The Nintendo Entertainment System (NES) was a popular computer game console and some of it’s games became famous, while others started well-known computer game series. I, however, have never played any of the games released on the original NES, but I have played the games available on the NES Classic Mini, which was a device that allowed players to play 30 games that were developed for the actual NES. As someone who was unfamiliar with the original games available on the NES, I thought it would be interesting to find out how I felt playing the first few minutes of these famous games.
To clarify, the reviews of the games listed in this blog post were not based on the entirety of the game. The opinions discussed were based on playing the beginning of the games. I did not play each of the games for the same amount of time, some of the reviews were based on the first hour of playing the game, but some reviews were based on my impressions of playing the first few minutes of the game.
This was an arcade-like game where the player progressed through a series of levels and obtained points to achieve a high score. The player completed levels and collected points by defeating enemies. Enemies were defeated by the player flying into the balloons that allowed them to float in the air, which caused them to fall into water or onto ground, where the player had to hit them again to stop them flying. The player had to avoid hitting the body of the enemies, with the player losing a balloon each time contact was made.
The game felt difficult to control, as the player tapped one button to rise up and stop pressing the button to fall, which made the player feel as if they were floating across the sky. It also felt unusual that the player could fly into one side of the screen and reappear at the other side and that touching the ground was harmless, but falling into water was fatal. The game also used an attractive contrasting colour scheme, which consisted of bright colours against a black background filled with stars. The game, however, did not use music, instead a series of high-pitched noises were played during the game.
There was also an alternative mode of the game, called Balloon Run. This mode involved the player flying across the screen and avoiding obstacles.
This was an arcade-like game where the player progressed through a series of levels and obtained points to achieve a high score. The player completed levels and gathered points by defeating enemies and collecting items. Enemies were defeated by the player launching bubbles at them, which either defeated them immediately or caused them to be encased in a floating bubble, which the player had to burst.
The game began with a short introductory story. The game used a contrasting colour scheme, which consisted of bright colours against a black background, and cheerful music.
Despite the light-hearted nature of the game, it was surprisingly difficult. It was easy to be trapped by the enemies and harming them caused them to become angry, which made them move faster. It was unusual that falling into the pit at the bottom of the level caused the player to reappear at the top of the level, as this was usually a fatal action in computer games.
This game was a platform game with a lot of action added. The game consisted of a hero exploring a castle and defeating hordes of enemies that seemed to be based on characters from horror films.
The player used a whip to attack enemies, which was an unusual choice of weapon, and were able to use power-ups that were left by defeated enemies. The player was presented with a bar to show the amount of health they had remaining, but, strangely, while the attackers dropped heart-shaped objects, they did not rejuvenate the player’s health as expected.
The graphics for the game were slightly rudimentary, but it was possible to see what the backgrounds, objects and characters were supposed to represent. The game also presented with a subdued colour scheme that used a lot of dark colours and horror-like music (which was low in tone, but energetic in pace).
Castlevania II: Simon’s Quest
This game was very different to the previous Castlevania game. While it was an action-packed platformer, it also seemed to be more developed than the original game, with more features.
The game used extra features that built on the platformer game of the original. The game started in a village, with residents that the player could converse with. The player was told that one villager was able to help them and they had to search for them, with the player also able to enter the houses that made up the settlement. Some of the residents also sold items to the player. To leave the village, the player could take 1 of 2 paths, one that lead to the left and one that lead to the right, and there were references to other areas that the player could explore.
The game presented with a similar tone to a horror film. The designs were fairly grim looking, with a very subdued colour scheme. As I was exploring the village (which consisted of houses built on top of each other), I was surprised to find that night suddenly fell and monsters appeared. The music created a mixed atmosphere of horror and action. The designs for the characters were quite basic, but the backgrounds were fairly detailed.
This was one of the few games available to play on the NES Classic Mini that I had prior experience of playing, as the game was used as a challenge in the Donkey Kong 64 game.
This game was a platformer, with action included, but it was also a points-based arcade game. The game consisted of the player trying to reach Donkey Kong, who had kidnapped a woman and positioned her at the top of the level. Unlike the version of the game used in Donkey Kong 64, this game consisted of only 3 levels, but the player continuously looped back to the first level each time they completed the game. This meant that the player obtained a high score by repetitively playing through the 3 levels until they lost all their lives.
