Showing posts with label Arcade. Show all posts
Showing posts with label Arcade. Show all posts

Tuesday, July 7, 2015

The First Sound Card

The Ad Lib Music Synthesizer Card may not have been the first add-on expansion board for a PC compatible computer that could generate sound, but it was undoubtedly the most important sound card ever made.  In this blog entry, I will give an overview of the hardware and software that made Ad Lib synonymous with good PC sound.

Hardware

The Ad Lib came in two revisions, the 1987 version and the 1990 version.  The 1987 version has a 6.35mm or 1/4" phono jack connector and the 1990 version has a 3.5mm mini-jack.  The 1990 version also has two extra decoupling capacitors to reduce the effects of noise.  The audio out can drive passive speakers and lower-impedance headphones.



The card itself was made entirely from off the shelf parts and a pair of specialized sound integrated circuits. All of the 1987 cards and some of the 1990 cards have he part numbers scratched off the Yamaha chips, but some 1990 cards have the part numbers on them.  The larger chip is the Yamaha YM-3812 FM Operator Type-L II (OPL2).  It is responsible for all audio generation.  In FM Synthesis, sound is produced when one sine wave, the modulator wave, modulates another sine wave, the carrier wave.  Each sine wave is called an operator and there are eighteen operators in a YM-3812.  In the default mode, each pair of operators is assigned a channel, so you have 9 channels available.  Each operator can have various settings assigned like Vibrato, Tremolo, ASDR and output level.  The settings for each operator pair can be called an instrument.  In the alternative mode, twelve pairs of operators are assigned to 6 channels and the rest are used to produce 5 percussion instruments.  The smaller chip is the Yamaha YM-3014 Serial Input Floating D/A Converter (DAC-SS).  It turns the digital audio output from the YM-3812 into an analog signal suitable for amplification.

Ad Lib's attempt at secrecy was short-lived.  By the end of 1989, its competitor Creative Technologies was already advertising its "Killer Card" (which would become the Sound Blaster), which included full Ad Lib compatibility.  Ad Lib clones appeared fairly quickly because the card was easy to clone once you figured out what the mystery chips were.  Ad Lib released programming information giving the abilities and register specifications for the chips.  Because the chips were not custom components (otherwise why scratch the part numbers off?), and it used FM Synthesis, it had almost certainly to come from Yamaha.  The price point and chip packaging must have narrowed down Yamaha's IC line considerably.  It was only a matter of time before the secret was out, and Ad Lib, a small French-Canadian company at the time, was in no position to obtain exclusive rights to use the chips from Yamaha.

When you look at either genuine board, you instantly notice the Ad Lib company logo.  I do not recall seeing an earlier PC expansion card printed circuit board with so striking a design.  Most PC expansion boards just have the name of the product labeled in ordinary text somewhere on the card, and many do not even have that, leaving someone to have to deduce the card's identity and function.  It would be a long time until we saw something as equally stylish (even though you would only see it when you opened the computer.)

However, you will also notice two sets of solder pads.  The first, with the "3 5 2" numbers above it, was to assign an IRQ to the card.  The card would fire off an IRQ when after one of the timers had reached zero.  None of these three pads are connected and no software would ever expect them to be connected, so this functionality was in practice never used.  The timers were typically used polled to auto-detect the card.

The second set of pads, "A B C D", allowed the user to change the I/O address from 388/389H.  This allowed the user to put four cards in a single system.  The other addresses were 218/219H, 288/289H and 318/319H.  Very little software ever supported the Ad Lib at an address other than the default.  The days when hardware hackers would routinely modify their hardware with a soldering iron was rapidly coming to a close during Ad Lib's early days.

The Path to Success

When the Ad Lib was first released in 1987, it did not instantly set the PC world alight and inspire software developers with new visions of affordable music.  The Ad Lib was marketed first as a music creation device using a program called Visual Composer to put notes on sheet music.  It appears to have only come bundled with the Visual Composer software and cost $245.00.  Music creation software was nothing new to the PC industry, Electronic Arts Music Construction Set and Mindscape's Bank Street Music Writer were already on the market and had done well.  The former worked with a PC Speaker in 1-voice or 4-voice mode, the PCjr. or Tandy 3-voice chip and the latter came with a 6-voice sound board based off the Apple II Mockingboard design.  IBM also had a MIDI interface based music card called the IBM Music Feature, but it was very expensive, and other companies like Roland produced MIDI interfaces to control their expensive synthesizers with computer software.  Parents were far more likely to buy the cheapest Casio or Yamaha keyboard on sale at Radio Shack for their kids.

In 1988, the card and company's fortunes changed when Sierra Online was looking for good hardware to support in their latest adventure games, which were planned to support full musical scores.  The Ad Lib was seen as more capable than the PSG-based solutions then available like the C64's SID chip, which simply did not sound impressive to U.S. composers. Sierra selected the Ad Lib card as its entry-level music solution and other companies followed.  The first PC game to support the Ad Lib or any other external sound device (Roland MT-32 & IBM Music Feature) was Sierra's King's Quest IV: The Perils of Rosella.  In fact, if you compare the boxes for the 1987 and 1990 versions, you can see that gaming had taken preference over music creation.



Once the Ad Lib became useful for games, a version of the card was released for $195.00 without the Visual Composer software.  The price for the Ad Lib was now much more attractive and competitive.  Often games would come with a $20 coupon for the card.  The next nearest competitor was the Creative Music System/Game Blaster, which at $129.00 competed well in price but poorly in features.  The Game Blaster may have had more voices (12 vs. 9 or 6/5) and stereo support, but its PSG-style music generation was not deemed by the press or the public as anywhere near the quality of the Ad Lib's FM Synthesis.

While the PSGs in the Game Blaster and the Tandy could output the same notes on the scale as the Ad Lib, the Ad Lib had sufficient capabilities to advertise to users that they could create something approximating actual instruments.  It also sounded somewhat close to the music in most arcade games of the late 80s and early 90s, giving it an edge over devices that sounded like a C64 or a NES.  If the Ad Lib had not gained popularity, perhaps it would have been the Game Blaster that fulfilled the PC gaming music niche, but the Ad Lib was supported in thousands of games while the Game Blaster never pushed above 100 games.

The Ad Lib had quite the appeal for people looking for a no-hassles upgrade.  The Ad Lib did not require any setting up, there were no user-accessible jumpers or dipswitches on the card.  It fit inside any system with a free 8-bit expansion slot.  It rarely required you to load a driver before running an application or a game.  PGA Tour Golf is one of the few examples I could find of a popular game that requires loading SOUND.COM before beginning the game.  Even Ad Lib soon embedded its driver into its application programs.  The most interaction people usually had with the card physically was with the volume control.

The Ad Lib was not designed to handle digitized sounds, but some companies were able to get around that by some careful timing writes to set up a level waveform, then feeding 6-bit values to the volume control registers.  This in essence allowed the Ad Lib to function like a 6-bit DAC.  Activision used it in Battle Tech : The Crescent Hawks' Revenge, Gametek in Super Jeopardy and Interplay in Out of this World.  Because sending audio samples directly to the "DAC" required a lot of CPU time, it was seldom used.  The rise of the Ad Lib compatible Sound Blaster, with its 8-bit DMA-assisted DAC, soon made this effectively obsolete.

