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Monday, December 9, 2013

NES Replay: Balloon Fight

Developer: Nintendo
Publisher: Nintendo
Released: 1986
As we've mentioned before, Nintendo reuses assets habitually. Some may chalk this up to creative bankruptcy, but it's not exactly true. When you have an enormous backlog of music, art and physics at your disposal, you'd be crazy not to use it. It makes perfect sense for Nintendo to reuse good ideas as long as they're sufficiently remixed.

For example, in one of the craziest cases of Nintendo reuse, there a piece of music that's tucked into the Japanese Famicom system. It was reused years later. Where? They slowed the track way, way down and played it as the background music in the Gamecube menu. Here, I'm not lying:


That's wild, isn't it? However, this isn't a recent phenomenon. Nintendo's asset cannibalism started years ago during the supposed peak of their creative powers, and one of the earliest demonstrations of asset cannibalism happened all the way back in 1986.


Balloon Fight basically reuses the swimming physics from Super Mario Bros. and builds an entire game out of it. In Balloon Fight, you're a guy with some balloons attached to your back, and you flap your arms to float around in the air. They took the player out of the water and put him into the air with some minor physics tweaks, which is kind of a neat idea. Balloon Fight was originally released in the arcade in 1984 and then ported to the NES. That means it was under development at the same time as Super Mario Bros, so the math checks out. Of course, the swimming physics are a little better in Super Mario Bros., but the basic idea between is the same.

The NES port has two modes of play, and the main mode of Balloon Fight shows its original arcade roots. It's a combat mode where you try and pop the balloons of your opponents in order to send them to their deaths, and it's lifted shamelessly from 1980's Joust. There's really nothing exciting about it: Try and fly into your enemies' balloons and pop them before they pop yours. Rinse, lather, repeat.

However, Balloon Trip is the other mode in Balloon Fight, and it shows a lot more initiative. The screen scrolls continually as you float your way through an obstacle course. Get hit once, and you have to start over at the beginning. It's a precursor to the future "free-running" genre, which includes games like Canabalt, Temple Run and others.

So what was the point of releasing Balloon Fight along with the second wave?

At this point, Nintendo didn't need to convince people to buy the NES. The NES was a hit already. However, arcade games were still the most powerful games out there. Nintendo's job at this point was to convince people that the NES was just as powerful as what they were playing in the arcades, and the best way to do that was with near-flawless arcade ports.

To that end, Balloon Fight was an important game. It's not great, but it's fun for a bit and served its purpose well.

Final Rating:


Wednesday, December 4, 2013

NES Replay: 1986

And on the seventh day, Nintendo rested.

For eight months after the NES launch, no new games came out. For a modern console, this would be suicide. Why didn't it kill the NES?

As mentioned before, one of the things that nearly killed the North American video game market was the glut of low-quality games that deluged consumers from all sides. Sure, good games were still being made, but it took a lot of time to pick through them and find the good ones.


Still, though, good games were being made. Why didn't Nintendo just release more good games? After all, today we like having lots of choices. If anyone tried telling us that we couldn't have as many choices for our own good, we would freak out.

What's the difference between the 80's and today? We like choice nowadays because of all the resources we have to tell us what choices are good and bad. Are you not certain if the movie you want to watch is any good? Look at Rotten Tomatoes! Look at IMDB! Look up reviews on Amazon! Read one of the thousands of reviews on Metacritic! Ask people on forums!

At the time, however, there were only magazines, newspapers and word-of-mouth. The Internet was but a glimmer in Tim Berners-Lee's eye, and mass media ruled the day. Video games were barely mentioned in mass media unless they were huge, like Pac-Man or Space Invaders. That made it difficult to decide what was good and what wasn't, so having too many choices was overwhelming.

Nintendo also waited to make more games because the NES was far from a sure thing. The North American console market was dead in 1985. Nintendo wasn't going to pump money and resources into something if it wasn't going to be profitable.

So, what Nintendo did to counteract that is let word-of-mouth build. They released a bunch of games, let players decide what they wanted to see more of, and then let the players tell each other about the games.

What did players want more of? It was obvious: They wanted Mario.

Super Mario Bros. was a runaway hit. By the time the NES finished its run, Super Mario Bros. sold 40 million copies. Let's put that in perspective:

If you set all the purchased cartridges of Super Mario Bros. side to side, you would reach from Los Angeles to New York with 500 miles of cartridges to spare. If you stacked all of the purchased Super Mario Bros. cartridges on top of each other, you would have a pile 473 miles high, meaning you would have Super Mario Bros. cartridges in low earth orbit. If you attached the cartridges end-to-end and dug a hole into the center of the Earth, you would reach the inner molten core.