The game was fairly simplistic. The player had to climb to the top of the levels, while avoiding falling from heights. Obstacles were also thrown by Donkey Kong, which the player needed to avoid by either jumping over or running underneath them. The game used a contrasting colour scheme of brightly coloured objects against a black background. The game did not use music (except when Mario picked up a hammer power-up), but used sound effects that were loud and cartoonlike.
Donkey Kong, Jr.
This game was very similar to the Donkey Kong game, with a few differences. The game was a platformer, with action added, and a points-based arcade game. Like the previous game in the series, the player had to climb to the top of the level to reach Donkey Kong, who had been placed in a cage by the hero in Donkey Kong. The villain also sent out enemies to attack the player.
One of the major differences in the gameplay was the use of vines. Positioned throughout the levels were vines that the player could climb up and down and reach from one vine to another. This meant the player had to climb up or down the vines to avoid an attack or decide which vine to cling to when an enemy moved along one. Weirdly, if the player spent too much time reaching out from a vine into the air, the character fell to the ground and died.
The game had slightly simple graphics. The game used a contrasting colour scheme of brightly coloured objects against a black background. There was a lot of bright green land at the bottom of the screen, which contrasted vividly with the background and provided a safe area to land. The game did not use music, but used loud, low quality sound effects, which created a cartoonlike effect.
Double Dragon II: The Revenge
This game was a fighting game, whereby the player followed a path and fought enemies using both weapons and unarmed combat techniques. The game was also story-based. This game also seemed to be intended for teenagers and young adults, which surprised me as I thought most of the games on the NES (particularly among the ones available on the NES Classic Mini) would be child friendly.
The setting for the game was slightly futuristic (it was set in the year 19XX). The story took place following a nuclear war and after criminal gangs had seized power. The two heroes of the game were a pair of vigilantes (called Double Dragon), who wanted to avenge the murder of one of their girlfriends. The story was told through animated sequences that resembled a comic book (with written descriptions of dialogue and still pictures that showed the action).
The gameplay for the game was varied, as the player had to perform different actions, such as climbing up buildings, jumping to rooftops and avoiding being sucked out the door of an airbourne helicopter (whilst fighting enemies). The game did present with a slightly strange control system. The player’s character could attack in two ways, punch in front of them or kick behind them, however, unlike other fighting games, the buttons on the NES controller were not allocated as kick and punch. The A button on the NES controller caused the character to attack to the left, while the B button caused the character to attack to the right, which meant that, if a character faced to the left-hand side of the screen, they would punch if the player pressed the A button and kick if the player pressed the B button, while the A button controlled when the character kicked and pressing the B button caused the character to punch if they were facing towards the right-hand side of the screen.
The colour scheme for the game used a lot of bright purple and green colours, which was unusual for a game with such a dark story. The music used in the game was high-pitched and suitable for action. The graphics were fairly good and there were some details used in the backgrounds, but the graphics for the characters were fairly low resolution and they had cartoon-like proportions.
This game was a puzzle game similar to Tetris. There was a bottle on the screen which contained a number of floating viruses, each one coloured either red, yellow or blue. A series of pills (each consisting of 2 blocks of colour) fell from the top of the bottle to the bottom and the player needed to place the pills so 3 blocks of one colour aligned with a virus of the same colour, which killed the virus.
Before beginning the game, there were a surprisingly large number of settings the player had to adjust. These controls included the virus level (which seems to dictate how many viruses were present in the level), the speed of the game and which music scheme was played. The game was actually quite difficult because the player needed to position the pills in a specific way so they affected the viruses. The player also had to consider where they could place each falling item so they could be used in a link that could harm the enemies, but also avoid hindering their own progress by placing a useless pill in a critical location. The game also incorporated a 2 player game, but I was not sure how this functioned.
