What happens when you get a lazy port of a frustratingly hard NES game?
Developed by Rare / Arc SystemWorks
Published by Trade West / Sega
Release in 1993
It's weird what you can recall and what gets lost in the mist of memory. I can recall how to solve every puzzle in 'The Secret of Monkey Island'. I'm even able to reel off the witty retorts to the insult sword fighting without even playing the game. Yet I can't for the life of me remember why I ever wanted 'Battletoads' on the NES. It was given as a present either for birthday or Christmas and perhaps I only wanted the game after reading the glowing review in Total! magazine. "It's an Amazing-looking arcader that sets standards, break molds and does a lot of other groovy things too" their reviewer noted. " It's the best blast I've seen in a long time."
Developed by Rare / Arc SystemWorks
Published by Trade West / Sega
Release in 1993
It's weird what you can recall and what gets lost in the mist of memory. I can recall how to solve every puzzle in 'The Secret of Monkey Island'. I'm even able to reel off the witty retorts to the insult sword fighting without even playing the game. Yet I can't for the life of me remember why I ever wanted 'Battletoads' on the NES. It was given as a present either for birthday or Christmas and perhaps I only wanted the game after reading the glowing review in Total! magazine. "It's an Amazing-looking arcader that sets standards, break molds and does a lot of other groovy things too" their reviewer noted. " It's the best blast I've seen in a long time."
Alternatively maybe my parents bought it thinking it was a 'TeenageMutant Ninja Turtles' game. You can understand why they may think this. The
original NES version of 'Battletoads' came out in 1991, a time when the U.K.
was gripped by "Turtle Mania". Every schoolboy watched the TV series
and a NES game based on it was actually considered a system seller. Companies
wanted to capitalise on the public's desire for anything amphibian, mutated,
adolescent or pizza eating (especially if they fought using an Asian fighting
style). We had 'Samurai Pizza Cats' we had 'Street Sharks' we had 'Biker Mice
from Mars' and we had 'Battletoads'.
"Most kids will probably accept 'Battletoads' as a good-humored
rip-off of 'Teenage Mutant Ninja Turtles'" Entertainment weekly noted
reviewing the Mega Drive version. Indeed, There wasn't even an attempt to
conceal the inspiration in the games print adverts. After all "compared to
the Battletoads, Turtles seem like Pond Scum". Developers Rare even had a
cartoon-ready back-story for their achingly nineties heroes. According to a
comic strip in a 1991 issue of Nintendo Power, three teenage Californian video
game testers became superhero amphibians after play-testing a new title late at
night. The game goes wrong sucking the trio into the cartridge and into the
world of 'Battletoads'. Here they meet up with a vulture scientist, rescue a
princess named Angelica and battle with a Dark Queen which bares a striking
resemblance to 'Elivia Mistress of the Dark'. There was even a pilot episode or
an animated series written by David Wise, one of the key architects of the
'Turtles' animated series.
The Stamper Brothers and their team at Rare clearly had lofty ambitions
for the franchise, explaining why so much effort was put into the original NES
game. EGM magazine certainly appreciated the effort Rare noting that "the
amount of work that went into the game is phenomenal!" The 'Turtles' game
that 'Battletoads' would compete against was undoubtedly a rushed job,
criticised for being "boring" and having "inconsistent collision
detection". This reaction explains why 'BattleToads' is a hotchpotch of
gaming ideas. While at its heart it's a side scrolling 2D fighting game, most
levels will offer a unique variation on the basic gameplay. This design choice
rather divided critics though. "One of the greatest things about
"'Battletoads' is the sheer variety" wrote Edward "Radion
Automatic" Laurence for Mean Machines magazine. However, Rich Pelley was a
little less complimentary. "Having such a varied line up of levels was
stupid" he noted. "You can't help thinking if they'd got the beat 'em
up bit right [the game] wouldn't be quite so bad".
In one stage you'll play the Toads as they abseil down a bird-filled
cavern, another sees you escaping an ice cave throwing snowballs at snowmen.
There's a surfboard obstacle course, a climb across speedy mechanical snakes
and of course there's the frustrating speeder-bike third stage - the undoing of
many a player.
Some have called the Turbo Tunnel "the hardest video game level of all-time", however maybe that's because the vast majority of those who play 'Battletoads' never make it past the speeder bikes. In actual fact there are two other racing-style levels in the game, both of which are harder than level three. If anything, the speeder bike stage that many consider so hard is actually a tutorial level, designed to prepare you for greater challenges later in the game.
Some have called the Turbo Tunnel "the hardest video game level of all-time", however maybe that's because the vast majority of those who play 'Battletoads' never make it past the speeder bikes. In actual fact there are two other racing-style levels in the game, both of which are harder than level three. If anything, the speeder bike stage that many consider so hard is actually a tutorial level, designed to prepare you for greater challenges later in the game.
A hard game isn't a bad game, if it were I could hardly call myself a
'MegaMan' fan. Consequently, a player failing doesn't highlight a flaw of a
game, unless it is avoidable. It's for this reason, 'Battletoads' is deeply
deeply flawed. The levels may offer variety, but that simply means there are a
variety of unavoidable deaths.
The tunnel decent stage for example has crows killing you by cutting through the ropes you're descending with. The problem is they can't be stopped when you are trapped below electricity bolts lower down the screen, which leads to unavoidable death. Even worse, the seventh stage "Volkmire’s Inferno" has randomised elements. As you pilot a craft between gaps in electricity wires, missiles rain down on you. Where they fall is down to chance, so survival is, again, out of your hands. You would think that playing the game co-op would make the game half as hard, since the number of enemies you come across doesn't increase despite there being two of you punching them. However, when one player dies you both get returned to a continue point. This obviously means that to complete the near impossible vehicle levels, both players need a perfect run.
