Abridged (I refuse to call them
"Capsule") Reviews
Call them "abridged." Call them
"synoptic." Call them "miniature." Call them "composite." Just please, don't
dare call them "capsule." Not that that isn't an apt term -- in fact, it's
probably better than anything I could think of -- but it is already used on two
other sites of which I know, and probably some others of which I don't. I'm a
tad bent on diversity, and so I elect to call these small synopses of what are
or will become (case depending) my reviews "abridged," instead of the more
popular "capsule."
Seriously (yes, the previous was my uptight, snobbish
idea of a joke,) it hasn't escaped my notice that I haven't been posting new
reviews with any real regularity. What with the present demands of my academic
situation, I'd be surprised if I suddenly found myself able to do anything about
it. That in mind, I've done what I can with the little free time I have, and
produced this archive of very brief reviews.
These are designed for a
two-fold purpose: Both to explain my opinions of the games I haven't reviewed,
and provide condensed versions of the existing lengthy reviews for those who
don't have the time/interest to read them.
Also, please be aware that
some of the points in a given abridged review may not be covered in the full
version if said full version belongs to that fraternity of horrible "Old Era"
reviews. However, even those are linked via the game's title if a full review
exists.
Finally, I have composed a tangential set of SNES Abridged
Reviews, should you care to read them.
Okay, I think I've covered
everything. Now, onto the abridged library (if it really merits such a
title.)
#s A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
-10-Yard Fight-
Let the message
ring forth from this day -- the easiest way to ruin a football game is to get
bogged down in the many nuances of the sport. Even though this title is
violently simplistic (neé "simplistically violent"), I'd be lying if I said I
didn't prefer it to the many games to which John Madden has lent his name. My
only quips are that there is no conceivable ending, and that, if a defender so
much as stands in the line of a pass, the program interprets the circumsance as
an iterception.
-1942-
A primitive World War II
shooter that, despite sluggish action and boundless self-repetition, manages to
be a lot of fun. Mindlessly enjoyable, but what the devil is that beeping
sound?
-720-
A much better idea than its execution does justice,
720 is ruined from the beginning by an unnecessarily stingy timer and (at
the risk of repeating Bryan Cord's assertion) slippery play control. Also, the
events lack diversity, and they only get longer as the “classes” progress -- no
more difficult.
-8
Eyes-
Cluttered graphics, badly
instrumented music, unresponsive play control, and the resulting excessive
challenge comprise this pitiful effort. Similar to Castlevania, but this turkey
does individualize itself by doing wrong everything CV did right.
-Abadox-
Even though the plot is nothing more than Life Force with a
man instead of a ship, and certain sound effects tend to grate on one’s nerves,
this game isn’t all that bad. The graphics and action redeem it to a point, but
one tends to go through speed power-up withdrawal upon losing a life, and too
many of the gun adapters do the same thing.
-Adventure Island II-
The
dinosaurs do something curb the difficulty that ruined first installment, but
there should have been a way to dip into one’s reserves during the levels, so as
to prevent the many situations in which Higgins has to dodge artfully and race
to the end without a weapon. Also, with the stages of any given category as
minimally varied from one another as they are in this game, there is no reason
for the quest to be as long as it is.
-Air
Fortress-
Decent graphics (other
than the hero’s sprite), somewhat inspirational music, and easy-to-learn play
control do not compensate for the fact that the stages are completely
uninspired. Why a game in which all of the stages are basically the same would
contain a second quest remains a mystery to me.
-AirWolf-
Is it
just me, or is it extremely difficult to keep the chopper on track?
Plotting the crosshairs on the same input scheme as the transport’s direction
was one big mistake; making the game a perpetual repetition of the same task was
a second; and the density of enemy fighters was the coup de grace. The only part
I really like is landing to pick up hostages/fuel -- and even that is fractured
by the fact that the helicopter falls like a brick.
-Alpha Mission-
This game does virtually nothing to hold my interest, mostly because it
lacks inspiration. Two songs, three kinds of enemies in two colors, and
basically one repeating level... Next!
-Arkanoid-
I would have loved to
hear this game's creator attempt to rouse public interest ("It's Breakout
with a plot and powerups... You can push call-waiting now"), but the concept
actually works. The capsules are varied enough to keep the player alert, and the
enemies add the sense of urgency games like the aforementioned Breakout
and Alleyway so sorely lacked. You will never spend half an hour
waiting for the ball to connect with any particular bar. Of course... the ball
speeds up so damn abruptly that you never really get the chance.
-Astyanax-
Slow action, revolting music, and a ridiculous fairy tale
of a plot (of which I admit I’m too critical) drain Astyanax of its potential
greatness. It’s nice to have omnipotent spells, though.
-Athena-
If
Athena’s randomly planed jumping control doesn’t deter you from this mediocre
side-scroller, her utter lack of striking range will. Fans of mythology had best
opt for Battle of Olympus.
-Bad Dudes-
I take
back everything I have ever said about the irrelevance of graphics to gameplay.
At least, I do so to the extent that will allow me to say this: Bad Dudes
is so hideously animated that the interface suffers. To this day, I cannot
determine if the attack delay is the fault of the play control or the lack of
intermediate frames. Either way, the player takes so many preventable hits from
highly fragile enemies that the game becomes more of an exercise in fly-swatting
than a battle on equal terms. Still, it's worth playing, if only for the
satisfaction of knocking away ninjas from a fixed position, and listening to the
Edison lab-quality voice modulation that is trotted out at the end of each
level.
-Baseball-
If you’re playing this game at the moment, please check and
see if you are controlling my outfielders. They don’t seem to listen to me.
Still, the computer seems to grapple with the same insubordination, so the game
can’t be dismissed as unfair.
-Baseball Simulator
1.000-
Forget sports games, this is
one of the best games ever made for the NES. The Ultra Plays add a nifty
element to it, and the stats tracker gives purpose to play. Plus, the music is
stellar, and it’s nice to have a variety of season lengths to choose
from.
-Baseball
Stars-
You'll encounter this
comment more than a few times if you choose to read the full review, but I'll
state it here anyway: If the game were half as good as its self-celebration
insinuates, I would probably have a grand ol' time playing it. Unfortunately,
all the internal hoopla conceals what is, at best, a slightly-above-average
product. Playable a little at a time, but I can think of more than a few
baseball games I would rather play.
