thirty pounds
since his two Atari games.
 

That wasn’t going to work in an arcade setting, which prompts the question… why bother bringing Pitfall II to arcades in the first place if it’s not going to be anything like Pitfall II? Irem’s two arcade Spelunker games were closer in spirit to David Crane’s original vision. They’re Spelunker games so you’re still going to lose a whole lot of lives, but the levels are more open and there’s much more to do. It’s challenging, but also rewarding, while Pitfall II in arcades somehow feels more rigid and bolted down than the 2600 game that spawned it. Sorry Sega, but if you don’t “get” what makes Pitfall work, you probably shouldn’t be making a Pitfall game. 

Regulus
Played:
In a little diner in Lakeview

And the award for the most Master System-like game that wasn’t actually released for the Master System goes to… Regulus! Sorry, Rafflesia, but you missed it by that much.

Regulus isn’t literally a Master System game, but it does run on Sega’s System 1 software, which is a pumped up arcade predecessor to that system. According to Maxim, the creator of the early Master System emulator MEKA and the founder of SMS Power:

“[The] System 1 arcade [hardware]... was released in 1983 and a bit more powerful than a Master System. The 16-colour sprites are very like a Master System but it can handle a lot more of them with useful hardware collision detection. It also has support for multiple background layers, although only one can scroll; it can support more colours than Master System, and finally it has a higher resolution.“

They’re not that different, really. They’ve got the same Z80 processor, the same sound chip, and the minor differences in color and resolution can easily be addressed in a port-
 

These patches of grass aren't
much fun to look at, and they're
even less fun to drive over.
The Regulans didn't need an army to
defeat your tank... just a
good landscaper.
(image from Park21 at WakWak)

Oh. The game. Yeah, that. I’d rather talk about the hardware Regulus is running on than the game that the Regulus hardware is running, because that game (Regulus, in case you’ve forgotten) is pretty unremarkable. It’s a vertically scrolling shooter, because that’s what was popular in Japan after Namco’s Xevious. However, unlike Xevious, which moved at a brisk clip and gave the player a stiff but surmountable challenge, Regulus puts you behind the wheel of a futuristic, wedge-shaped tank that crawls through each stage. (One imagines tiny, wedge-shaped children in the backseat shouting “Are we there yet?”) Laughably small enemies quickly crowd your tank, and while you can aim in all directions, the tank quickly snaps back to the upward position the moment you release the joystick. Okay, inconvenient? 

Your tank can also fire bombs like the Solvalou, but it takes deliberate planning and a lengthy set up to hit ground targets. Everything in Regulus is delayed gratification with an unsatisfying payoff… pick-ups like flags provide little incentive to actually pick them up, thick patches of grass shift the already plodding gameplay into neutral, and the marching theme in the background that drones on as you play sounds like the elevator music they’d play in the Master System wing of video game Hell.

It’s easy to imagine a Master System port of Regulus, but just as easy to imagine why one never happened. Who would even want to play it? It may be less powerful than the System 1, but you’d be hard pressed to think of a shooter on the Master System that’s less impressive than Regulus.

Star Trek: Strategic Operations Simulator
Played:
Ooh, this is a tough one. Lansing Mall?

Fans of Star Trek and Star Wars have been at each other’s neckbeards for decades, since the latter made its 1977 debut. Which science-fiction franchise you prefer is entirely a matter of taste, but when it comes to video game adaptations, Star Wars has it all over Star Trek. Nonstop action and narrow escapes over a variety of exciting set pieces, versus Picard negotiating a peace treaty with the Cardassians? Sorry, but it’s no contest.

The promotional artwork for Strategic Operations
Simulation is from the Klingons' perspective. Weird.
What's also weird is that they're very old Klingons,
and they look more like the Klingons from Next
Generation than the Klingons in the original series.
I wonder if they're Kang and Kodos?
(image from Old Games Download)
(guess which sci-fi franchise I prefer?)

The Star Trek video game by Sega is an acceptable consolation prize for Trekkie nerds, though. It’s heavily inspired by the Star Trek games written for mainframes and early home computers in the 1970s, but also heavily dumbed down for the early 1980s arcade space. You’ll control the Enterprise with a dial and four buttons. Along with the expected thrust and fire, you’re given buttons for a warp drive (thrusting, but faster!) and photon torpedos (firing, but spicier, wiping out a cluster of enemies in a circular explosion). 

However, your mission will not be to explore strange new worlds, or barter with the Ferengis for dilithium crystals, or discover who thought any part of Insurrection was a good idea. (Come on, Paramount! Plastic surgery aliens? Nemesis was a TREAT compared to this!) This is a Star Trek video game, so you’ll be blowing away Klingons while docking with space stations to recover your shields, warp drive, and torpedos. Occasionally, you’ll have to match wits with NOMAD, who sets mines everywhere in the hopes of catching you in a chain reaction explosion.

It's a chair with a dial and some
buttons on it. Of COURSE it's cheaper
than most cockpit games... this isn't
exactly R-360 technology.
(image from Arcade Flyers)


It’s not as good as Atari’s Star Wars arcade game… not even close. Nevertheless, Strategic Operations Simulation offers its own, more subdued flavor of entertainment. Separate windows offer both an overhead map view and a first person bridge view of the action, the vector graphics feature passable re-creations of the Enterprise and Klingon Birds of Prey, and you even get synthesized speech that’s recognizable as imitations of Spock and Scotty. 

When you play Strategic Operations Simulation, you feel like you’re on the deck of the Enterprise, and yet not, as if you were in a primitive vector-based Holodeck. In contrast to Star Wars, which sent you down the trench of the Death Star with Luke Skywalker and Obi-Wan Kenobi, there’s a weird sense of distance this game puts between you and the Star Trek franchise. Roddenberry says look, but don’t touch!

Tac/Scan
Played:
In the Lansing Mall, and also on the Atari 2600

“The glare of laser cannons pierces the darkness of space as your squadron shrieks overhead in tight formation, at 24 times the speed of sound. Biff is flying on your left. Happy is on your right. With Bomber, Rocco, and you in the middle. But can Bravo Squadron survive? Only lightning reflexes and a sharpshooter’s eye can save you as the Ahmins fly faster and faster.”
 


