NES Collection #007: A Boy and His Blob Review

I was really looking forward to this game. I really was. A unique and interesting puzzle mechanic, from the creator of Pitfall? What’s not to like?

Game: A Boy and His Blob: Trouble on Blobolonia

Platforms: NES, Wii (Remake)

Price: $11 (NES); $14.95 (Wii)

Unfortunately, there’s a lot to not like.

The plot is that a blob has escaped from his home planet of Blobolonia and needs a boy’s help to overthrow the evil sweet-eating emperor.

The unique game mechanic present here is that you can feed this blob jellybeans and, depending on the flavour, will change the blob’s form to a variety of useful items. You’re encouraged to experiment to find all the combinations, and if I was a kid living in 1990 I probably would have written them all down in a notebook, or in the notes section of the manual. But I’m not a kid in 1990, so I had GameFAQs at my disposal. Ha!

The main goal in this game is to collect treasure. No problem, and I was able to do this no problem by turning my blob firstly into a hole, and then a ladder.

Then I got stuck. I turned my blob into a hole and… fell to my death. I tried every screen, eventually found a spot to fall down to, and then I collected some more treasure. Then I fell through the hole again, to my death. There was nowhere else to go. The game gives no indication of where to go, which is a deal-breaker in adventure games such as this. But all of this is forgiveable, except you only have five lives, and once you lose them, you start at the beginning. And that’s the problem with this game: it is unforgiving, but not in a fun nor an enjoyable way.

Music and graphics are decent, but not decent enough to save the gameplay.

Apparently the Wiimake (get it, like remake) is better. Go play that instead.


+ Unique puzzle mechanism

+ Decent gameplay



– Not enough guidance

– Silly lives mechanic for an adventure game


NES Collection #006: 8 Eyes Review

If this game was released today, I think it would garner significant praise for innovation. Unfortunately, since it was released in 1990, it is instead a sad game, that tries to do too much for this era.

Game: 8 Eyes

Console: NES

Price: ~$10

Set in an apocolyptic future, you’re character is tasked with finding the 8 jewels that will enable civilisation to be rebuilt. It’s a fairly simple story but it’s not the main focus here anyway.

The gameplay is like the Castlevania series (which admittedly I’ve never played, so maybe take that with a grain of salt) in that it’s a side-scrolling platformer and your character has weapons to take out enemies. Where this game is unique though, is in the falconer mechanic.

Your character is a falconer, so at any point you can release your falcon, who will fly erratically covering the screen. You can even issue simple commands like a swooping downward attack to help you defeat enemies. Where this mechanic falls short is that you can’t control the falcon as well – only hope that he goes near the enemy. A second player can play as the falcon, which is better, but doesn’t make the game any easier (believe me, I tried the first level in both 1 and 2 player). Adding to this frustration is that special weapons are use by the length you hold a button down, and the lack of consistency with any of the two buttons the NES offers, result in frustrating controls that render the game essentially unplayable.

If this game was released today, it would have controllers with so many more buttons to use, and two analogue sticks means that the player and the falcon can be controlled simultaneously. If this was the case, I think this game would be praised for its innovative controls, like Brothers: A Tale of Two Sons was a few years ago. Instead, we’re left with a game ahead of its time; with frustrating controls resulting in a game that is extremely difficult to play. For it’s attempts at innovation, I’m giving 8 Eyes 3/5 objectively and 2 subjectively.


+ Attempts to Innovate



– Frustrating Controls

– Extremely Difficult (in 1 and 2 player) due to inconsistent controls

NES Collection #005: 720 Degrees Review

I knew I was going to be playing some bad games in this collection, but this is disgraceful.

Game: 720 Degrees

Platforms: NES, GBC

Price: ~$5

This game is awful. I already don’t really like skateboarding games, but this game did nothing to change that. Awful controls, graphics, and sound absolutely destroy this game.

Let’s start with the gameplay. The game takes place on a “world map” where 4 events and shops are located. The events are: Jump, where your character jumps off a few ramps to do tricks; Ramp, where your character does tricks in a half pipe; Slalom, where your character goes between sets of flags; and Downhill, where your character attempts to follow a winding course downhill. At the shops, equipment can be purchased.

Doesn’t sound too bad, right? Unfortunately, the controls let it down. Skateboarding games need tight controls to work, but 720 feels sloppy. It’s an incredibly frustrating experience to move your skateboard down the courses, and even more frustrating to do tricks to earn points. Points are necessary to earn more tickets for events (you only start with three) but even this is executed poorly: you can usually earn enough points without tricks from slalom and downhill to get the final ticket for each class. Once you move up a class you’ll inevitably be killed by killer bees three times for being too slow, but you can contiue from this class anyway, and the cycle starts over. There’s no punishment for losing.