From a programmer's standpoint, the Ad Lib was relatively simple to program for.  Programs could automatically detect the card because it had a pair of readable timers on it.  For 8088 systems, they could simply just send data to it, but faster systems required software delay loops of increasing length in order to have the card respond appropriately to address and data writes.  Unfortunately, the basic Ad Lib and its clones tend to fail when older games are being run in fast 386 and 486 machines, requiring the use of slowdown utilities, cache disabling programs or turning off the turbo button.  Eventually, virtually all audio would be handled by middleware drivers from companies like Miles Sound Design which would provide solid if unremarkable Ad Lib support for any system.

An Ad Lib could work with just about any PC or XT with 256KB of RAM and a CGA or better card.  However, in late 1988 that combination just was not doing it anymore for the latest games.  While the Ad Lib can work with most early games on an 8088 or V20 machine, the results are often unplayably slow. The Ad Lib works much better with a 286 @ 8MHz or better, an EGA graphics card and 640KB of RAM.  There were exceptions like Origin's Windwalker, which was programmed before the need to add software delays for faster systems was generally known.  That game is best run on an 8088 or V20 machine.

The Ad Lib had something of a love-hate relationship with musicians.  Computer musicians in the U.S. in the late 80s were usually thoroughly steeped using MIDI instruments.  You could compose a song on a synthesizer keyboard a lot more naturally than in a computer program of the time.  The Roland MT-32 and later the Roland Sound Canvas lines of PC MIDI devices were the preeminent external audio devices for PC gaming until digitized audio took over entirely.  Most composers at big-box developers like Sierra and Electronic Arts composed with MIDI devices and then transported their music to the MT-32, SC-55 and Ad Lib, but the translation was far easier from MIDI to MIDI devices with built-in samples than MIDI to Ad Lib.  So too often Ad Lib music playback paled in comparison to MT-32 and SCC-1 playback.

The Ad Lib did find early advocates at the shareware development houses.  The guys at ID Software and Epic MegaGames were often technologically more innovative and more willing to explore the features of their hardware than the larger publishers.  Shareware titles supported Ad Lib exclusively at first, then migrated to the Ultrasound and the Sound Canvas.  The music in Commander Keen 4-6 and Jill of the Jungle 1-3 (which requires a Sound Blaster) is often very good and hard to imagine being as good on an MT-32.  European programmers also were able to coax good music from the Ad Lib. They already had years of experience hacking away at the SID on the C64 and Paula on the Amiga, so this came easy to them.  The music for Dune by Cyro Interactive does not loose its essential character on an OPL2 even though it was composed for an OPL3.  The songs in Lemmings are very impressive, even compared to the Amiga original.

From a gamer's perspective, purchasing an Ad Lib in the first years following its release was a wise purchase because virtually every game that supported an expansion sound device supported the card.  Companies like Sierra, Origin, LucasArts, Microprose, Spectrum Holobyte, Interplay, and Epyx soon followed suit and began supporting the card in more and more of their products.  (Airball was a very rare example of a game that supported Innovation SID and Game Blaster but not Ad Lib.)  If you look at an early story such as the one published in Computer Gaming World #63 (September, 1989) you can see that every company that was considering sound cards at the time of contact was considering the Ad Lib.  When the Sound Blaster came with digitized sound support in 1990, digitized sound was slower to be adopted because the samples took up so much space on floppy disks.  It had other features, such as the built-in game port, and a price that was very competitive with the less-featured Ad Lib card.  Ad Lib's response to the coming of the Sound Blaster was to reduce its headphone jack to use a mini-jack connector.


Even when the Ad Lib Gold released the OPL3 chip, which has support for stereo output and double the number of FM operators and 4-operator FM Synthesis, game companies rarely supported the advanced features of the newer chip.  Even though the OPL3 chip quickly replaced the OPL2 chip in 1992, most music was still designed for the basic OPL2 features.

The Ad Lib was the entry level music device for an astonishing seven years, from 1988 through 1994.  Until CD-ROM drives and sample-based MIDI hardware became affordable, Ad Lib FM Synthesis was still the king of PC game music.  Early CD-ROM music was far superior musically but extremely inflexible.  Ad Lib music occupied little space and could be adjusted instantly to suit the needs of the program.  CD-ROM music changing required sending track change or track repeat commands.  There would be a pause while the new song was found or the old song was being repeated.  CD-ROM also did not do well with short snippets of music.  The iMUSE system from LucasArts, which dynamically changed the music according to room and scenes, was feasible with the Ad Lib but impossible with CD-ROM audio.  Only with the arrival of Windows 95 was the hardware sufficiently powerful to manage multiple digital streams of voice and music that made the Ad Lib totally obsolete.

Monday, July 6, 2015

Nintendo's Vs. System - Just Like at Home?

Vs. System Upright Version
In the year following the 1983 release of the Famicom, Nintendo began making the Vs. System arcade cabinets.  These cabinets essentially bolted two monitors with a pair of joysticks for each monitor.  The cabinet came in an upgright version with monitors at 45 degree angles to each other and a smaller sit down version with back-to-back monitors.  The Vs. System could play one game for each monitor or play a Dual System game where the game occupied both monitors.  Eventually Nintendo released a single monitor cabinet, the Vs Unisystem, which allowed for a cheaper machine which would only play one game.  You could also buy a conversion kit for some of Nintendo's older arcade stand-alone games : Donkey Kong, Donkey Kong Jr., Donkey Kong 3, Popeye and Mario Bros.  Like these games, the Vs. System board uses inverted voltages to drive the monitors.

All games confirmed to have been released in the Vs. System format were also released for the NES or the Famicom.  Typically, the Vs. System games are significantly more challenging than the home console versions.  Nintendo and its third parties had to do something to distinguish these versions from the home console versions and get people to continue to put quarters in the machines.  If they had already mastered the game at home, the arcade machines' coin boxes would not be full.

Vs. System Sit Down Version

All the Vs. System cabinets with dual monitors had a large PCB with a pair of PPUs and a pair of CPUs.  Each CPU/PPU pair had access to a set of sockets where the game code and graphics would be stored. Hardware wise, Vs. System games were almost always supplied on EPROMs.  This made them incredibly easy to copy, so Nintendo typically shipped drop-in replacement PPU chips with the games.  The Vs. System board came with four PRG sockets and two CHR sockets, each holding an 8KB EPROM.  Most earlier Vs. System Board games had 32KB PRG and 16KB CHR whereas some of their home console counterparts had only 16KB PRG and none had more than 8KB CHR.  In other words, the Vs. System board has built-in bankswitching.  This allowed for many Vs. System games to have more impressive graphics than the home console versions.  Many also have extra RAM available which the cartridge versions did not have.  Some more advanced games required daughterboards with extra memory mapping hardware to run.  Vs. Gumshoe may require a board modification.

Dual monitor Vs. System units had, for each monitor, a pair of joysticks, each with a corresponding A and B button.  Each side also had four game select buttons numbered 1-4.  These buttons were colored blue, green, purple and yellow.  On a NES controller, they correspond to player 1 start, player 2 start, player 1 select and player 2 select.  Some Vs. System games have reverse inputs, so the joystick we typically associate with player 2 (the right one) become that used by player 1. 

