Battletoads


For years I’ve heard the urban legends of Battletoads, a game considered to be one of, if not the hardest ever created for the NES.

I have some vague memory of playing this as a youth, and at some point around the time I started to found this site. For some reason I fell off of playing it, and decided to finally return to see what the fuss is about.

I recall getting stuck on a particular section, and I think I lost interest. That’s all. Granted, I’m not very good at games, and the NES had a punishing selection of titles that would make many kids cry. (I’m looking at you Mega Man 2!)

Heck, this game was founded on the popularity of Teenage Mutant Ninja Turtles, of which, the first Ultra Games version on the original Nintendo was a tough, tough game. Little did us kids know that it was actually bugged and the jump in the third stage was nearly impossible to achieve.

That didn’t stop us though! No, many of kids just accepted the fact that these 8-bit games were hard. We didn’t know any better.

And then there’s Battletoads… straight up F this game!

There I said it. I was holding back, but I can’t imagine the tools who designed this game actually believed that it would crush the souls of many children when it was unleashed on the public in 1991. I can’t even imagine that someone bug-tested or play-tested this game, and allowed it past QA.

And I’m saying this with the benefit of save states and cheats thirty years later!

Yes, even with those advantages, this game is pure bullsh*t!

From the jump, if you’re using the tried-and-true NES cartridge and playing this old school? Good luck!

The game starts you with three lives. Each life has six health blocks. There are no continues and seldom are there checkpoints, meaning if you die – and you certainly will – you then start over and have to face the same crap over… and over… and over…

Until you break a controller. Or throw the game out the window.

I wish I could say there was anything redeemable about this experience, but let’s face it: the game is tarnished by its difficult and repetitive nature.

The premise of the Battletoads is cool, but it’s clearly lifted from TMNT and feels like a cheap parody at times. It’s a shame, because Rare, the famed developer, did some really cool stuff here too. The graphics and detailed touches, included some animation scenes that are top notch for the NES, is really top of the line stuff.

But it’s marred by how hard the game is. I know I’ve said it a few times, but when your toad throws a punch and the timing is off, only to get hit by enemies – remember those six health bars? Yeah, the enemies might take more than one block off your health.

Then there’s health drainers that appear flying around the screen that will certainly take up to four blocks of life from you at certain stoppages in the game.

It’s a super cheap mechanism that steals from the variety of moves and follows the pattern of similar beat’em up games.

Truthfully, we can all sympathize with Double Dragon or Ninja Gaiden being tough, but this game becomes impossible to pass certain points – most of which include side-scrolling levels where your toad hops aboard a vehicle and the obstalces speed up incrementally to where, unless you’ve played the level a hundred times – and you won’t because of lack of health/continues – you just end up quitting. Forever.

This difficulty even crept through to using cheats within the game, which of course are introducing bugs that will then introduce more bugs. The side-scrolling levels can’t be passed with cheats for the most part, and yes, I am complaining about cheating to experience this game, because it’s damn near required to do so.

Later on there’s a snake block level, that also becomes stupid hard. A water tube level places spikes beneath floor drops that you can’t see from the upper levels. And more and more, it’s almost too much to talk about it. It’s rather clear the developers wanted to punish gamers in every way imaginable and make their game one that only the top 1% of pros could complete.

I’m not sure that any eight-year-old kid needs that sort of challenge, and into adulthood, neither do I!

If you like to waste your time with an unrewarding, difficult, frustrating, repetitive, and downright impossible game to play, then Battletoads is your calling.

If you would rather spend your time watching raindrops dry on a sidewalk, I would suggest that could be more fun – and you may still get to see a toad in the process anyway! Way more fun… avoid this one folks, I’m not kidding!

Mario Kart 64


Mario Kart 64 was a landmark title for the Nintendo 64. As the second entry into the series, it was the direct sequel to the massively popular Super Mario Kart on the SNES, and became the N64’s second best selling title of all time.