The game used a contrasting colour scheme, with brightly coloured pills and viruses set against a black background. There were some displays showing the player’s score, the remaining viruses and a large Dr. Mario, with a checked pattern covering the rest of the screen. Some aspects of the game used low quality graphics (particularly the viruses and pills), while others seemed to be of a higher quality, but had a cartoonlike design (such as the displays showing Dr. Mario and the remaining viruses). The music used in the game was either high-pitched and spirited or low-pitched and moody and was of a fairly high quality, although it was repetitive.
This was a racing game, whereby the player attempted to complete a race track in a shorter amount of time than other racers. Strangely, no other racers were shown on the course during the race, instead, a screen, showing the player’s time and their position in the race, was shown after completion of the track.
The controls were simple, one button accelerated the motorcycle and the up and down buttons controlled the direction, however, the motorcycle’s temperature increased while it accelerated at a constant rate and the player had to avoid overheating the vehicle. There was an unusual aspect of the control system for the game. Throughout each course were ramps of different heights. After the player had driven up a ramp, the motorcycle briefly flew through the air and the player needed to use the directional buttons to control the motorcycle’s balance so the racer was able to land properly or they would crash when they hit the ground. It was strange that this detail was added to a simple racing game.
The game used a bold colour scheme (usually consisting of bright colours, but darker shades were used as well). Graphics were quite low quality and the designs were basic, but there were some interesting background effects used in the game. At certain points during the course, the player’s racing time was shown on a distant building and the background flashed when the player completed the course. The nearer background objects also appeared to pass by at a slower rate to ones in the distance.
This was an adventure game, with a fantasy setting, whereby 4 heroes had to explore a continent to rescue the princess of a kingdom from a villain. The player started the game by selecting 4 characters to control and naming them. During battles, each hero and each enemy waited for their turn to participate, so the player would select an attack or an item for each character to use and would then watch as each combatant performed their manoeuvre.
The gameplay for the game was quite complex. There were a range of characters to choose from (oddly, considering the fantasy setting, this selection included a Black Belt), each with their own strengths and weaknesses. The turn-based fighting system also required the player to form strategies to defeat their enemies, rather than relying on fighting skills, as they had to decide the best way to attack their enemies, while considering how their opponents would counter-attack. Developing strategies for the turn-based combat and using the items in the game required practice.
The introduction to the game seemed to use a standard fantasy plot, a powerful enemy kidnapped a princess and a group of heroes set off on an adventure to rescue her. The graphics for the game were fairly good, with well-designed characters and settings. The game also used an interesting visual device. When the group entered a settlement or encountered enemies, the environment and characters would be shown in detail, but, while the adventurers were exploring the land, one hero would be shown on a much more simplistic representation of the area, so it resembled following the group’s location on a map. The colour scheme used for the game was fairly bright. The music for the game was quite high-pitched, but was able to create different moods.
This game was a points-based arcade game. The player controlled a space ship flying through space and had to shoot flying insects, while dodging attacks. The game was a 2D scrolling game with a vertical orientation.
The game was surprisingly difficult. The insects flew quickly and were able to easily dodge the player’s attacks. Some of the enemy also seemed to use a suicidal attack and flew straight into the player, these assaults were the most difficult to avoid or counter.
The game used a contrasting colour scheme, with brightly coloured characters against a black background decorated with some stars. The graphics were fairly good quality, although the visuals for the game were quite simple. Little music featured in the game, but it did use some high-pitched sound effects, which added to the arcade atmosphere of the game.
Ghosts ‘N Goblins
This game was an action platformer. While this game used a series of levels and a very simple story (consisting of a female friend of the hero being kidnapped by a monster), the game used some features from arcade games. Like an arcade game, there was an emphasis on collecting score and the levels were seemingly intended as a marker for the player’s progress. The game did not seemed to be designed for the player to simply complete a story.
The gameplay was fairly simple, the player ran across levels and launched weapons to kill the hordes of enemies that attacked them. Despite the nature of the gameplay, the game was also very difficult. The player could only harmed twice before they were killed and they were vulnerable to attacks from above (due to the fact they could only throw weapons to the left or right and they had nothing to use as a shield). While playing, I did not find any power-up that would help the player recover health. There was also a 2 player option.