Vs. Unisystem
All games use RGB capable PPUs.  Some use the standard 2C03 PPU, which has a palette similar to a 2C02 minus a pair of grays and does not handle color emphasis in the same manner.  Many use one of the four 2C04 PPUs.  These PPUs function just like the 2C03 except that each of the four versions has a scrambled palette entry table.  If you use the wrong PPU with a Vs. Game, you will get colors that will look bizarre or missing.  Finally, there are four games that use the 2C05 PPU.  This has the same palette entries as a 2C03 but swaps two of the registers and uses four bits of a third register to tell the game what it is.  The game will fail if it does not have the right variety of 2C05, and there were four of these as well.  (Actually, the Famicom Titler uses a 2C05-99, but this revision does not have the swapped registers because someone used it to mod a Sharp Twin Famicom, which uses a regular 2C02G-0 PPU.)

Here is a list of known, confirmed 36 unique Vs. System games :

Game Title Compatible PPU  Notable Feature NES/Famicom Title
Atari RBI Baseball2C03/2C04-01-04 Protection IC RBI Baseball/Pro Yakyuu Family Stadium
Battle City2C04-01-04
Battle City (Famicom only)
Clu Clu Land 2C04-04
Clu Clu Land
Dr. Mario 2C04-03
Dr. Mario
Duck Hunt 2C03 Light Gun Duck Hunt
Excitebike 2C04-03
Excitebike
Excitebike  (Japan)2C04-04
Excitebike
Freedom Force 2C04-01 Light Gun Freedom Force (NES only)
Ice Climber 2C04-04
Ice Climber
Ice Climber (Japan)2C04-04 Dual System Ice Climber
Mach Rider (Endurance Course) 2C04-02
Mach Rider
Mach Rider (Fighting Course) 2C04-01
Mach Rider
Mighty Bomb Jack (Japan) 2C05-02
Mighty Bomb Jack
Ninja Jajamaru-kun (Japan) 2C05-01
Ninja Jajamaru-kun (Famicom only)
Pinball  2C04-01
Pinball
Pinball (Japan)2C03
Pinball
Platoon2C04-01
Platoon (NES only)
Raid on Bungeling Bay2C04-02 "Dual System" Raid on Bungeling Bay
Soccer  2C04-03
Soccer
Soccer (Japan)2C04-02
Soccer
Star Luster 2C03/2C04-01/02
Star Luster (Famicom only)
Stroke and Match Golf (Ladies Version) 2C04-02
Golf
Stroke and Match Golf (Men's Version) 2C04-02
Golf
Stroke and Match Golf (Men's Version) (Japan) 2C03
Golf
Super Sky Kid2C03/2C04-01-02
Sky Kid
Super Xevious - Gump no Nazo2C04-01-04 Protection IC Super Xevious - Gump no Nazo
Tetris 2C03/2C04-01-04
Tetris (Tengen)
Vs. Balloon Fight2C04-03 Dual System Balloon Fight
Vs. Baseball 2C04-01 Dual System Baseball
Vs. Baseball (Japan)2C04-01 Dual System Baseball
Vs. Castlevania2C04-02
Castlevania/Akumajou Dracula
Vs. Gumshoe  2C05-03 Light Gun Gumshoe (NES only)
Vs. Hogan's Alley2C04-01 Light Gun Hogan's Alley
Vs. Mahjong2C03 Dual System Mahjong (Famicom only)
Vs. Slalom 2C04-02
Slalom (NES only)
Vs. Super Mario Bros.2C04-04
Super Mario Bros.
Vs. Tennis 2C03 Dual System Tennis
Vs. The Goonies2C04-03
The Goonies (Famicom only)
Vs. TKO Boxing2C03/2C04-03 Protection IC Ring King/Family Boxing
Vs. Top Gun2C05-04
Top Gun
Vs. Wrecking Crew2C04-02 Dual System Wrecking Crew

As you may note from the above table, some of the third party games, essentially anything that Namco had a hand in, could use more than one PPU via dipswitches.  The correct settings of the dipswitches have been somewhat difficult to find, but thanks to a fork of Nintendulator (NewRisingSun version) I was able to get the right values for each game.  From the few Vs System manuals I was able to view the defaults appear for all dipswitches to be Off.  Here are the correct values when a dipswitch is On :

Game Name All Dips Off Dip 6 Dip 7 Dip 8 Dip 6 + 7 Dip 7+ 8 Dip 6 + 8 Dip 6 + 7 + 8
Vs. Atari R.B.I. Baseball 2C04-01 2C03 2C04-02 2C04-03 2C03 2C04-04 2C03 2C03
Vs. Battle City 2C04-01 Not Used 2C04-02 2C04-03 Not Used 2C04-04 Not Used Not Used
Vs. Star Luster 2C03 2C04-01 2C03 Not Used 2C04-02 Not Used Not Used Not Used
Vs. Super SkyKid 2C04-01 2C03 2C04-02 2C04-03 2C03 2C04-04 2C03 2C03
Vs. Super Xevious 2C04-01 Not Used 2C04-02 2C04-03 Not Used 2C04-04 Not Used Not Used
Vs. Tetris 2C04-01 2C03 2C04-02 2C04-03 2C03 2C04-04 2C03 2C03
Vs. TKO Boxing 2C04-03 2C03 Not Used Not Used Not Used Not Used Not Used Not Used

Some notable features of these games are that Vs. Super Mario Bros. uses levels from Super Mario Bros. 2 for the Famicom Disk System game for some extra challenge.  Ice Climber is perhaps the only game that came in a Dual System and a non-Dual System version.  The graphics for Tetris are much less detailed than the cartridge version Tengen released.  Mach Rider, the Fighting Course version, has the slowly revealing photo arguably showing Mach Rider to be a woman.  See here : http://nerdlypleasures.blogspot.com/2014/12/nes-female-protagonists.html  Because the revisionless 2A03 is used as the CPU, Balloon Fight will have some slight sound differences in the noise channel compared with the home console version when played on most Famicoms and all NESes.  In Duck Hunt you can shoot the dog in the bonus rounds, but that ends the round early.



The most interesting games of the bunch are the six Vs. Dual System games.  These games monopolize both monitors and the arcade PCB.  The game would utilize both CPU/PPU pairs to drive the monitors.  The two sets were able to communicate with each other a shared bus.  Some of the better NES emulators can emulate most Vs. System games but always protest when Vs. Dual System games are trying to be played. MAME is the best way I know of to play them.  Getting this co-processing system in place had to have required a great deal of work on the part of the programmers.  The Vs. Dual System games probably were not particularly popular because they used both monitors and did not work in the single monitor systems.  Raid on Bungeling Bay also requires the 2nd CPU of the Vs. Dual System but does not function like a Vs. Dual System game.


Using Vs. Balloon Fight as an example. you can play with two players in two modes.  In the first mode, both players are on the same screen and can see each other.  They can break each other's balloon and push each other away.  Essentially you are competing for who can score the most points.  In the second mode, each player can play the game completely independently as if you were playing on two completely separate arcade machines.  The rest of the Dual System games play like this.  While you can get the same experience on a single screen, it undoubtedly felt cool to have a screen all to yourself.  