According to Wikipedia (since I’m too lazy to retype this) Mario Kart 64 introduced the following:

Mario Kart 64 introduces 3D graphics, 4-player racing, slipstreaming, Wario and Donkey Kong, and seven new items: the Fake Item Box, Triple Red Shell, Triple Green Shell, Triple Mushroom, Banana Bunch, Golden Mushroom, and the infamous Blue Shell. In addition to the three Grand Prix engine classes, Mirror Mode is introduced (tracks are flipped laterally) in 100cc.

Honestly, over the years, these games meld together in my brain, but you can see where a great deal of influence on later iterations comes from. In fact, you can pick up this game and pretty much play it to the degree of any other Mario Kart game – that’s how familiar the mechanics and game play are tightly wound.

Quite the achievement for only the second game in the series!

This one, in particular, just feels right from the jump. The 3D graphics were new to all gamers at the time, with everything jumping to the realm. Four player split-screen was commonplace, as people crowded around a TV to play many of the multiplayer offerings the N64 had. Plus, the three-pronged controller featured an analog stick and the z-trigger underneath, which still to this day feels so perfect despite an odd-looking layout.

In-game, you can expect the same cheap, cheating computer opponents that have always plagued Mario Kart games! The items noted above, some still around, some now a memory, will have you living in nostalgia.

And if you’ve kept up on the series, most of the game’s tracks have reappeared – some more than once – in later iterations. This once again points out MK’s jump to 3D and how the base game formula, while not being altered too much in sequels, remains strong.

For retro gamers, Mario Kart 64 is a must-have in your library. Everyone from the little kid to grandma can pick it up and play. The fun level is through the charts, especially with friends – and while its simplistic in nature, it’s also difficult to truly master.

Excitebike


Fondly remembered as a launch title on the original NES, Excitebike was in many of kids’ video game libraries and represented something that wasn’t the norm for its time: a smooth side-scrolling racing game.

The game was designed by the legendary Shigeru Miyamoto, creator of Super Mario Bros., so it should come as no surprise that the game has lived as a cult classic since it’s American release in 1985.

The game features a few modes including a solo race, a race against another computer and a track design mode. The track design mode made Excitebike a killer app for 80’s kids, as you could create any dirt bike track your heart desired.

And who can forget the classic animation of crashing, falling off of your bike and having to trot back, pick it up, and get back to racing!

I also believe that the other killer aspect of this game was the basic nature of the NES controller. We often forget that gaming consoles had joysticks and other crazy button layouts, while the NES controller had a simple d-pad and two main buttons – this made Excitebike accessible for anyone to play. It was crazy simple, yes, but the game was nuanced enough that you couldn’t just jam on a single button to accelerate and win.

No.

You had to make sure your engine didn’t overheat, alternating when you hit the gas or not. Going to fast would also lead to bad spills off of jumps, so timing and strategy were integral to such a basic game. (Yet another reason it became a timeless classic.)

NFL Quarterback Club


I’m sure that everyone who say the NFL Quarterback Challenge back in the 90’s thought it was a cool, friendly concept. Many of the league’s top stars dueled it out, throwing footballs as moving targets and aiming for bullseyes in a number of events.

When NFL Quarterback Club dropped the Super Nintendo, many of us were already starting to get our feet wet with John Madden Football. Marrying the two concepts would make too much sense at a time when football video games were lacking all of the necessary licensing as it was.

NFL Quarterback Club actually had a few things going for it.

Most of the league’s top passers leant their name to the title, along with the NFL licensing having real team names, logos, and likenesses, we were almost there when it came to a fully licensed pro football game.

However, QB Club ultimately feels like a cheap Madden imitation, right down to the play-calling, controls, and even the visual presentation. If you can get past the slow pace of the games (even slower than Madden of that era) and the ridiculous AI, then maybe you’d enjoy this – or you may have only had this to play by default.

And you would’ve gotten by.

The shining gem for this game should’ve been the QB Challenge aspect, which pits your chosen quarterback against four others in a variety of skills tests.