Oddly, the game presented with a horror theme, but had a cartoonlike atmosphere. Many of the enemies were monsters (such as zombies) and the game took place during night, but the main character (who began the game as a knight wearing shining armour) ran around in only his underwear if he was hurt and turned into a pile of bones when he died. The music seemed to resemble a soundtrack from a horror film, but it was high-pitched, which gave it a cartoonlike sound. The game used a contrasting colour scheme, with bright colours set against a black background (which made the game seem like it was set during an eerie night). The graphics were fairly basic, although there were some details used in the character designs and backgrounds.
This game was a points-based arcade game. The game used a 2D design and scrolled horizontally. The player controlled a spaceship that fired weapons at attacking enemy vehicles that flew towards them.
This game was very difficult. The player could only be hit once before they exploded and the enemies attacked in large waves, while also firing projectiles. The player also had to avoid crashing into any land that covered the top or bottom of the screen, along with stalactites and stalagmites that blocked the player’s path. The game did use save points so the player did not return to the beginning each time they died (although they only had a limited number of lives). Some of the power-ups the player could obtain were very useful at defeating enemies.
The game presented with a contrasting colour scheme, with brightly coloured vehicles and land against a black background that represented space. The graphics were fairly good and the backgrounds were quite detailed. The music was of a fairly good quality and the tracks changed very suddenly (such as music suggesting a cautious exploration suddenly switched to a track suitable for a joyful adventure).
This game was a points-based arcade game. The game was also an interesting puzzle platform game whereby the player climbed a mountain by working out how to leap onto higher platforms. Following the completion of each level, there was a tally of the enemies defeated and power ups obtained during the level, with the player allocated points based on their performance.
The controls for the game were simple to use. On the main title screen, the player could select any level to start from, which made it easier to reach the more difficult levels. One source of difficulty was that, as the player climbed the mountain, the screen rose with them. If the player touched the bottom of the screen, regardless if the lower part of the level was just below, they instantly died.
The game used a contrasting colour scheme, with brightly coloured environments against a black background. The graphics were fairly low quality, as the ice climbers were heavily pixelated, although the graphics for the enemies and the setting were better quality. The music was quite good quality and had a cheerful, yet subdued, sound.
This was a platformer game with action added. The game consisted of a hero exploring different levels. The game also used characters and ideas from Greek myths.
The gameplay was fairly simple, with the player jumping onto platforms and using a bow and arrow to defeat enemies, but there were some strange ideas used in the game design. The player could walk into the side of the screen and reappear at the other side, this weird effect was actually necessary in some areas to reach places that were blocked by walls. Whenever an enemy was defeated, they left a heart (some of these were small and some were big), but these power-ups did not help the player recover lost health. As the player climbed upwards in a level, the bottom of the screen rose at the same rate, however, the player died if the character touched the bottom of the screen, as if the ground below just disappeared.
The game used fairly good graphics, the characters in the game were large and there were some interesting details added to the platforms (such as trees and grass). The game used adventurous music, which was a fairly good quality. The game also used a contrasting colour scheme, consisting of brightly coloured characters and environments against a black background.
This was platform game with action added. This game seemed to be aimed at younger players, partly because the enemies used in the game resembled a mix of weird creatures and toys. This game also appeared to be much easier than the other games available on the NES Classic Mini.
There was an interesting feature to the gameplay for the game. Instead of obtaining power ups that gave the character more abilities, the hero was able to absorb enemies and use their unique attacks himself or the player could launch them at another opponent. Bosses were fought by the hero sucking up their own weapons, or nearby items, and then launching them at the boss. There were also minigames between the levels and following the completion of each level, which gave the player the opportunity to obtain more lives.
The game used a very cheerful presentation, with a bright colour scheme. The music used in the game was high-pitched and cheerful and was of a high quality. The graphics were fairly good, with detailed backgrounds.
The Legend of Zelda
This was an adventure game. The player controlled a character that explored various dungeons hidden within a location, used a variety of items (such as a sword and boomerang) to fight enemies and completed challenges.
The game was quite difficult, the player did not start the game with much health and many of the enemies killed the character easily. The player did not receive any direction on how to proceed from the game, instead they were left to wander and explore. Weirdly, the enemies were recognisable from the later 2D and 3D Legend of Zelda games.