The Vs. System represented one of the last serious attempts by Nintendo to maintain an arcade presence. Most of its early home console NES games found their way to a Vs. System cabinet.  Those that did not, Donkey Kong, Donkey Kong Jr., Donkey Kong 3, Popeye and Mario Bros. already had standalone arcade versions that were superior to the NES-based Vs. System.  Most of the other early Nintendo home console games like Go, Gyromite, Stack-Up, Donkey Kong Jr. Math and Popeye English Lesson just were not suitable for an arcade machine.  Unfortunately, arcade games were continually evolving and what seemed fairly competitive in 1984 was looking positively ancient by 1987.  All but six of these games had been originally released from 1983-1986.  But for the early years Nintendo could almost always boast that their home console games were close ports of their arcade cousins.


Nintendo's own interest in unique arcade hardware was also fading.  As the NES and Famicom became more popular, Nintendo focused more on the Playchoice-10 than the Vs. System.  The Playchoice 10 was more attractive to arcade owners because they could fit ten games into a cabinet instead of two.  Which would you rather have as an arcade owner, a Playchoice 10 or essentially a Playchoice 2?  Also, they did not have to plug EPROMs into sockets, they only had to plug boards into a Playchoice 10 PCB.  Game developers could ship their games on a Playchoice-10 board with virtually no changes, whereas a fair amount of work was required for a Vs. System conversion.  Thereafter, the Nintendo Super System was the equivalent of the Playchoice-10 for the SNES and much later it released a few games for the Seta Aleck64 and the Nintendo Triforce System, which are essentially N64 and Gamecube hardware in arcade machines.  Oddly enough, Nintendo did manufacture the arcade hardware for the Irem-developed classic R-Type, but by the time of the Vs System its adventures in arcade hardware were almost over.

Saturday, June 20, 2015

Nintendo's PlayChoice-10 - The Arcade Advertisement

Nintendo created the PlayChoice-10 arcade cabinets in order to show off its NES games.  These cabinets would let you select a game from a menu with up to ten slots and let you play any of the games for a certain amount of time, typically 300 seconds per quarter.  In this blog entry, I will be talking about notable aspects of this system.


Game List :

This site http://playchoice.riemen.net/ and Wikipedia includes Shatterhand and RBI Baseball in the canonical list of PlayChoice-10 games, but there are no pictures of their PCBs and their ROMs are not in GoodNES or MAME.  MAME has an entry for a prototype of Bases Loaded, but the prototype does not include the instruction ROM.  Here is a list of games that have been verified to have been released for the PlayChoice-10 units :

Game Title Publisher/Developer
NES Release Date
1942 Capcom 11/01/86
Balloon Fight Nintendo 06/01/86
Baseball Nintendo 10/01/85
Baseball Stars SNK 07/01/89
Captain Skyhawk Milton Bradley/Rare 06/01/90
Castlevania Konami 05/01/87
Chip 'n Dale's Rescue Rangers Capcom 06/01/90
Contra Konami 02/01/88
Double Dragon Technos 06/01/88
Double Dribble Konami 09/01/87
Dr. Mario Nintendo 10/01/90
Duck Hunt Nintendo 10/01/85
Excitebike Nintendo 10/01/85
Fester's Quest Sunsoft 09/01/89
Gauntlet Tengen 06/01/88
Golf Nintendo 10/01/85
Goonies Konami Not Released
Gradius Konami 12/01/86
Hogans Alley Nintendo 10/01/85
Kung Fu Nintendo/Irem 10/01/85
Mario Bros Nintendo 06/01/86
Mario Open Golf Nintendo 09/01/91
Mega Man 3 Capcom 11/01/90
Metroid Nintendo 07/01/87
Mike Tyson's Punch-Out!!! Nintendo 10/01/87
Ninja Gaiden Tecmo 03/01/89
Ninja Gaiden 2 Tecmo 05/01/90
Ninja Gaiden 3 Tecmo 08/01/91
Nintendo World Cup Technos 12/01/90
Pinbot Nintendo/Rare 04/01/90
Power Blade Taito 03/01/91
Pro Wrestling Nintendo 03/01/87
R.C. Pro Am Nintendo/Rare 02/01/88
Rad Racer Square 10/01/87
Rad Racer II Square 06/01/90
Rockin' Kats Atlus 09/01/91
Rush 'n Attack Konami 04/01/87
Rygar Tecmo 07/01/87
Solar Jetman Tradewest/Rare 09/01/90
Super C Konami 04/01/90
Super Mario Bros Nintendo 10/01/85
Super Mario Bros 2 Nintendo 10/01/88
Super Mario Bros 3 Nintendo 02/01/90
Tecmo Bowl Tecmo 02/01/89
Teenage Mutant Ninja Turtles Ultra Games/Konami 06/01/89
Teenage Mutant Ninja Turtles II : The Arcade Game Ultra Games/Konami 12/01/90
Tennis Nintendo 10/01/85
Track & Field Konami 04/01/87
Trojan Capcom 02/01/87
Volleyball Nintendo 03/01/87
Wild Gunman Nintendo 10/01/85
Yo Noid Capcom 11/01/90

Statistics and Game Choice :

The statistics for these 52 titles (less than 10% of the NES's licensed library) are interesting.  Nintendo leads the pack with 18 (or 21) titles, followed by Konami/Ultra with 10 titles and Tecmo and Capcom with 5 a piece.  Capcom was far more prolific than Tecmo with NES cartridge releases, but Capcom appeared to be rather conservative when it came to Nintendo's less mainstream hardware like the arcade machines and the Famicom Disk System and advanced cartridge memory mapping hardware.

Even though it was not a publisher, Rare has 4 games on this list to its credit.  Half of Square's non-Japanese NES library is here.  There are no titles from NES stalwarts Bandai or Jaleco (unless Shatterhand was really released) and no entries from Namco.  Atlus was not a very prolific publisher, but it has an entry.  Tengen also has an entry, perhaps two if you count RBI Baseball (which is really a Namco game).  Gauntlet was originally released as a licensed cartridge before Tengen/Atari Games went the unlicensed route.

Interestingly, Metroid and Rygar are on this list. These Metroidvania games are not typically well-suited to the arcade, which lends itself to fast-paced games.  They also tend to take longer to beat than your average arcade game unless you know where to go already.  TMNT is similar in that it is as much of an exploration as an action game.  TMNT was incredibly popular and Metroid was no slouch in the sales either.  Sports games were also popular on the NES, thus they had a decent share of the total.

Most of the games on this list are very well-known and not particularly hard to find in cartridge format. There are a few more obscure titles like Yo Noid, Power Blade and Solar Jetman, but nothing particularly exotic.

Except for the Black Box NES games, which are products of their time, most of the games included on the Playchoice 10 are very good.  There are classics like Castlevania, Contra and Super C, Mega Man 3, Metroid, Mike Tyson's Punch-Out!!, the first two Ninja Gaiden games, all three Super Mario Bros and Tecmo Bowl.  Most of the rest of these choices are solid, with really only Fester's Quest and TMNT being the high profile games that just aren't very good.

Interesting PlayChoice-10 Versions :

Double Dragon - No Tradewest logo on title screen.

Gradius - Has the old Konami logo on title screen and no Licensed by Nintendo of America text, which would suggest that it is identical to the Famicom cartridge.  1942 by Capcom also does not have the Licensed by Nintendo text, but neither does the NES cartridge version either.

The Goonies - This game was never released in a home cartridge outside Japan, so this and perhaps Vs. The Goonies is the only exposure western NES fans had to the game.  The Goonies II was released fairly early in the NES's life, which made its predecessor look rather simple.

Mike Tyson's Punch-Out!!! - This game's PlayChoice-10 board is unique because it has battery on PCB and an SRAM chip which the cartridge editions never had.  This extra hardware allows the game to save the time and round where you beat each fighter.  There is a special screen where you can enter your initials when you start a new game and you see your time in relation to others when you beat an opponent.  Some other NES sports games did have battery backups, but typically they stored more information than just high scores or best times.

Some other material from the cartridge versions has been cut, there are no crowd noises when the game loads and the training cutscenes between circuits cut all animation, only showing the password.

Mario's Open Golf - This is the PlayChoice-10 version of NES Open Tournament Golf.  There is no save battery, so the Club House option where all the stored settings can be accessed, has been removed from the main menu.

Rad Racer - No Anaglyph 3D mode, pressing select does nothing other than make noise.

Arcade Cousins :

Many of the PlayChoice-10 games were arcade ports and must have paled in comparison if the real arcade machine was present in that arcade.  1942, Double Dragon, Gauntlet Gradius and TMNT II would have looked very weak next to their popular arcade counterparts.  The two Contra games, Kung Fu (as Kung Fu Master) Rush 'n Attack and Trojan also came from arcade machines.  Rygar had an arcade namesake and Castlevania had a loose arcade translation, but they were quite different from the PlayChoice-10 games. Obviously, Pin Bot would pale in comparison to a real Pin Bot pinball table, widely recognized as a classic table.

Nintendo also had several standalone Vs. System arcade cabinet machines.  Balloon Fight, Baseball, Castlevania, Dr. Mario, Duck Hunt, Excitebike, Golf, The Goonies, Gradius, Hogan's Alley, Super Mario Bros and Volleyball all had a Vs. System equivalent.  For the early games, the Vs. System versions would often have new features and more graphics compared to the PlayChoice-10 or NES versions.  The Vs. System versions were always harder.

Note that the PlayChoice-10 has a reasonable selection of games throughout the NES's lifespan.  The biggest years of the NES, 1987-1991, are very well represented.  By contrast, the Vs. System had very few games released for it that were released on the NES or Famicom after 1987.  Of course, the PlayChoice-10 had several advantages over the Vs. System.  The PlayChoice-10 PCB could hold ten games, a Vs. System Board could hold a maximum of two.  The PlayChoice-10 offered arcade owners a lot more bang for their buck.

Other Official Previewing Options :

People coming into an arcade would look at a PlayChoice-10 machine and knew it was an arcade NES.  Perhaps they owned some of the games on the menu.  The PlayChoice-10 was intended to give gamers a preview of all the hot new games that were going to be released.  It was an effective advertisement, but because video game rentals became hugely popular in the NES era, it was not as effective as it otherwise may have been.

At World of Nintendo kiosks in malls around the country, Nintendo fans could also sample new NES games from M82 Demo Units without having to pay for time (although the console would eventually reset).  The M82 could hold 12 standard NES cartridges and used a button to select the game and output to a composite monitor.  The Famicom had similar units like the Famicom Box and Famicom Station which used 72-pin cartridges.  Unlike the PlayChoice-10's arcade controls, the M82 used standard NES controllers, so you knew exactly what kind of experience you were going to get.

Instructions :

The PlayChoice-10 cabinets usually used a dual monitor setup like the arcade Punch-Out cabinet. In fact, Nintendo sold a conversion kit to convert Punch-Out or Super Punch-Out into a PlayChoice-10 machine.  These conversions would have two screens of equal size, but there are also dedicated PlayChoice-10 cabinets where the instruction screen monitor is much smaller than the game display monitor.

The lower screen plays the game, the upper screen shows the menu for the machine and, once a game is selected, the instructions are shown and the time remaining for the quarters you entered.  Each game has from one to three screens of instructions.  Pro Wrestling and Metroid use three, but most other games can get the message across in one or two screens.  Ironically, because Pro Wrestling does not tell you which wrestlers use which special moves, it is perhaps one of the least helpful of instruction screens.  Metroid gives you a partial world map (Brinstar and some of Norfair) to help you out.



PlayChoice-10 cabinets also came in an upright and more compact countertop single screen versions.  In these machines, the menu and instructions share the screen with the game.  First you see the menu screen, and when you insert your quarter, you see the time countdown from a 4-digit LED display above the monitor.  You can proceed to play the game.  By pressing the game enter button again you can see the instructions.  This apparently overrides the video from the game or halts the 2A03E CPU's execution.  Hold down enter for two seconds to go back to the game.




Hardware :

The PlayChoice-10 machine uses a standard NES 2A03E CPU but has an RGB 2C03B PPU.  The 2C03 outputs pure analog RGB and has a palette which corresponds roughly to the NTSC-based 2C02G-0 PPU palette.  It does not need to use any color-fringing filtering which gives the NES its 3-line zig-zag pattern with colored straight edges.  The resulting output is much sharper than the home console, but the colors are more garish.  It also loses two gray entries, so games like Paperboy 1 & 2 will be hard to play because you cannot see where the sidewalk ends and the road begins.  Finally, it handles the color emphasis bits in a way that typically turns games that use those bits (The Immortal, Magician) totally white, making them impossible to play.  The PlayChoice-10 also has a Z-80 CPU and additional video display hardware to handle the menu/instruction monitor and the coin mechanism and the countdown timer.

The games themselves come on naked PCBs and connect to the main PCB via a 3 x 32 pin BERG-style connector.  Part of the reason for this large number of pins is because every game has an additional 8KB ROM which contains the game's instructions and a 64-bit serial PROM containing the game's name which also acts as the security device.

The main game hardware is almost always standard and can be found on a NES or Famicom cartridge.  Mappers encompassed are 0, 1, 2, 3, 4, 7, 9, 87, 119 and 206, which are used by good 90% of licensed game.  Some games use Mask ROMs and EPROMs, others just one or the other.  Older PlayChoice-10 PCBs may need a mod to make them compatible with Mapper 4 games, which is an issue with other Nintendo game selecting devices.  With an EPROM burner and some tinkering, almost any licensed NES US game (that was any good and you would want to stand up and play for less than an hour) could be made to play in this machine.

Saturday, June 13, 2015

NES Versions that are Better than the Arcade, or Graphics Aren't Everything

Part I - The Superior Port

Contra



Contra is widely recognized as a classic on the NES.  It has good graphics (especially the Famicom version, which has animation inthe backgrounds in level 1, 5 & 8) and excellent music for its time.  The play control is very responsive.  The bosses are great (except level 7, which is something of a let down, but is non-existent in the arcade version.)

Compared to the NES version, the arcade original has very short stages and they are very simplistic.  Using a vertically oriented monitor as the arcade original did makes sense in an overhead shooter but not in a sidescroller.  Enemies are on top of you without fair warning.  The graphics use many more colors but everything appears small.  Your characters move like molasses.  The NES's Level 3 boss is much cooler than the arcade's.  The level 5 and 6 bosses are treated more like the level 5 tanks.  Also, the last four levels in the arcade progress without a break.  The NES version gives you a break, and the Famicom version has short scenes that propel the story.

Super C vs. Super Contra



Most of what I had to say about the differences between the NES and Arcade versions of Contra apply here, although Super Contra does bridge the gap more than arcade Contra.  Stages 4, 5 and 7 in the NES versions has no arcade counterparts.  Arcade Stage 5 is very similar to NES Stage 8 and its boss has no NES counterpart whereas the other have.  Obviously Super C is more impressive graphically than Contra or NES Super C and your character has more fluid movement, but that vertical perspective is so inappropriate.

Jackal vs. Top Gunner/Jackal



Jackal for the Arcade came earlier (1986) than either Contra (1987) or Super Contra (1988).  Arcade Top Gunner (Jackal in World versions) is one long stage, no breaks, no bosses (except at the very end and its pretty underwhelming)  It gets very repetitive after a while.  NES Jackal is another great Konami game, and like Contra and Super C and Life Force is a two player simultaneous game.  The Famicom Disk System version of the game, Final Commando, is not quite as impressive as the NES due to the vertical-only scrolling and lack of the first mission.

While I am here, I would like to praise Konami for handling its ports.  When they do things in house, the results are usually pretty amazing.  TMNT 2 - The Arcade Game for the NES is without a doubt the best contemporary port of the arcade title.  However, I do not consider it as superior to its arcade original because the arcade original is extremely colorful like the TV show, well-animated and supports four players.  While the NES version has more stages, it has a severe limit on the number of enemies on the screen and the stages get monotonous.  Green Beret on the Famicom Disk System is a very good port with very catchy music lacking in the arcade version.  Its NES equivalent, Rush 'N Attack, has some difficulty balance issues.

When Konami does not do things in-house or hands a project off to the B-Team, the results are often disappointing.  Metal Gear for the NES is a mess, Metal Gear 2 looks the part of a sequel but that is about it, and TMNT for the NES just did not leverage the license very well and was unfairly difficult to boot.

Life Force vs. Life Force/Salamander



Life Force for the Arcade has some very nice graphics.  The NES version took it as a template and improved on it quite a bit.  The two versions have a nearly identical first, third and last stages, but the NES version's stages 4 and 5 have no arcade counterpart.  They are two of the most impressive stages as well, as stage 4 sends you through what looks like a living entity and stage 5 sends you through an Egyptian pyramid.  Their bosses have no counterparts in the arcade version.  The NES version relegates the less impressive bosses in arcade stages 3 and 4 to mini-boss status in NES stages 3 and 2, respectively.  Arcade stage 2 becomes the first half of NES stage 6 and arcade stage 4 becomes NES stage 2.  Arcade stage 5 is really short and non-descript.  The final boss for stage 6 is far less menacing than the NES version of this boss.  The arcade version has a nice mini-boss homage to Gradius lacking in the NES.

One other advantage the NES has over the arcade is the use of the Gradius-style powerup system.  In the arcade, if an enemy leaves a power up, you have to take what is given.  It can be difficult at first to distinguish the various powerup icons.  In the NES version, you can save power up levels and choose how you want to upgrade your ship.  The Famicom version, Salamander, allows you to have three option pods whereas the NES version only allows two.

I would like to talk about the sound.  Usually the sound effects in Konami's arcade games are good, but they often drown out the music.  Contra is an exception and its arrangement sounds very good.  All these arcade games use FM Synthesis for their music, but I find the FM synthesis for most of these games to be underwhelming compared to the more distinct PSG-based NES music. In Life Force, there is a fair amount of digitized speech, but it intrudes far too frequently and it is often difficult to make out the words.  And this is playing it in MAME, never mind a loud arcade!

Part II - The Superior Adaptation

Ninja Gaiden



Up to this point I have been comparing arcade ports to their originals.  Now I will turn to games that had a (usually exclusive) NES version based off the arcade version, but not a direct port. Let's start with Tecmo's Ninja Gaiden.  The arcade game played like a side-scrolling beat-em-up, sort of like a combination of Spartan X and Double Dragon (or Streets of Rage).  The enemies are extremely generic and do not take many hits to beat.  Ryu's attacks are a punch/kick combo or a jumping head flip.  He does not use his ninja sword that often.  The best part of the game has to be the continue screen, where you see Ryu tied down and looking fearfully at a buzz saw slowly descending as the time runs out.  It is no classic, the graphics are often dull and crude, the music unremarkable and the levels are a long slog.

Ninja Gaiden for the NES is a classic.  It is not a beat-em-up, just a sidescroller.  It does what it does very well, with appropriately gritty graphics, a pseudo-3D perspective is used to great effect, a superb sound track with great use of DPCM-channel percussion.  The control is very responsive, the hit range is fair (something its sequels had trouble with).  The difficulty level is appropriately ramped up throughout the game (although it becomes unfair in 6-2 and beyond) and the bosses are unique.  When you finally beat this game, you really feel like you have accomplished something special.

Most important, Ninja Gaiden had the first known uses of detailed cutscenes in a console video game.  Tecmo used these cutscenes to tell the story in a dramatic way.  Most games up to this point had a perfunctory story that usually could be confined to the manual or used talking heads.   In Ninja Gaiden, the story propels the action instead of feeling tacked on.  It also helps that the dialogue is relatively free from Engrish.  The arcade Ninja Gaiden does not have a story, just a framing device of Ryu traveling to America to defeat an evil cult.   There is simply no time for this sort of thing in an arcade game where the primary object of the game is to make the players pump as many quarters into the machine as they can.

I should also mention that Ninja Gaiden spawned two sequels on the NES and other games in the series for the Sega Master System, Game Gear and Game Boy.  The arcade game went nowhere.

Rygar



Arcade Rygar is a simple side scroller where your character can jump on enemies to stun them and use a retractable discus to hit them.  You walk from left to right across 27 rounds, acquiring powerups that extend the length, speed and damage of your discus.  In addition to having a frontal attack, you can swing the discus overhead to attack airborne enemies.  There is a minimap on the bottom of the screen and you can see your enemies emerge underground, although your character cannot go there.  The graphics are decent, but the music is a single song that gets repetitive quickly.  There is something like a final boss at the end of the game, but no other bosses to break up the monotony.

NES Rygar is an adventure game similar to Zelda 2 in many respects.  Like Zelda II it has a top down style of movement as well as a plaformer style.  You can find items in various zones that will improve your abilities, you can cast a few magic spells by acquiring spell points from enemies, and you earn experience points from killing monsters that increase your attack power and life meter.  You retain the discus and can extend it with the Attack and Assail magic option, but you cannot swing it overhead.  You can also stun most enemies by jumping on them.  Unlike Zelda II, you can fight while in the overhead mode (like the original Zelda).

Even though the graphics are a tad rough around the edges and lacking in color a bit, there are lots of variety of enemies for a game of this vintage.  The various side scrolling levels offer a lot of variety, from swamps and caves to mountains and sky castles.  The music is really good, and even better in the Famicom version.  Proper boss enemies guard the treasures you will need to find.  Like every other adventure game on the NES of this period, clues are very cryptic and not helped by some egregious examples of Engrish.  If you die you can continue from where you left off, but there is no password or battery backed save.  Overall it is far superior to the arcade version and fondly remembered when a Playstation 2 sequel was released in 2002.

Bionic Commando




Bionic Commando is similar to Rygar in that the arcade version is a relatively simple sidescroller while the NES version is an adventure game.  The arcade game has a rather muted color palette (which seems to be something of a common theme of the arcade games featured in this blog post) and some jaunty tunes.  The character designs are very squat and cartoony.  The game at five stages is very short, and there is one part at the end that qualifies as a boss fight, but just barely.

Bionic Commando for the NES was very ambitious for its time.  It has an actual story of your character trying to rescue Super Joe behind enemy lines.  You are a soldier of the Federation, fighting against the evil Badds Empire.  The Badds Empire under the command of Generalissimo Kilt is focusing all its efforts on the Albatros plan, an armored warship that would allow the enemy to control the world.  You traverse 19 zones to find Super Joe, then destroy the Albatros and then prevent the resurrection of the Badds's evil leader, Master D.

That was the US version's story.  The Japanese version was called Top Secret, Hitler's Resurrection.  The Japanese version squarely identifies the enemy as being Neo-Nazis and Master D as being Adolf Hitler.  (The US manual refers to the enemy group as "Nazz", not "Badds".)  There are swastikas in the Japanese game, which were adjusted for the U.S. version.  Even in the U.S. version, the insigna for the enemy was changed to Nazi-appropriate Albatrosses.  Generalissmo Kilt/General Weissman looks like Herman Göring.

Bionic Commando for the NES has excellent gameplay, taking the main idea from the arcade and developing it into a superb adventure game.  The game is still a side scrolling game, and the bionic arm works just like the arcade.  You can send the arm up, diagonally at an angle or straight in front.  You can latch onto objects and platforms and use them to pull yourself or swing.  Because you cannot jump, you have to show a bit of foresight on where you want to go and how you are going to get there.  It is extremely impressive for a game of its vintage to use diagonal scrolling on the NES.  Most of its contemporaries and predecessors did not scroll, scrolled either horizontally or vertically or both but not at the same time.

Bionic Commando requires you to beat each of the twelve enemy zones and rewards you with a new item when you beat each one.  You start off with a basic gun, but soon you will have access to more powerful weapons.  You will also find helping items that are necessary to explore some of the stages.  You must destroy the reactor core of each area to get its item.  These reactors are defended by increasingly difficult guards, making the reactor rooms the equivalent of boss fights .

In order to unlock the doors that keep you from getting to the reactor core for each stage, you have to enter communications rooms and communicate with your allies or eavesdrop on your enemies.  They may give you helpful information or just spout nonsense.  There are four communicators in the game, each one only works in three of the enemy zones.

You find communicators in the seven neutral zones.  Neutral zones are zones where you will not be officially attacked by the Badds, but if you shoot then the civilians disappear and hostile soldiers spawn in until you leave the area.  You can receive information or be taunted by characters in these zones and find communicators and other items inside the rooms.

There is an RPG element to Bionic Commando.  When you first start the game, one touch or bullet from an enemy will kill you.  As you kill enemies, they drop bullets.  By picking up these bullets, you will eventually gain the ability to take a hit, then two, then three and so on.

There is an element of non-linearity to Bionic Commando.  You can fly to many zones in the beginning and do not necessarily have to complete each in a certain order.  However, some zones you are not intended to enter before beating others, and you cannot travel to zones eight and above when you start, so non-linearity has its limits.  Also, you won't be able to continue your game unless you clear the stages where your helicopter encounters an enemy convoy on the map.  These stages use an overhead view and are very simple, but you collect continues by beating the large enemies in those stages.

Although there is some variety in the enemy zones, they are essentially military bases and look the part.  The obstacles provide a good deal of the challenge and fun.  Since you cannot jump, elevators become very helpful.  However, this game has a lot of traps, including disabled elevators, man eating plants and ambushes in the communications rooms.  There are lots of enemies, including standard soldiers, little soldiers driving big rigs, a huge soldier that throws steel balls and laser turrets travel back and forth across the screen shooting beams.  Sometimes the stages become exercises in determining whether you have mastered the use and timing of the bionic arm.  There are times you have to use your arm very precisely in order to avoid falling to your death.

The NES game loses the cartoon theme of the arcade and has a much more serious military theme.  The English dialogue includes the word "damn", something of a no-no for Nintendo's censorship policies of the NES era.  While there is some Engrish, it does not get to laughably bad too often.  The graphics are always good and some of the enemies are quite large.  Character interaction use head portraits.  The music, of which two pieces have been taken from the arcade game, is utterly fantastic.  The arcade game has been mostly forgotten, while the NES game spawned a Game Boy game, a Game Boy Color game, and a remake in 2008 and two followup games thereafter.

Little Nemo Dream Master vs. Nemo



Little Nemo was an odd title to make a licensed game.  Little Nemo in Slumberland was a newspaper comic strip drawn by Windsor McCay from 1905-1914 and from 1924-1926.  The property had some occasional revivals and was fondly remembered by the cartoonists who were influenced by it, but it had not achieved continual currency of near contemporaries like Sherlock Holmes, Dracula or Mickey Mouse or even Tarzan.  However, in 1989 there was an animated feature film called Little Nemo : Adventures in Slumberland, and Capcom based both games off that adaptation.

Arcade Nemo is somewhat obscure, and it is easy to see why.  While it looks very nice, it is very a simple 1990 sidescroller.  There is very little diagonal scrolling and Nemo's primary attack is a wand that he uses like an energized baton.  He can also throw objects and collect power ups to make his attack stronger.  He has a lifebar.  In a two player game, the second player plays as Flip.  The bosses get very weird in this game, which is very appropriate considering the source material.  Level 5's boss is a very clever parody of a boss in Konami's Gradius III.  There are seven stages and some variety between them.

NES Little Nemo is another very strong licensed game from Capcom.  It seems that only Capcom and Konami were able to do justice to licensed properties on the NES.  Little Nemo is a sidescroller, but unlike the arcade game, there are large open worlds to explore.  Nemo explores each world after an introduction from another character like Flip.  He has to collect a certain number of keys throughout the level to advance.  There are no boss fights until the last stage. The has a short life bar, which can be extended.  His only weapon is candy, of which he possesses an unlimited amount.  He can jump, but not very high.

His candy can stun some enemies, but what it is really useful for is to lull certain animals into sleep.  After you get an animal to sleep, Nemo can become the animal and use its abilities.  The frog allows Nemo to jump very high and defeat enemies by landing on them, the mole allows you to dig through dirt, and the bee allows you to fly and shoot a stinger, the ape can punch enemies out and the lizard can climb up walls.  You won't have access to an animal helper at all times, you have to dodge, stun or otherwise avoid many enemies.  These add a strategic element to what could have been a run of the mill adventure game.  On the eighth stage do you get to use the wand and face the Nightmare King and several mini-bosses before him.

The graphics are very bright and colorful.  The stages all look distinct and the music is another Capcom showcase (Capcom had some very good composers working on the NES).  There are nice opening, middle and end sequences.  The only downside to this game is that there was no password save.

Part III - The Miscellaneous

Port or Adaptation? - Mike Tyson's Punch Out!!! vs Punch Out!!!



Arcade Punch-Out!!! and its sequel are good games, but Mike Tyson's Punch Out!!! is sublime.  The arcade game was overdesigned with its dual monitor cabinet, the upper monitor is simply not vital to the gameplay. Arcade Punch-Out and Super Punch-Out have six unique fighters each.  It has voice samples, but they constantly play to the point where they become annoying.

Mike Tyson's Punch-Out has eleven unique fighters.  The NES version also has Mario as the referee, three rounds and cut scenes where your trainer can try to give you advice and your opponent can taunt you and transition scenes where it shows you doing road work with your trainer.  Nintendo made the inspired decision to use the name and likeness of the then-current undisputed heavyweight champion of the world and one of the most feared fighters of all time, Mike Tyson.  They made him one of the most feared video game boxing opponents ever as well.  The game just made you keep coming back to try and find the patterns and weaknesses in the fighter you were stuck at to get to the next one.  Nintendo also allowed players to return to the circuit which they left off with a password, which helped players get to where they wanted to practice much more quickly than going through the whole game.

The Reverse Port - Castlevania vs. Haunted Castle



Castlevania came first on the NES (Famicom Disk System really), then a related game was developed in tandem and released a little later on the MSX2 platform and finally a very similar game got released for the arcade.  The NES game is a classic, the MSX2 game is sort of an alternative version and very good, but the arcade game is garbage.  The problems with the arcade game are that the play control is incredibly stiff, your whip's attack range is pathetic, the enemies can hit you very easily and give out massive amounts of damage.  You will be lucky to get to Medusa, and you only have about four quarters worth of continues before the game forces you to start back at the beginning.  This was a also present in Konami arcade games like Contra and Super Contra and Life Force, but was taken to a ridiculous extreme in this game.  The special weapons are not very useful either and ammunition is hard to obtain.  The graphics are weird in a kind of cartoony way and rather ugly looking, but the music is very good.  You will have to play the game a lot to hear it legitimately.

Castlevania for the NES is no cakewalk, but it runs to the not impossible side of the difficult scale.  It offers unlimited continues, and even still it will require lots of practice and enemy memorization in the later levels.  The FDS version would save your level progress.  Unlike Haunted Castle, Simon Belmont's whip has good range and can be powered up easily to have a longer and more powerful attack.  Hit detection is solid and jumping, while stiff, is not nearly as ungainly as the arcade version.  The NES version ramps up the difficulty very nicely and is well paced.

Tie - Willow



Willow for the Arcade was a good game and pretty faithful to the film, following the plot reasonably closely.  The levels are bright and colorful and many of the bosses come from the movie.  You play as Willow (1, 3 & 6)  and Madmartigan (2, 4 & 6), both of whom have different attack styles.  You get to choose which character you can play in stage 5, which has the most impressive boss fight by far.  Willow throws magic acorns, which he can charge for a more powerful attack.  Madmartigan uses his sword, making his attack up close and he can also charge up his attack.  The brownies can help Willow at times.  By defeating enemies and opening treasure chests you can earn gold which you can use to buy items and permanent power ups at shops.  Most of the six stages end with a boss battle.  Your characters start with a lifebar of three units, which you can extend.  All in all, it has more depth than your average arcade platformer.

Willow for the NES is more of a very loose adaptation of the film to serve a top-down Zelda style adventure game with RPG elements.  It feels like Capcom set out to make a non-Willow game and then tacked on the Willow elements when it paid for the license.  Willow is armed generally with a sword and a shield.  There is no gold, you find all your items.  You have hit points and magic points, and raise them by defeating monsters for experience points.  You can get up to level 16 in the game.

Not only does Willow's attack power increase with levels, so does his attack speed with the various swords. Willow can either thust with his sword or slash with it.   Magic can be used to heal, to stun enemies and to attack enemies.  The shield helps from Willow getting hit and can block enemy projectiles.  Willow has a rather large area for enemies to hit him otherwise.

The game has a huge world with several towns with townspeople, some of whom may give you weapons and magic.  There are overworld areas and many caves and castles filled with enemy monsters.  Monsters will appear randomly on any of these screen.  A neat effect is the wind tunnel when enemies spawn on the overworld.  The game did not come with maps, which are essential to getting around in this game.  I do have to fault the game with the constant reuse of map screen types and there should have been more music.  The music here is very good, however.

Not Superior - Strider vs. Strider



Strider for the Arcade and the NES is one instance where I have to award the better version award to the arcade, even though the NES version is an adventure game.  Strider for the arcade is classic.  Hiryu has pretty good control for the time, can acquire temporary power ups like an extended sword and robot and eagle helpers.  There are five stages in total, and each one has many memorable moments.  Each stage could be viewed as series of set pieces with the music changes showing the transitions.  The big boss fights may not always happen at the end of the stage, but each one is memorable.  Hiryu can grab onto platforms and walk up walls.  There are points in the game were gravity is reversed and you must fight upside down.  The difficulty follows a fairly linear curve, but there are few nasty spikes on the way.  When you die, you continue at the beginning of the scene you died on, not at the beginning of the level.  The graphics are great with plenty of bold color and some very large enemies.  The music and sound effects are also top notch.

Strider for the NES is something of a mess.  It has a lot more plot, your character becomes stronger as you progress through the levels and there is a password save.  You can also acquire the equivalent of magic, you can shoot fireballs and heal yourself and jump higher, among other things.  You can acquire items like the Aqua Boots, which let you stand on water and Attack Boots, which give you a sliding attack.  You have hit points and energy points, but they are not raised by the number of enemies you kill but when you beat a stage.  You will also need to acquire keys and files to get past certain obstacles.  You can use your sword similar to the arcade version, but it has less range.  You can also attack by raising it above your head and jumping up, and later you acquire a charged shot.  Your helpers are absent.

The trouble with Strider is mainly one of play control.  This Hiryu moves very stiffly.  He can do a wall jump, but pulling it off is nearly impossible.  There is one or two spots in the Egypt level that requires this jump, but thereafter you never need it again.  Replenishing your health or energy can be done by pills dropped in certain places or by certain enemies, but there are times when they never seem to drop, usually when you most need them.  The music is very good and appropriate to the stages, but the graphics are really gritty and fuzzy.  There is a lot of slowdown and flicker when enemies are on the screen.  Sloppy object removal code leads to unwanted graphics and colors seen on the edges of the screen of the more revealing monitors.

Many of the levels have a boss encounter, a Zain mind control machine.  These are always the same and can be destroyed very easily.  The plot is typical anime stuff, and there is some pretty goofy Engrish throughout.  Hiryu can be hit easily and repeatedly, leading to many cheap deaths.  There are also several tricky jumps with punishing consequences for missing them.  The game is not super difficult, just too inconsistent to overcome the superior arcade version, which has spawned other action-oriented sequels.  The adventure-style NES game has not had its elements carry over into later entries in the series.  Still, taken in its own right it is enjoyable and uses a password system.

I am indebted to MobyGames for the arcade game screenshots.