I surmise these tests are better suited for not breaking a controller – or worse, your TV – because trying to figure out how the controls work are half of the battle in a frustratingly clunky game.

Don’t get me wrong, for this era, there’s a lot of cool stuff here. But coming back to this game decades later shows how wrong this one got it out the gate. I may have to attempt the sequels, all made by the same team who brought you the NBA Jam home conversions as well as Turok.

I’ll give this a middle of the road grade and assume that the sequels sold on something other than name value alone. However, this game? A strong pass for me to ever look at let alone waste another moment playing ever again!

Madden NFL 97


Well, this is a disappointing entry into the annals of football video games. What sucks about typing this is, the 1997 edition of the John Madden Football series would’ve been dandy, if you didn’t know anything else.

By this point in time, the Madden series showed us what was possible with next generation hardware, first a year earlier on the 3DO, and then appearing on the Sony PlayStation and Sega Saturn for this first time with Madden 97.

The PSX version is so breathtaking, that going back to the SNES edition feels inferior.

While the CD-based PlayStation version has same load time waiting, the cartridge-based Super Nintendo edition, which dropped two months later, makes you suffer with slow loading menus, prior to the game and within it. Even going between plays, selecting them and watching the players break the huddle, feels like an eternity – it’s something I loathed about the 16-bit era Madden games, but it feels like 97 is the worst.

There’s also very little in terms of upgrading from 96 to 97. I’d say 90% of the game is identical to the previous year’s, other than rosters and a few dabs of fresh paint on some menus. Yes, there’s a still of Pat Summerall, John Madden’s broadcasting partner, and I guess that makes it “better” in a sense – but it’s not as if there’s any real voiceover stuff that’s earthshattering when compared to its predecessors.

In fact, 97 just feels like more of the same – except for the computer opponents, with AI that is still universally panned to this day (no matter the difficulty setting).

Madden 97 reeks of squeezing a buck out of a rebadged Madden 96, perhaps for the sake of EA not wanting to waste too many resources on the aging 16-bit market. But what 97 does instead, is warns the consumer that the yearly franchise upgrade may be anything but that: an upgrade.

Madden NFL 97


What a fun game this is! Especially for nostalgia buffs.

The first 32-bit generation Madden dropped on 3DO, missing both Sony’s PlayStation and Sega’s Saturn for the 1996 edition. This opened the door to competitors, such as NFL GameDay, but EA Sports would make a triumphant return with Madden 97.

The first release on the mainstream next generation consoles totally blows you away from the opening sequence, which shows computer generated players and sequences from Super Bowl XXX (Cowboys vs. Steelers) interspersed with an NFL logo and panning through the streets of New Orleans all the way to the Louisiana Superdome.

Compared with even the powerful 3DO version a year earlier, this PSX release is awesome. The marriage of the NFL, NFLPA (players), and STATS Inc. licensing makes for the first game that truly felt like a TV presentation. Pat Summerall, John Madden’s longtime broadcast partner, joins the booth – the play-by-play and Maddenisms (which you can actually turn off in the settings) are still one-hitters as opposed to true commentary, but it’s progress nonetheless.

Settings, menus, controls and play calling are all much closer to the present-day games in Madden 97 as well. The level of detail is incredible, as we now have player names on the field, jersey numbers (somewhat), and yes, fully rendered home stadiums – as opposed to a paintjob in the endzones from the 16-bit era.

This version of Madden is the first to have the newly christened Baltimore Ravens, plus features real rosters for the Panthers and Jaguars, who joined the league in 1995. (They were in previous games but had fake rosters at one point.)

A full list of real free agents, as well as a salary cap are introduced. No more super teams… maybe.

The other traditional modes are here, such as exhibition or season.

So how does it play?

Much faster – mostly – than what became the painful pace of the 16-bit games. While breaking free on a run still doesn’t have the “he can go all the way” feel that’s coming later, huddles and play call screens load quickly and seamless.

