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    Classic Home Video Games (1985-1988)


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      Classic Home Video Games,

      1985–1988

      ALSO BY BRETT WEISS

      Classic Home Video Games, 1972–1984:

      A Complete Reference Guide (McFarland, 2007)

      Classic Home Video

      Games, 1985–1988

      A Complete Reference Guide

      BRETT WEISS

      Foreword by BILL KUNKEL

      McFarland & Company, Inc., Publishers

      Jefferson, North Carolina, and London

      LIBRARY OF CONGRESS CATALOGUING-IN-PUBLICATION DATA

      Weiss, Brett, 1967–

      Classic home video games, 1985–1988 : a complete reference guide /

      Brett Weiss ; foreword by Bill Kunkel.

      p.

      cm.

      Includes bibliographical references and index.

      ISBN 978-0-7864-3660-6

      illustrated case binding : 50# alkaline paper

      1. Video games— History.

      I. Title.

      GV1469.3.W472

      2009

      794.809 — dc22

      2009016502

      British Library cataloguing data are available

      ©2009 Brett Weiss. All rights reserved

      No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying or recording, or by any information storage and retrieval system, without permission in writing from the publisher.

      Cover images: Digital Vision and Shutterstock ©2009

      Manufactured in the United States of America

      McFarland & Company, Inc., Publishers

      Box 611, Jefferson, North Carolina 28640

      www.mcfarlandpub.com

      To Mike, Kelly, Chris, and Cara Davis, whose love and support through the years

      have had an immeasurable impact on my life

      This page intentionally left blank

      ACKNOWLEDGMENTS

      Special thanks to my lovely (and loveable) wife, Charis Weiss, who helped me with the many computer conundrums that occurred during the writing of this book. Special thanks also to Ryan and Katie Weiss, who provide a constant source of inspiration, love, and amusement.

      Special thanks also goes to Bill Kunkel, co-founder of Electronic Games Magazine; Rick Kelsey, friend and fellow writer; Leonard Herman, author of Phoenix: The Fall & Rise of Videogames; David Kaelin, owner of Game Over Videogames; Buddy Saunders, owner of Lone Star Comics and mycomicshop.

      com; Thomas Sansone, editor of Video Game Trader Magazine; Chris “Cav”

      Cavanaugh, editor for the All Game Guide; Michael Thomasson, owner of Good Deal Games; Earl Green, who runs thelogbook.com; Jesse Hardesty, the man behind the Oklahoma Video Game Exhibition; Bart Bush, key member of the Oklahoma Alliance of Fandom; Roy Thomas, editor of Alter Ego magazine; and Digital Press editor Joe Santulli and all the guys (and gals) who contribute to the always lively Digital Press message boards.

      vii

      This page intentionally left blank

      TABLE OF CONTENTS

      Acknowledgments

      vii

      Foreword by Bill Kunkel

      1

      Preface

      3

      Atari 7800 . . . . . . . . . . . . . . . . . . . . 7

      Nintendo NES . . . . . . . . . . . . . . . . . 27

      Sega Master System . . . . . . . . . . . . . . 217

      Glossary

      255

      Bibliography

      267

      Index

      269

      ix

      This page intentionally left blank

      FOREWORD

      by Bill Kunkel

      More than any other companies in the his-

      Simultaneously, a phrase was beginning

      tory of electronic gaming, Nintendo, Sega, and

      to permeate the world of seven-disk computer

      later Sony established video games as a lifestyle,

      games, intolerable delays in loading new con-

      a hobby that would endure beyond the “video

      tent, the incredible range of power among even

      game craze” of the ’70s. Following the Great

      the same company’s microcomputers as well as

      Implosion of ’83, as the Age of Atari crumbled,

      a labyrinth of audio and video augmentation

      game console and software sales tanked and

      boards that made system/software compatibil-

      American industry and retail alike closed the

      ity an issue in every purchase (“I can buy this

      coffin lid on the video game as a viable enter-

      really cool-looking game, but it’s going to play

      tainment format and shoveled on the dirt.

      like crap on my computer. If it plays at all.”).