Willie from Arcade USA pointed out that copies of
2600 Tac-Scan came with this performance tracking
card. Will you earn the title of "Sega-Mundo?"
Wait wait, Sega-Mundo? That's a catchphrase so
lame they wouldn't even say it on the weekday
Sonic cartoon. And that show was so very lame.
(image from Atari-Mania, which is a
slightly better name than Sega-Mundo.)

 
I love a good bit of promotional copy! This was from the back of the Atari 2600 version’s box, and it really gets you pumped to play Tac-Scan. And the game in question was well worth the money... at least if you found a copy at Radio Shack for a couple of dollars, a couple years after the video game crash. You twist the paddle to steer your fleet of ships, and squeeze the fire button to fire lasers at waves of pointy-ended ships. It’s a dirty fix, but it gets you by in the summer of 1986, when you don’t have an NES yet and you’ve played all 112 variations of Space Invaders.

Tac-Scan is a downport of the arcade game, but like Solar Fox, streamlining the gameplay didn’t just make it work on the Atari 2600… it made it work better than it ever had in arcades. As an arcade game, Tac/Scan offers a fair amount of sizzle without much steak. Your squadron now has seven ships (we’ll call the last two pilots Grunty and The Squeeze) which lay out an impressive spread of firepower, but also make a massive target for the Ahmin armada. If you lose a ship, press a button to call up a replacement (if you have spares), or just cross your fingers and hope that you can catch some freebies as they float past.

The camera switches from a top down
view to a slightly elevated behind the
ship view, which does the game no
favors. It's very similar to what
Nichibutsu's Sega Saturn dud Terra
Cresta 3D did with its polygons.

After turning the first wave of Ahmins into a thick cloud of vector dust, the perspective changes and you do it all over again… except now, you can’t angle your shots, and the already aggravating snipers that pick off your ships one by one are even tougher to target. Survive this and you’ll travel through a wormhole to the next sector. Steer carefully through its tight turns, because every collision with the surrounding walls will cost you one of your squadmates. 

Tac/Scan is a pretty hollow experience, adorned with some nifty vector-based explosions but weighed down by what could be the worst excuse for a jet engine ever heard in a video game. It sounds like the wheeze of a vacuum cleaner expected to work ten years past its expiration date, and it doesn’t entice the player to keep going after the game has lost its flavor. You could excuse the 2600 game’s simplicity, but arcade games were held to a higher standard in 1982… and Tac/Scan just doesn’t meet them. 

Turbo
Played:
In a Portland arcade

You know what they say… you’ve got to walk before you can run. For Sega, they needed to shift into Turbo before they could outrun the competition. While OutRun looked gorgeous in 1986 and remains that way thirty years later, Turbo’s 3D is a clumsy zoetrope of tilted trees and the sides of buildings, set against a triangular track. Hills are displayed as perfectly flat bends in the road that the oncoming cars vanish into, before re-appearing at double their original size. Snowy conditions are illustrated by turning the background white; tunnels just turn everything off but the sprites. 

Look, it's 1981. They're trying.
 
Today, the graphics are a complete mess, barely recognizable as a behind the wheel perspective. In 1981, before polygons or Mode 7 or Superscaler technology, they left players awestruck. Video game technology was still early, and the bar for graphics in that year was incredibly low. They hadn’t even built a bar for 3D graphics yet! What you’re seeing here was progress. Compare it to Sega’s earlier game, Monaco GP. It’s remarkably similar to Turbo on a basic level, but the overhead perspective makes it feel less dynamic and immersive.

As a game, Turbo is a little unwieldy and a lot frustrating… expect an obnoxious loop of gaining just enough speed to shift into high gear, only to be brought to a standstill by crashing into another racer. You’re supposed to pass dozens for a time extension, but by the time the clock counts down to zero, you’ll probably have four or five behind you. It’s not as fun as OutRun and it’s sure not as pleasant to the eyes and ears, but again, for 1981, it was progress. 

A ColecoVision port of Turbo was likewise good for its time, but the grueling races have taken a merciful downshift from a Mad Max movie to Driving Miss Daisy. You’ll have no trouble passing traffic and holding your lead here, leading to long, satisfying sessions of watching the scenery roll by as a droplet of drool escapes the edge of your lip. Mmm, video lobotomeee...
 

Up 'n Down
Played:
A pizza place in Six Lakes, before it was torn down and replaced with some bank. >:/

An isometric view did Zaxxon a galaxy of good, and it worked well enough in Sega’s Donkey Kong clone Congo Bongo. However, Sega took one diagonal step too far with Up ‘n Down. Imagine a 3D version of Data East’s Bump ‘n Jump, with hilly topography and a confusing perspective that makes crushing rival cars a fool’s errand, and that’s your game. Sure, you can try jumping, but you’re just as likely to uncouple yourself from the narrow roads and crash into a nearby hill than make a clean landing on top of an oncoming truck.

 
Down goes your token.
Up goes your blood pressure!

So you make collecting flags your priority. They’re scattered throughout each stage, and grabbing them all lets you advance to a new, more challenging track. You’re jumping less, but you’re also finding yourself stymied by hills (this car must have a horsepower of negative three) and trapped by rival cars. If you try to squish them with a jump, you’ll fall of the road and crash! If you try to escape, they’ll catch up to you on a hill, and you’ll still crash! Is there any situation where I don’t plow my car into the side of a house, like a drunk Ann Heche? 

Few games are as wrongheaded in their design as Up ‘n Down. With its boundless opportunities for crashes, it makes for a lousy Bump ‘n Jump, and without consistent movement speed and a radar to keep tabs on rival cars, it doesn’t do the Rally-X thing particularly well, either. Even the isometric view, which looked gorgeous in Zaxxon and Congo Bongo, fails to generate much excitement. Mostly, it serves as a nagging reminder of how much better Up ‘n Down could have been with a perspective that doesn’t actively fight the player, and roads better suited for cars than slot car racers. The title may suggest otherwise, but this experience only goes downhill the moment you hit start. 