The game used a bright colour scheme. The music was recognisable from other Legend of Zelda games (such as the Hyrule Field theme from Legend of Zelda: Ocarina of Time), but was more high-pitched and lower quality. A strange aspect of the game was that all the people that lived in the kingdom lived in underground caves, but they still seemed quite close-knit (such as one old man who told the player to deliver a letter to an old woman).
The Legend of Zelda II: The Adventures of Link
This was an adventure game.
The game consisted of a mix between an overview (to explore the location outside of towns, buildings, tunnels, etc.) and 2D scrolling gameplay (used to walk through settlements, tunnels, etc.). The player did not have much control over the character during the overview, but they were able to interact more with the game during the periods of 2D scrolling. In the overview, menacing characters appeared that roamed the area and, if the player collided with the characters, they had to fight a few enemies to proceed. This was an interesting method of exploring the location used in the game and generating random enemies for the player to fight.
The game used a bright colour scheme. The graphics used in the overview part of the game were basic. The portions of the game that used a 2D scrolling design had graphics that were fairly good quality, as there were some details used in the design of the backgrounds, but some of the 3D effects looked strange (such as some of the walls in the game appeared to slope downwards at strange angles). The music used in the game was fairly low quality, although it had an adventurous theme.
This game seemed to be a mix between a platform game and a puzzle game. Despite the name, this game was very different to other Super Mario games.
There were a number of different platforms in the level, which enemies crawled along. The player completed levels by jumping into the platforms underneath the enemies, which caused them to fly into the air and land on their back, allowing the player to defeat them by walking into them. The controls for this game felt very slippery, with Mario seeming to slide as he walked, which made it very difficult to time the jumps correctly. The player could also walk into the side of the screen to transport to the other side.
The game used a contrasting colour scheme, consisting of bright colours against a black background. There was no music during the levels, but some was used before and after, which had a cheerful sound.
Mega Man 2
While I had not played this game previously, I was familiar with other games in the Mega Man series. Some aspects of this game were similar to ideas used in the other games.
This game was an action platform game. The player controlled a character that navigated levels, which consisted of floating platforms, to reach the end. The character could run, jump and fire balls from their gun or use a variety of weapons to defeat enemies. The game also presented with a futuristic storyline, it was set in the year 200X and consisted of a fight against robots built by the villain, Dr. Wiley.
The game was very difficult, mostly due to the large number of ways that instantly killed the character, such as falling into a pit or colliding into a spike. The player obtained new attacks by defeating the bosses and these attacks were very effective at fighting another boss, which was an interesting addition to the gameplay. There were also a number of very unusual enemies. Some of the power-ups also had a very strange design and it was not immediately obvious what effect they had.
The level I played (the Bubble Man stage) used a very blinding colour scheme, with a background that consisted of moving bright blue and white stripes. A lot of the other levels also used a lot of bright colours. The graphics were fairly good, as the backgrounds and characters were detailed. The music was good quality and the soundtrack, although different in each level, was suitable for a game that used action.
This game was a platformer with action added. The player controlled a character that was able to jump and use weapons. They could also collect power ups that were able to increase their arsenal and abilities.
After playing some of the 3D Metroid games, I had recognised some similarities and differences between this game and the later games. Unlike the later games in the series, this game was 2D and the levels consisted of a series of rooms, many of which were vertical (like the player was climbing up and down a tower), rather than an environment for the player to explore. The game also presented with very little story and the player was given no direction to progress through the game. There were some similarities between the games, however, as they both used the same gameplay feature whereby the player collected items to improve the character and used obstacles that initially seemed impenetrable (such as a locked door), until the player obtained a weapon that allowed access. Some of the enemies used in the game were also recognisable from the 3D games.
I found this game very difficult, however, because of the little health given to the player following death. After the character died and restarted from the latest save point, their initial health was so low that I died again soon after.
The game used a contrasting colour scheme. The graphics for the game were a little basic. The game did use some enjoyable rip-roaring music (similar to music used in a science-fiction adventure film), which seemed to be of a fairly high quality.