Penalties get a bit more annoying, with the on-screen referee now asking if you choose to accept or decline the calls. (Which can be turned off also – and you may prefer, due to the frequency of them!)

The controls are almost identical to the modern-day games – sprint, dive, hurdle, spin… and of course, easier to pass with the shoulder buttons. The only thing missing here is the lack of using an analog stick with the original PSX d-pad, but I’ll let that slide.

In summation, Madden 97 for PlayStation is a great trip down memory lane. If you’ve followed my path from the Genesis and SNES editions, the improvements from those games to the first PSX entry are astonishing. But don’t take my word for it: try it yourself!

Tecmo Super Bowl


The sequel to the immensely popular Tecmo Bowl on the NES followed through with flying colors as Tecmo Super Bowl dropped on the Super Nintendo in 1991, complete with not only real players, but now with real teams.

According to Wikipedia:

…it is the first sports video game that was licensed by both the National Football League and the National Football League Players Association, thus allowing the game to use both the names and attributes of real NFL teams and real NFL players. Prior games use either the real teams, the real players, or fictional substitutes, but not real teams and real players together.

Yet, that wasn’t the only excitement surrounding a game which is still competitively played to this day.

Starting up a copy of this title showed you that Tecmo meant business immediately. As with almost all “Super” upgrades on the 16-bit Nintendo console, TSB boasted superior graphics, sound, and controls to its 8-bit counterpart.

Being able to play with more teams, and almost all of the real players (several were still not part of the NFLPA’s marketing deal, including Jim Kelly, Randall Cunningham, and Bernie Kosar) was just the icing on the cake.

The traditional side-scrolling, arcade style football action was as good as ever. Several modes showcased a quick exhibition (preseason) game to play with friends, or a full season mode was also available. Additionally, the NFL’s all-stars were available on the two conference Pro Bowl teams, and you could even set the season mode to play out as a coach (limiting you to play calls and no on-field action) or the CPU, totally played out by the computer.

Some elements of the roster and playbook could be edited, but unlike the forthcoming Madden series, those had to be setup prior to kickoff: there’s no in-game modes to speak of here.

Still, TSB is one of the greatest football games created. It captures an innocence and magic of playing sports games before realistic simulations were all the rage. Anyone could pick up the controls and play a quick game, and the classic animated cut scenes still give chills as to whether a catch would be completed, or not – or intercepted by the opposing team!

While TSB spawned sequels with more features, this is the title that really encapsulates a sequel which superseded its predecessor. It is a must play for any true football fan.

Bill Walsh College Football


Piggybacking on the success of the John Madden Football franchise, EA Sports went in the next logical direction by marrying the same concept with college football.

What would follow would eventually lead down the path to the NCAA Football series, however, it all began with another famous coach headlining the title.

Bill Walsh gained fame as the head coach of University of Stanford before launching into football immortality as the head coach of the San Francisco 49ers, whom he transformed into a dynasty, winning three Super Bowl trophies before the coach would enter retirement following the 1988 NFL season.

In 1992, he made headlines by returning to coach college football, returning to Stanford.

That buzz is what translated to using Walsh’s name in place of Madden’s for a college football version of EA’s NFL product. Some other obvious hurdles were necessary to make the transition, some of which would be shunned in the modern day.

First, there was no NCAA license. Of the 24 teams available (as well as 24 additional classic teams) EA opted to use the city or state of which that institution was located. Ohio State becomes “Columbus” but Michigan remained the same, and so forth. (See the full list at https://en.wikipedia.org/wiki/Bill_Walsh_College_Football.)

Game play is similar, though I prefer the Walsh route taken with play calling. Rather than choose a formation with a 3x row of plays, a highlighted 3x row box can be moved up/down/left/right over a 2×4 row of plays. This makes selecting plays less obvious in two-player action as well.

The remaining graphics, audio, and controls all layout similar to Madden. The pregame show features Walsh and a “play by play” announcer, but there are no audio quips in this edition of the game. The previews are generic, as are the stadiums, which are all “neutral” sites with each endzone labeled with the home or visiting team – no authentic remakes of The Big House, Ohio Stadium, Los Angeles Coliseum, etc. here.