With that sort of success, Nintendo got the message loud and clear. They stopped making games for R.O.B. They mostly stopped making light gun games. Sports games became few and far between unless they had Mario in them. They were no longer going to make "gritty" games, just well-made ones with bright colors.

It would have been all too easy for Nintendo to rush another Mario game into production just to get more cash, or maybe become a Mario-only company. Yet, to their credit, Nintendo didn't. They knew they couldn't ride Mario forever, so they had to diversify. The next batch of games would prove that.

Other companies started waking up to this new world as well. While many companies were initially afraid to rejoin the console fray after the disaster of 1983, the runaway success of the NES was too hard to ignore. The first batch of third-party for the NES games came out in 1986, and the rest was history.

Notable Events In 1986:

January - The space shuttle Challenger explodes.
February - Jean-Claude Duvalier flees Haiti.
March - Microsoft holds its IPO.
April - Chernobyl.
July - The Statue of Liberty is reopened to the public.
September - Desmond Tutu becomes archbishop in South Africa.
November - Mike Tyson becomes world heavyweight champion.

Monday, December 2, 2013

NES Replay: Wrecking Crew

Developer: Nintendo
Publisher: Nintendo
Released: 1985
Almost as soon as the phenomenally successful Donkey Kong launched, Nintendo knew it was onto something. Nintendo finally had what no other video game hardware company had: A marketable mascot that they could put anywhere.

Mario clicked almost immediately with players. He was easy to identify with his red and blue outfit. The overalls and boots he wore made him a working-class character, and you could put him anywhere and he would mostly make sense.

Now, there were other mascots before Mario. Pac-Man's face was one of the most recognizable in the world for a time, but he wasn't a very flexible character. He's just a yellow disc with eyes, and in drawings he has stubby arms and legs that aren't visible in the game. Take Pac-Man out of his game's context, and he makes no sense whatsoever. What made Pac-Man popular wasn't Pac-Man himself, but the game around him.

Plus, try and picture Pac-Man in a different environment. For example, how would Pac-Man look playing golf? How long are his arms? Are his arms attached in the middle of his body? Then how will they reach out to look like a normal golf swing? Will they be able to wrap around his body on the follow-through swing? How will he lean over the ball?

What about putting Pac-Man in a platform game? Well, what's would he be doing in a platform game? That’s not really his thing. Why isn't Pac-Man instead running around in a maze? Why can he jump here but not in his normal game? Where do you incorporate the ghosts? Where does Ms. Pac-Man fit in all this?

These are the sorts of questions that Nintendo didn't have to ask with Mario. They didn't have to try and come up with any complicated stories or explanations for Mario because you could stick him into literally any game and he'll fit. In most games, Mario’s motivation is as simple as, “Rescue the princess,” and you know what? That works. That’s all he needs. You could have him jumping, climbing, playing golf, or even go-karting. He just fits. He's a chameleon in blue coveralls.

An early example of Mario’s flexibility was Wrecking Crew, an early puzzle-platformer. In Wrecking Crew, Mario uses a large hammer to knock down walls and destroy ladders while avoiding enemies. In a nice touch, Mario can't jump because the hammer he's holding is too heavy. That means you have to pick your route carefully in order to complete each level. Otherwise, you could get trapped with no hope of escape. However, unlike some other games of the time, it feels fair in a way that some arcade games didn't.

Wrecking Crew was built for consoles, and it shows. Since it's a little slower paced than other games of the time, cheap deaths are rare. When you die, you can usually understand where you made the mistake and adjust accordingly through your next playthrough. There's also a level creation system in Wrecking Crew, but it once again requires the Famicom Data Recorder.

There's a big reason that Mario is such an enduring character, and it's on display in Wrecking Crew: When Mario is the main character in a game, there's a good chance the game's going to be good. There's an expectation of quality in Mario games that you don't find with a lot of other mascots, so you know that you can buy any Mario game and enjoy yourself. That's something that's carried Mario (and Nintendo) through some lean times.

Nintendo learned early on that Mario can fit in any game they want to put him, but if you're going to put him in a game you had better make sure the game is good enough to bear his name. Wrecking Crew is a ton of fun, and demonstrates that commitment to quality.

