In the course of my chronological console library video projects, there are certain Big Ones: Games that carry considerable weight, whether that’s historic or merely psychological. This week’s Good Nintentions tackles a game that possesses both kinds of weight: The original Donkey Kong.
This video is ostensibly about the NES version of the game, but in practice I barely even touch on that adaptation. There’s a great deal to be said about Donkey Kong, and I tried to say as much as I could here. The NES version analysis will have to wait until next week’s episode, I’m afraid.
I’ve written quite a lot about Donkey Kong over the years, and I’m perfectly happy to make this video retrospective a sort of final statement on the subject. It probably won’t be, but it could be, is what I’m saying. Anyway, please enjoy.
Game Boy World makes its 2017 debut today. I would like to say the subject at hand is inspirational and sets a great precedent for the year, but that would make me a heckin’ liar. On the contrary, this latest Game Boy release is all kinds of mundane. Not wretched, not enjoyable, just kinda there, a legacy of a publisher’s willingness to peddle a fairly popular license without giving much thought to the quality of the problem attached to it. It’s a shame, because I really like the Patlabor franchise and think it could make a heck of a game in the right hands.
To add to the sorrow: This YouTube video has unfortunately been blocked by Bandai in Japan due to my inclusion of some footage from the anime franchise being covered here. If you happen to be one of the rare few who watch Game Boy World from Japan, I apologize. You can watch via Libsyn instead:
Either way, you’re in for an 11-minute video of which about 7 concern how cool Patlabor (the anime) is, while the rest kind of offers a perfunctory critique of how tedious Patlabor (the Game Boy game) turned out to be. I scraped as much game discussion as I could out of this, but there’s a weird element to the game in which you’re given a password after completing a stage which does not function as the password for continuing the game. I had intended to take the time to translate the dialogue in an attempt to figure out what I needed to do in order to advance, but time constraints kicked in and this is as far as I made it. Patron Max Smith shared a Nico Nico link that shows footage from later in the game and… it’s all the same thing. Just dull turn-based robot fights from start to finish. So, no great loss.
Next episode concerns a game that maybe isn’t great but is definitely weird and comes from an interesting developer, so I’ll try to make up for this episode’s shortcomings there.
Today’s a Tuesday, which means it’s (1) the day Bison visits Chun-Li’s village and (2) the day a new episode of
Good Nintentions Retronauts Video Chronicles goes live. This time around, it’s a look at Mach Rider for NES:
Like Donkey Kong Jr. Math, Mach Rider exists in a state of quantum actual-release-date flux. Nintendo says it launched one date (Oct. 1985); every other source from the time says it launched considerably later (anywhere from March to August 1986). So, I’ve grouped it with Math as a provisional 1986 release and called it a day.
For the most part, this video focuses on the game’s design and how its racing tech (and uncredited development staff) appears to tie it to an older Famicom game that never shipped in the U.S.: F1 Race, which like Mach Rider was co-developed by HAL. Everything I’ve come up with is, unfortunately, speculative, but it’s not difficult to connect the dots and see how one game might have served as the foundation for the other, given the common staff, similar tech, and seemingly U.S.-oriented aesthetics and design of this game.
As for Mach Rider itself, it’s decent enough. I’ve never been able to find much to love about it myself, but I came into it later. I imagine it was probably a heck of a showcase for the console’s capabilities back in 1986. The game moves fast when you’re in 4th gear… maybe too fast. The lack of any actual scaling technology in the NES hardware means that obstacles on the road become extremely hazardous due to positional ambiguity. It becomes difficult to judge how far away objects are from you and where on the road they actually lie, laterally speaking. It feels kind of shabby to criticize the game, though — this was an early NES game running on bare hardware with no cartridge enhancements, and while it’s certainly no Out Run, it’s an impressive example of what the most accomplished NES programmers could achieve without add-on aids. That it’s ultimately only so-so as a game puts it in good company with far less spectacular-looking releases of the era; at least this one has visual pizzazz going for it.
And a brazen Rush reference. That counts for a lot, in my book.