-Bases
Loaded-
An institution in its time,
and erstwhile favorite of Nintendo Power. A user-friendly, advanced
pitcher-batter interface coupled with decent presentational merits makes this
game great fun, but a season length shorter than 162 games and a save option (as
opposed to the immemorable and time-consuming multi-letter passwords) would have
hardly been outrageous demands.
-Bases
Loaded II-
As good a rendition of
baseball as I’ve yet found, though not of the universal quality of a Baseball
Simulator 1.000. Still, its at-bat graphics, music, and general interface are
quite impressive, cheapened only by the poor field animation.
-BaseWars-
Good graphics, the freedom to customize each member of your
robotic team, and the notion of fighting over the rights to a base are all
BaseWars requires to make it entertaining. In my case, however, the tendency to
lose your outfielder, generally tractionless “M-cycles,” and inability to bunt
take precedence. I never could get into this game.
-Batman-
I won't
pretend that it's anything other than the presence of the Batman label and the
above-average graphics that keep this game from being "just another action game"
(Vice: Project Doom without the crisp play control, really), but in this
particular case I'm willing to turn a blind eye to exploitation. The weapons
serve to make the gameplay a bit more variable, and I can't help but be amused
by the fact that the Caped Crusader can force his enemies into spontaneous
combustion. However, what leadingly stands out is the fact that, unlike such
works as Super Metroid and Strider, this game is able to make the
wall-spring jump executable without having the hero stick to every vertical
boundary he touches.
-Battletoads-
Beat-em-up action devoid of humans... Doesn’t sound like it
should work, but it does. Good play control, well-paced action, and more than a
hint of whimsy make from this silly premise one of the most innovative (albeit
not one of the greatest) games in the annals of the NES.
-Bionic Commando-
An interesting premise backed by colorful graphics and very good music.
The bionic arm is an interesting idea, but there are far too many situations in
which jumping would have been so much easier. That alone ruins the experience,
in my case.
-Black Bass,
The-
Far be it for me to jump to
conclusions about a game based on a sport I mention in the same breath as deer
hunting in terms of its sheer barbarity; actually, I've always thought that I'd
enjoy fishing every bit as much as those men who appear on ESPN at five a.m., if
only the objective weren't so... well... mean. My complaints of this game stem
less from my ultra-liberal vehemence than from the fact that it drags like a
sack of rocks. I played for nearly an hour without catching anything -- and,
having put in my time with the Breath of Fire series, I must fault the game's
sparse concentration of fish (I only actually saw one in that time frame, and it
swam away) before my own ineptitude. The other departments are merely
average.
-Blades of
Steel-
Konami’s faith in this game
(they used it to advertise Jackal) aside, I really do enjoy it. The
mechanics are fluid and workable, and it’s easy enough to score. Plus, the music
is reasonably inspirational, and the play control reflects real ice hockey quite
accurately (although that isn’t always a pleasing trait.) My sole complaints are
that, at the “Pro” level, the fights involve too much parrying, and I have no
idea what the announcer says when a pass is made. I have it narrowed down
between “press the pole”, “testicle”, “strike the gold”, “light the coal”, “past
the cold”, “vestibule”, and “Brest-Litovsk”, but that is as close as I can
discern. Could it be “pass to goal”?
-Blaster
Master-
Between the diversity of
stages and excellent music, Blaster Master has a lot of potential. However, that
potential is never reached because far too much time is spent looking for
things. Severely overrated, IMO.
-Bubble Bobble-
Fun music, a
neat premise, and rampant cuteness fail to triumph over poor graphics and a
feather-worthy falling speed (it’s also practically impossible to direct
yourself when falling.) The ability to fire upward is sorely absent as
well.
-Bump ‘n
Jump-
The River Raid of driving games,
and a damn fun way to kill an hour. The technical merits are, at best, average,
but the focus of the game inclines more toward mindless self-amusement than any
graphical revolution. The aforementioned mindless fun is impeded, though, by the
fact that you get knocked into hazards all the time.
-BurgerTime-
Of
the many botched arcade ports that were made for the NES, this one ranks among
the worst (or ranks among the rank, to be whimsical.) Of course, many of the
game's faults -- such as the limited pepper supply and dangerous method of
reloading -- are carried over from the arcade, but the meager presentation does
more than its share to drag down the play mechanics. What I chiefly cannot
forgive, though, is the number of times I have died because I mistakenly thought
I was in a position to get off the ladder.
-Captain
Skyhawk-
This is your basic
minimum-frills shooter. Neither graphics nor sound are exactly imperative.
However, its most important aspect -- the interface of flying -- is near
perfect, hindered only by a few stages that deliberately scroll too
quickly.
-Castlevania-
The father of generations, and I can see why. Superb music,
a cornucopia of interesting special weapons, and the memorable vampire-hunting
premise place this game among the elite classics of the NES (but, I’ll admit,
it’s not one of my favorites to the degree that it is for some.) Simon’s jumping
is a little weighted, though.
-Castlevania II:
Simon’s Quest-
Konami had no
interest, with regard to their classic series, in making one game over and over,
and it shows here. The same tried-and-true action is kept, but this time Simon
explores all of Transylvania, thus creating plot-forwarding comparable to that
of most early RPGs. Unfortunately, the non-linear elements tend to detract from
the game more than they add to it. I never have any idea where I am.
-Castlevania III: Dracula’s
Curse-
And so Konami returns to its
roots... This game is similar to Castlevania, but all its technical merits are
improved. Also, the highlighted Belmont no longer travels alone. He encounters
three companions along the way, but can only take one at a time -- unfortunate,
that. Still a great game, mind you.
-Clash at
Demonhead-
Second only to the Koosh
ball in terms of non-medical stress reduction, but that’s not due so much to the
fact that it’s easy (in fact, it’s pretty challenging) as to the fact that its
premise simply doesn’t exist to be taken seriously. Decent graphics, a fun plot,
a navigable non-linear world, and strange facial expressions galore await you
here.
-Cobra
Triangle-
A variety of tasks, coupled
with the occasional catchy song and an arcade-like mindset will get the player
hooked almost immediately. However, the boat turns a bit sharply, and the game
is virtually impossible to beat.
-Code
Name: Viper-
An interesting plot --
involving a Harrison Ford-esque special agent -- is betrayed by an unnecessarily
limited view of the action (i.e. everything is too big) and repetitive music.
Plus, the hero’s life meter is a joke, and I have no tolerance for the demand to
search as many as 50 doorways per stage.
-Commando-
Similar to the
walkabout scenes in Blaster Master, but this one is somewhat fun in its
own right -- that is, until the enemies start pouring out in droves. At that
point, the game becomes more trouble than it’s worth.
-Contra-
As is so
often said, this game’s challenge rating is plucked from the realm of the
impossible by the 30-man code. Plus, the graphics are decent, the music has a
distinctly military feel, and the variety of rifles insures that you’ll find one
you like. One complaint: the base stages (two and four) do nothing but add
drudgery to an otherwise great game.
-Crash 'n' the Boys: Street Challenge-
How do you remedy attitude? Satirize it, of course. Okay, so River
City Ransom managed to do so in a somewhat less glaring fashion, but I doubt
that this game would have been acknowledged without its characteristic blatancy.
That diplomatic facility is the main reason Technos was able to uphold 8-bit
ethics well into the 16-bit era. All the same, the play control can be difficult
to learn intuitively; and once you get the hang of it, the game isn't
particularly hard.
-Crystalis-
Every technical
facet of this game is overshadowed by the marvelously original, fun story (which
isn’t to say that the game is presentationally weak.) The only problem -- and it
is manageable -- is that the swords don’t charge when the hero is moving.
-Donkey Kong
3-
If the stages lasted a little
longer, I might not be so bothered by the fact that they keep repeating.
However, as things stand, this poor beleaguered gardener’s plight doesn’t quite
hold my interest.
-Donkey Kong
Classics-
There is no such thing as too
rich, too happy (trust me, I am "too thin"), or too retro. The games may
not have the lasting presence of later creations, but, like Galaga, this
compilation hits home in the department of sentiment about as resoundingly as
anyone could hope. Plus, the vilificaiton of Mario in DK, Jr. is probably
the greatest reflection, within the spectrum of the NES itself, of the anti-N64
movement.
-Double
Dragon-
The classic beat-em-up arcade
game is more than a trifle flawed in this translation. The player and enemy hit
each other at the same time far too often, and the character sprites are too
small. However, the music is quite good.
-Double Dragon II-
Don’t ask me
why I so love this game’s music, but the first stage’s tune gets me excited
without fail. Anyway, the characters are of better size in this sequel, 2-player
play is now simultaneous, and the play control is original without being
convoluted (though the execution of special moves is by-and-large random.)
However, the tendency of the game to mix isometric and 2-D terrain into the same
levels is a mite irritating.
-Double
Dragon III-
I'm all for revving up the
difficulty of this series. Frankly, both of the last two installments strike me
as a little elementary (neglecting those points whereat imprecise jumping can
result in the loss of a life), but making the interface overly beholden to
special moves is not exactly what I had in mind. Not only are Billy's punches
and kicks far too slow to gain any sort of advantage, but the player is alotted
only one life and no continues. Moreover, the concentration of enemies is
grotesquely inconsistent. Be prepared, if you play this game, to spend ten
minutes fighting in one place.
-Dragon
Power-
If memory serves me correctly,
this is the first NES game I ever played in-console -- and I have remembered to
this day just how bad it is. Bluntly, whoever hit upon the notion of assessing
damage through the timer is an idiot, especially in light of the one-life action
(ack, two games in a row.) The only reason I even own this game is because I
confused it with Flying Dragon.
-Dragon Warrior-
This game has
to be given a bit of leeway in evaluation, because it was pretty much starting
from scratch when it was made. Keeping in mind that an RPG of this caliber had
never been originally made before DW (Ultima: Exodus, though similar, was a
translation of a significantly more primitive computer RPG,) it is remarkable
that the people who made it achieved what they did. The graphics are basic
(though colorful in places,) and the plot consists mostly of interacting with
people (which is actually pretty fun,) but there is an inherent joy in the
experience of this game. The only real problem is that the music tends to repeat
itself.
-Dragon Warrior
II-
This one introduced monoliths,
towers, ships, and multi-member parties to the series. Again, the color palette
is entertainingly colorful (but more consistently so,) and the music is greatly
improved. However, the plot is a bit disjointed, and contains far too many
tangents.
-Dragon Warrior
III-
Having traded one problem for
another in its second installment, Enix finally managed to do everything right
with this one. The graphics are good, the music is equally entertaining, and the
fun of interacting with townspeople is resurrected amid scads of individualized
villages. Also, betting on monster fights is a fun diversion, and a good way to
make money.
-Duck
Hunt-
Having finally replaced my
Zapper, I now realize how good this game truly is. Sure, the task gets awfully
redundant, but the play mechanics are so perfectly rendered that, for once, I
can't justifiably blame the game for my mishaps.
-Duck Tales-
The
music is decent, the play control easy enough to pick up, and it’s kind of fun
to bounce around the levels on a cane. However, the overriding motive -- to make
Scrooge the richest duck in the world -- provides virtually no incentive to
play.
-Dynowarz-
I can't count on ten hands the number of futuristic action
games that came out between 1989 and 1991, so it's a coup that I even remembered
Dynowarz. Thank consciousness I did, though. I admit that the
level-dualism is all that convincingly stands out, but that alternation between
dino-bot and human gives the game a sense of simple order. The chromatic
variation of the planets is the only additional quality this game needs to vault
it from "fair" to "good", even though the jumping delay does everything in its
power to preclude that rise.
-Elevator Action-
A neat premise
in theory, and somewhat fun as an arcade-style game, but the reality is that
your task is just too repetitive to encourage earnest play, and its early year
of release means primitive technical merits. That would be pardonable if this
were a better game, but alas...
-Faxanadu-
Different-but-good music, blurry-but-nice graphics, a
variety of stores, and an interesting plot serve to make this game seem enticing
at its beginning. But the plot is never really pursued to course, and the hero’s
jumping is as futile as any of his contemporaries on the NES. Still, Faxanadu
can be quite fun if you are content to play only the first part over and
over.
-Final
Fantasy-
One of the most consistently
brilliant series in videogaming history begins here, and this game, for its
time, is no exception to that standard. The plot is mythological without being
quaint, and thereby extremely involving. Also, the music is pretty good (though,
I admit, not up to par with Nobuo Uematsu’s later masterpieces.)
-Flying Warriors-
A super hero-esque adventure, the plot of which could quite
deftly enthrall the player if actually hitting the enemies were not so
difficult. Still, this is one of those curious titles for which purchase can be
justified simply because it is rare.
-Friday the 13th-
When it comes
to gaming, I pride myself on having relatively few prejudices. However, this
game manages to violate three of the bigger ones. I hate horror movies; I hate
summer camp; and I hate games that consist of running around the same locale
over and over (and over). Even if I didn't have those biases, though, I doubt
I'd enjoy Friday the 13th. The basic premise does little to draw the
player in, and every time it seems as though he/she might be on the verge of
getting something accomplished, Jason shows up and kills whichever character
he/she is controlling. I also fail to see the intimidating potential of throwing
rocks over one's enemies.
-Galaga-
The famed
arcade classic is re-created flawlessly in this version. Technical merits are
superseded by timelessness, and the result is hours of sentimental -- albeit
pretty routine -- play.
-Galaxy
5000-
The best I can think to say of
this game is that it’s average. The graphics are certainly that, though some of
the in-race music is all right. Also, the play control is difficult to get used
to, and the animation is terribly choppy.
-Gargoyle’s Quest II-
For one
thing, Firebrand zips right along on the overworld. For another, his development
is perfectly implemented. And for a third, “Firebrand” is a damn cool name. The
action is not only perfectly designed, but beautiful both in sight and
sound. Unfortunately, Capcom did the same thing with this game’s plot that they
did with that of Breath of Fire II -- create a different vehicle for its
predecessor’s major conflict and call it a new game. That does not necessarily
make for a poor story, though. In whole, this may well be the last great game
made for the NES.
-Goal!-
Never has a sports game
been so done in by realism as Goal!. Possession exchanges are so common that a
penetrating scoring drive depends entirely on hot-potato-style passing. There
are a few bugs in the system though, and if you shoot the ball from the right
spot you can score fairly regardless of the situation. There is little fun in
that, however, since the computer AI never figures it out. Plus, blowouts are
not at all enjoyable when you can only score in one way.
As an aside, the
music is fairly good.
-Godzilla-
Each enemy monster is greatly individualized, the graphics
are good, and, for whatever reason, it’s heartwarming to see Godzilla and Mothra
on the same side. However, having to traipse (or fly) slowly across countless
stretches of land on which the task is always the same gets old all too
quickly.
-Golf-
Once the player gets used to its style, Golf can be fun
regardless of its technical shortcomings (most of which are just the results of
its early time of release.) Still, the game is way too stringent about
boundaries, and mis-hits are only of the extreme kind.
-Goonies II, The-
Having never seen the movie, I suspect I'm missing out on some of this
game's subleties. .... Now that I think of it, that entire sentence is a
genteelism for "I have no idea what I'm supposed to do." Still, I'm having a
good time, if for no better reason than that I like the melding of different
environments into one setting, and enjoy making fun of the translation. If this
trend persists, The Goonies II may unseat Ultima: Exodus as my
favorite "get-nowhere-but-have-fun-anyway" game.
-Gradius-
Some of
the music is pretty good, and I have no complaints about the graphics, but this
game is only fun until you lose your first life (which can actually be prolonged
for some time if you maintain a force field and use a turbo controller.) After
that, you’re taken back to some point in the stage that is invariably teeming
with enemies, with the benefit of neither powerups nor a thirty-man code.
-The Guardian Legend-
This game is great in all of its presentational capacities,
including the innovative plot. However, the challenge is a bit excessive in the
later levels. Personally, though, I’ve always found that to work in the game’s
favor, since the later levels and bosses are far too surreal and, in some cases,
macabre for my taste. Gotta love those blue landers, though.
-Gyruss-
If Galaga were modernized, given some semblance of a backstory,
and otherwise “suped-up”, the product would be something like this game (that
claim neglects, of course, the short-lived arcade hit Galaga 2000.)
Excellent visuals, curiously symphonic audio, and the implementation of depth
via the 360-degree control scheme bring a classic paradigm into the... well, the
late 80s, anyway. I could do without the bosses that break apart when shot,
sending little bits of themselves at the player, though.
-Hoops-
A decent simulation of basketball, but it would have been scores better
were most of the players not so slow, the ball not stolen so often, and so many
of the shots not fated to being bricks.
-Ice Climber-
Personally, I feel this game would have been better executed if the
designers had omitted the bonus rounds and just made the mountains twice as
high. Even though both tasks involve advancement, they are presented in such
different fashions, and with such brevity, that the entire experience seems
fragmented. Nonetheless, the emphasis on verticality is a pleasant novelty --
carried too far, albeit, by the tendency of the hero to jump more upward that
outward, even when directed horizontally.
-Ice
Hockey-
The last (and, not
coincidentally, the best) of Nintendo’s early sports games. In this one, rosters
can be individualized among three player types, teams are more relevant, and the
soundtrack is more evolved. The graphics are more refined as well. All in all,
Ice Hockey is about as good as fundamentalistic sports games come.
-Ironsword: Wizards & Warriors
II-
It is incomprehensibly strange that
this sequel chose to fix only the facets of its predecessor that didn’t really
need fixing. More attention is paid to modifying Kuros’ arsenal, a magic meter
is introduced, and currency begets more than just admission to the boss’ lair --
but those are little more than bells and whistles. The first game’s principal
shortcoming -- frustration -- remains intact. The main purpose of the levels is
still to jump around aimlessly (for some time, I might add) searching for
something, and rampant falling opportunities turn that into an experience more
irritating than a game of Chutes & Ladders. However, the music is a vast
improvement.
-Iron
Tank-
This one almost presents
Jackal-style action more aptly than Jackal, but the play control
is not in tune with the fast response time it necessitates (i.e. the tank turns
too slowly). I cannot begin to count the number of blows I’ve suffered because
my confounded gun wouldn’t point in the right direction.
-Jackal-
The key concept here: masked innovation. In other words, nothing on the
surface seems all that revolutionary, but it’s an interesting novelty that this
game chooses to spotlight the military ATV, and, for once, touching certain
enemies actually does away with them. Also, the music is flat-out
stellar. I suppose it would have to be to merit the product plugging in
Blades of Steel.
-Jeopardy!-
This is an inspired
rendition of the show, and the theme song is just plain timeless. However, the
characters are somewhat stupid-looking, and the questions seem a mite easier
than the typical Jeopardy! fare.
-Kid Icarus-
Overridingly, this game seems to be ahead of itself. The music could have
been excellent if it had waited for the advent of better instrumentation, and
more time should have been taken to refine the play control. Still, this game is
fairly interesting. The only huge shortcoming is the futility of Pit’s life
meter.
-Kung Fu-
I understand now. This game's lack of inspiration doesn't
matter -- its goal wasn't to revolutionize the genre, but to epitomize it. And
it does so quite well (I'll start my sentence with a conjunction if I want to!)
The action is crisp and, in its simplicity, captivating (who wouldn't feel a
rush of power at being able to flick enemies away); and the game establishes
itself as a great quick play both through its short length and the fact that,
unlike later variations on the theme, one need not "learn" it to be able to play
it. Still and all, I wish the henchmen did something other than grab me.
-Legacy of the
Wizard-
I can’t speak for anyone
other than myself, but it always pains me to see such a magnificent soundtrack
wasted on such a mediocre game. The correct path to take with each character is
far too inobvious, and it is often impossible to return to the path from which
you came, even (and especially) if you went the wrong way in the first
place.
-Life
Force-
Refined audiovisuals and the
thirty-man code redeem this game from the many situations in which losing lives
is more-or-less perpetual. Likewise, the length and diversity of the stages
compensate for the fact that there are only six of them.
-Low G Man-
A
surprisingly enjoyable game, especially once the player gets used to the
controls. The mediocre animation is forgivable simply because this is an
outright joy to play.
-Lunar
Pool-
An inspired premise,
centering around unique tables and adjustable friction, rests at a virtual
stalemate with the lack of a decent sountrack and frequent situations in which
the cue ball gets trapped. I should probably stop expecting to get through all
the tables in one game.
-Magic Johnson’s Fast Break-
This game has very little potential, and falls short of even that because
the ball is stolen far too often, and the graphics are horribly undetailed.
Also, five-man rosters would have made the experience significantly more
interesting.
-Maniac
Mansion-
This game does three things
that have set it in the early stages of becoming one of my favorite NES games
(an elusive distinction, believe me). First, it manages to belong to the puzzle
genre while being neither bare nor excessively complicated. Secondly, it
presents all the nuances of myriad everyday tasks with thoroughgoing realism
(home owners don't walk obliviously past strange intruders.) And thirdly, it
deftly synthesizes four decades (1950s-1980s) of pop culture into a single
offbeat, witty, and complex environment. Give the music a chance, too. It's much
more enjoyable than it initially seems.
-Marble Madness-
The innovation
and engaging nature of this game wears off by the fourth “race,” but until then
Marble Madness is fairly enjoyable. However, even that enjoyability is somewhat
siphoned because not enough time is allotted to complete the later stages, and
thus the player is always in a hurry.
-Mega Man-
Not surprisingly the
most primitive of this proud series’ games, but certainly not the worst. The
Blue Bomber’s surroundings lack detail, and most of the enemies are fairly
mundane. However, the music hops right along, and it’s fun to see the many
little oddities that were left out of later installments.
-Mega Man 2-
A
vast improvement upon its predecessor, and possibly (if not probably) the best
in the series. The graphics are stellar, and the music is among the best found
on the NES. Also, the bosses are inspired, and the large enemies are absolutely
awing.
-Mega Man
3-
The only other game in the series
that comes close to Mega Man 2 in terms of overall quality. This one’s graphics
are still exceptional, its music still superb, and its bosses maintain MM2’s
standard of originality while straying from the elemental motif. However, the
Doc Robot stages are completely unnecessary, and simply make the game too
long.
-Mega Man 4-
This is where the classic series takes a turn for the
insipid. The plot is that, as is the music, and the repertoire of standard
enemies consists mostly of bland attempts to recreate MM2’s massive animal
robots. Likewise, some of the bosses seem to indicate that Capcom was simply
running out of ideas.
-Mega Man
5-
Okay, maybe "Napalm Man" is a bit of
a reach, but at least Capcom's trying again. The environments are more than
generic rehashes of things we've all seen before, and the musicians seem to be
striving to innovate. All the same, it seems to me that deepening the plot would
have done more to resurrect the freshness of series than simply making Protoman
the next in a parade of stupid covers for Dr. Wily.
-Mega Man 6-
It’s
strange, but this game actually manages to make the same mechanics seem
less hackneyed than they did two installments ago. Granted, that’s mainly
due to the fact that the audiovisuals have been improved, but “Power Megaman”
adds an interesting twist. Also, the enemy robots are once again inspired (with
the exception of “Wind Man”, that is.) Capcom has milked the whole “animal”
motif, though.
-Metal
Gear-
Nobody will ever say it with
greater effect than did Tim Connolly before he changed his capsule: "Dodging
soldiers who are ten times more powerful than you are as you try to figure out
where the heck you are doesn't make for a very good game." Like Metroid,
Metal Gear stands in my good graces only because it reinvented its genre
with all that non-linear espionage stuff. The game itself is just too fitful
(all those sudden attacks), irritating (it's not unthinkable for Snake to be
killed by one attack dog, and the music sucks), and broken apart (getting
in and out of trucks) to hold my patience. Plus, the lack of a charismatic hero
keeps it from being at all captivating.
-Metal Mech-
I want to take this
game, find the kid from my sixth grade class who recommended it to me, and beat
him with it -- that's how bad it is. The mech's attacks are plotted such that
they can't hit anything, and the crude animation makes one forget that of
Bad Dudes. You could argue that these are all intended to reinforce the
chaotic setting, but.... there must have been a better way to do that. To sum
the game up simply, Blaster Master without the user-friendliness.
-Metroid-
Maybe it's just me, but schleping through all the labyrinthine recesses
of a game with no plot-forwarding does little to allure me. I'll accord
Metroid some leniency for being as seminal as it is, but, outside of the
music, that may well be the game's only noticeably positive quality.
-Mike Tyson’s
Punch-Out!!-
The redundancy of the
game’s task is entirely camouflaged by the fact that the player will spend the
majority of his/her time watching the opponent, both to enjoy the sheer whimsy
with which each is presented, and to anticipate the next attack. Innovation and
humor are all that are necessary to save this game from its mediocrity in most
technical capacities.
-Mission:
Impossible-
Truth to one’s title is
seldom a bad thing. However, what few technical merits -- and what little plot
(no offense to MI fans intended) -- this game has are superseded by the fact
that this mission is quite literally impossible. None of the characters move
quickly enough to survive certain essential parts of the levels, and their
“special” weapons are practically useless. Worth a look only for its decent
rendition of the classic title sequence.
-NES Open: Tournament Golf-
The illegitimate sequel to Golf, and a much more
technically refined version of its predecessor. The variety of new options and
variety of opponents make the game quite enjoyable, but once the player gets the
handle of the controls, “Open” becomes too easy.
-NES Play Action Football-
Its poor graphics are easily redeemed by both the wide view
and the fact that NFL rosters were licensed (even if the team logos were not.)
However, the players themselves move much too slowly (with the hastened clock,
breakout plays can last upwards of one minute,) and no pass play truly involves
anything more than hurling the ball into the air and directing the receiver to
it.
-Ninja
Gaiden-
The introduction of cinema
scenes, though revolutionary, is not where this classic makes its impact -- at
least not in my case. Rather, it is the fact that NG manages to both present
those scenes, and maintain excellence in most of its traditional capacities. The
graphics are good, -- though a tad rough in some of the backgrounds -- the
action is fast-paced without being rushed, and the plot is quite possibly the
best of any game ever made for the NES. The oft-maligned challenge can be dealt
with if the player is willing to spend enough time determining the pattern upon
which each given level is modeled. Otherwise, to be blunt, you’re in for
hell.
-Ninja Gaiden II: The Dark Sword
of Chaos-
Following excellence with a
higher degree of excellence is seldom achieved, but NG2 seems to do so with
relative ease. The black grains in the backgrounds are eliminated, the music
uses a greater variety of instruments, and the plot is as good as NG’s. Also,
the level of challenge is more accessible.
-Ninja Gaiden III: The Ancient Ship of Doom-
What happened after the Roaring 20s? Not to say that NG3 is
that horrible of a decline, -- the graphics and music are still great -- but the
play control is a little sluggish and many of the enemies do too much damage.
Also, the plot turns the surrealism of its predecessors into something
completely incoherent. Nothing happens for a reason, anymore.
-Nintendo World
Cup-
The surrealistic,
no-holds-barred approach this game takes to soccer is absolutely inspired. Its
technical facets aren’t perfect, but it’s constructive to be able to act out
your aggressions in the way NWC permits. Now, if only the clock weren’t so
slow...
-Pac-Man
(Tengen)-
The sound effects are a
little off, but I won't make any bones about that. Almost all of the quirky
elements that made this one of the most unique works in the history of
videogaming (I'll admit there wasn't really the potential for a genre) are
translated faithfully into this vehicle. Still, the gameplay speeds up a bit too
readily.
-Palamedes-
Not enough of a
revolution to avoid being identified with Tetris, but innovative enough
to keep from mimicking it. The emphasis on forming numerical combinations in the
face of a sort of guillotine-like onslaught is both fresh and engrossing, but it
translates so well into the tournament format that one wonders why that was not
the focus of the game. Also, I would have been more willing to tolerate the
level of cuteness had the hero been something other than a kid in
play-clothes.
-Pinball-
An award-winning
pinball machine it ain’t, but that doesn’t mean it's not enjoyable. There are
about seven or eight basic novelties to be found here, and unleashing the more
elusive of them can become an obsession with marked haste. Fun has seldom been
so simply and adroitly represented as it is here. I just wish I weren’t so
terrible at keeping the ball in that bonus room.
-P.O.W.-
Decent
audiovisuals, a plethora of weapons, and a conceptually interesting plot easily
win out over the hero’s puny life meter. However, the game does drag a bit
because of the lengthy stages.
-Power
Blade-
In order to stand out in a genre
this overcrowded, a game must possess something that sets it apart. Power
Blade's Arnold Schwarzzenager-esque hero doesn't achieve that, but the use
of the boomerang, buttressed by the freedom to throw in several directions, the
non-linear levels, and the colorful environment, does. On the other side of
things, it can sometimes be difficult, given the bluish-red/reddish-blue
coloration of the life meter and the lack of recoil, to determine whether or not
Nova as taken a hit; and there is only one relay point, other than the beginning
of each Sector, from which one can resume play after losing a life.
-Pro Wrestling-
I've lauded this game in the past, and it deserves it to an
extent. The wrestlers are distinctive, and their moves serve to heighten the
variety. However, there is no potential here for the fast victory indigenous to
this "sport." Every fight boils down, in the end, to a battle of attrition.
That, in addition to the fact that it takes forever to defend the V.W.A. title,
prevents this game from being the quick play as which it might best
function.
-Racket
Attack-
One of many sports games that
would have been decent if the matches didn’t take so blasted long. However,
there is a vague thrill in playing only a set or two.
-Rad Racer-
An
entertaining, Pole Position-esque racing game that is dragged from grace
by an interface that, rather than rate the player in terms of the time taken to
complete each course, mandates that he/she reach a certain point in a certain
amount of time to continue.
-RBI
Baseball-
The fact that all of the
players are shaped like Babe Ruth is somewhat indicative of the old-school
mentality of this game. Aside from the authentic MLB rosters, “RBI” doesn’t have
much to go on. The “season” mode is just a string of individual games, and the
interface of play offers nothing out of the ordinary.
-R.C. Pro-Am-
There are far too many oil slicks, but the cars would be virtually
impossible to control even if there were not. Also, the novelty of being able to
shoot your adversaries wears off quite hastily, and the results of the races are
determined by each car’s position when the winner crosses the finish
line.
-River City
Ransom-
The graphics aren’t
particularly good, but the action is quite lively and draws the player in almost
immediately. Also, the array of stores has not yet been paralleled by any other
game.
-RoadBlasters-
I guess this is
one of the maxims upon which I found all the scrutiny to which I subject video
games: Great games are those that would remain so if divested of the merits of
their appearances. The point of my voicing that here is that RoadBlasters
is not one of those games. Playing it in this form, I realize that the only
reason I ever enjoyed it in the arcade was because the enemy cars looked neat
when blown up. Fuel is quite scarce, and regaining it depends entirely on never
missing your target. Thus, you will often not take shots that could prevent your
destruction for fear of driving down the “multiplier”.
-Shadow of the Ninja-
One more ninja game, in and of itself, wouldn't have been
excessive. The problem is that this game is just too archetypal to stand on its
own two feet. All the conventional elements are solid, but neither the heroes
nor the enemies can do anything that can't be found in fifty other games. Even
the grappling hook and the ability to hang on bars are just new versions of old
norms (to say nothing of that ubiquitous post-Gutsdozer tank boss.)
-Side Pocket-
This is one of the best -- though also among the more
passive -- two-player games I’ve yet encountered, and the bonus scoring system
is innovative. However, those lacking a mind for real pool will likely not have
an easy time here. Still, the nifty in-play song will keep you in a light mood,
thus preventing any paramount frustration.
-Skate or Die-
World
Games with skateboards -- no more, no less. Don't get me wrong, there's some
appeal to the various events, but like so many other games that require the
player to do stunts, it's almost impossible to remain standing.
-Slalom-
Audiovisually, this game is quite evolved for its time. Plus, the races
are brief without being abrupt, and the music is zippy -- allowing for about as
perfect a quick play as one could expect. The problem is that the dominant black
outlining ruins the implementation of graphic depth, making it impossible to
determine if what you see in the distance is a gate or an obstacle. On some of
the faster courses, that can destroy a promising run.
-Snake, Rattle, 'n Roll-
I applaud this game's audacity in making one of the most
universally hated members of the animal kingdom seem cute -- to say nothing of
its quirky self-elongation/bulb-eating premise and conspicuously Rare-ish
liberty with one of the foundations of Rock & Roll. Unfortunately, beneath
all the oddities, there isn't much of a game. The stages are basically excuses
to slither around eating things, and the multiplanar, isometric layout doesn't
lend itself well to the amount of momentum Rattle and Roll are wont to
develop.
-Snake's
Revenge-
Obviously, I don't think
Metal Gear ever merited a sequel, and this game doesn't really prove me
wrong. Granted, the presence of the knife and handgun from the get-go do
something to curb Snake's inherent wimpiness, and the music is less... well...
boring (I suspect that watching all these Sanford & Son reruns is
beginning to tax my vocabulary, even if it has added "champipple" to my
repertoire.) However... once again, there is little sense of location; once
again, the tenacity of the enemies can end one's game in seconds; and once
again, Snake embodies none of the bravado and originality essential to his role.
Still, this time there's a stronger element of military ops than of one man
trying to overthrow a covert organization with a pack of cigarettes.
-Soccer-
Never have I seen dribbling so poorly designed. The player literally
loses control of the ball after touching it, and thus the play control demands
more acclimation than should be necessary. After that, though, there is a
marginally good time to be had.
-Solar
Jetman-
Fly around in an egg-shaped
pod, ward off enemies, and return spoils to the mother ship... What minute
interest this premise arouses within me is squelched by the practically
unmanageable controls. Even in the best of cases, I find myself ricocheting off
the walls at least twice per trip.
-Spot: The Video Game-
Novelty
games based on pop culture (no pun intended) seldom appeal to me, but this one
is a noted exception. The Othello-like objective is carried off well, and the
spot itself is hilarious. However, I’ve never been able to get heavily into
games in which I am convinced I'm going to lose until the final move puts me
over the top.
-StarTropics-
The halting play
control gets quite annoying, and the plot is mostly a parade of tangents, but
neither of those factors ruins the game. Instead, it is the freshness of the
tropical setting, the enjoyment of the aforementioned tangents, the colorful
graphics, and the catchy music that triumph.
-Street Fighter 2010-
A uniquely
orchestrated action game in which the player squares off against a variety of
adversaries. Its originality allows for a pleasant experience, but the setting
is a bit too post-apocalyptic for my taste.
-Strider-
A plot both
thought-provoking and entertaining -- though rather poorly translated --
combines with decent audiovisuals to save this game’s appeal from the murk
produced by its stiff play control. All in all a good game, but if I have to
climb one more hill...
-Super
C-
I don’t care how sentimental -- how
much of a purist -- you are, or what you may have heard elsewhere. This game is
a vast improvement upon Contra, from the enlarged graphics to the faster
“bullets” to the removal of those horrid 3-D base stages.
-Super Dodge Ball-
This game would have been a perfect example of how to turn a playground
pastime into a video game if the characters didn’t flicker so blasted much.
Still, some of the music is very good, and the inspiration is obviously
there.
-Super Mario
Bros.-
If you aren’t familiar with
Super Mario Bros., then this site is so far out of your element that you’ll need
an expedition grant to return to it.
-Super Mario Bros. 2-
A far cry
from either of the two games that bookend it, but I’ve always found it
liberating to be able to pick up and throw anything you can find.
-Super Mario Bros. 3-
I’d be fonder of the Koopa Kids had they not become so
overused so fast, but SMB3 is still a pretty good game. The variety of “suits”
insures that there’s something for everyone, even though two of them are about
as rare as raw meat.
-Super
Pitfall-
Either Pitfall! wasn’t
as great a game as it seemed (a truth no real connoisseur of videogaming should
be willing to accept), or this game needs a lot of work. Seriously, at the time
of SP, some kind of objective would not have been a gross request.
-Super Spike V’Ball-
This game makes a noble attempt to create a stellar
rendition of volleyball, and comes about as close as any game ever has. The
graphics are decent, it’s nice to play in a variety of cities, and a few of the
songs border on superb. Plus, the “super spikes” add an interesting little twist
to the game. However, the repetitive “bump-set-spike” of volleyball simply
doesn’t make for a particularly good video game.
-Super Sprint-
A
very fundamental racing game -- average in virtually all capacities.
However, it is potently addictive in its simplicity -- definitely a worthwhile
investment.
-Tecmo
Bowl-
In comparison to its sequel, this
game is presentationally weaker, a bit more balanced in its challenge, and
equally playable. However -- though this doesn’t effect my impression of it -- I
can’t help but chuckle at a game whose “up to date” NFL rosters include Steve
Largent and Walter Payton.
-Tecmo Super
Bowl-
The play is very well-paced.
However, the live-play graphics are as poor as the cinemas are immaculate, and
breakout plays are all too common. The latter hardly ruins the game, though,
since the player gets his/her share as well.
-Tecmo World Wrestling-
Okay,
now how in the name of hell did Tecmo expect us to read lengthy color comments
while being beaten to a pulp? The game consists of too much grappling and too
little hitting to be interesting, and the wrestlers are just plain lame. I have
no aversion to designer-created wrestlers, unless said designers consider
he an innovative fighter whose leading characteristic is baldness. Pro
Wrestling does it better -- no small feat when one considers that PW
was made during the infancy of the NES.
-Teenage Mutant Ninja Turtles-
Seldom a fan of cliché, surfer-dude mannerisms, I actually support the
depersonalization of the Turtles. I cannot, however, stomach a game in which I
recoil and the enemies don’t; nor do I care for those works in which
“statistical diversification” translates to mean that the heroes can do nothing
well but their respective fortes. I am also unsettled by difficulty curves that
are more like scatter charts -- in which, *ahem* the second stage is the
most difficult. I’ll give due notation to the visuals and walkabout scenes, but
this entire game is bogged down by factors which, had they been solitary, it
could have overcome.
-Teenage Mutant
Ninja Turtles II: The Arcade Game-
The
Turtles literally take flight when hit, and the color palette is a tad bland.
Also, because of the restriction of technique in this version, it doesn’t really
matter which Turtle you choose. However, the action is still quite fun, even
though most of the bosses take scores of hits to defeat.
-Tennis-
Again,
because of this game’s early year of release, there really isn’t much of a
soundtrack. However, the graphics are fairly colorful, in spite of their
inevitable primitivity. The only real problem with the gameplay (and it is a big
one) is that the slightest error in timing sends the ball miles off your
intended mark.
-Tetris-
The fundamental nature
of the presentation doesn’t impede the inspiration of Tetris in the least. No
puzzle game has ever been this addictive, though it is a trifle frustrating that
there doesn’t seem to be an ordained last level.
-Top Gun-
The
“mission” concept is quite interesting, and the film’s music is translated
stellarly. However, there is far too much inactive time in the air, and thus the
action is a bit sluggish. Also, it would take Chuck Yeager to complete that
confounded midair refueling sequence.
-Top Gun: The Second Mission-
If
Top Gun’s action was too slow-paced, this game is a ludicrous overcompensation.
This time around, the player has virtually no time to think and react, and, as a
result, the game is unbelievably difficult.
-Track & Field-
The game’s
only real hook is the feeling of superiority that accompanies the use of a turbo
controller. Without one, the going gets tough rather abruptly. Even with the
aforementioned benefit, the skeet shooting event remains a sizable pain in the
tuchus.
-Track & Field
II-
A marked improvement upon its
predecessor (even if the highlighting is a little dark), but this one still
doesn’t quite have the hook I was looking for -- probably because it’s quite
difficult even with a turbo controller. Still, some of the events can be a blast
if you’re content not to do very well.
-Ultima:
Exodus-
Never has there been so
much fun in walking around doing nothing as in the case of this game. Also, the
bright and diverse color palette redeems the primitive graphics to some extent,
and the music, though poorly instrumented, has a certain appeal. Just don’t aim
to finish this one.
-Ultima: Quest of
the Avatar-
The graphics are more
refined, but the color palette contains way too much black and dull green.
Likewise, the music -- with a few exceptions -- is lacking of the inspiration of
“Exodus.” It’s also a terrible chore to trudge across the now oversized
continent, and every single thing you do affects how far you are from completing
the game.
-Vice: Project
Doom-
I’ll concede that this game
rips off too many other titles to speak of, but they form a good combination
(albeit one previously used in The Adventures of Bayou Billy.) Plus, the plot
has pretty much everything you could want, including as interesting a plot twist
as comes readily to mind.
-Werewolf: The Last Warrior-
As
someone who has never had much of a fondness for comic books, the appeal of this
game is by and large lost on me. Plus, the programmers elected to make A the
attack button and B the jump button. Rogues...
-Wheel of Fortune: Family Edition-
A decent translation of the classic game show, though
lacking of its real theme song. One problem: the prize round is completely wrong
-- the puzzles, since they draw from the saame pool as the rest of the game, are
frequently too long to be realistically solved with five letters. Plus, since
the prizes don't have any palpable ramifications, the round in itself is fairly
pointless.
Thanks are due to Loogaroo (the rhyme is unintentional)
for informing me that it would have been anachronistic for the game's prize
round to give the player R, S, T, L, N, and E.
-Willow-
The excellent, well-forwarded plot -- though it doesn’t
have anything to do with the movie -- gives a compensatory incentive to the
excess of walking around. Yet it does not, in addition, compensate for the
myriad of dead ends.
-Winter
Games-
I can’t, for the life of me,
figure out why this game is so much worse than its Apple IIgs counterpart, but
it is. The graphics are absolutely horrid and the game asks way too much of the
player. Plus, there are only four events, none of which are well presented. This
sucker is constantly at odds with 8 Eyes for the distinction of being my least
favorite NES game.
-Wizards &
Warriors-
The music is, well,
different, but some of it actually works pretty well. Likewise, the variety of
accouterments is marginally interesting, and the medieval theme is carried off
commendably. Conversely, the stages consist of way too much jumping around (and
falling, one mustn’t forget,) and, in a Murphy’s Law-esque fashion, the key you
need will often be in the one place you can’t reach.
-World Games-
Yet
another of Epyx’s games that loses a few steps from the computer version, but
this one isn’t nearly as slipshod as Winter Games. The graphics are still a
severe decline, but the actual events are more nobly translated, and, this time,
the fun of a multi-event pseudo-Olympiad remains intact. Still nothing stellar,
mind you, since the controls are fairly confusing.
-Xexyz-
This game disappoints me, but I freely confess to having overestimated
it. Honestly speaking, Xexyz is presentationally handsome, and the plot’s
not anything to scoff at. However, every stage consists of mainly the same task,
thereby keeping the game from being in any way addictive.
-Zanac-
For time's sake, let me put it this way: Everything Bryan Cord ever said
about this game is true tenfold. Not only is the AI staggering (though I don't
think I would have noticed if Cord hadn't pointed it out) and the action
feverish, but the number of powerups add a note of variety, and the audiovisuals
are, actually, somewhat good. The topper, though, is the fact that, though this
game was made in 1986, it bears none of the telltale signs of a game made at
such a time (I'd have said '88, personally.)
-Zelda, The Legend of-
One of
the coolest arsenals of items (I seldom use the word “cool,” but there’s no more
apt description in this case) combines with a fresh take on a traditional
objective to make this game the classic that it is. However, -- and I know I’m
blaspheming here -- I tend to get a little more sick of the overworld song than
I’d like.
-Zelda II: The Adventure
of Link-
It seems most people
either love this game or hate it, but I’ve never felt horribly strongly about
Zelda II. I incline more toward disliking it, but that’s due more to the tight
play control and frequent overly difficult situations than its lack of
resemblance to the first. Most of the music is quite the triumph,
though.
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