(The invigorating music ain’t half-bad, and it fits the racing theme. I’ll give it that much.)

Zaxxon
Played:
Somewhere in Portland. Maybe a 7-11? Maybe an arcade?

Zaxxon was Sega’s star attraction in the early 1980s, a striking space shooter seen from an isometric view. As the pilot of a sleek jet, you’ll infiltrate a castle, blasting its defenses, squeezing under force fields, and zapping fuel canisters to replenish your dwindling supply. Eventually, you’ll leave the castle to take on fleets of rival jets in space. These climb and dive to dodge your shots, so you’ll have to adjust your altitude to target and take them down. (This was real cutting edge stuff in 1982... most video games didn’t have a third axis at the time.)

Survive this gauntlet and you’ll find another castle, guarded by a half dozen force fields. Make it past them all and you’ll confront Zaxxon. He looks like a cigarette vending machine, but the missile launcher mounted on his side will kill you a whole lot faster than the packs of menthols he’s probably packing. Blast the nosecone of the missile before Zaxxon can launch it and the boxy robot perishes in a screen-filling explosion. Yeah, baby! The surgeon general should have warned you about ME!
 


"I love smokin'. And when I'm done
here, I'm comin' to your favorite
restaurant."

Zaxxon goes all in on razzle-dazzle… the colorful isometric artwork makes the action more tangible than in a typical 1982 shoot ‘em up, scrolling is buttery smooth (not always a guarantee in the early days of gaming!), and castle targets are huge and sharply rendered, leaving behind explosions, then enormous score labels after you’ve blasted them. Crash into a wall and your jet fills the screen with fireworks in a spiraling explosion. The overall presentation is fantastic, making Zaxxon the best looking arcade game released that year and an instant lock for home ports. None of the home consoles in 1982 had a hope of copying this game pixel for pixel, but the ColecoVision comes the closest… its port is choppy, but entirely recognizable as Zaxxon. (The 2600 and Intellivision versions weren’t so lucky.) 

Sega was proud enough of the game's graphics
to put out a two page spread in magazines of
the time, showing most of the castle and of
course, Zaxxon himself. They had every reason
to be proud! This game was a hop, skip, and a
light year ahead of other 1982 shooters visually.
(image from Arcade Flyers)
 

It’s important to note that Zaxxon wouldn’t have happened at all if Nintendo hadn’t crossed Ikegami Tsushinki, the designer of the Donkey Kong hardware. When Nintendo used Ikegami’s hardware for a Donkey Kong sequel without asking them for permission first, the company quickly defected to Sega, sparking a war between Sega and Nintendo that would rage on for decades. Hell hath no fury like a hardware engineer scorned… and the day it made Zaxxon for Sega, Ikegami was a real bitch.


Monday, July 13, 2026

The Tower of Retro-Babble: Nintendo

Oh ho ho, now we’re getting into the preemo stuff! What can you even say about a legend like Nintendo, a company that was synonymous with video games in the latter half of the 1980s? Well, let’s start with some history. Nintendo (literally Japanese for “leave luck to heaven”) was into games right from the start, even back in the 19th century when gaming was strictly unplugged. The company first made playing cards as Yamauchi Nintendo, and Hiroshi Yamauchi, the descendant of founder Sekiryo Yamauchi, was in charge of Nintendo when the company transitioned to electronic games nearly a century later.

Hiroshi Yamauchi was a ruthlessly effective leader, famously demanding and hot-tempered. Legend has it that when Coleco CEO Arnold Greenberg revealed he was going to release Nintendo’s arcade mega-hit Donkey Kong for Coleco’s new home computer, the ADAM, Yamauchi jumped to his feet, angrily reminding Greenberg that the Donkey Kong license didn’t extend to home computers, while spewing invective like a Mount Fuji that had somehow gone volcanic.

Don't relax! That's the face he makes
before he unhinges his jaw and swallows
you whole!
(image from Nextn.es)
(not to be confused with Next NES)

Yamauchi steered this ship (probably while cursing like a sailor), but it was employees Shigeru Miyamoto and Gumpei Yokoi who kept Nintendo afloat. Miyamoto was a college-trained artist brought aboard as a favor to a friend of the Yamauchi family. It was the best decision Nintendo ever made… the quirky young man was full of ambition and imagination, and his skill as an artist translated perfectly to the world of video games. His pixel art was delightfully cartoony, and rivaled only by Hiroshi “Mr. Dot Man” Ono, Namco’s own talented in-house artist.

Meanwhile, Gumpei Yokoi handled the hardware side of the video game business, creating such Nintendo mainstays as the cross key directional pad and the Game Boy, which brought the fun of the wildly successful Nintendo Entertainment System to the portable space. The Game Boy hardware is nothing special by today’s standards, or even the more modest standards of 1989 when it was released, but it was also hugely cost and power-efficient. This combined with the star power of Mario and Link, and support from Nintendo’s capable third parties, led to a decade of dominance for the Game Boy, against far superior (but also far more expensive and power-hungry) competitors.

That was fun! However, this feature is supposed to be about the arcade space, so let’s segue into that. Nintendo also dominated this segment of the industry thanks to Donkey Kong, but transitioned out of it after the Nintendo Entertainment System became a hit. After all, dedicated arcade cabinets cost thousands of dollars to manufacture… and home console technology from 1983 that every American kid had to have in 1988 costs a whole lot less.
A typical Playchoice-10 cabinet. Most
units look like this, with a twin screen
layout, but others have no second
screen, and others still are minicabs
that can fit on a desk!
(image from ManualsLib)

Nintendo straddled the two halves of the industry with the Playchoice-10, a dual screen arcade jukebox. The top screen provided a menu of NES games for the player, while the bottom screen offered the actual game… so long as the players dumped in quarters. As an NES in an arcade cabinet, you literally had Playchoice-10 at home, but with Nintendo Mania at its peak, it was still a smashing success.

Look, you had to be there. Nintendo Mania was damn near a cult in 1988… fans even their got marching orders from the company in the form of Nintendo Power magazine. You had to pay for their propaganda, but every nerd on the playground happily obliged. I was one of those nerds, and I can tell you from personal experience that Nintendo Power was well worth reading, both charming and informative. For propaganda. Look, at least it aged better than The Wizard and the Captain N cartoon!

Sigh. Let’s just get to the arcade games already.

SHERIFF
Played: In MAME, probably

This is Nintendo’s early crack at the arcade game market, likely inspired by the success of Taito’s Western Gun (with the very similar Gun Fight released in America). That’s the game where two cowboys try to shoot at each other from opposite ends of the screen, angling their shots around cacti and stagecoaches. It was a staple arcade game in the late 1970s, and you saw it on all the game consoles of the time. It was called Outlaw on the Atari 2600, Gunfighter on the RCA Studio II, and, uh, Showdown in 2100 AD on the Odyssey2. (That machine’s US marketing was one great big Isaac Asimov wet dream. Every game box looked like the cover of an OMNI magazine.)
It's not a Westworld game, but the
marketing team really, really
wants to make you think it is!
(image from Odyssey2.info)

Sheriff is… nothing like those games! Shigeru Miyamoto worked on it, of course it’s not going to be strictly on script. Instead, you’re set in the middle of the screen, surrounded by bandidos that march around the edges. Barriers provide some cover fire from the bandidos’ bullets, but sometimes one of the varmints will invade your personal space, moving to all corners until either he or you have been gunned down. Sometimes, a buzzard flies overhead… nail him with a bullet for a mystery bonus.
Sometimes the Bandidos (literally a
blob with a sombrero and a gun in
each hand) will breach the center
of the screen, forcing you to blast 
them quickly to get your breathing
room back.

There’s an element of Space Invaders in the way you and your enemies are separated by barriers, and an element of the not-yet-released Robotron: 2084 in the way aiming and firing are handled independently. It’s not as good as Robotron, and the single colored characters limited Miyamoto’s artistic aspirations, but for a freshman effort released in 1979, it’s solid and refreshingly original besides. You could pick a worse debut than Sheriff.

RADAR SCOPE
Played: In MAME. Because Nintendo won’t give it to me anywhere else!

Radar Scope was an attempt by Nintendo to ride of wave of single screen shooters popular in the late 1970s and early 1980s. While it’s got some nifty visual effects, including a glowing grid, slight changes in perspective depending on your radar dish’s onscreen position, and enemy ships which recede in the far distance, the gameplay is distressingly plain. Your foes congregate at the top of the screen as tiny shapes just barely recognizable as UFOs, and very rarely reachable with your shots. Occasionally, one of these will peel off from the flock, diving straight toward you before ending its game of chicken by veering off to the left or right. You’ll also have to intercept any canisters that roll toward you with shots, because if they get past you, they’ll damage your home base. Gameplay ends when you’ve either lost all your radar dishes, or your base is destroyed, or you just stop caring and play something good instead, like Galaga or Astro Blaster.
Shoot 'em ups aren't really
Nintendo's forte, as evidenced by
the terminally dull Radar Scope.

(There was a follow-up of sorts in Space Firebird, another lesser known Nintendo shooter that’s a little more exciting than Radar Scope, but won’t win any beauty contests. Hey Nintendo, maybe leave the space firebird-ing to Phoenix.)

Radar Scope was a ten ton bomb for Nintendo, unpopular in both the East and West. It nearly ended the company’s run as an arcade game developer before it started in earnest, but Shigeru Miyamoto had this one nifty idea for an arcade game which he was sure would at least let the company save face.

Sure, why not? Whatever it is, it couldn’t possibly do any worse than Radar Scope.

DONKEY KONG
Played: Anywhere and everywhere I could find it, but in particular, an arcade inside a (Colorado?) ski slope. It was right next to Cliff Hanger, that dumb laserdisc game with Lupin the Third in it. And I had Musk Lifesavers that day. (Never eat Musk Lifesavers.) 

Donkey Kong was designed as a substitute for Radar Scope, a limp shoot ‘em up that Nintendo remains eager to leave off its resume. You can’t play this Nintendo game on any Nintendo console, even the Switch, which has practically everything else Nintendo ever made as part of Hamster’s Arcade Archives series.

It’s not hard to figure out why Nintendo would like to forget Radar Scope’s existence… just read my previous review for more information on that. However, Donkey Kong is a magnificent mulligan, a return from the abyss that ranks up there with Sonic’s much-needed redesign in the Sonic the Hedgehog movies. Originally designed as a Popeye game, Donkey Kong riffs on the King Kong franchise, with a slightly smaller, infinitely sillier gorilla holding a pretty girl hostage. Construction worker Mario (last name? Also Mario. Okay, sure?) quickly steps up to rescue her, racing across girders and scrambling up ladders in an unfinished high-rise building as Kong throws everything that’s not bolted down at him.
The goodness of Donkey Kong is 
front-loaded. The first stage is
easily the best one, and the scene
people remember most.

Donkey Kong’s preferred weapons are the supply barrels, conveniently held in a stack at the top of the skyscraper’s base. He rolls them from the top of the screen, and they steadily cascade downward, from one bent girder to the next directly beneath it. Barrels are weirdly aware of Mario’s presence, sometimes rolling down a ladder as he starts to climb it. Your only hope for survival is jumping the oncoming hazards… leaping one barrel nets you a respectable 100 points, but pulling an Evel Knievel and jumping a cluster of them is worth much more. Unfortunately, it’s just as likely that your stunt will leave you in traction, like Super Dave Osbourne. You can also snatch a hammer- effective, but only for seven seconds, so probably from Harbor Freight- to bust up the barrels as they approach. Again, you can tempt fate by letting them get really close before you whack ‘em, but is it worth the risk?

Reach Pauline and Kong will take her up another twenty five meters, to the final showdown. Now Mario must dodge annoyingly wily fireballs as he tears apart the building supports, one rivet at a time. Step on a rivet, or even jump over it (?!), and it vanishes, leaving a gap behind that the roving fireballs can’t cross. Get them all and Donkey Kong tumbles off his perch at the top of the screen. Pauline is safe! And Mario is… probably looking for a new job, now that he’s torn down the skyscraper he was paid to build. They’re always looking for plumbers, right?
Well, that takes care of him! I think.
He's got a hard head... maybe I
needed to drop him on more girders
just to be sure.

Donkey Kong is a fantastic experience, as mechanically sound as it is visually appealing. In the years since Sheriff and Radar Scope, Miyamoto had developed a strong sense of the risk and reward that makes a video game exciting, while keeping the quarters rolling in for arcade operators. Donkey Kong is TOUGH, but rewarding. You’ll feel the same rush from sailing over three barrels in one leap that you did from munching all four monsters with one energizer in Pac-Man. The game is brought to life with whimsical cartoon artwork and an extra helping of the intermissions that were such a hit in Pac-Man. Kong literally climbs the skyscraper at the start of the game with Pauline in his clutches, stomps the top floor until all the lower ones sag from his weight, and growls menacingly, as if daring Mario to do something about it.

Speaking of sagging, there are two other levels in Donkey Kong… but the game starts to suffer the farther away it gets from the memorable opening stage. The rivets stage is a fun challenge, and Mario’s only chance for revenge against the big ape, but the elevator stage demands every ounce of the game’s tight control with tiny platforms and a bouncing jackhammer you’ll avoid by mere fractions of a second. The cement stage is the worst of the four, a tepid race up a series of conveyor belts holding plates of quick-drying cement. (REALLY quick, apparently, because touching them is instantly fatal.) Dedicated gamers screamed bloody murder when the cement factory stage was removed from nearly every home port of Donkey Kong. Admit it, though... if you were constrained by a tiny cartridge size and had to sacrifice one of the game’s four stages, this would be the ballast you’d throw overboard.

Donkey Kong was insanely popular in 1981, proving that a little personality goes a long way in making an arcade classic. There were toys, board games, stuffed animals (or in Mario’s case, stuffed Italians?), cartoons, trading cards, breakfast cereals… American companies were quick to attach the Donkey Kong license to anything and everything they could imagine. One company, Universal Studios, even attempted a lawsuit, claiming that Donkey Kong was too close to the King Kong films for its comfort. Nintendo valiantly fought back in court with the help of lawyer Howard Lincoln… and after it was revealed that King Kong was firmly in the public domain, there’d be no stopping Nintendo’s grinning gorilla from that point forward. (Or Mario. Or Nintendo’s famously aggressive lawyers.)

DONKEY KONG JR.
Played: A laundromat in Coldwater, long since shuttered

In the early days of gaming, just stapling a “II” onto the sequel of an arcade smash wasn’t good enough… you had to introduce a new character to carry the torch of the old one, with a new title to match. Pac-Man led to the more female-friendly Ms. Pac-Man, while Donkey Kong begat Donkey Kong Jr., a tyke in a onesie who must rescue his father from Mario, who’s got him locked in a cage. Yeah, the hero from the first game is the villain in this one. Weird swerve.

Rather than the raw industrial look of the first game, Donkey Kong Jr. is set in a jungle, playing to Junior’s strengths as a great ape. Vines and chains spiral upward to the top of the playfield, and our hero can either climb from one rope (slowing him down but shrinking his onscreen footprint) or two at once (speeding his ascent but giving Mario’s animated bear traps TWO hands to bite). Plump fruits growing on the vines can’t be eaten, but can instead be dropped, crushing any threats beneath them for bonus points.

Donkey Kong Jr. is more expressive
than Mario, peering down nervously
as he climbs vines. Which he'll be
doing a lot. It's like a Donkey Kong
game where everything is a ladder.

On a surface level, Donkey Kong Jr. is similar to the first game… they’re both side-view platformers. However, in Donkey Kong Jr., you’ll be spending a lot more time moving vertically than horizontally, and a whole lot less time jumping. It makes a profound difference in the way the game plays, and the new vertically oriented design makes Donkey Kong Jr. even harder (and if I can be honest, less fair) than Donkey Kong. Good luck with that final stage! You’ll have to unlock six padlocks to free Donkey Kong at the top of the screen, and the keys are all the way at the bottom, set on chains. The Snapjaws are back to dine on your tasty baby gorilla fingers, and they’re joined by squat birds which zigzag across the screen, hoping to sink their beaks into your back.

It’s a logical sequel to Donkey Kong, at least. It plays roughly like Donkey Kong, it’s got lots of personality and silly sound effects and fun intermissions like Donkey Kong (play the arcade game specifically to catch ‘em all), and Donkey Kong’s son rescuing his dad makes sense as a follow-up. It might take a lot of explaining to make sense of what happens in the next game, though.
Congo Bongo is effectively Donkey Kong
with an isometric perspective. Admittedly,
the added dimensionality makes the game
it rips off look a little flat by comparison.

Donkey Kong Jr. is significant to the video game industry not just as a sequel to Donkey Kong, but a creative catalyst for other game companies. Ikegami Tsushinki created the hardware that powered the Donkey Kong arcade game, as well as its sequel. Problem is, they never consented to the hardware being used in a sequel, leaving Ikegami hot under the collar… and all too eager to create superior arcade hardware for Nintendo’s rival Sega, used to great effect in Zaxxon. The later Congo Bongo even feels like a sly shot at Donkey Kong, with a jungle explorer locking horns with an even more ridiculous gorilla than Nintendo’s. Hey, spite’s as good a reason to make a video game as any.

DONKEY KONG 3
Played: At Chuck E Cheese in Grand Rapids

Threequels are always trouble, whether you’re making a book, a film, or a video game. You’ve already made a sequel, which improves on everything the first game does while sharpening up the graphics. Where do you go from there? Quite often, designers struggle for an answer to that question, and as a result, the third game in a franchise repeats what the last two games did without a sense of direction, or goes off the deep end in an entirely different direction that nobody expected… or wanted.

Donkey Kong 3 is an example of the latter. There’s no Mario this time… you might recall that he’s currently in the sewers with his brother Luigi. Bored without his preferred rival, Donkey Kong has invaded a greenhouse, and it’s up to brand new, entirely forgettable hero Stanley the Bugman to fend off the big ape and his swarms of insects.
Ready for your Carcinogen Colonic?

The gameplay isn’t anything like the first two Donkey Kongs, feeling more like Galaga with minor tower defense elements and Shigeru Miyamoto’s always welcome cartoon artwork. Stanley has a can of bug spray, which he can use to either kill the bugs trying to steal his prize orchids, or force Donkey Kong upward with repeated spritzes in the rectum. Make him climb high enough and he’ll knock a super sprayer down from the roof of the greenhouse, letting Stanley kill once indestructible inchworms and really pump that poison into Donkey Kong’s exposed buttcheeks!

(In hindsight, this game is kind of gross. How Donkey Kong escaped this little misadventure without stage four rectal cancer is a mystery for the ages.)
Just desserts for Donkey Kong,
which tastes like honey and bee stings.

Donkey Kong 3 isn’t a bad game. The Miyamoto creativity is present throughout, from Donkey Kong getting his just desserts by getting his head stuck in a beehive to Stanley getting swarmed by bees, which devour every part of him but his can of bug spray. (Yikes. May whoever that was rest in peace.) There’s also a background tune which sounds like a more threatening Flight of the Bumblebee, which admittedly fits the theme. Whatever can be said in this game’s favor, it’s just not Donkey Kong. It feels like Galaga with a sprinkling of bad ideas from Radar Scope and Space Firebird, as if someone on staff thought the two games just needed a touch of gorilla to make them work. Note to that guy: Donkey Kong’s a monkey, not a miracle worker.

SKY SKIPPER
Played: On the Atari 2600

Here’s the long-lost Nintendo arcade game that probably should have stayed that way. As ace pilot Mr. You, it’s your mission to rescue a pack of playing card creatures, evidently kidnapped from the pages of Alice in Wonderland. Gorillas (again with the gorillas!) guard their cages, but dropping bombs on them stuns the apes and springs open the cages. Quick, swoop in with your biplane and save the cute rectangular critters before the BIG critter recovers! You’ll get bonus points if you collect four cards of the same suit, a taste of the risk/reward play mechanics served up in abundance in other Nintendo games.
The cast of Sky Skipper, which the game
has to show you frequently because you're 
so likely to forget them. 

And that’s kind of it. Occasionally the gorillas (always wearing massive, era-appropriate headphones) will throw bombs back at you, and if they connect, your plane goes down in a gaudy, star-spangled blaze of glory. Also, as you fly through each blocky stage, take care not to crash into the background or the apes listening to Dan Fogelberg, or you’ll likewise be seeing stars. The whole affair feels like Namco’s Skykid with bi-directional scrolling, or a more focused version of Germany’s Looping, or a more punishing take on the flight in the Sega Saturn game NiGHTS. It’s... playable? But a little ugly for a Nintendo game, and without much of a hook to keep the player engaged.
Drop bombs on not-Donkey Kong,
so you can rescue the animals from
not-Alice in Wonderland.

What’s most unusual about Sky Skipper is that it made an appearance on the Atari 2600, but never found its way to any local arcades. (Maybe no American arcades at all.) I’m most familiar with the game on that platform, which made the graphics even rougher and changed the scrolling from horizontal to vertical. Parker Bros probably glomped onto the license hoping to sell copies on its tenuous association with Donkey Kong. One gorilla’s as good as another, right? The fact that Toys R Us was selling copies of Sky Skipper for ninety-nine cents during the video game crash suggests that Sky Skipper worked out as well for the Parker brothers as it did the Mario brothers.

MARIO BROS.
Played: Pretty much anywhere and everywhere, same as Donkey Kong

Here’s another terrific Nintendo game that would chart Mario’s course through future titles. Your top headline: He’s got a brother, Luigi. Maybe it was that guy who helped him capture Donkey Kong in Donkey Kong Jr.; nobody knows for sure. What we do know is that Luigi looks exactly like Mario (with green suspenders, so you can tell the difference), plays exactly like Mario, and works alongside Mario to clear a sewer of pests. It’s a two player game, and you’re encouraged to play it that way to make short work of the turtles, crabs, and flies that prowl the stinky subterranean depths. (Sewer crabs? Is that where Long John Silver’s gets its supply?)
Boy will this guy be surprised when I kick him
in the butt just as he's about to get back in his shell!

Here’s another scoop! Mario and Luigi can attack enemies directly, punching the floors they’re standing on to upend them and leave them helpless. While the Shellcreepers are struggling to return to their feet, the brothers can give them a stiff kick into the sewage below. (Cowabunga, dude! Say “hi” to Leonardo and Donatello for me!) When a pest is exterminated, a coin rolls out of one of the pipes at the top of the screen… grab it and you’ll get bonus points. (And feel a little like a rat in a Skinner box. Good boy, here’s a treat! Get it before your friend does!)

Mario Bros is designed for cooperative gameplay, but the bonus stages with their hanging coins award a bonus to the brother who can grab the most loot, adding low-stakes conflict to the action. And of course, you can always be a jerk and trip up the other player just for kicks. “Oops, I just flipped over that Fighter Fly you were about to kick!” “Oops, was that YOUR coin?” “Oops, I just used up the POW block that flips over ALL the pests at once!” And so on, until your real brother punches you in the nose and you’re both thrown out of the party store.

Slipice (now called "Freezie") is a later pest
that slicks over surfaces, making them even
slipperier than usual. Bop 'em when you see
'em, or they'll make your extermination job
twice as tough!

It’s loads of fun to play with friends (either clean or dirty, heh heh), and it’s animated beautifully, as one would expect from Shigeru Miyamoto at this point in his career. Intermissions explain how the gameplay works, with charming touches like arrows with curling tails pointing at important details; the brothers haplessly slide around the damp sewer floors like lost members of The Three Stooges; and turtles on their backs eventually crawl out of their shells and kick them in frustration, an adorably cartoony detail with an annoying knack for getting left out of the home ports.

Mario Bros is also an important stepping stone to Super Mario Bros, with many of the same play mechanics and characters. Coins now come from blocks, and while you can punch under enemies to stun them, it’s way more effective to stomp on them… or shoot tiny versions of the fireballs that chased you around in the previous game! It’s no wonder a fluffed up version of Mario Bros found its way into every Game Boy Advance conversion of the Super Mario Bros games. You got sick of seeing it after four such ports, but you can’t say it doesn’t belong in any of them, for historical relevance if nothing else. (Superstar Saga was pushing it, though.)

POPEYE
Played: At a bowling alley tucked in the woods near southern Michigan

1981:
“King Features Syndicate? This is Nintendo. We had this great idea for a video game that would be a perfect fit for Popeye!”
“A Popeye... video game? You’re kidding, right? This character is sixty years old! He’s existed before most people had plumbing. Go away.”

One extremely successful year later:
“King Features Syndicate? Nintendo again. You probably heard about Donkey Kong. Are you more open to a Popeye game now…?”
“Of course! A Popeye video game… what a brilliant way to bring the character into the modern age! Where do we sign?”

Funny how money seems to change everything, including peoples’ perspectives. Anyway! Popeye is the game that Donkey Kong almost was. In retrospect, it’s probably for the best that Popeye came later, because it gave Nintendo a year to improve its tech, and Shigeru Miyamoto a year to further hone his skills as a pixel artist. Popeye runs at a higher resolution than Donkey Kong, with more background detail and characters that are instantly recognizable as EC Segar’s Thimble Theatre cast.
Look, Bluto. You've been at this for
what, a hundred years at this point?
Olive's just not that into you. Lose
the twig and start dating Mimi from
The Drew Carey Show... you'd be
perfect together!

It’s uncanny how perfectly Popeye the game aligns with Popeye the long-running comic. Stages are typically set near or in the sea, spinach lets you turn the tables on Bluto, and there are cameos galore, from the Sea Hag (always there to chuck a beer bottle at you whenever you grab one of Olive Oyl’s lost trinkets) to doughy deadbeat Wimpy to Swee’pea, who catches you after you’ve catapulted off Wimpy’s seesaw.

Cartoon antics abound in Popeye, from the way Bluto slides on one knee in an attempt to win Olive’s affection to the way he actively hunts his rival, looking in both directions and even frantically swinging his arm UNDER the platform where he’s standing to catch whatever’s beneath him. Punch Bluto after you’ve gobbled up a can of spinach and he’s slammed into the nearest wall before spiraling into the water below. Miss one of the floating hearts (or notes, or letters spelling “help”) dropped by Olive and she will nag you for it mercilessly after it settles into the ocean. Miyamoto’s love for Popeye drips from every pixel, and every note of the jaunty nautical soundtrack.

I don't get Swee'pea as a character.
Sometimes he's exactly as he appears,
a non-verbal baby. In the recent
Mulhulland comic, he goes to school-
still in swaddling clothes!- and has
no difficulty talking. What's the deal
with this kid? Is he the son in Popeye
and Son, or does he just not exist in
that universe?
(look, Miyamoto isn't the only guy who
still thinks about these century old
characters.)


Is Popeye as good as Donkey Kong? Not really. But it holds together well enough as a game, with special bonuses for hearts caught while on a spinach high and traps that can be triggered to keep Bluto cartoonishly occupied. More importantly, it’s an exceptional Popeye game, faithful to the comic down to the last detail (in 1982!) and better than any other video game featuring the character. Even after King Features’ initial rejection, Shigeru Miyamoto was determined to make a Popeye video game… and to this day, some forty years later, it has yet to be topped.

PUNCH OUT!!
Seen: At a bar near Battle Creek

This series is best remembered for Mike Tyson’s Punch Out on the Nintendo Entertainment System, but it got its start in arcades, packing some eye-popping visuals for its 1984 vintage. You want screen-filling pugilists who would be just at home in a Japanese cartoon as they are in a video game? You got ‘em. You want two screens, with the fight on the bottom and a beautifully rendered title card at the top? You got ‘em! You want smooth scaling that adds extra impact to each punch? Of course you do, and it’s right here. The only thing missing is Mike Tyson, and he wouldn’t be a “thing” until three years later, after the NES was released.
Shigeru Miyamoto was hitting his
stride as a pixel artist when this
game was released. Even titles
on less advanced hardware, like
Hogan's Alley, feature sharp
caricatures of mafia dons and
innocent bystanders.

When comparing the two games, it’s hard to believe that Punch Out!! worked at all on the NES. The system couldn’t draw two hulking boxers, so Mac, the up and coming fighter with a wire frame torso, became Little Mac, a pasty squirt who has to stand on his tiptoes to land an uppercut. His opponents are still fairly large, but nowhere near the size of the behemoths in the arcade game. The digitized voice is gone, the smooth scaling is gone, much of the impact of the cutting edge arcade technology is gone. Put bluntly, you’re not playing with power, no matter what Nintendo is telling you in their ads.

And yet! Mike Tyson’s Punch Out on the NES is the better game, not just because it starred the best boxer of the 1980s, but because it’s more a player-friendly experience. The opponents are easier to see without a green mesh covering half of them, and their “tells” are more intuitive on the NES. When some dude pulls back his arm and flashes pink, you can’t say you weren’t warned of an impending beating!
An image from Mike Tyson's Punch Out
for the NES. The visuals take a hit in 
this downport, but the gameplay is
so much better.

Finally, movement is crisper and more consistent. When you land a punch on an opponent in the NES game, you feel it connect. When you see a punch coming, you’re better prepared to dodge or block it. You don’t get that clarity in the arcade game, leaving you struggling to beat even the wimpy Glass Joe. On the NES, you might carve through a few opponents before King Hippo introduces your teeth to the back of your skull. It’s kind of nice when a video game lets you play it for a while before it throws you into the wood chipper.

Arcade Punch Out!! may have the sweetness of arcade quality graphics, but Mike Tyson’s Punch Out has the science… and is pretty sweet besides. It looks as nice as an NES version of Punch Out!! could, even if Little Mac comes from the land of punchin’ munchkins.

(VS.) EXCITEBIKE
Played: Somewhere. Honestly, I can’t remember

Nintendo had a line of arcade games called the Vs. System, so named for their focus on two player action. They were effectively dressed up NES games with the color saturation turned up to “solar eclipse” levels, but sometimes, the added content improved the overall experience. Take Vs. Duck Hunt. Every time I heard someone in school complain that you couldn’t shoot the dog in the NES version of Duck Hunt, I’d just roll my eyes and retort, “Well, you could in the ARCADE version.”

And then came the swirlies.

In hindsight, it was a little cynical of Nintendo to drop old, truncated Famicom versions of games onto the more recently released NES, while the extra details from the Vs. games could easily have fit on a more spacious NES cart. Whatever Nintendo’s justification, American NES owners had to live without the dog-blasting bonus round from Vs. Duck Hunt and the larger characters in the winner’s circle of Vs. Excitebike. Then again, NES owners didn’t lose extra energy with every hit in Castlevania, or their faith in humanity after playing the miserably hard altered stages in Vs. Super Mario Bros, so I suppose it was a push.

You'll need to tilt your bike to align with
the incline of each hill as you land.
And watch that temperature gauge!
 

Anyway! On a fundamental level (actually, on most levels), Vs. Excitebike is the same experience as the NES version of Excitebike. You’re a cute l’il racer on a cute l’il motorcycle, racing on a track split into four rows. Slide into a different row to avoid the other racers… or trip them up with your back wheel, forcing them off their rides. The tracks are full of ramps and curves, and you’ll need to adjust your wheels to land cleanly on both flat surfaces and inclines. Mess up your landing and you’ll be on your back, yards from your bike. Even if you expertly navigate the course, pushing your bike too hard by racing it in high gear without running over cooling arrows will cause it to overheat, leaving you stranded on the side of the track while all the other cute l’il racers leave you in their cute l’il dust.

It just looks better than the NES
version. I like things that look better,
rather than worse. I'm funny
that way.
 

Excitebike was a pioneer, forging a path that would eventually be well worn by Tony Hawk’s Pro Skater, Trials HD, and Konami’s Motorcycle Madness. It’s a little humble in its overall design, and a little frustrating as you progress, but as a racing game, it just works. It just looks a teeny bit nicer in arcades. If your racer wins, he happily bounces on the winner’s podium. If he loses, he hangs his head in shame and kicks away a nearby oil can. All that is still in the NES version… the characters at the end of each race are just a lot smaller and less detailed. Then again, you got the track editing mode in NES Excitebike that wasn’t feasible in an arcade setting, so again… it’s a push.

(VS.) SUPER MARIO BROS.
Played: In a 7-11 in Alma MI

This was one of Nintendo’s last major arcade releases, at least until taking one last swing at the market with the Killer Instinct series. After the NES took off, Nintendo didn’t need an arcade presence… they could leave that to Sega, which was quite happy dominating the space with the likes of Golden Axe, Altered Beast, and the jaw-dropping first person spectacles of Yu Suzuki. Nintendo wasn’t about amazing graphics in the late 1980s… that would come later with the Super NES. In the late 1980s, Nintendo was about nailing the fundamentals of tight control and smart level design… and they had gotten very good at this by the end of the decade.

Super Mario Bros represented the apex of great game design in the early days of the NES. That remains the case in Vs. Super Mario Bros… well, kinda. Nintendo decided to spice things up for the arcade space, tweaking the difficulty to keep players already familiar with the NES version from mastering it with a single coin. It’s subtle at first… World 1-1 is pretty much the same as it’s always been, but then you dive into the pipe leading to World 1-2, and you start noticing careful omissions. That 1UP mushroom in the ceiling is now a fire flower, and the row of bricks leading to the warp pipes has been torn out, forcing you to take the long way through the game.

Wait just a fire flower pluckin' minute!
Where's my damn 1UP?

As you progress (or attempt to progress), you notice that the levels are becoming more foreign and more severe in their design. Platforms that were once spacious have been reduced in size, staircases often have treacherous gaps quick to swallow less careful players, and monsters default to more dangerous forms… a Koopa becomes a fireball-resistant Buzzy, and the Hammer Brothers become an even bigger headache. By the time you reach vast bottomless pits that expect you to spring off Paratroopas to reach solid land, you’re ready to go back to plain old Super Mario Bros on the NES. There’s no place like home console! There’s no place like home console!
It'd be more merciful to tell me to
just turn back and go home.
 

It’s rumored that stages from Vs. Super Mario Bros were reintroduced in Super Mario Bros: The Lost Levels, the endlessly aggravating Japanese sequel that plays like it has a vendetta against the player. Yeah, that tracks. Better there than in the good Super Mario Bros 2 we got in the United States.

(VS.) SLALOM
Found: At a Walmart in southern Arizona

“Rare, this is the start of a beautiful relationship. Which will end super ugly when we sell you off to Microsoft and most of the founders retire or leave in disgust to start their own studios.”

The way things are going for Microsoft, maybe they’ll sell Rare back to Nintendo. Wishful thinking there. Anyway! You know Slalom as the big butt skiing game, where men with ample rumps use that extra weight to send themselves careening down a slope. You’ve got your choice of Snowy Hill (perfect for young skiiers with developing butts), Steep Peak (for the seasoned skiier… with a big butt), and finally Mount Nasty, the place to be for experts… with enormous butts.

"I like big butts and I cannot lie,
you other skiiers can't deny!"

Vs. Slalom boils down to a racing game, where it’s you and your butt against the clock. Make it down the hill with as much threading through slalom gates, and as little crashing into snowmen, pine trees, and other skiiers as possible, and you’ll get there with time to spare, granting you access to more challenging slopes. Since this is a Rare game, that challenge mounts quickly. By the time you reach Steep Peak, you can kiss your quarter and your gigantic ass goodbye.

The only feature that distinguishes Vs. Slalom from regular Slalom (aside from the brutally bright colors of the Vs. System hardware) is motion controls, provided by a teeterboard attached to two ski poles. Past that, it’s the same humble black box game you remember on the NES, with passable 3D visuals, a peppy soundtrack from David Wise (does anyone else suddenly need to use the bathroom?), and gameplay that provides simple racing satisfaction. And great big butts!