This game was a platform game with action added. The game had a story similar to a plot for a thriller film and used animated sequences to display it. Weirdly, the story appeared to be like the plot of a thriller, but had some supernatural elements added.
The game consisted of the player leaping onto platforms and running along them, armed with a sword they could use to fight enemies (along with a number of other weapons available as power-ups). An unique aspect of the game was that the player could jump onto a wall, cling onto it and then jump onto the opposite wall to climb up narrow gaps. The game used save points so that the player did not need to restart the level again each time they died. The enemies were a mix of strangely designed monsters and human attackers.
The game used a subdued colour scheme. The game also used detailed backgrounds, but the colour scheme made them difficult to look at. The music was fairly good quality and created a mixed sense of action and impending doom. The graphics were fairly low quality, despite the intricate backgrounds, as the character designs were hard to identify.
This game was a puzzle arcade game. Each level consisted of a maze filled with white dots that the player needed to collect, while avoiding a group of ghosts. There were also power-ups, shaped like fruit, that temporarily made the ghosts vulnerable to the player.
The gameplay was simple, but the ghosts were surprisingly good at forming and utilising tactics, which made the game more difficult. There was no story for the game, but there were short, comical animated sequences at the end of some levels.
The game used a contrasting colour scheme. The game used high-pitched sound effects, which gave it a cartoonlike atmosphere. The music was low quality and had a high pitch. The soundtrack used while the level was in progress sounded like a siren, while the music that played as the level started sounded smoother. The graphics used in the game were very basic.
I, personally, felt this game could be considered either a sports game or a boxing-based puzzle game. The player controlled a boxer who fought a sequence of opponents and the player needed to work out an effective tactic to use on each competitor.
The player could only control when the boxer threw a punch or dodged to the side, which they had to implement correctly to defeat each opponent. The opposing boxer utilised an unique tactic and the player needed to find the most opportune moment to attack so that the other competitor would be knocked to the ground and judged to be knocked out. The player had to determine when the opponent would attack by reading their body language and then attacking. The opponents also flashed when they were about to attack.
The game used a bright colour scheme and cartoonlike designs. The graphics for the game were fairly heavily pixelated. The music had a fairly good quality (the game played the national anthems for each opponent) and used a low, moody soundtrack during each fight.
This was an adventure game. The player controlled a character that they used to explore the location, interact with other people, jump from platform to platform and fight enemies. There were also puzzles in the game that the player was required to solve. This game seemed to be fairly realistic, until it was mentioned that monsters lived in an underground tunnel.
This game used a mix of an overview, showing the player exploring a location, and a more detailed, close-up view when the character entered an area that required action. The controls for the game felt a little sticky, it was difficult to line the character up with another object and there was a slight delay when a button was pressed.
The game used a bright colour scheme. The game used a mix of basic graphics for the overview, some detailed aesthetics for the close-up view and intricate designs to show other characters when they were speaking. There were also some cartoonlike elements utilised in the game, such as a ghost being shown flying upwards when the player died and a sign saying “paused” when the player paused the game. The music used fairly high-pitched music, which invoked a mix of relaxing tropical music with a feeling of impending doom.
This was a an arcade game that was a mix between a shooter game and a platform game. The player ran along through levels, shooting at enemies and dodging attacks. The game had a post-apocalyptic setting, with the player fighting armies of human soldiers and zombie-like enemies.
The game was quite difficult because the player died the moment they were hurt, but the amount of continues that the player was given prevented the game becoming too hard. The game also had a number of different power-ups that the player could use.
The game used a slightly contrasting colour scheme, such as grey structures in the foreground and a dark purple background. The graphics for the game were fairly good quality, there were some effective uses of 3D effects for parts of the design and the backgrounds were intricate. The music in the game created a foreboding atmosphere and was suitable for a game that used action.
Super Mario Bros.
This was a platform game with some action added. The player controlled a character that ran from one end of each level to the other and attacked enemies by jumping on their heads. They were also able to collect power-ups to increase their attacking ability. I have some experience of this game as I had played the Super Mario Bros. DX game on the Gameboy Color.
