Balloon Fight is an arcade-style platform action game for 1-2 players that is similar to Joust. Players take to the sky and try to pop their foes' balloons before their own get popped.

<h2>Overview</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/1/15568/493085-balloon_fight_0.png" data-ref-id="1300-493085" data-size="small" style="width: 512px" data-ratio="0.875" data-width="512" data-embed-type="image"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/1/15568/493085-balloon_fight_0.png" data-ref-id="1300-493085"><img alt="Title Screen" src="https://static.giantbomb.com/uploads/scale_small/1/15568/493085-balloon_fight_0.png" srcset="https://static.giantbomb.com/uploads/original/1/15568/493085-balloon_fight_0.png 512w, https://static.giantbomb.com/uploads/scale_medium/1/15568/493085-balloon_fight_0.png 480w, https://static.giantbomb.com/uploads/scale_small/1/15568/493085-balloon_fight_0.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>Title Screen</figcaption></figure><p>Balloon Fight was developed and published by <a href="/nintendo-ead/3010-463/" data-ref-id="3010-463">Nintendo</a>. First released in arcades in 1984, the NES version was released in 1985. Unusually for a Nintendo developed property post the launch of the NES/Famicom, Balloon Fight was also ported to Japanese home computers the <a href="/nec-pc-8801/3045-109/" data-ref-id="3045-109">NEC PC88-01</a> and the <a href="/sharp-x1/3045-113/" data-ref-id="3045-113">Sharp X1</a>.</p><p>Gameplay consists of either one player or two-player co-op mode, and the goal of the main game is to defeat all enemies on screen to clear each level. The player is given three lives at the beginning of each game. There is also a Balloon Trip mode that tasks a player's reflexes by presenting an obstacle course full of hazards.</p><p>The game was later added to the Wii Virtual Console, the Wii U Virtual Console and the 3DS eShop. It is also present in the first <a href="/nes-remix/3030-44783/" data-ref-id="3030-44783">NES Remix</a> from indieszero as one of the featured games.</p><h2>Gameplay</h2><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/1/15568/625746-balloon_fight_25.png" data-ref-id="1300-625746" data-size="small" style="width: 512px" data-ratio="0.875" data-width="512" data-embed-type="image"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/1/15568/625746-balloon_fight_25.png" data-ref-id="1300-625746"><img alt="The Main Game Mode" src="https://static.giantbomb.com/uploads/scale_small/1/15568/625746-balloon_fight_25.png" srcset="https://static.giantbomb.com/uploads/original/1/15568/625746-balloon_fight_25.png 512w, https://static.giantbomb.com/uploads/scale_medium/1/15568/625746-balloon_fight_25.png 480w, https://static.giantbomb.com/uploads/scale_small/1/15568/625746-balloon_fight_25.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>The Main Game Mode</figcaption></figure><p>The player character is a person with two balloons strapped to their back. The player must hit either the A or B buttons to flap the character's hands to fly about the stage, attacking enemies by landing on their backs and popping their balloons. Enemies are defeated by popping both of their balloons, and then landing on them while they are on the ground (in order to prevent them from inflating another balloon). There is also a body of water in the center of each level. If an enemy or player falls into the water or floats too close to the water, a large fish jumps from the water and eats the character. A spinning bumper-blade appears in the later levels as an added obstacle.</p><p>Between every three normal levels, a bonus stage occurs. In the bonus stage, the player attempts to burst a large number of balloons as they float up from the bottom of the screen. If all 20 balloons are collected, a large bonus is added to the player's score. Following each bonus stage, the player is also rewarded with a full complement of two balloons.</p><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/1/15568/625711-balloon_fight_9.png" data-ref-id="1300-625711" data-size="small" style="width: 512px" data-ratio="0.875" data-width="512" data-embed-type="image"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/1/15568/625711-balloon_fight_9.png" data-ref-id="1300-625711"><img alt="Balloon Trip" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/1/15568/625711-balloon_fight_9.png" data-srcset="https://static.giantbomb.com/uploads/original/1/15568/625711-balloon_fight_9.png 512w, https://static.giantbomb.com/uploads/scale_medium/1/15568/625711-balloon_fight_9.png 480w, https://static.giantbomb.com/uploads/scale_small/1/15568/625711-balloon_fight_9.png 320w"><noscript><img alt="Balloon Trip" src="https://static.giantbomb.com/uploads/scale_small/1/15568/625711-balloon_fight_9.png" srcset="https://static.giantbomb.com/uploads/original/1/15568/625711-balloon_fight_9.png 512w, https://static.giantbomb.com/uploads/scale_medium/1/15568/625711-balloon_fight_9.png 480w, https://static.giantbomb.com/uploads/scale_small/1/15568/625711-balloon_fight_9.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>Balloon Trip</figcaption></figure><p>The game also features a single-player mode called "Balloon Trip" where the player moves across a side-scrolling level, avoiding lightning bolts and gathering balloons. The player only has one life in this mode, and there is no ground to land on. Players begin the trip at a rank of 50 and as more balloons are gathered, their rank decreases. Nothing special happens if the player stays alive long enough to reach rank 1 (the game simply continues on indefinitely). In the <a href="http://iwataasks.nintendo.com/interviews/#/3ds/creators/9/4" rel="nofollow">closing part</a> of <a href="http://iwataasks.nintendo.com/interviews/#/3ds/creators/9/0" rel="nofollow">Iwata Asks about Tekken 3D</a> for <a href="/nintendo-3ds/3045-117/" data-ref-id="3045-117">3DS</a>, former Nintendo president <a href="/satoru-iwata/3040-46955/" data-ref-id="3040-46955">Satoru Iwata</a>, who was the programmer of Balloon Fight, stated that they made the Balloon Trip mode in the last 3 days of development.</p><h2>Legacy</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/1/15568/625739-balloon_fight_19.png" data-ref-id="1300-625739" data-size="small" style="width: 512px" data-ratio="0.875" data-width="512" data-embed-type="image"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/1/15568/625739-balloon_fight_19.png" data-ref-id="1300-625739"><img alt="One Of The Later Stages" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/1/15568/625739-balloon_fight_19.png" data-srcset="https://static.giantbomb.com/uploads/original/1/15568/625739-balloon_fight_19.png 512w, https://static.giantbomb.com/uploads/scale_medium/1/15568/625739-balloon_fight_19.png 480w, https://static.giantbomb.com/uploads/scale_small/1/15568/625739-balloon_fight_19.png 320w"><noscript><img alt="One Of The Later Stages" src="https://static.giantbomb.com/uploads/scale_small/1/15568/625739-balloon_fight_19.png" srcset="https://static.giantbomb.com/uploads/original/1/15568/625739-balloon_fight_19.png 512w, https://static.giantbomb.com/uploads/scale_medium/1/15568/625739-balloon_fight_19.png 480w, https://static.giantbomb.com/uploads/scale_small/1/15568/625739-balloon_fight_19.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>One Of The Later Stages</figcaption></figure><p>Balloon Fight was one of the first NES games ever released, several months after the launch of the US version of the console.</p><p>The entirety of Balloon Fight was included in the 2002 title <a href="//www.giantbomb.com/animal-crossing/3030-12893/" data-ref-id="3030-12893">Animal Crossing</a> where the game cartridge was featured as a hidden title. Once a player found said cartridge they could play the game any time they wanted to within the game. In 2007, Balloon Fight was released for the Wii Virtual Console. The franchise also saw a spiritual successor in the form of <a href="/tingles-balloon-fight-ds/3030-14932/" data-ref-id="3030-14932">Tingle's Balloon Fight DS</a>, a rare Japanese Club Nintendo exclusive DS cartridge released in 2007. Balloon Fight also serves as the theme to the "touch" mode in <a href="//www.giantbomb.com/tetris-ds/3030-10234/" data-ref-id="3030-10234">Tetris DS</a>.</p><p>On January 23 2013, one day after the 28th anniversary of its release on Famicom, Balloon Fight was announced to be the first Virtual Console game released for <a href="/wii-u/3045-139/" data-ref-id="3045-139">Wii U</a>. It was released that day worldwide as part of a special promotion celebrating 30 years of Famicom, before even the <a href="/virtual-console/3015-2925/" data-ref-id="3015-2925">Virtual Console</a> service proper was released.</p>

A Nintendo recreation of the popular ball and cudgel sport famous in the Americas and Japan. Originally released as a part of the Nintendo Sports Series for NES, later ported as an early title for the Game Boy.