Final Rating:


Monday, November 25, 2013

NES Replay: Wild Gunman

Developer: Nintendo
Publisher: Nintendo
Released: 1985
Wild Gunman was an early light gun game that was originally released in 1972 in analog form, then converted into a video game for the NES launch. Just like Hogan’s Alley, it’s a fairly simplistic game. A bandit stands on the screen. He says, "Fire!" You have to shoot him before he shoots you. Then, there's another bandit. He says, "Fire!" You have to shoot him before he shoots you. Then, there's another bandit.

There's also another minigame where bandits come out of windows of a saloon. This is a little more fun, but the principle is the same: The bandits show up. You shoot them. Then there's another bandit. You shoot him too. You get the idea.

Just like Hogan’s Alley, Wild Gunman served its purpose at the time, and was actually mildly popular. These sorts of games were perfect for early console users because they knew the name and knew the concept behind the game, but anyone who tries to play them today just ends up rolling their eyes.


Since I've pretty much said everything I can say about Wild Gunman, let's answer a question: How did these light gun games work, anyway?

Light gun games have been around since the 1920's, and early games worked much like laser tag. When you pulled the light gun's trigger, a little bit of light would come from the gun. A sensor was affixed to the target to detect the light. When the light hit the sensor, the target was "hit." However, for video game systems, that system wasn't going to work. TV screens emit light, but they have no way to sense it.

Therefore, video game light gun systems worked in the opposite way. For instance, the Magnavox Odyssey launched with a light gun game called Shooting Gallery. Instead of sending out light, the game would use the gun to detect light. When the trigger was pressed, the TV screen would go dark. The system would draw a white square around the target, and if the light gun detected light, a hit would be registered.

However, that system isn't perfect. It could be defeated by pointing the light gun at a lightbulb and pulling the trigger. Also, what if you have more than one target on the screen? What then?

Nintendo had an answer for that. When the trigger was pressed on the Zapper, the screen would go dark. The NES would then begin to draw white squares around the targets in sequential order. If the Zapper detected light while a square was being drawn, the NES would register a hit on that specific square. This all happened so fast that all you would see is just a brief flash when the trigger was pulled. There were even checks that could be implemented to make sure that the gun wasn't pointed at a light bulb.

Modern light gun games have gotten much more in-depth. Since LCD and LED screen don't emit light the same way as old CRT TVs did, they've had to come up with other, far more complicated ways to make light guns work that would take an engineer to explain. (Note: I am not an engineer.) Along the way, they've gotten far more accurate too, which is a nice side effect.

See? The way the Zapper worked is way more interesting than Wild Gunman. Then again, a lot of things are more interesting than Wild Gunman.

Final Rating:


Monday, November 18, 2013

NES Replay: Tennis

Developer: Nintendo
Publisher: Nintendo
Released: 1985
Tennis provides exactly what is advertised: Tennis, no more and no less.

This is another bare-bones sports game that Nintendo released at the NES launch, right alongside 10-Yard Fight, Baseball and Golf. Tennis is a lot duller than those, for one major reason. When you strip sports like American football, baseball or golf down to the bare essentials, there's still a lot of meat there. Bare-bones tennis, though, is just two people hitting a ball back and forth.

Now, people had indeed demonstrated that they liked playing really basic tennis games. After all, the first game that took the world by storm was Pong. By 1985, though, Pong was ancient history. A tennis game needed to have a lot more depth to it in order to be successful.


Tennis has a lot more going on than Pong, so the comparison might be a little disingenuous. It was actually one of the more accurate tennis simulations on the market. In Tennis, you're actually controlling people, not little white paddles. You also have full control over their movement all around the court, not just along one axis like in Pong. However, just like Golf, it was still too basic to be playable today.

For example, once you’ve beaten a computer player or beaten your friend, that’s it. You literally have seen all that Tennis has to offer. There's no career mode, no additional types of courts, nothing. Just a simple one-on-one player mode.

The biggest problems, though, come from serving. In modern tennis games, you press one button to throw the ball in the air and another button to swing the racket to deliver the serve. However, in Tennis, your player begins serving automatically without you prompting it to. If you're serving, you had best be paying attention, since your player will automatically throw the ball in the air after a few seconds. If you're not prepared for it, you'll either whiff on the serve or fault.