The other obvious difference is that college rules are different than the pros. If you accidentally press the dive button untouched by a defender? Too bad, you’re ruled down!

The play clock, hashmarks, and other college rule variations are all present. The soundtrack subs some marching band inspired music, which is actually catchy, and a Bill Walsh “seal” replaces any references to what may have been the NCAA one instead.

The package itself is sharp, the gameplay doesn’t stutter, and the Mode 7 “field flip” on punts and tracking the ball on kickoffs are all present here as well.

There’s just enough here to separate it from simply being Madden with a different coat of paint. Unfortunately, the lack of licensing detracts from this game when viewed through a present lens – and the same then, though it was less expected. However, for a fun retro college football romp, this is an excellent entry into the genre.

NFL 2K


September 9th, 1999: a day which lives in infamy not only for the release of Sega’s next-gen Dreamcast console, but also the launch of what would become EA Sports’ largest rival throughout the years.

Due to EA’s reluctance to publish on Sega’s new console, the latter sought out a developer to create their own football franchise. Coincidentally, the developer which Sega settled on, Visual Concepts, was tapped by EA to create the first Madden football game on Sony’s PlayStation.

Instead, the game saw tons of delays and was ultimately canceled – which opened the doors for Sony’s in-house NFL Gameday to gain record sales with EA unable to release a Madden title on that console until the following year – and without Visual Concepts as the developer.

Visual Concepts bounced to Sega and provided the Dreamcast with its own exclusive pro football game, NFL 2K. It quickly became the chief competitor to Madden until EA later acquired exclusive rights to the NFL license.

But until then, the 2K football games gave Madden a run for its money – and it shined early on with the first edition.

Returning to this game years later, I can really appreciate how advanced it was for its time. Some of the things I took for granted in the PS2 era of Madden games is included with 2K: the player’s association branding with names for most of the roster, real-time stats and instant replays, every team and stadium (incredibly detailed down to player names on the jerseys) and even seamless commentary that makes sense (mostly) for what you’re watching on-screen.

There’s audibles, a decent-sized playbook, penalties (with referees drawn and rendered making the relevant calls) and just so much more, its no wonder this game was a hit – and reliving some of the classic teams and rosters as of this review in 2021, I found myself glued to the game still.

I’m looking forward to reviewing more football games, but in the annals of classics and hits, NFL 2K earned, and deserves, its reputation. For the budding Dreamcast retro scene, this is still a must-play.

EA Sports Active NFL Training Camp


EA Sports was obviously looking for a way to milk the cow with their NFL license in 2010.

Among the fitness craze of Nintendo’s Wii was EA Active, an initiative to use the console’s motion controls, balance board, and other devices (such as a heartrate monitor) to help people get in shape from the comfort of their own living room.

The only problem is, as a “game”, this one looks like a total cash grab!

Unfortunately, there’s only so much which can be done these days without the proper add-on devices. The premise of working out as any player on the NFL roster, within a training camp environment (and doing similar drills) has some appeal.

The problem is, this really feels like a Madden Football extra mode than anything else.

The graphics are welcoming, and the approach makes you feel as if you’re in the game or at least living vicariously through your favorite players. There’s plenty of incentives if you want to continue, such as creating your own player and then customizing them through a team’s “pro shop”.

But the entire thing wears off so quickly that the boxed package of fitness equipment ends up in the garage next to the ab circle and some Jane Fonda VHS tapes! (And the video clips within the game, as displayed through the DVD (not HD) quality Wii? Looks like VHS!)

There used to be an online component as well, but of course, that was shutdown two years after the game’s release.

Not that anyone’s looking to play this – I only stumbled upon it on my quest to review more Wii Balance Board games – but should you have a morbid curiosity of what an NFL game that’s not Madden could look like, look not further than this fitness trainer.

At the very least it will help put you to sleep!