This game was quite difficult. Each time the player died, they started the game only able to be hit once before dying, which made it easy to lose multiple lives in a row. There were also a number of projectiles and leaping characters that were difficult to dodge. The controls also felt a little slippery, which made it difficult to evade attacks and jump off platforms. There were a lot of warps that allowed the player to reach later levels quickly, which made the game shorter.
The game used a bright colour scheme. The designs for the characters and levels were fairly basic, although there were some weird details used in the backgrounds (such as trees, fences, seaweed, clouds, etc.). The music used in the game was high-pitched, but it did manage to invoke some themes, such as a cheerful adventure, a sense of foreboding, a peaceful swim and fierce danger. The music and enemy designs used in the game were also very recognisable, both from this game and later games in the series.
Super Mario Bros. 2
This game was a platform game with some action added. This game was very different to the previous game in the series. The player selected a character from a list and they used items pulled from the ground to proceed through the game and attack enemies.
This game was more complex than the previous game. Doors were used in the game to allow the player to access other areas and the player could pull up power-ups from the ground, such as potions to create doors, bombs to destroy walls, turnips to throw at enemies, etc. It was also surprising that jumping on an enemy’s head did not harm them, instead the character stood on them and they could be transported across the level by the enemy. During the game, I encountered Birdo, jumped onto the projectiles he launched and, instead of becoming harmed, the character flew through the air.
The game used a bright colour scheme and the designs were cartoonlike. The graphics were fairly high quality, with fairly intricate backgrounds. The music was fairly high quality and was cheerful.
Super Mario Bros. 3
This game was a platform game with some action added. This game was similar to the first game in the series, with the player controlling a character to run along the levels and attacked enemies by jumping on their heads. There were also a larger selection of power-ups available to the player so they could increase their abilities. There were also some story elements used in the game.
Although it was similar to the first Super Mario Bros. game, there were some differences as well. There was an overview map that allowed the player to access levels, bonus games and fights with the hammer bros. enemies. There was also a greater variety in level design, such as levels where the screen scrolled along at a steady pace and the player had to avoid touching the side of the screen. There was also a meter that increased as Mario ran, which caused Mario to jump larger distances depending on how filled it was.
The game used a bright colour scheme. The graphics for the game were fairly good, although the background designs were basic and a little surreal. The game used high-pitched music that created a cheerful and cartoonlike atmosphere.
This was a sports game based on American football. The player had to score the most points in a game to win. Each time play stopped (usually due to the player holding the ball being tackled), the player chose a strategy for the team to pursue when the game restarted. Play continued when one member of the team passed the ball to another member of the team. The team that held the ball when the game was stopped changed during the match.
I did not fully understand the rules of the game because I was unfamiliar with the sport. I found it difficult to choose a suitable strategy or win any points. I did not realise why the game stopped at various points. The game used an interesting method of selecting an opposing team, a football flashed next to each team name in turn before stopping at one, which was the team that the player competed against.
The game used a bright colour scheme, although the title menu featured neon colours against a black background. The music used in the game was low quality, but it was cheerful. The graphics for the game were basic, particularly for the crowd.
In conclusion, the games available on the NES Classic Mini were enjoyable and varied. Each game was unique, with gameplay features and design ideas that helped differentiate each game. My personal preference was for the games with a story that the player could complete, followed by the arcade games that consisted of reaching a high score and, lastly, the sport games.
Since first sampling the games, I have progressed the furthest in Metroid and The Legend of Zelda. I chose these games because I had played, and enjoyed, later games in both series and they were both story-based games that allowed the player to continue the game from save points and passwords.
I enjoyed Metroid, the gameplay required skill and the game was able to create a sense of exploration as the character climbed vertical shafts and ran along corridors. I have, however, stopped playing it for a while because of the difficulty. I had reached an area where the enemy attacks were more harmful to the character than previous attacks and, despite collecting extra power-ups that increased their maximum health, the game restarted, following their death, with the character having only a little health. These factors meant it was very easy for the character to die, which was quite frustrating. I intend to return to the game later and complete it.
I enjoyed the Legend of Zelda as well, the difficulty lessened as the character became stronger and the enemies were interesting to fight. I have, however, become lost. I am currently trying to find the fifth dungeon and had searched the entire setting of the game. I will try to find the right direction to complete the game.