You also can't really aim your serve. The ball will come off your racket at the same general angle no matter where you stand along the service line, so if you want to paint the inside line with a serve or put a little extra angle on it, you can't. You're stuck just sort of hitting the ball in the direction that the game says you should.

The general tennis play, though, is incredible. Once the ball gets going, Tennis actually feels like tennis in a way that previous tennis games didn't. I wouldn't be surprised if Nintendo still uses the underlying tennis physics from this game in current tennis games, since it just feels that good.

Finally, there was one key innovation that Nintendo put in that's become the de facto standard in tennis games: The camera view. While most early tennis games were played from a side perspective, Tennis is played from a front-to-back perspective. There's a reason that TV broadcasts have used it for years: It just works. Tennis wasn't necessarily the first game to use this perspective, but it was definitely the first major console game that attempted it, and it really goes a long way toward making Tennis feel like tennis.

Still, Tennis is such a basic tennis game that it can't really be recommended. There are so many games that have done what Tennis did, but far better. Even at the time, it was a bare-bones product. I suppose if you were really hard-up for a tennis game during the NES launch, Tennis would have fit the bill. For anyone else, there wasn't really much of a point.

Final Rating:



Monday, November 11, 2013

NES Replay: Super Mario Bros.

Developer: Nintendo
Publisher: Nintendo
Released: 1985
One of the biggest and most pointless arguments around is if there's a "Citizen Kane" of gaming. Most people who argue about this have no idea what a "Citizen Kane" of gaming would even look like, or even why Citizen Kane was a big deal.

Just so that we have a little bit of background, here's why Citizen Kane was important: A lot of early movies were adapted stage plays, and few of them actually took advantage of film as a medium. For example, on stage, you can't have flash forwards and flash backs, cross cuts and camera angles. You merely watch the story as it is written. Many early sound films were like this, showing the story as it was written with little flair.

Citizen Kane, on the other hand, took full advantage of film as a medium for storytelling. It was one of the first movies that took all the disparate elements that made up cinema (sound, music, staging, camera angles, lighting) and put them together in a cohesive whole.

However, here's the most important thing: It did this all in a film that was marketed to and watched by the masses.

I told you that story so I could tell you this one: If we're talking about a Citizen Kane of gaming, the only game that can apply for this role is Super Mario Bros. It's no contest.

There were certainly games before Super Mario Bros. that had one part of the whole video game experience. There were games with good music, and games with good controls, and games with good level design. They hadn't been combined into a cohesive whole to the extent that they were done in Super Mario Bros.

An enormous amount of thought went into it. Shigeru Miyamoto, the designer of Super Mario Bros., realized that this would be the first video game that many people would play. A lot of people may not be interested in breaking out the instruction manual, so he knew that he had to draw on basic psychology to get people to understand the rules.

Let's look at the first level to see what kind of psychology is involved and how the player is gently trained by the game.



First, the character is left on an empty screen. Normal logic would dictate that the player should be in the middle of the screen, but instead, Mario is on the left side. That means that there's so much more space to the right than the left, which encourages the player to move to the right. However, if they move to the left, they will not progress. Therefore, they now know they only have one choice: Go to the right.


The first enemy, a Goomba, comes at you directly. With its brown color and downturned eyebrows, you instinctually understand that this is a threat. A first-time player will try to avoid it, but will probably end up dying. That solidifies the threat in their mind.

However, there's something of note with the timing of the Goomba along with the first '?' block. Many times, first-time players will jump to avoid the Goomba and hit the '?' block on the way. The chime noise that comes from the block is pleasing and didn't kill the player, and the timing of the jump will cause the player to land on the Goomba's head, killing him.

Now the player understands that '?' blocks are friendly. The enemies are deadly, unless you step on their heads.

The next '?' block holds a mushroom, but its brighter colors in contrast to the Goombas brown color makes it appear more welcoming. The mushroom moves away from the player, but then runs into the nearby pipe and comes back at them.

It moves too quickly for a novice player to avoid. They may make an attempt to avoid it, but right over the player's head are several blocks. If they jump to avoid the mushroom, they'll hit their head on the blocks and bounce right back down to the ground, making it almost inevitable that the player will touch the mushroom. When they touch the mushroom, the player grows larger.

So now the player understands that anything that comes out of '?' blocks is good. There are two more of them in this area, so the player naturally wants to get them. Because of that, they get some time in a safe place to practice jumping.