Even if you defeat these odds,
due to a glitch, level eleven can't be beaten at all in two player mode at all.
One player always starts a section in a position that makes death unavoidable,
meaning neither player can progress beyond this point. You would think that a
bug this significant would have been noticed in play testing, but evidently the
developers never imagined players to reach that far. If they did they certainly
would have put more effort into the games ending sequence. After an uninspiring
last boss that's bizarrely easy to beat, all you see is the same cut scene
you've seen between every stage, only this time it informs you that you've
saved the princess. It's on screen for a few seconds too, so after hours and
hours or replaying levels, if you blink you could literally miss the game's
conclusion.
The tunnel decent stage for example has crows killing you by cutting through the ropes you're descending with. The problem is they can't be stopped when you are trapped below electricity bolts lower down the screen, which leads to unavoidable death. Even worse, the seventh stage "Volkmire’s Inferno" has randomised elements. As you pilot a craft between gaps in electricity wires, missiles rain down on you. Where they fall is down to chance, so survival is, again, out of your hands. You would think that playing the game co-op would make the game half as hard, since the number of enemies you come across doesn't increase despite there being two of you punching them. However, when one player dies you both get returned to a continue point. This obviously means that to complete the near impossible vehicle levels, both players need a perfect run.
The NES game sold well, so of course Rare wanted to see their
'Battletoads' on as many consoles as possible. While Snes owner's were treated
to a brand new adventure optimised for the system, Mega Drive owners were not
as lucky. All they got was a near straight port of the ageing NES game and
critics were not impressed."this Genesis game is almost a pixel-for-pixel
duplication of the original NES 'Battletoads'" criticised Bob Strauss for
Entertainment Weekly. Save for a few level changes the bulk of the game is
identical, and some may argue that the Mega Drive game actually looks worse than the Nintendo original. The NES has a screen resolution 256 pixels wide but the Mega Drive screen is 320 pixels.
To solve this 64 pixel difference rather than redraw the graphics, Arc System Works (who were in charge of teh conversion) simply stretched the NES sprites with hideous distorted results. It's a far cry from better NES to 16 bit console conversions like 'Super Mario All Stars' or 'Mega Man the Wily Wars'. CVG magazine said the NES version of 'Battletoads' was "the best looking games for absolutely ages." The problem is an attractive game on the NES isn't an attractive game on the MegaDrive, it's after all a system that can do so much more. Yes there are more colours per character and there maybe parallax scrolling on the stages but 'Battletoads' on the MegaDrive still looks primitive compare to games like 'Sonic The Hedgehog' or 'Castle of Illusion' released years earlier. "The sprites are tiny with only three frames of animation" Rich Pelly noticed "the scrolling brings tears to the eyes, [you'll want to] throw a brick through the screen in disgust at the appalling backdrops".
To solve this 64 pixel difference rather than redraw the graphics, Arc System Works (who were in charge of teh conversion) simply stretched the NES sprites with hideous distorted results. It's a far cry from better NES to 16 bit console conversions like 'Super Mario All Stars' or 'Mega Man the Wily Wars'. CVG magazine said the NES version of 'Battletoads' was "the best looking games for absolutely ages." The problem is an attractive game on the NES isn't an attractive game on the MegaDrive, it's after all a system that can do so much more. Yes there are more colours per character and there maybe parallax scrolling on the stages but 'Battletoads' on the MegaDrive still looks primitive compare to games like 'Sonic The Hedgehog' or 'Castle of Illusion' released years earlier. "The sprites are tiny with only three frames of animation" Rich Pelly noticed "the scrolling brings tears to the eyes, [you'll want to] throw a brick through the screen in disgust at the appalling backdrops".
However the 'Donkey Kong Country' games aren't the only ones to owe some
gratitude to 'Battletoads'. Ironically (given that 'Battletoads' clearly was
aesthetically and thematically inspired by the 'Teenage Mutant Ninja Turtles'
series) a Snes Turtles game has some startlingly familiar moments to anyone who
has played Rare's game. At the end of one level in 'Turtles in Time' the four
Ninjas face off against their nemesis Shredder. However, the fight is viewed
from over the shoulder of the enemy and to defeat him the player must throw
things directly into the screen. It's hard to believe that Konami hasn't played
'Battletoads' when the end of the first stage has a fight viewed from the boss'
perspective and to win the battle the Battletoads must throw rocks towards the
screen. A case of Turtles imitating Toads that were originally inspired by
Turtles perhaps.
Thanks to 'Battletoads' I now worry for my memory; not because I can't
remember why I wanted the game but because I remember it being good. I thought
I loved this game but now I wonder if I played it simply because, at the time,
I had so few NES games to pick between. This Mega Drive version is certainly an
awful conversion, with truncated introduction and ending sequences, but was the
original game that good to begin with? Memory says yes, but recent experience
suggests otherwise. In all honesty, playing 'Battletoads' is a horrible
experience. Arbitrarily hard, but with unavoidable deaths any success feels
more like a relief than a victory. Never have I felt so tense playing a game
and with no reward in sight it's hard to see why anyone would want to play
this. If my brain once erased the memory of why I originally wanted this game,
I hope one day it will erase ever going back to it.
Where did I get this game from?
Like the bulk of my Mega Drive games I got 'Battletoads' in a bulk buy
which you can read about here should you wish. The game physically fared worse
than others, with a heavily faded cover and a foul smelling smokey crinkled
manual. With fond memories of the original NES version there would have been a
time when I sought this game out. Now I'm very relieved I paid so little for
it.
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