The graphics and sound are also bad. The graphics often have awful colours placed next to each other, creating a disgusting assault on the eyes, and the music is some awful attempt at recreating the “hip” tunes the kids are into, you, dawg. Needless to say, the chiptunes fail miserably.

Upon completion of the fourth and final class, you continue from that class forever, like 10-Yard Fight. Unlike 10-Yard Fight, there’s nothing here to keep you coming back – at least that game had decent controls.


+ It trys to be a decent skateboard game



Frustrating Controls

– Poor Graphics

– Awful Music

NES Collection #004: 3-D Worldrunner Review

Before Square found fame with Final Fantasy, they focused on other, less successful games, like this one.

Game: 3-D Worldrunner

Platforms: NES

Price: ~$8

Solar System #517 is under attack, and it’s up to you to stop it. 3-D Worldrunner is a sci-fi platforming game that is so far the most visually impressive game I’ve seen on the NES.

It’s visuals are impressive because the entire game is 3D, like racing games from the period. Your character can move a whole 360 degrees round the world, and take whichever course you want – although some courses are easier than others. The actual enemies themselves aren’t super detailed, but it’s enough to tell the differences between them. Pressing the select button switches the game into 3D mode, which can be used with the old red-and-blue 3D glasses. I couldn’t get this to work though, I think due in part to my lack of a CRT monitor.

The gameplay is also well executed. The stage scrolls towards you, but you can speed up or slow your character. Running into poles will give you items, such as a gun, that can then be used on the enemies of the level. You’ll also have to navigate over chasms, small and large. It’s decent platforming, and offers enough of a challenge. The end of each world has a boss battle against a dragon that requires you to move around the screen and shoot at it.

My complaints here are that the gameplay gets a little repetitive, and the difficulty has a massive spike in world 6, which requires you to jump on top of pillars to get across the chasm. I actually couldn’t get past this, it was too difficult for me, and just feels really unfair.

The game offers some replayability with a hard mode that speeds up all enemies by two.

All in all, this is a pretty good platformer that’s well ahead of its time in graphics. I’m giving it 4/5 objectively and 3/5 subjectively.


+ Great Graphics

+ Solid Gameplay



– Slightly Repetitive

– Artificial Difficulty Spike

NES Collection #003: 1943: The Battle of Midway Review

This sequel to 1942 loses the simplicity of the old one, but becomes a much better console game in the process.

Game: 1943: The Battle of Midway
Platforms: Arcade, NES
Price: ~$20

From the moment I started up this game, I knew it was going to be better than 1942. The graphics just look so much better, and the movement is much more fluid. 

The basic premise is the same: you, a lone fighter pilot, are tasked with destroying the entire Japanese amarda. Even though this premise remains the same, the gameplay has been tweaked to create a more engaging console experience.

Firstly, you can earn points to upgrade your plane throughout the game. These upgrades range from defense to fuel to attack and special weapons. Hang on, fuel? Yes, fuel. This game introduces a sort of timer mechanic that means your plane loses fuel throughout the level and when hit by an attack. This means the one hit deaths of 1942 have disappeared, and now the game can throw some harder situations at you, without it feeling unfair.

Special weapons also receive an upgrade. The “POW”-erups that were present in the last game now contain much-needed fuel. Shooting at them can turn them into other powerups such as burst weapons. Another new weapon is the weather attacks, a press of the A button in game results in an elemental attack, such as lighting, disabling the weapons of everything on screen. Both weapon powerups and elemental attacks require a lot of fuel though, so there’s an element of strategy to when or if you use them.

Level design has also received an overhaul. Now each level contains two stages: the first, consisting of planes, bombers, and all the weaker enemies; and a boss section, which can, for example, take place closer to the ocean. Bosses range from cruisers to aircraft carriers to giant planes, or even just a relentless assault from bombers. This is a much better design than the fairly similar level designs of 1942, which were only broken up by the occasional boss battle.

My one major complaint with this game was that it can feel unfair at times, when it just doesn’t need to be. I have no doubt that I will encounter artificially difficult games in this NES collection, but this shouldn’t be one of them. Planes will cole straight for you, with no way of dodging them. Some planes can drop below your line of fire, making them more difficult to kill. I would have much rather preferred some proper strategy here, because 1942 didn’t have this problem to the extreme that 1943 does. A midpoint between the difficulty styles of the two games needed to be reached. There was some minor stuttering occasionally, but nothing major.

I regret to say I couldn’t finish this game. It was too similar to 1942, and the difficulty just felt unfair. Maybe one day I’ll finish this, but for now I have to move on.

1943 is a definite improvement on the previous installment, with numerous gameplay and design enhancements, and so I’m giving it a 4/5 objectively. Subjectively though, although I appreciated the game I just couldn’t get into it, so I’m giving it a 3/5.