After that, they're sent to the right. They have to jump on top of a pipe. They're now practicing directional jumping in a stress-free environment. The next pipe is a little taller and there's a Goomba on the other end, and the next pipe is a little bit taller with two Goombas on the other side. The player now has been able to practice jumping over objects.


It's highly likely that they'll take damage in this area. Since they're large, they'll more than likely be shrunk down to smaller size. Now the player knows that when you take damage as a large player, you get shrunk.


After this practice area where the player can get used to jumping, they're now at their first real jump test. It's a small hole with a long run-up, which allows the player to possibly use their forward walking momentum to clear the jump. However, if they jump too soon (which happens more than you think), they find an invisible 1UP mushroom that they didn't know existed. Now they know that there are special secrets that can be invisible.

More than likely, though, they'll fall in the hole the first time they attempt the jump, which teaches them that holes are deadly.


When they cross the breach, There's another '?' block. Goombas drop down from the top of the screen, and a player will probably hit the '?' at the same time a Goomba on top of it just because of the timing. The Goomba dies as a result. Now the player understands that you can kill enemies by hitting them from underneath.

What comes out of this '?' block is a flashing flower. Now that the player knows that good stuff comes out of the '?' blocks, they'll naturally want to get the flower. They don't grow any bigger, but they've changed colors. The player will be confused as to what has changed.

The player might start pressing buttons. At this point, they'll discover that the B button spits fireballs. The player gets excited by this and may start moving forward while pressing B. They discover that this causes them to run faster, which in turn causes them to drop into the pit in front of them.

However, now the player will restart from right around the same point in the level. Now the player knows that they if they get far enough in a level, they're able to restart from the level's midpoint. They'll be small, though, so there's a pretty strong penalty for death.

They've done that all without on-screen prompts or an extensive manual. That's pure psychology. In less than 100 paces, the player knows everything they need to know in order to succeed in the game. They've also learned the basic steps for platform games: Forward movement, shooting, jumping and powerups.

That's pretty incredible, isn't it? None of this was by accident either. In a tremendous Iwata Asks article, Miyamoto explicitly explains that these things were planned in order to teach players about video games in general.

So a lot of thought went into the level design. What about the music?

The Super Mario Bros. theme, written by the venerable Koji Kondo, is so iconic that we could all probably hum it in our sleep. However, here's something crazy: As good as the Super Mario Bros. theme is, Nintendo took great pains not to overuse it. How so?

If you play through the first world from levels 1-1 to 1-4, you'll may not notice how often the music changes. First, you'll hear the musical theme that everyone associates with Mario in level 1-1. Then you'll hear a victory theme when you complete the level. Then you hear the underground music in 1-2, then the Mario theme again, then the victory music. In 1-3, you hear the Mario music again, then the victory music. Then you get the castle theme in 1-4, after which you hear different victory music when you beat Bowser's first incarnation.

The music switches nine separate times with six different musical tracks. That's an incredible amount of variety, and helps players not to get sick of the Mario theme, especially considering that novice players will spend the majority of their time on that level.

The Mario theme is also incredibly complex. Have you ever tried to play it on a piano? If you haven't, you should try it some time. You'll be shocked at how much you have to move your hand around the keys, and how often it switches to sharps and flats.

There are several distinct parts to the song too. You have a brief intro, then the main theme. Then the track switches into a minor key for a couple of chords, then switches to something that almost sounds like a countermelody. Then it goes back to the minor key, then loops back to the beginning. That's an insane amount of detail for one track.

Why is the track so detailed and complex? Because the music is part of your reward for staying alive. It's an intangible benefit that the player gets from survival.

The music in levels 1-2 and 1-4 is a lot simpler. By the time the player reaches 1-2 and 1-4, they understand the rules and controls well enough that they're concerned more about forward progress than the music.

There's something else we need to discuss about the music: The ingenious way that Kondo uses the noise channel on the NES' sound chip. The NES' sound chip was able to use five channels concurrently. Three of them generated musical tones of varying pitches and volumes, and one channel was meant for brief samples. The fifth was a noise generator, which could output static sounds.

The cymbals and scratches that you hear in the Super Mario Bros. theme are all generated from the noise track. Kondo used those static sounds to act as percussion.