<h2>Overview</h2><p>Baseball, from Nintendo's in-house R&amp;D1 studio, is a rudimentary version of the sport of the same name that Nintendo created for the NES and the Game Boy. The game was a launch title for both respective systems in the US, first on the NES in 1985 (the Japanese Famicom version was released in late 1983, a few months after the system's debut) and subsequently on the Game Boy in 1989 (it was also a launch title in Japan).</p><p>It is notable for being one of the first Game Boy games to be configured for use with the Game Link Cable, which allowed for multiplayer gameplay between two Game Boy units.</p><h2>Game Boy</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/1992/1122021-baseball.jpg" data-ref-id="1300-1122021" data-size="small" data-embed-type="image" data-ratio="0.985"><a class="fluid-height" style="padding-bottom:98.5%" href="https://static.giantbomb.com/uploads/original/0/1992/1122021-baseball.jpg" data-ref-id="1300-1122021"><img alt="Game Boy Box Art" src="https://static.giantbomb.com/uploads/original/0/1992/1122021-baseball.jpg" srcset="https://static.giantbomb.com/uploads/original/0/1992/1122021-baseball.jpg 200w" sizes="(max-width: 200px) 100vw, 200px" data-width="200"></a><figcaption>Game Boy Box Art</figcaption></figure><p>The Game Boy version of "Baseball" was one of the first games available for Nintendo's handheld. It includes Mario and Luigi as captains. Mario himself is featured on the cover.</p><p>Mario and Luigi are captains of the team; Mario is the captain of the Bears; Luigi is the captain of the Eagles. The player can select them as their pitcher if they wanted, but graphically all the pitchers look the same. The rest of the team pitchers have common English names, such as "Paul","Randy","Sam", and "Jimmy."</p><p>During this era, Nintendo would often include Mario in games just for appearances' sake to help sell the game, though often it wasn't really possible to control Mario in many of these games. Other examples of this is Mario is the ref in <a href="/tennis/3030-20780/" data-ref-id="3030-20780">Tennis</a> and the paddle in <a href="/alleyway/3030-4381/" data-ref-id="3030-4381">Alleyway</a>.</p><h2>Baseball-e</h2><p>Nintendo re-released the NES version of baseball for their short lived GBA <a href="/e-reader/3015-3782/" data-ref-id="3015-3782">e-reader</a> attachment. The game came in a pack much like a pack of baseball cards. There were a total of 5 cards that had to be scanned by the e-reader in the correct order. On the back of each card provided screenshots of the game as well as tips and instructions.</p>

Control Jumpman (later known as Mario) and save his girlfriend, Pauline, from the evil barrel-tossing gorilla known as Donkey Kong. Designed by Shigeru Miyamoto, this was the game that set the template for the platformer genre.

<h2>Overview</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/1/15568/493143-donkey_kong_1.png" data-ref-id="1300-493143" data-size="small" data-ratio="0.875" data-width="512" data-embed-type="image" style="width: 512px"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/1/15568/493143-donkey_kong_1.png" data-ref-id="1300-493143"><img alt="The First Level" src="https://static.giantbomb.com/uploads/scale_small/1/15568/493143-donkey_kong_1.png" srcset="https://static.giantbomb.com/uploads/original/1/15568/493143-donkey_kong_1.png 512w, https://static.giantbomb.com/uploads/scale_medium/1/15568/493143-donkey_kong_1.png 480w, https://static.giantbomb.com/uploads/scale_small/1/15568/493143-donkey_kong_1.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>The First Level</figcaption></figure><p>The arcade classic Donkey Kong rose out of <a href="/nintendo/3010-90/" data-ref-id="3010-90">Nintendo</a>'s desire to crack into the United States arcade market. The company's president back in 1981, <a href="/hiroshi-yamauchi/3040-615/" data-ref-id="3040-615">Hiroshi Yamauchi</a>, made the decision to take a Nintendo arcade release called <a href="/radar-scope/3030-20776/" data-ref-id="3030-20776">Radar Scope</a> (a hit game in Japan that floundered in the States) and see if it could be easily retrofitted to play a different, and hopefully more successful, game. To accomplish this task, Yamauchi chose a young employee named <a href="/shigeru-miyamoto/3040-614/" data-ref-id="3040-614">Shigeru Miyamoto</a>.</p><p>The basic story of the game is that Donkey Kong is Jumpman's pet. Jumpman mistreats Donkey Kong, who snaps and kidnaps Pauline and, in a decidedly King Kong-like twist, takes her up a building under construction. Jumpman must navigate four different levels, climbing to the top to either force Donkey Kong to move on or, in the stunning final confrontation, bring the building's girders down to make the big monkey fall.</p><p>Donkey Kong was followed-up by <a href="/donkey-kong-jr/3030-19416/" data-ref-id="3030-19416">Donkey Kong Jr.</a> , which puts the player in the role of Donkey Kong's son, <a href="/donkey-kong-jr/3005-298/" data-ref-id="3005-298">Donkey Kong Jr.</a>, who must attempt to rescue his father from the clutches of the evil Jumpman, who by then had already been renamed <a href="/mario/3005-177/" data-ref-id="3005-177">Mario</a>.</p><p> </p><h2>Development</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/1/15568/493144-donkey_kong_2.png" data-ref-id="1300-493144" data-size="small" data-ratio="0.875" data-width="512" data-embed-type="image" style="width: 512px"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/1/15568/493144-donkey_kong_2.png" data-ref-id="1300-493144"><img alt="The Second Level" src="https://static.giantbomb.com/uploads/scale_small/1/15568/493144-donkey_kong_2.png" srcset="https://static.giantbomb.com/uploads/original/1/15568/493144-donkey_kong_2.png 512w, https://static.giantbomb.com/uploads/scale_medium/1/15568/493144-donkey_kong_2.png 480w, https://static.giantbomb.com/uploads/scale_small/1/15568/493144-donkey_kong_2.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>The Second Level</figcaption></figure><p>Upon going to work, Miyamoto's first attempt was to make a game based on the then-popular <a href="/popeye/3005-6403/" data-ref-id="3005-6403">Popeye</a> character. The licensing deal was not pursued by Nintendo, though the company would later secure the license and develop a popular <a href="/popeye/3030-14419/" data-ref-id="3030-14419">Popeye arcade game</a>. Miyamoto had to retrofit his concept and develop three characters with similar relations to Popeye, <a href="/olive-oyl/3005-7366/" data-ref-id="3005-7366">Olive Oyl</a>, and <a href="/bluto/3005-7365/" data-ref-id="3005-7365">Bluto</a>. He came up with a little man with a mustache that was quickly named <a href="/mario/3005-177/" data-ref-id="3005-177">Jumpman</a>, who had to save his girlfriend, <a href="/pauline/3005-1246/" data-ref-id="3005-1246">Pauline</a>, from the evil gorilla named <a href="/donkey-kong/3005-299/" data-ref-id="3005-299">Donkey Kong</a>. After designing the concept Miyamoto approached his more colleague <a href="/gunpei-yokoi/3040-45151/" data-ref-id="3040-45151">Gunpei Yokoi</a> who would assist the young designer by supervising the technical development of the project.</p><p>Unfortunately due to the technical limitations in place not all of Miyamoto's ideas for the game were able to be included as concepts such as incorporating seesaws into the game or having the characters expressions more defined and animated were unable to be incremented into the game. These technical restrictions would ultimately have an effect on the character design of Jumpman as he was forced to make the character small whilst still making him look human. As such Miyamoto thought it best to give the character distinct features,</p><blockquote><p>"such as giving him a big nose. We gave him a moustache so that we didn't need to draw a mouth, as it's often difficult to show facial expressions with small characters. We also gave him big hands."</p></blockquote><p>The name Donkey Kong was ultimately the decision of Miyamoto too. Wanting to give the impression of a stubborn, stupid gorilla he thought of animals which he thought were dim-witted and stubborn he came up with the idea of 'Donkey' which he believed to mean stupid. He also wished to incorporate the word 'Kong' into the title which in Japanese gives the idea of apes. Putting the two together the end result was "Donkey Kong". </p><h2>Legacy</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/1/15568/493146-donkey_kong_4.png" data-ref-id="1300-493146" data-size="small" data-ratio="0.875" data-width="512" data-embed-type="image" style="width: 512px"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/1/15568/493146-donkey_kong_4.png" data-ref-id="1300-493146"><img alt="The Final Level" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/1/15568/493146-donkey_kong_4.png" data-srcset="https://static.giantbomb.com/uploads/original/1/15568/493146-donkey_kong_4.png 512w, https://static.giantbomb.com/uploads/scale_medium/1/15568/493146-donkey_kong_4.png 480w, https://static.giantbomb.com/uploads/scale_small/1/15568/493146-donkey_kong_4.png 320w"><noscript><img alt="The Final Level" src="https://static.giantbomb.com/uploads/scale_small/1/15568/493146-donkey_kong_4.png" srcset="https://static.giantbomb.com/uploads/original/1/15568/493146-donkey_kong_4.png 512w, https://static.giantbomb.com/uploads/scale_medium/1/15568/493146-donkey_kong_4.png 480w, https://static.giantbomb.com/uploads/scale_small/1/15568/493146-donkey_kong_4.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>The Final Level</figcaption></figure><p>Donkey Kong helped to create the platformer genre, and also was one of the first to include a story. Donkey Kong changed the way people played games; no longer was it just about <a href="/high-score/3015-260/" data-ref-id="3015-260">high scores</a>, gamers began to play the game to find out what would happen next. Donkey Kong became one of the most iconic video games of all-time and a huge part of American pop culture, gaining mentions on countless television shows, songs, and movies. Donkey Kong also essentially launched Nintendo's biggest character of all-time, <a href="/mario/3005-177/" data-ref-id="3005-177">Mario</a>.</p><p>As a testament to the legacy of Donkey Kong, the documetary <i>King of Kong: A Fistful of Quarters</i> was released in 2007, 26 years after the game's debut. The film was about gamer Steve Wiebe and his journey to defeat Billy Mitchell's high score, which had stood for 25 years. Public awareness about the competition for this score was raised by this film, and in the years since Wiebe, Mitchell, and others have traded positions on the top spot. Read more about the documentary at the <a href="http://www.billyvssteve.com/" rel="nofollow">official site</a>.</p><p>In July 2009, Donkey Kong made news yet again when a 26-year-old <a href="/easter-egg/3015-2/" data-ref-id="3015-2">easter egg</a>, which did nothing more than display the initials of Landon M. Dyer, who worked to code the title, was uncovered after Dyer mentioned that he had forgotten how to display the initials and offered $75 to whomever can find the Easter egg first. The $75 was awarded to Don Hodges after he dug through the game's code and found the way to display the initials.</p><h2>Donkey Kong: Original Edition</h2><p>In 2010, a special version of the <a href="/nes/3045-21/" data-ref-id="3045-21">NES</a> release of Donkey Kong was available to those in <a href="/europe/3035-289/" data-ref-id="3035-289">Europe</a> who purchased the special <a href="/super-mario-bros/3030-15544/" data-ref-id="3030-15544">Super Mario Bros.</a> 25th anniversary <a href="/wii/3045-36/" data-ref-id="3045-36">Wii</a>. This version, subtitled "Original Edition", restored the missing "pie factory" stage as well as some animations. Although still not arcade-perfect, it was still much more than any edition released on the NES.</p><p>This edition of the game would not release in <a href="/japan/3035-37/" data-ref-id="3035-37">Japan</a> or the <a href="/the-united-states-of-america/3035-396/" data-ref-id="3035-396">United States</a> until 2012, and only then, on the <a href="/nintendo-3ds/3045-117/" data-ref-id="3045-117">3DS</a>. In Japan, it was a <a href="/pre-order-exclusive/3015-4695/" data-ref-id="3015-4695">pre-order bonus</a> for <a href="/new-super-mario-bros-2/3030-38064/" data-ref-id="3030-38064">New Super Mario Bros. 2</a>. In The States, it is a bonus gift for players that purchase the <a href="/3dsware/3045-138/" data-ref-id="3045-138">digital download</a> versions of <a href="/art-academy-lessons-for-everyone/3030-38766/" data-ref-id="3030-38766">Art Academy: Lessons For Everyone!</a>, <a href="/paper-mario-sticker-star/3030-31755/" data-ref-id="3030-31755">Paper Mario: Sticker Star</a>, <a href="/professor-layton-and-the-miracle-mask/3030-29298/" data-ref-id="3030-29298">Professor Layton and the Miracle Mask</a>, <a href="/style-savvy-trendsetters/3030-39284/" data-ref-id="3030-39284">Style Savvy: Trendsetters</a>, or Crosswords Plus before January 6, 2013. It was made available to everyone for purchase on the European 3DS eShop on September 18, 2014.</p><h2>Trivia</h2><p>The first console port was licensed by Nintendo but not made by them. A near perfect arcade port, and pack-in, was created for the <a href="/colecovision/3045-47/" data-ref-id="3045-47">ColecoVision </a>system. This propelled its sales over the Atari 5200 and sold 500,000 units at launch. Over a year later <a href="/coleco/3010-302/" data-ref-id="3010-302">Coleco </a>made a version for its rival's Atari 2600. <a href="/sega/3010-62/" data-ref-id="3010-62">Sega</a> was also <a href="http://www.nytimes.com/1982/07/01/business/video-games-to-to-hollywood.html" rel="nofollow">planning </a>to release a version with Coleco.</p><p>Falcon was licensed to distribute the game in Europe, which it did so with modified graphics and the name "Crazy Kong" (this is often mistaken to be a bootleg game). They did the same with the sequel <a href="/donkey-kong-jr/3030-19416/" data-ref-id="3030-19416">Donkey Kong Junior</a>, as Crazy Kong Jr./Crazy Junior.</p><p> </p>

The Jeff Gerstmann Home Game: The Power of the Arcadia 2001, A Billion Versions of Donkey Kong

A game credited, in part, with the popularity of the brawler genre in the arcade craze of the 1980s and 1990s.

<h2>Overview</h2><p>Originally released in 1987 in arcades, Double Dragon is an early brawler game credited, in part, for the popularity of the beat-em-up genre during the 1980s and 1990s. The game was first developed by <a href="/technos-japan-corp/3010-452/" data-ref-id="3010-452">Technos Japan Corporation</a> and published by <a href="/taito-corporation/3010-135/" data-ref-id="3010-135">Taito Corporation</a>, and has since been ported to numerous consoles, computers, handhelds, and even cellular phones. The game also spawned the popular <a href="/double-dragon/3025-158/" data-ref-id="3025-158">Double Dragon</a> franchise, which has had five games in the main franchise, as well as two <a href="/neo-geo/3045-25/" data-ref-id="3045-25">Neo-Geo</a> fighting games.</p><p>After the initial arcade release, the game has been ported to a variety of systems, including the <a href="/nes/3045-21/" data-ref-id="3045-21">Nintendo Entertainment System</a>, <a href="/sega-master-system/3045-8/" data-ref-id="3045-8">Sega Master System</a>, <a href="/zx-spectrum/3045-16/" data-ref-id="3045-16">ZX Spectrum</a>, <a href="/amstrad-cpc/3045-11/" data-ref-id="3045-11">Amstrad CPC</a>, <a href="/commodore-64/3045-14/" data-ref-id="3045-14">Commodore 64</a> (two different versions), <a href="/pc/3045-94/" data-ref-id="3045-94">PC</a>, <a href="/atari-st/3045-13/" data-ref-id="3045-13">Atari ST</a>, <a href="/amiga/3045-1/" data-ref-id="3045-1">Amiga</a>, <a href="/atari-2600/3045-40/" data-ref-id="3045-40">Atari 2600</a>, <a href="/atari-7800/3045-70/" data-ref-id="3045-70">Atari 7800</a>, <a href="/game-boy/3045-3/" data-ref-id="3045-3">Game Boy</a>, <a href="/genesis/3045-6/" data-ref-id="3045-6">Sega Genesis</a>, <a href="/lynx/3045-7/" data-ref-id="3045-7">Atari Lynx</a>, <a href="/xbox-live-marketplace/3045-86/" data-ref-id="3045-86">Xbox Live Arcade</a>, <a href="/zeebo/3045-122/" data-ref-id="3045-122">Zeebo</a>, <a href="/iphone/3045-96/" data-ref-id="3045-96">iPhone</a> and <a href="/android/3045-123/" data-ref-id="3045-123">Android</a>. Every release differs in some aspect or another, particularly the <a href="/game-gear/3045-5/" data-ref-id="3045-5">Game Gear</a>, NES, Game Boy, and Atari 2600 versions.</p><p>The game's popularity led to several sequels (with the latest iteration released in 2003), a cartoon series (which ran for two seasons), a comic book (published by Marvel, ran for six issues), and even a movie (which was released in 1994, inspired by the television cartoon). The cartoon and its resulting movie release were both loosely based on the NES version of the game, whereas Jimmy Lee is initially a villain (having been raised by the antagonist of the franchise, the <a href="/shadow-master/3005-14811/" data-ref-id="3005-14811">Shadow Master</a>).</p><p>The game's soundtrack was composed by <a href="/kazunaka-yamane/3040-23791/" data-ref-id="3040-23791">Kazunaka Yamane</a>, and was released in an album on February 21, 1988. The soundtrack, titled Original Sound of Double Dragon, features all nine tracks from the arcade version of the game. These tracks are all arranged versions of the songs found in the game.</p><h2>Gameplay</h2><p>Double Dragon follows <a href="/billy-lee/3005-2644/" data-ref-id="3005-2644">Billy Lee</a> and <a href="/jimmy-lee/3005-2550/" data-ref-id="3005-2550">Jimmy Lee</a> (incorrectly named Hammer and Spike in the promotional materials with the American version of the arcade game), two martial artists whose love interest, Marian, is kidnapped by a gang called the Black Warriors. Playing in cooperative mode triggers a different ending, where Billy and Jimmy must fight each other for the affection of Marian.</p><figure data-align="left" data-size="small" data-img-src="https://static.giantbomb.com/uploads/original/13/139866/2708118-032204.jpg" data-ref-id="1300-2708118" data-ratio="0.74707602339181" data-width="1368" data-embed-type="image" style="width: 1368px"><a class="fluid-height" style="padding-bottom:74.7%" href="https://static.giantbomb.com/uploads/original/13/139866/2708118-032204.jpg" data-ref-id="1300-2708118"><img alt="The Black Warriors kidnapping Marian in the Arcade version" src="https://static.giantbomb.com/uploads/scale_small/13/139866/2708118-032204.jpg" srcset="https://static.giantbomb.com/uploads/original/13/139866/2708118-032204.jpg 1368w, https://static.giantbomb.com/uploads/scale_super/13/139866/2708118-032204.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/13/139866/2708118-032204.jpg 480w, https://static.giantbomb.com/uploads/scale_small/13/139866/2708118-032204.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>The Black Warriors kidnapping Marian in the Arcade version</figcaption></figure><p>A three button beat-em-up, there are three base moves in Double Dragon; punching, kicking, and jumping. Various combinations of these moves produce other moves, such as head butts, elbow smashes, jumping kicks, backwards kicks, or the signature Double Dragon hair grab (in which the character grabs the enemy by the hair, making them vulnerable to attacks and throws).</p><p>In addition to moves, Double Dragon has a variety of weapons that can be carried from fight to fight (this was altered in the NES version, where weapons could only be used if the enemy it was taken from is still alive). There are four weapons; baseball bats, whips (neither of which are incredibly effective), knives (which are arguably the most powerful weapons in the game), and explosives (timed explosives which can be thrown).</p><h2>Other Versions</h2><h3>NES Version</h3><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/1/15051/388784-dd2.jpg" data-ref-id="1300-388784" data-size="small" data-ratio="0.66666666666667" data-width="360" data-embed-type="image" style="width: 360px"><a class="fluid-height" style="padding-bottom:66.7%" href="https://static.giantbomb.com/uploads/original/1/15051/388784-dd2.jpg" data-ref-id="1300-388784"><img alt="Only two enemies can be on-screen simultaneously in NES version" src="https://static.giantbomb.com/uploads/scale_small/1/15051/388784-dd2.jpg" srcset="https://static.giantbomb.com/uploads/original/1/15051/388784-dd2.jpg 360w, https://static.giantbomb.com/uploads/scale_small/1/15051/388784-dd2.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>Only two enemies can be on-screen simultaneously in NES version</figcaption></figure><p>Released in 1988 (and later on the <a href="../../wii-shop/60-87/" rel="nofollow">Wii Virtual Console</a> in 2008), the NES version of Double Dragon was among the better received ports of the game. Published by <a href="../../tradewest-inc/65-173/" rel="nofollow">Tradewest</a>, Double Dragon on the NES has many differences from the arcade game on which it is based, beyond the obvious decrease in graphical and sound quality. The plot was altered, due to the exclusion of a two-player cooperative mode. Rather than fighting the leader of the Shadow Warriors, <a href="../../billy-lee/94-2644/" rel="nofollow">Billy Lee</a> faces off against his brother, <a href="../../jimmy-lee/94-2550/" rel="nofollow">Jimmy Lee</a>.</p><p>Other than the single player story, there are a few other modes that implement two player gameplay. Mode A allows players to do a tag-team style game, alternating who is playing after each death. Mode B is a one-on-one tournament fighting game, where players can choose to fight either computer controlled opponents or player controlled characters.</p><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/5312/503003-doubledragon_44.png" data-ref-id="1300-503003" data-size="small" data-ratio="0.875" data-width="256" data-embed-type="image" style="width: 256px"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/0/5312/503003-doubledragon_44.png" data-ref-id="1300-503003"><img alt="The two player fighting mode in NES version" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 256px) 100vw, 256px" data-width="256" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/5312/503003-doubledragon_44.png" data-srcset="https://static.giantbomb.com/uploads/original/0/5312/503003-doubledragon_44.png 256w"><noscript><img alt="The two player fighting mode in NES version" src="https://static.giantbomb.com/uploads/original/0/5312/503003-doubledragon_44.png" srcset="https://static.giantbomb.com/uploads/original/0/5312/503003-doubledragon_44.png 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></noscript></a><figcaption>The two player fighting mode in NES version</figcaption></figure><p>The game also implemented an upgrade system, where players earn hearts for dispatching certain amounts of enemies. These hearts upgrade the character's abilities, allowing for more complicated moves such as backwards elbowing and face punching. In addition to moves, there are a variety of weapons available, ranging from baseball bats to whips (as well as ranging in damage dealt, and subsequently usefulness).</p><p>There are many other differences found in the NES version, some due to general technical limitations. For example, only two enemies can be onscreen simultaneously due to the NES's abilities. Naturally, the stage design deviates from what was found in the original arcade version, including new areas, expanded sections, and completely new levels.</p><h3>Master System Version</h3><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/1/17744/594771-doubledcombat.gif" data-ref-id="1300-594771" data-size="small" data-ratio="0.75" data-width="256" data-embed-type="image" style="width: 256px"><a class="fluid-height" style="padding-bottom:75.0%" href="https://static.giantbomb.com/uploads/original/1/17744/594771-doubledcombat.gif" data-ref-id="1300-594771"><img alt="Sega Master System home console port of Double Dragon" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 256px) 100vw, 256px" data-width="256" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/1/17744/594771-doubledcombat.gif" data-srcset="https://static.giantbomb.com/uploads/original/1/17744/594771-doubledcombat.gif 256w"><noscript><img alt="Sega Master System home console port of Double Dragon" src="https://static.giantbomb.com/uploads/original/1/17744/594771-doubledcombat.gif" srcset="https://static.giantbomb.com/uploads/original/1/17744/594771-doubledcombat.gif 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></noscript></a><figcaption>Sega Master System home console port of Double Dragon</figcaption></figure><p>After the NES version was released, <a href="/sega/3010-62/" data-ref-id="3010-62">Sega</a> brought the game to their 8-bit platform as well. Due to the <a href="/sega-master-system/3045-8/" data-ref-id="3045-8">Sega Master System</a>'s more powerful hardware, the Master System version has better graphics (with more colors), more enemies on-screen, and modes and levels that are very similar to the arcade version.</p><p>Unlike the NES version of Double Dragon, the Sega Master System version retains the two-player cooperative mode found in the original arcade version. Although it doesn't include the head-to-head versus mode found in the NES game, Double Dragon on the Sega Master System does have one other feature not found in the NES or arcade versions; an unlimited amount of continues (except for the final level).</p><h3>Mega Drive/Genesis Version</h3><p>In 1992, Double Dragon was ported to the <a href="/genesis/3045-6/" data-ref-id="3045-6">Sega Mega Drive/Genesis</a>. This game was developed by Ballistic, and is very similar to the arcade release. Double Dragon on the Sega Genesis was criticized for one key aspect; its control. The game, according to fans and critics, makes it incredibly difficult to hit enemies, with small hit boxes and sloppy movement.</p><h3>Handheld Versions</h3><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/6150/504872-ddgg5.gif" data-ref-id="1300-504872" data-size="small" data-ratio="0.9" data-width="160" data-embed-type="image" style="width: 160px"><a class="fluid-height" style="padding-bottom:90.0%" href="https://static.giantbomb.com/uploads/original/0/6150/504872-ddgg5.gif" data-ref-id="1300-504872"><img alt="The Game Gear version only features Billy Lee as a playable character" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 160px) 100vw, 160px" data-width="160" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/6150/504872-ddgg5.gif" data-srcset="https://static.giantbomb.com/uploads/original/0/6150/504872-ddgg5.gif 160w"><noscript><img alt="The Game Gear version only features Billy Lee as a playable character" src="https://static.giantbomb.com/uploads/original/0/6150/504872-ddgg5.gif" srcset="https://static.giantbomb.com/uploads/original/0/6150/504872-ddgg5.gif 160w" sizes="(max-width: 160px) 100vw, 160px" data-width="160"></noscript></a><figcaption>The Game Gear version only features Billy Lee as a playable character</figcaption></figure><p>The game has had three different handheld ports; Game Boy, Sega Game Gear, and Atari Lynx. The first of these three versions was released in 1990. The Game Boy version of Double Dragon is heavily influenced by the NES game, with similar level design, enemies, and overall graphical style.</p><p>The Game Boy version varies on one key aspect from the NES Double Dragon; it does not include the heart system found in this game. Every move is accessible from the start. In some areas, portions of stages were removed completely for the Game Boy port, particularly some platforming segments of the final stage. Additionally, every character in the two player fighting mode was removed except for Billy Lee and Jimmy Lee.</p><p>On the Game Gear, Double Dragon was significantly different from other versions of the game. Subtitled "The Revenge of Billy Lee" in Europe, this game centers around the murder of Jimmy Lee, and Billy Lee's quest of vengeance against the Dragon Clan. Other than this, the game was largely a different game, with altered stage design, different weapons (i.e. guns), and the lack of any modes beyond a single player story mode.</p><p>With large sprites, the Atari Lynx version is another recreation of the original arcade game. Giving only a small view of the stage, the game was criticized due to the fact that enemy and character sprites take up nearly three fourths of the Lynx's screen size. The Atari Lynx version also includes a practice mode, which allows players to fight a varying amount of enemies to learn the controls and moves of the game.</p><p>In 2003 the game received an enhanced remake for the Game Boy Advance in the form of <a href="/double-dragon-advance/3030-20754/" data-ref-id="3030-20754">Double Dragon Advance</a>, which added several new features including cutscenes, additional levels, and new moves.</p><h3>Smartphone Version</h3><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/7/71263/2252732-doubledragoniphone.jpg" data-ref-id="1300-2252732" data-size="small" data-ratio="0.66666666666667" data-width="480" data-embed-type="image" style="width: 480px"><a class="fluid-height" style="padding-bottom:66.7%" href="https://static.giantbomb.com/uploads/original/7/71263/2252732-doubledragoniphone.jpg" data-ref-id="1300-2252732"><img alt="Smartphone version" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/7/71263/2252732-doubledragoniphone.jpg" data-srcset="https://static.giantbomb.com/uploads/original/7/71263/2252732-doubledragoniphone.jpg 480w, https://static.giantbomb.com/uploads/scale_small/7/71263/2252732-doubledragoniphone.jpg 320w"><noscript><img alt="Smartphone version" src="https://static.giantbomb.com/uploads/scale_small/7/71263/2252732-doubledragoniphone.jpg" srcset="https://static.giantbomb.com/uploads/original/7/71263/2252732-doubledragoniphone.jpg 480w, https://static.giantbomb.com/uploads/scale_small/7/71263/2252732-doubledragoniphone.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>Smartphone version</figcaption></figure><p>In 2011 a smartphone version of Double Dragon was released on both iPhone and Android. Rather than a straight port, this version adds several features, some of which originated in the Game Boy Advance remake. In addition to the Lee brothers, players can unlock 24 playable characters for use in any mode.</p><h3>Other Versions</h3><p>Like the sequels to Double Dragon, <a href="/binary-design-ltd/3010-496/" data-ref-id="3010-496">Binary Designs</a> worked on computer ports to create a variety of versions of the game. Additionally, a second Commodore 64 port was created by <a href="/ocean-software-ltd/3010-6983/" data-ref-id="3010-6983">Ocean Software</a>, and differed in many ways from the previous Commodore 64 port. While all of the games naturally differ from the arcade game on which they are based, there are several relevant details relating to the ports.</p><p>The ZX Spectrum version was incredibly different when it came to graphical style. Due to an attempt at the detail of the arcade version, this version had character and enemy sprites which were transparent other than the black outlines. This, combined with an attempt at some detailed color, caused the game to run very slowly.</p><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/7465/1339851-dd26_4.gif" data-ref-id="1300-1339851" data-size="small" data-ratio="0.625" data-width="304" data-embed-type="image" style="width: 304px"><a class="fluid-height" style="padding-bottom:62.5%" href="https://static.giantbomb.com/uploads/original/0/7465/1339851-dd26_4.gif" data-ref-id="1300-1339851"><img alt="Both of the Atari versions of the game were created by Activision" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 304px) 100vw, 304px" data-width="304" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/7465/1339851-dd26_4.gif" data-srcset="https://static.giantbomb.com/uploads/original/0/7465/1339851-dd26_4.gif 304w"><noscript><img alt="Both of the Atari versions of the game were created by Activision" src="https://static.giantbomb.com/uploads/original/0/7465/1339851-dd26_4.gif" srcset="https://static.giantbomb.com/uploads/original/0/7465/1339851-dd26_4.gif 304w" sizes="(max-width: 304px) 100vw, 304px" data-width="304"></noscript></a><figcaption>Both of the Atari versions of the game were created by Activision</figcaption></figure><p>Both of the Commodore 64 ports were very close in style, attempting to emulate the gameplay of the arcade release (the first even included a two player mode, almost unheard of among the computer ports). A major difference for the first version was a complete lack of sound, other than the sound effects created by punching and kicking. The second version lacked a two player mode, although it is considered by Double Dragon fans to be a slightly better port.</p><p>Also released for the Atari 2600 and Atari 7800, these two ports were handled by <a href="/activision/3010-78/" data-ref-id="3010-78">Activision</a>. The 2600 version of the game naturally cut much of the game's content; with redone sound and graphics to fit the platform's capabilities, removed enemy sprites, cut weapons, and a shorter story mode (although there is still a two player cooperative mode, as well as a two player versus mode). The 7800 version was improved graphically and sound-wise, although it removes the versus mode.</p><p>A version for the <a href="/zeebo/3045-122/" data-ref-id="3045-122">Zeebo</a> was developed by Brizo Interactive Corporation and published by <a href="/tec-toy-industria-de-brinquedos-sa/3010-96/" data-ref-id="3010-96">Tec Toy</a>. This version differs in that there are six stages instead of the original four. The first, third, and final stages are re-worked versions of their arcade counterparts, but the other missions are new to this version. The Zeebo version also contains mostly re-worked or entirely new enemies. This version also has an updated visual style.</p><h3>Soundtrack</h3><ol><li>Opening (Double Dragon)</li><li>The City Slums (The Black Warriors Arrive)</li><li>The Industrial Area (The Great Fray)</li><li>After the Battle</li><li>Setting Off (A New Battle)</li><li>The Woods</li><li>The Giant Abobo Appears</li><li>The Hideout (Willy the Nemesis)</li><li>Ending (Reunion With Marian)</li></ol><h2>Trivia</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/7465/1363166-baddudes.jpg" data-ref-id="1300-1363166" data-size="small" data-ratio="1.3305489260143" data-width="838" data-embed-type="image" style="width: 838px"><a class="fluid-height" style="padding-bottom:133.1%" href="https://static.giantbomb.com/uploads/original/0/7465/1363166-baddudes.jpg" data-ref-id="1300-1363166"><img alt="Data East's Bad Dudes advertisement." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 481px) 100vw, 481px" data-width="481" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/0/7465/1363166-baddudes.jpg" data-srcset="https://static.giantbomb.com/uploads/original/0/7465/1363166-baddudes.jpg 838w, https://static.giantbomb.com/uploads/scale_medium/0/7465/1363166-baddudes.jpg 721w, https://static.giantbomb.com/uploads/scale_small/0/7465/1363166-baddudes.jpg 481w"><noscript><img alt="Data East's Bad Dudes advertisement." src="https://static.giantbomb.com/uploads/scale_small/0/7465/1363166-baddudes.jpg" srcset="https://static.giantbomb.com/uploads/original/0/7465/1363166-baddudes.jpg 838w, https://static.giantbomb.com/uploads/scale_medium/0/7465/1363166-baddudes.jpg 721w, https://static.giantbomb.com/uploads/scale_small/0/7465/1363166-baddudes.jpg 481w" sizes="(max-width: 481px) 100vw, 481px" data-width="481"></noscript></a><figcaption>Data East's Bad Dudes advertisement.</figcaption></figure><ul><li>Two Amstrad CPC ports of Double Dragon were created. One for the CPC 6128 hardware, which was very well-received and released almost exclusively in France, and another version created for the CPC 464 which was universally panned.</li><li>The more well-received version of Double Dragon on the Amstrad CPC actually had more in common with the Atari ST and Amiga versions.</li><li>An advertising campaign from <a href="/data-east-corporation/3010-157/" data-ref-id="3010-157">Data East</a> around the release of <a href="/bad-dudes/3030-10261/" data-ref-id="3030-10261">Bad Dudes</a> stated that, "Bad Dudes Makes Double Dragon Pale by Comparison."</li><li>Most versions of Double Dragon are infamous for their glitches and exploits, such as suicidal enemies, weapons that can be carried to future stages, frozen sprites, incorrect graphics, and even walking up walls or in the air.</li></ul><p> </p>

A puzzle game that released in the midst of the Tetris craze, Dr. Mario put its own spin on the falling-blocks concept. It was one of the few Tetris derivatives of the time that was a hit in its own right.

<h2>Overview</h2><p>Dr. Mario is a puzzle game developed by <a href="/nintendo-rd1/3010-928/" data-ref-id="3010-928">Nintendo R&amp;D1</a> and published by <a href="/nintendo/3010-90/" data-ref-id="3010-90">Nintendo</a>. The game was originally released on the Nintendo Entertainment System and Game Boy in 1990. It has since seen many sequels and remakes, such as <a href="/dr-mario-puzzle-league/3030-14788/" data-ref-id="3030-14788">Dr. Mario &amp; Puzzle League</a> on the Game Boy Advance and <a href="/dr-mario-online-rx/3030-20691/" data-ref-id="3030-20691">Dr. Mario Online RX</a> on WiiWare. The soundtrack was composed by <a href="/hirokazu-tanaka/3040-51028/" data-ref-id="3040-51028">Hirokazu "Hip" Tanaka</a>.</p><p>According to the instruction booklet, Mario is now working as a doctor in the virus research lab at the Mushroom Kingdom Hospital. As usual, Dr. Mario is about to begin his research when Nurse Toadstool informs him that several viruses are out of control and spreading quickly. Mario exclaims <i>"Oh No! We've got to do something! I have just developed a new vitamin that should be able to take care of it. I sure hope this stuff works!"</i></p><h2>Gameplay</h2><figure data-align="right" data-size="small" data-ref-id="1300-364238" data-img-src="https://static.giantbomb.com/uploads/original/1/13084/364238-dr_mario_2008_07_29_00_37_36_78.png" data-embed-type="image" data-ratio="0.75"><a class="fluid-height" style="padding-bottom:75.0%" href="https://static.giantbomb.com/uploads/original/1/13084/364238-dr_mario_2008_07_29_00_37_36_78.png" data-ref-id="1300-364238"><img alt="Gameplay in Dr. Mario" src="https://static.giantbomb.com/uploads/scale_small/1/13084/364238-dr_mario_2008_07_29_00_37_36_78.png" srcset="https://static.giantbomb.com/uploads/original/1/13084/364238-dr_mario_2008_07_29_00_37_36_78.png 1024w, https://static.giantbomb.com/uploads/scale_super/1/13084/364238-dr_mario_2008_07_29_00_37_36_78.png 960w, https://static.giantbomb.com/uploads/scale_medium/1/13084/364238-dr_mario_2008_07_29_00_37_36_78.png 480w, https://static.giantbomb.com/uploads/scale_small/1/13084/364238-dr_mario_2008_07_29_00_37_36_78.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>Gameplay in Dr. Mario</figcaption></figure><p>Dr. Mario is a puzzle game that uses much the same <a href="//www.giantbomb.com/falling-blocks/3015-4539/" data-ref-id="3015-4539">falling block</a> mechanic made ubiquitous by <a href="/tetris/3030-1896/" data-ref-id="3030-1896">Tetris</a>. Vitamin capsules are dropped into the play field and must be rotated to remove viruses hovering at fixed spots (each half the size of a vitamin.) The vitamins are colored one of three colors on each side (red, yellow, or blue,) and the colors of the vitamin must be matched with the corresponding viruses of the same colors. After stacking up four of the same color, the virus is eliminated. After destroying all viruses on the playing field, the player progresses to the next level.</p><p>The player can select 21 different levels (0 to 20), and players who can clear level 20 can make it all the way to level 24 (clearing 24 just repeats this level continuously). Each level has a different amount of viruses, and in level 20 there are 84. No more than 84 can fit, making each level after 20 have 84 viruses as well. The player can also select the background music, either Fever or Chill. The game speed can also be set to low, medium, or high.  The more time spent clearing a particular level, the faster the game speed will gradually become. </p>

Excitebike is a 1985 motocross racing game for the NES. Race around premade tracks and even create custom ones!

<h2>Overview</h2><figure style="width: 256px" data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/8812/384826-gfs_29018_1_2.jpg" data-ref-id="1300-384826" data-size="small" data-ratio="0.9375" data-width="256" data-embed-type="image"><a class="fluid-height" style="padding-bottom:93.8%" href="https://static.giantbomb.com/uploads/original/0/8812/384826-gfs_29018_1_2.jpg" data-ref-id="1300-384826"><img alt="Excitebike, title screen for the NES version." src="https://static.giantbomb.com/uploads/original/0/8812/384826-gfs_29018_1_2.jpg" srcset="https://static.giantbomb.com/uploads/original/0/8812/384826-gfs_29018_1_2.jpg 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></a><figcaption>Excitebike, title screen for the NES version.</figcaption></figure><p>Excitebike is a Nintendo motorcycle racing game. It is the first in the <a href="/excitebike/3025-757/" data-ref-id="3025-757">Excite</a> series, which also includes <a href="/excitebike-64/3030-15429/" data-ref-id="3030-15429">Excitebike 64</a>, <a href="/excite-truck/3030-13645/" data-ref-id="3030-13645">Excite Truck</a>, and the obscure <a href="/bs-excitebike-bun-bun-mario-stadium-1/3030-22786/" data-ref-id="3030-22786">BS Excitebike Bun Bun Mario Stadium</a>.</p><h3>Other Versions</h3><p><a href="/vs-excitebike/3030-22005/" data-ref-id="3030-22005">Vs. Excitebike</a> (part of <a href="/nintendo-vs-series/3025-1573/" data-ref-id="3025-1573">Nintendo's Vs. series)</a>, is based on Nintendo's Vs. Unisystem, an arcade unit. Vs. Excitebike was first released after the Famicom release in 1984, and later released on the Famicom Disk System. The title is essentially the same as the <a href="/nes/3045-21/" data-ref-id="3045-21">NES</a> version, with a few differences. The Design Mode has been removed, there are three difficulty modes to choose from (Beginner, Intermediate, and Advanced), and there are now seven tracks. There isn't a "Selection A" and "Selection B," but instead the first race is the player racing alone, and then the championship race has computer controlled opponents.</p><p>Excitebike is an unlockable in Excitebike 64. It can also be found as an item in <a href="/animal-crossing/3030-12893/" data-ref-id="3030-12893">Animal Crossing</a> (and it can be played). Excitebike was part of the short-lived <a href="/e-reader/3015-3782/" data-ref-id="3015-3782">e-Reader</a> (title Excitebike-e).</p><h3>3D Classics Version</h3><p>To celebrate the release of the <a href="/3dsware/3045-138/" data-ref-id="3045-138">3DSware</a> service on June 6, 2011, 3D Classics Excitebike was available to all as a free download for thirty days. After the thirty days expired it became a paid download on the service. In this version, the 3D differs from the 3D mode in most of the other games available for the console in that instead of just converting to 3D it also changes to a completely new camera angle. Another new feature in this version is the ability to save the game allowing lap records and custom track saves.</p><h2>Gameplay</h2><figure style="width: 256px" data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/8812/384830-587594_20060222_screen004.jpg" data-ref-id="1300-384830" data-size="small" data-ratio="0.875" data-width="256" data-embed-type="image"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/0/8812/384830-587594_20060222_screen004.jpg" data-ref-id="1300-384830"><img alt="One of the game's five tracks." src="https://static.giantbomb.com/uploads/original/0/8812/384830-587594_20060222_screen004.jpg" srcset="https://static.giantbomb.com/uploads/original/0/8812/384830-587594_20060222_screen004.jpg 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></a><figcaption>One of the game's five tracks.</figcaption></figure><p>The goal of Excitebike is to qualify for the championship race (the Excitebike). The time to qualify depends on what track the player is on, but is always displayed in the bottom left corner of the screen. That time is for third place, but the first place time is always displayed on the stadium of the stage. Regardless of which track the player is racing on, the first place time is always eight seconds less than the third place time. The D-Pad controls movement (as well as balance when the player is in mid-air) and the A and B buttons control acceleration. The B button provides a better boost than the A button, but raises the temperature bar. If that bar reaches full (or critical) level, then the player stops until it cools down.</p><p>At the beginning of the game, the player has the option to select any track (one through five). Upon qualifying for the championship race, and then placing third place or higher in the championship race, the player moves onto the next track. So, if the player selects track three and fully completes it, then they move onto track four.</p><h3>Modes</h3><p>There are three modes of gameplay available in Excitebike. In Selection A, the player races alone. In Selection B, the player races with computer controlled opponents. These opponents are essentially extra obstacles; if the player crashes into them (or if the computer controlled opponent hits the player), it will cause the player to fall off the bike.</p><p>In the third mode, Design Mode, the player can create a track. The player can select hills and obstacles varying in size and place them in the track. In addition, the player can choose where each lap is finished and how many total laps there are. Upon completing a track, the player can race in it in either Selection A or Selection B. Due to the NES's lack of internal memory, the tracks cannot be saved.</p>

Ghosts 'N Goblins is the first game in the Ghosts 'N Goblins series. It is widely recognized as being one of the hardest games of all time.