      In their heart of hearts, after all, most

      Then there was the question of whether soft-

      American retailers and even many executives

      ware publishers should be making “games” at

      within the industry itself had always viewed the

      all, when they could concentrate their efforts

      video game boom as a fad. Throughout the en-

      on the more academic-sounding “simulations.”

      tire mid–’80s, the only place most Americans

      And all of it took that phrase from a mur-

      played electronic games was on computers or at

      mur to a command. That phrase was plug ’n’

      the arcades. And the only games the computers

      play.

      offered were coin-op derivatives or text (and

      The old joys of ripping a plastic-encased

      later illustrated and even animated) RPGs and

      game board directly out of the box, putting it

      adventure games. For most Americans, video

      into your game system and seeing it on the TV

      games were now perceived as the carrot-on-the-

      suddenly acquired a nostalgic appeal. More-

      stick gateway to the computer-in-every-house-

      over, computer gaming was, and remains, a so-

      hold world that many people thought would

      cially isolated experience. Online play has long

      take place 20 years before it actually occurred.

      allowed computer gamers to test their skills

      But the Japanese never lost faith. Japanese

      against gamers in remote locations, but the key

      coin-op manufacturers had, in many ways,

      word there was “remote.” People began to re-

      helped create the second generation American

      member how much fun it had been to play

      video game boom (i.e., the Age of Atari) with

      against their brother, sister, parents, and friends

      games like Space Invaders and Pac-Man and head-to-head in the most comfortable room in

      they saw no diminution of interest among Japa-

      the house on a TV screen that was almost cer-

      nese gamers.

      tainly larger than your computer monitor.

      1

      2

      FOREWORD BY BILL KUNKEL

      All of these things converged when Nin-

      digm to the “joypad,” an interface that all but

      tendo brought its Nintendo Entertainment

      demanded an endless diet of platformers. For

      System (complete with a dorky robot that was

      the first time, the idea of multiple action but-

      eliminated from the system with appropriate

      tons (direction was now controlled with the left

      swiftness) and Sega introdu
    ced its Sega Mas-

      hand via the directional joypad) and the timing

      ter System to America. Video games were once

      required in pushing them became the driving

      again embraced as part of a lifestyle, as fixed a

      force behind most games of this period. Move-

      member of the pop cultural pantheon as pop

      ment was largely confined to North-East-

      music, movies, and comic books. There will be

      South-West commands and the trick was in

      good years and bad years, we realized, but the

      perfectly timing a jump over a ravine or onto

      idea of the video game itself as a staple of pop-

      a mushroom.

      ular entertainment was here to stay.

      The Nintendo/Sega (and later Sony) era

      The Nintendo/Sega (and later Sony) era

      taught us to once again love video games and,

      revolutionized the concept of what you could

      to this day, Nintendo and Sony remain the

      do with video games. Elaborate, action-driven

      world’s most successful producers of video

      adventures joined the video game landscape

      game hardware. So take a stroll back through

      and the platform and scrolling shooter genres

      the mid and late ’80s, when a new voice and a

      became the dominant categories. After all, the

      new culture took back the right to enjoy video

      Nintendo/Sega era redefined the nature of

      games.

      gaming by transitioning gamers from a joy-

      Take it away, Brett...

      stick-driven, one or two action button para-

      Bill Kunkel (AKA The Game Doctor) and his partner Arnie Katz “invented” video game journalism in Video magazine in 1978 and then, with Katz and Joyce Worley, created Electronic Games in 1981. Kunkel has designed games, consulted, written numerous game strategy books, and served as an expert witness in much of the industry’s seminal litigation. His memoirs, Confessions of the Game Doctor , were published in 2006, and he’s a regular colum-nist at J2Games.com.

      PREFACE

      The year 1984 was a bad one for the U.S.

      tive consciousness of a nation and quickly sup-

      home video game industry. No new consoles

      planted the Atari 2600 as the system that the

      were released in 1984 (or in 1983, for that mat-

      general public most frequently associated with

      ter), and the Atari 5200 and ColecoVision,

      video games. Nintendo put the U.S. home

      which had seemed so fresh and innovative in

      video game market back on the map, and the

      1982, were (or already had been) abandoned by

      industry has been going strong ever since (de-

      their manufacturers, not to mention most of

      spite such intermittent misfires as the Pana-

      their owners. The ubiquitous Atari 2600 was

      sonic 3DO and the Philips CD-i).

      still being produced, but it was increasingly ob-

      I got my very own NES, along with its

      vious that the antiquated system was a primi-

      killer app ( Super Mario Bros. , of course), in Autive relic of another time. Atari was losing

      gust of 1987 as a birthday present from my

      money by the bucketful, prompting Warner

      older brother. Before the year was up, I added

      Communications to sell the company. INTV

      such quality titles as Castlevania, Contra, Ikari rescued the aging Intellivision from oblivion

      Warriors, Ghosts ’n Goblins, Double Dribble, and in 1984, keeping it afloat until 1991, but sales

      The Legend of Zelda to my NES library. I was of INTV games barely registered a blip on the

      thrilled with the NES, but still kept my favorite

      consumer radar. What had once been a thriv-

      system —the ColecoVision—hooked up to my

      ing industry, boasting gross sales of $3.2 bil-

      19-inch television set, which sat on a desk in

      lion in 1982, was on the verge of extinction.

      my bedroom. Despite the advances made by

      As fate would have it, a Japanese outfit

      Nintendo, I still enjoyed the simple pleasures of

      called Nintendo (which began in 1889 as a

      munching dots, climbing ladders, and shoot-

      playing card manufacturer) was more than

      ing descending armadas of alien invaders that

      eager to save the proverbial day. In 1985, the

      the ColecoVision, Atari 2600, and other older

      company test-marketed their Nintendo Enter-

      systems offered. (The NES was home to a num-

      tainment System (called the Famicom in Japan)

      ber of retro arcade ports, such as BurgerTime, in select locations in New York City and re-Galaga, and Ms. Pac-Man, but the emphasis leased it nationwide in early 1986, giving birth

      was definitely on the newer, more elaborate

      to the next generation of home video game

      games.)

      consoles. Bolstered by the legendary launch

      As biased toward the ColecoVision (and

      title Super Mario Bros. , which fascinated con-other outdated systems) as I was, I had to admit

      sumers with its expansive gameplay, delightful

      that the NES games were vastly superior in

      audio/visuals, and plethora of secrets and sur-

      many ways, especially in terms of graphics,

      prises, the Nintendo NES captured the collec-

      controls (the NES D-pad was a huge improve-

      3

      4

      PREFACE

      ment over previous joysticks and control

      the subject (compared to various other com-

      discs), and the epic nature of the games. Play-

      mercially viable pop culture art forms), espe-

      ing such adventure titles as Metroid and The cially in terms of literate, comprehensive, thor-Legend of Zelda was a liberating experience

      oughly researched reference guides. To help fill

      when compared to the relatively confining na-

      that gap, I wrote a book called Classic Home

      ture of most games for previous consoles. I

      Video Games, 1972–1984: A Complete Reference

      found myself powering up Nintendo’s gray box

      Guide (McFarland, 2007), which chronicled

      with increasing frequency, spending hours

      every video game console released during that

      upon hours hopping on monsters, jumping

      time, plus all the cartridges for those systems,

      across treacherous chasms, beating up bad

      regardless of the release dates of those car-

      guys, battling bosses, completing objective-

      tridges. That book covered what I (and certain

      specific levels, playing relatively realistic bas-

      other historians) call the golden age of home

      ketball and hockey, and undertaking compar-

      video games, which includes such consoles

      atively complex missions, many of which

      as the Atari 2600, Intellivision, and ColecoVi-

      revolved around rescuing the proverbial

      sion.

      damsel in distress (usually a princess).

      The book you hold in your hands picks

      The NES revitalized my interest in home

      up where the first volume left off. Classic Home

      video games in general, spurring me to pur-

      Video Games, 1985–1988 covers the three sys-

      chase the inevitable consoles that followed,

      tems released during that prolific era, plus all

      such as the Sega Master System (1986), the Sega


      the games produced for those systems regard-

      Genesis (1989), and the Super Nintendo (1991).

      less of the release date. Included is every

      Games like Shinobi (Master System), Sonic the U.S.–released game for the Nintendo NES, the

      Hedgehog (Genesis), and Super Mario World Sega Master System, and the Atari 7800. Those

      (Super NES) offered new worlds to explore,

      of you who read the first volume of Classic

      new challenges to conquer, and new shelves to

      Home Video Games know I included the 7800

      build (for my increasingly large library of

      in that book (since it was a throwback to ear-

      games).

      lier systems, and since it completed the “tril-

      Unlike many gamers, simply buying a new

      ogy” of classic Atari consoles), but I have up-

      game, playing it to death, and then getting rid

      dated it for the present work, expanding most

      of it wasn’t enough for me. I wanted to keep

      of the entries and adding newly relevant infor-

      each cartridge (along with its accompanying

      mation, such as comparisons to similar NES

      box and manual), especially the games that I

      and Master System titles.

      thoroughly enjoyed. To me, building a good li-

      As with the first volume, this book is de-

      brary of video games is akin to having a nice

      signed to be a video game version of a classic

      collection of books or movies. You never know

      American movie guide, directing readers to the

      when the urge might hit to revisit (or share

      games they may enjoy. Each entry describes the

      with a friend) an old favorite, be it Orwell’s

      gameplay in detail and includes pertinent data

      1984, Spielberg’s Close Encounters of the Third for that title, and most entries contain critical

      Kind, or Shigeru Miyamoto’s Super Mario

      analysis. The review elements reflect my opin-

      Bros. (The fact that Miyamoto is not a house-

      ions, of course, but I tried to remain as objec-

      hold name underscores the relative infancy of

      tive as possible when considering the merits (or

      and the lack of respect accorded to the video

      lack thereof ) of each game. When possible (and

      game industry when compared to books and

      when relevant), I compared the games to their

      movies.)

      arcade, computer, and other-console counter-

      Over the years, I have amassed countless

      parts.

     


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