This wasn't a new idea. The Commodore 64's sound chip was more flexible and also enabled composers to use noise tracks, and the composers who worked on the Commodore 64 had figured out how to make the noise tracks sound like percussion. However, with the astounding worldwide popularity of the NES, this brought "chiptunes" to the masses in a way that the Commodore couldn't. (Sorry, Commodore 64. You are not forgotten. /pours one out)

Next, we need to talk about how expansive Super Mario Bros. is. We forget about how many levels are really in Super Mario Bros. because the majority of people who play it today use warp zones to complete it quickly. However, for early players, completing Super Mario Bros. meant powering through 32 levels of a progressively harder difficulty.

Unlike other platform games like Pitfall!, there's a ton of variety from level to level. For example, the water levels changed up the entire control scheme for a level. Some, like the excellent 2-3, had you run like crazy while Cheep-Cheeps flew at you from all around. Some were simple mazes, like 5-4 and 7-4. 8-3 is the archetype for every future penultimate level in platform games, and 8-4 is the archetype for every future final level in platform games.

So how did they manage to squeeze so much detail and so many varied levels into one game with only 16K of available memory? Simple: They reused stuff like crazy.

For example, the bushes on the ground and the clouds in the sky are the same exact item, just layered and recolored from white to green. Here's a comparison:


You may have been aware of that, but you may not have been aware of this one, and it's pretty mindblowing: You know the music that happens when you jump on the flagpole at the end of the level? They reused it in another place. You know where?

The music that players when you jump on the flagpole is the same sound that plays when you pick up a powerup, just sped up. Take a listen:



There's so much more about Super Mario Bros. that can be unpacked and dissected: The brilliant parabolic motion of Mario's jumps, the ingenious warp zones, the way the physics feel natural while still being fun, the way that Nintendo carefully avoided having sprite flicker, and the way that different enemies play with the rules throughout the game. Whole books could be written about nothing but the design of Super Mario Bros.

That's what truly makes Super Mario Bros. incredible. It was one of the first games that felt entirely professional, with no wasted space or added junk that didn't need to be there. It was a monumental achievement, a masterpiece at a time where nothing less would bring gaming back to the forefront. It was exactly what gaming needed when it needed it. It's the most important game ever made and deserves every ounce of the respect it's earned.

Final Rating:


Monday, November 4, 2013

NES Replay: Stack-Up

Developer: Nintendo
Publisher: Nintendo
Released: 1985
byzantine - adj. - Overly complex or intricate.

inscrutable - adj. - Impossible to understand or interpret; impenetrable; mysterious.

I just wanted to make sure we're all on the same page before I start talking about the byzantine and inscrutable Stack-Up. Stack-Up was the second and final game that used R.O.B. as a peripheral, and it proves without a doubt that R.O.B. was unnecessary. After Stack-Up, I'm fairly certain that Nintendo had every remaining R.O.B. unit dragged out back and shot, just to be safe.

The point of Stack-Up is to get R.O.B. to stack three blocks in the right order. You control him by using the scientist from Gyromite, who's named Hector. Hector walks around on a 5x5 board. The rows and columns are labeled with "left", "right," "up," "down," and other commands that can be sent to R.O.B. Each space is a button that can either be turned off or on. Hector has to get all of the buttons in the row to light up by walking along the row or column. Once that's done, the corresponding move is sent to R.O.B.


Meanwhile, two little critters try and stop your progress. One of the enemies walks in a row, lighting up the blocks on its own and can therefore send unwanted commands to R.O.B. The other enemy walks at random. If you touch either of the enemies, you get zapped and the game pauses for a few seconds while you're returned to the side of the board. The game ends when one of the blocks is dropped.

At the same time, Rock and Diana ran off together for Hilton Head BUT Slate knows about it so he sends Sylvia to disrupt their plans but what Slate DOESN'T know is that Sylvia is plotting against Slate by using his connection to James against him. Will Rock and Diana find freedom? Will Slate find out about Sylvia's treachery? Or will Lisa and James close the business deal, freezing out Slate and leaving him destitute? Find out next time!

I get what Nintendo was trying to do, but Lord almighty, what a way to do it.

That was the problem with R.O.B. in the first place. While it was a cool idea to have a plastic robot included with your video game system, it wasn't enough. They needed games that could work with him, and the limited technology of the time along with poor game design principles combined to make R.O.B. a disaster.

Nowadays, R.O.B. has achieved video game sainthood. He's in games like Super Smash Bros. Brawl and is fondly remembered as a footnote in the history of the NES. It's worth remembering, though, that saints usually achieved sainthood by dying horribly to prove a point. In that sense, R.O.B. matches the description of a saint perfectly.

Final Rating: