The Legend of Kage

Publisher: Taito
Year:
1987
Genre: Platform

In The Legend of Kage, you are a young ninja whose bride was stolen by other ninjas. You need to kill those ninjas and retrieve her so she can be kidnapped again in the bizarre ninja version of the circle of life.

A ninja in his natural habitat
A ninja in his natural habitat

Gameplay is fairly straightforward – some levels require you to move to the end and defeat a sort of one-hitpoint-wonder boss. Other levels require you to kill a certain number of ninjas. Still others require that you just scale to the top of an impossibly tall wall. Whatever the case, Unless you grab the orb-of-lets-you-get-hit-one-extra-time, you die one hit, and hits often happen arbitrarily, owing to the frequency with which ninjas throw shurikens in random direction and your (admittedly realistic) inability to control a jump after you leave the ground.

"Why oh why did I ever leave the ground?"
“Why oh why did I ever leave the ground?”

John’s Rating: 2.5 out of 5. With repetitive and painfully arbitrary gameplay, a dearth of enemy varieties, clumsy controls and poor hit detection, the Legend of Kage might be enjoyable to play through once or twice, but it wears quickly and ages poorly.

Kill the same four ninjas a hundred thousand times.
Kill the same four ninjas a hundred thousand times.

Kid Icarus

Publisher: Nintendo
Year: 1987
Genre: Platform, Adventure, Top-Scroll

As a child, I spent many an hour perusing D’Aulaires’ Book of Greek Myths, reading again and again the legends of tragic heroes such as Theseus, Achilles and Icarus. The moral of every Greek myth has always been, “No matter how awesome you are, you only need to fuck up once to ruin it all.” Kid Icarus? Pretty much the same lesson.

I have nothing negative to say about this title screen.
Wrapped in a gorgeous title screen like most Greek myths.

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Ikari Warriors

Publisher: SNK
Year: 1987
Genre: Shmup, Top-Scroll

Old school top-down shooters are pretty generic – endless waves of faceless enemy drones trying to stall your efforts as you steadily plow your way across the battlefield. They’re more notable in their differences than their similarities. Ikari Warriors is one of the first, and has a number of features that worked very well, and others that were, perhaps, not so well considered.

Making Player One the pink one for example.
Making Player One the pink one for example.

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Elevator Action

Publisher: Taito
Year: 1987
Genre: Platform – Top-Scroll

The Elevator Action manual says that you are “Super Sleuth,” “Agent 17,” “Codename Otto,” but let’s face it: none of that has any bearing on the game whatsoever. In Elevator Action, you are a guy who tries to get to the bottom of a building after, for some reason, deciding to use a zipline to start at the top of the building. On the way down you can go into some doors and come out with paperwork, which scores you points. You can also shoot and jump-kick enemies.

In Elevator Action, you are the letter N.
In Elevator Action, you are the letter N.

I’ll be frank about this game – it can be fun, but there’s really nothing to it. It comes from an era when video games were still finding their footing. The controls are clunky and cantankerous, the enemies are slow and predictable and the game itself is vanilla flavored bland. If you fail to get the paperwork from one of the red doors, you are magically teleported back up to that floor when you get to your sporty little car at the bottom. However, if you DO get all of them, you are magically teleported to the TOP and the building changes color. Each iteration gives you enemies that spawn slightly more readily and are slightly more eager to shoot you, but the layout, gameplay and arrangements don’t change.

I wanted to show you a riveting action scene, but then I remembered that I was playing Elevator Action.
I wanted to show you a riveting action scene, but then I remembered that I was playing Elevator Action.

John’s Score: 2.5 out of 5.0. The game isn’t unplayable (although the touchiness of positioning may prove infuriating at first), but there really isn’t a compelling reason TO play it. Once you’ve made your way through the building once, the game is genuinely out of things to offer.

Alpha Mission

Publisher: SNK
Year: 1987
Genre: Top-Scroll Shmup

Space Shooters are a staple genre of the NES. You might recall me giving Gradius the first perfect score of this blog, so I’m certainly not biased against them. Shmups, as they are sometimes called, have represented a huge slice of the gaming pie – and a rather delicious slice at that!

Grape and peach - delicious!
Grape and peach – delicious!

Having said that, there are certain qualities I expect in a space shooter. The first is variety – repetition is a huge game killer for any sort of Shmup, so a large variety of environments and enemies is a must. The second is graphic consistency – if a game takes itself seriously, it should make an effort to do so throughout the entire experience, keeping powerups – for example – looking like part of the environment rather than annexes to the games graphic library. The third is a aesthetic quality – the audio and visual experiences should be unobtrusive if not pleasant. Alpha Mission is a generic space shooter example of not working very hard on any of this.

Polygons. Polygons everywhere.
Polygons. Polygons everywhere.

John’s Rating: 2.0 out of 5.0. The only thing that stands out about this game to any meaningful degree is how annoying the music is. Beyond that, it’s pure vanilla paste.