+ Good Level Design

+ Gameplay enhancements



– Unfair difficulty

NES Collection #002: 1942 Review

Scrolling shooters are one of those games that I think everyone is exposed to at some point. 1942 was one of the earliest examples of those types of games, and the NES version was a port of the arcade version. But can this port hold up without the constant need to input quarters?

Game: 1942

NES, Old Computers; Gameboy Colour; PS2, Xbox, Wii

~$20.00 on eBay

1942 is set during World War II, in the Pacific Theatre. The player controls an aircraft called the “Super Ace”, and is tasked with destroying the entire Japanese airforce. Upon starting the game, the screen displays “level 32” and the game counts down from there. Along the way, there are four evenly-distributed boss fights.

The game consists of shooting down enemy aircraft, and occasionally shooting down a formation will result in a power-up, such as two planes joining you or an extra canon. The gameplay is wonderfully simple, and is executed well, but it is the other aspects of this game that bring it down.

The graphics are average, but the biggest graphical problem was the difficulty in distinguishing between planes and the occasional island that appears on the quest. Bullets and green planes especially fail to stand out on the sand or grass of the islands, and for a game built on dodging those things, that’s a pretty big problem. Additionally, I found that enemy aircraft would clip into the background, and sometimes the game itself experienced lag when there were a great deal of enemies on-screen.

The music is pretty bad. It consists of a militaristic march-like rhythm played on a single note and a snare drum. The only musical variation occurs when the player dies or when the player completed a mission successfully. Although the rhythm was a little catchy, it got boring pretty quickly. Something with more variety would have been better suited to this game.

The difficulty level in this game is also bizarre; it’s generally slowly rising, but I found the last boss to be the easiest and the final level was comparable to the first in terms of difficulty. When I got stuck, I found I could leave the game for an hour, come back to it with a refreshed mind, and then sweep through the level I was having trouble with as well as the next few levels. You have three lives in this game; if you lose all three you can continue from the title screen, which starts you at the last level you died. As far as I know though, You can’t save, so if you want to get through the whole thing, you’ll need to leave your console on.

1942 wasn’t the worse game I’ve ever played, but it wasn’t very good either. I give it 2/5 objectively and 3/5 subjectively


+ Simple yet effective gameplay

+ Arcade fun



– Graphical issues

– Awful music

– Occasional moments of boredom in the 32 levels

NES Collection #001: 10-Yard Fight Review

I’m not the biggest sports person, and for a while I considered skipping this title because it’s an American football game, and I’m not American. I decided to stick with it, and it was an interesting experience.

Game: 10-Yard Fight
Platforms: Arcade, NES
Price: They go for around $6 on eBay, but there were some more expensive versions when I looked.

10-Yard Fight is one of the most simple sports games I have ever played: it wouldn’t be out of place on mobile devices today. The gameplay is simple; your player starts in a formation, running a ball up the field until your character gets tackled, at which point the first of the tackle (“downs”) begins. After this, your character then has four “downs” to move the ball up another 10 yards, or you can kick the ball to move the ball further back. An interception, a ball kick, or a lack of 10-Yard movement results in a turnover, and the opposition attempts to run the ball past your defences. To defend, you choose from one of two characters, and then run forward to tackle the CPU character in possession of the ball. It may not sound simple from my description here, but it lacks plays or other advanced strategies that irked a lot of other reviewers when I did my reading for this game.

The game has a basic career mode, starting at a high school level and progressing towards the super bowl. Each higher level of difficulty results in a slightly tougher AI, but I found that as I experienced the game, the AI became a pushover, and I was able to defeat the computer every time (eventually winning the super bowl 28-7). Once you defeat the super bowl, you just play it over and over again – there’s no high score system or anything else I know of.

The design is nothing special; the graphics average; music non-existent. The sound effects that do exist are the pattering of feet on the ground (which admittedly, is a decent tune, but doesn’t last long), a slide-whistle for the ball kick, and a awful chord of noise, which I presume is meant to applause from an audience. The most awful aspect of the game, however, is how slow it is; it takes forever to move anywhere on the field, and running forward feels like wading through a swamp.

I also found some graphical glitches in that players would sometimes fade towards the end of the field, which was a little distracting.

Although this game as its flaws, there were a few moments where my heart beat slightly faster in the excitement of it all, and for an early NES game, that’s a pretty good accomplishment. I give 10-Yard Fight a 2/5 objectively, and a 2.5/5 subjectively.


+ Encapsulates the feeling of sports well

+ A simple design means anyone, even non-Americans, can play it.



– Graphics are nothing special

– Sound isn’t good

– Simple AI

– Slow movement