<h2>Overview</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/4527/1753358-1.jpg" data-ref-id="1300-1753358" data-size="small" data-embed-type="image" data-ratio="0.625"><a class="fluid-height" style="padding-bottom:62.5%" href="https://static.giantbomb.com/uploads/original/0/4527/1753358-1.jpg" data-ref-id="1300-1753358"><img alt="Sir Arthur with Princess Prin Prin" src="https://static.giantbomb.com/uploads/scale_small/0/4527/1753358-1.jpg" srcset="https://static.giantbomb.com/uploads/original/0/4527/1753358-1.jpg 1440w, https://static.giantbomb.com/uploads/scale_super/0/4527/1753358-1.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/0/4527/1753358-1.jpg 480w, https://static.giantbomb.com/uploads/scale_small/0/4527/1753358-1.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>Sir Arthur with Princess Prin Prin</figcaption></figure><p>Ghosts 'N Goblins (known in Japan as Makaimura, translated to Hell Village) is a 2D side-scrolling platformer developed and released by <a data-ref-id="3010-367" href="/capcom/3010-367/">Capcom</a> in arcades on September 17, 1985. Players control a knight (named <a data-ref-id="3005-6110" href="/sir-arthur/3005-6110/">Sir Arthur</a>) who must battle legions of demons, ghosts, and other undead creatures in order to save <a data-ref-id="3005-15091" href="/prin-prin/3005-15091/">Princess Prin Prin</a> from <a data-ref-id="3005-15090" href="/astaroth/3005-15090/">Satan</a>, King of the Demon World.</p><p>Known for its unrelenting difficulty, the game was later ported to various systems, including the <a data-ref-id="3045-21" href="/nes/3045-21/">Nintendo Entertainment System</a> (by <a data-ref-id="3010-5139" href="/micronics/3010-5139/">Micronics</a>), <a data-ref-id="3045-14" href="/commodore-64/3045-14/">Commodore 64</a>, <a data-ref-id="3045-150" href="/commodore-16/3045-150/">Commodore 16</a>, <a data-ref-id="3045-1" href="/amiga/3045-1/">Amiga</a>, <a data-ref-id="3045-16" href="/zx-spectrum/3045-16/">ZX Spectrum</a>, <a data-ref-id="3045-11" href="/amstrad-cpc/3045-11/">Amstrad CPC</a>, <a data-ref-id="3045-13" href="/atari-st/3045-13/">Atari ST</a>, <a data-ref-id="3045-94" href="/pc/3045-94/">IBM PC compatibles</a>, <a data-ref-id="3045-95" href="/sharp-x68000/3045-95/">Sharp X68000</a>, and <a data-ref-id="3045-57" href="/game-boy-color/3045-57/">Game Boy Color</a>. The game received numerous <a data-ref-id="3025-243" href="/ghosts-n-goblins/3025-243/">sequels</a> (maintaining the platforming feel of the original) and spinoffs (such as the <a data-ref-id="3025-911" href="/gargoyles-quest/3025-911/">Gargoyle's Quest</a> and <a data-ref-id="3025-516" href="/maximo/3025-516/">Maximo</a> series).</p><h2>Gameplay</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/4527/1753350-1.png" data-ref-id="1300-1753350" data-size="small" data-embed-type="image" data-ratio="0.875"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/0/4527/1753350-1.png" data-ref-id="1300-1753350"><img alt="Arthur starts the game with the lance" src="https://static.giantbomb.com/uploads/scale_small/0/4527/1753350-1.png" srcset="https://static.giantbomb.com/uploads/original/0/4527/1753350-1.png 512w, https://static.giantbomb.com/uploads/scale_medium/0/4527/1753350-1.png 480w, https://static.giantbomb.com/uploads/scale_small/0/4527/1753350-1.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>Arthur starts the game with the lance</figcaption></figure><p>Ghosts 'N Goblins is a side-scrolling action game with platforming elements. The game has six stages with a boss at the end of each stage. Upon completion of all six stages, the player has to repeat all six stages again with increased difficulty before finally beating the game. There are five weapons in the game: Axe, Dagger, Lance, Torch, and Shield. Sir Arthur starts the game with the lance, but can pick up other weapons as they are dropped by enemies. Enemies include zombies, red demons, dragons, ogres, and other monsters. The shield must be equipped to enter the final stage and complete the game.</p><p>Ghosts 'N Goblins is often regarded as one of the hardest games ever made. It only takes two hits from any attacking foe for Arthur to die, and considering the player's supply of just 3 <a href="/">lives</a>, completing Ghosts 'N Goblins is considered to be very difficult. There are, however, ways of improving both the quality of Arthur's <a href="/">armor</a> and how many <a href="/">extra lives</a> he has. Better armor can be found throughout the game in a few hidden locations. The extra lives are earned by first scoring 20,000 points, then 70,000 points. Thereafter, the player gains a new life for every additional 70,000 points they earn.</p><h2>Weapons</h2><table class="t-editor with-border full-width"><tbody><tr><th>Weapon</th><th>Description</th></tr><tr><td><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/4527/1753366-1.png" data-ref-id="1300-1753366" data-size="small" data-embed-type="image" data-ratio="0.86666666666667"><a class="fluid-height" style="padding-bottom:86.7%" href="https://static.giantbomb.com/uploads/original/0/4527/1753366-1.png" data-ref-id="1300-1753366"><img alt="Lance" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 120px) 100vw, 120px" data-width="120" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/4527/1753366-1.png" data-srcset="https://static.giantbomb.com/uploads/original/0/4527/1753366-1.png 120w"><noscript><img alt="Lance" src="https://static.giantbomb.com/uploads/original/0/4527/1753366-1.png" srcset="https://static.giantbomb.com/uploads/original/0/4527/1753366-1.png 120w" sizes="(max-width: 120px) 100vw, 120px" data-width="120"></noscript></a><figcaption>Lance</figcaption></figure></td><td>The Lance is Sir Arthur's starting weapon. It travels in a straight line and will go off the screen unless it connects with an enemy.</td></tr><tr><td><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/4527/1753374-2.png" data-ref-id="1300-1753374" data-size="small" data-embed-type="image" data-ratio="0.86666666666667"><a class="fluid-height" style="padding-bottom:86.7%" href="https://static.giantbomb.com/uploads/original/0/4527/1753374-2.png" data-ref-id="1300-1753374"><img alt="Knife" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 120px) 100vw, 120px" data-width="120" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/4527/1753374-2.png" data-srcset="https://static.giantbomb.com/uploads/original/0/4527/1753374-2.png 120w"><noscript><img alt="Knife" src="https://static.giantbomb.com/uploads/original/0/4527/1753374-2.png" srcset="https://static.giantbomb.com/uploads/original/0/4527/1753374-2.png 120w" sizes="(max-width: 120px) 100vw, 120px" data-width="120"></noscript></a><figcaption>Knife</figcaption></figure></td><td>The Knife works similarly to the lance in the sense that it travels in a straight line and will go off the screen unless it connects with an enemy. The main difference is that it travels at a faster speed than the lance, but is weaker.</td></tr><tr><td><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/4527/1753377-3.png" data-ref-id="1300-1753377" data-size="small" data-embed-type="image" data-ratio="0.86666666666667"><a class="fluid-height" style="padding-bottom:86.7%" href="https://static.giantbomb.com/uploads/original/0/4527/1753377-3.png" data-ref-id="1300-1753377"><img alt="Torch" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 120px) 100vw, 120px" data-width="120" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/4527/1753377-3.png" data-srcset="https://static.giantbomb.com/uploads/original/0/4527/1753377-3.png 120w"><noscript><img alt="Torch" src="https://static.giantbomb.com/uploads/original/0/4527/1753377-3.png" srcset="https://static.giantbomb.com/uploads/original/0/4527/1753377-3.png 120w" sizes="(max-width: 120px) 100vw, 120px" data-width="120"></noscript></a><figcaption>Torch</figcaption></figure></td><td>The Torch, when thrown, travels in an arc and when it strikes the ground fire is emitted that damages enemies who touch it making it a powerful weapon. However, only two can be thrown at a time.</td></tr><tr><td><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/4527/1753383-4.png" data-ref-id="1300-1753383" data-size="small" data-embed-type="image" data-ratio="0.86666666666667"><a class="fluid-height" style="padding-bottom:86.7%" href="https://static.giantbomb.com/uploads/original/0/4527/1753383-4.png" data-ref-id="1300-1753383"><img alt="Axe" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 120px) 100vw, 120px" data-width="120" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/4527/1753383-4.png" data-srcset="https://static.giantbomb.com/uploads/original/0/4527/1753383-4.png 120w"><noscript><img alt="Axe" src="https://static.giantbomb.com/uploads/original/0/4527/1753383-4.png" srcset="https://static.giantbomb.com/uploads/original/0/4527/1753383-4.png 120w" sizes="(max-width: 120px) 100vw, 120px" data-width="120"></noscript></a><figcaption>Axe</figcaption></figure></td><td>The Axe travels in an arc similar to the torch and only two can be thrown at a time. The difference is that it can pass through enemies and doesn't emit fire on the ground. The axe is considered to be the worst weapon in the game due to the awkward throwing arc and its property to pass through enemies is not very useful.</td></tr><tr><td><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/4527/1753385-5.png" data-ref-id="1300-1753385" data-size="small" data-embed-type="image" data-ratio="0.86666666666667"><a class="fluid-height" style="padding-bottom:86.7%" href="https://static.giantbomb.com/uploads/original/0/4527/1753385-5.png" data-ref-id="1300-1753385"><img alt="Shield" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 120px) 100vw, 120px" data-width="120" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/4527/1753385-5.png" data-srcset="https://static.giantbomb.com/uploads/original/0/4527/1753385-5.png 120w"><noscript><img alt="Shield" src="https://static.giantbomb.com/uploads/original/0/4527/1753385-5.png" srcset="https://static.giantbomb.com/uploads/original/0/4527/1753385-5.png 120w" sizes="(max-width: 120px) 100vw, 120px" data-width="120"></noscript></a><figcaption>Shield</figcaption></figure></td><td>The shield travels in a straight line like the lance and knife, but has a very limited range. However, it can destroy any enemy projectiles it collides with making it very useful. This weapon must be equipped to be able to enter the final stage.</td></tr></tbody></table>

A side scrolling arcade shoot 'em up and the first in Konami's famous series. The game became famous for its extreme difficulty and varied power-ups.

<h2>Overview</h2><p>Gradius is a <a href="/side-scrolling/3015-299/" data-ref-id="3015-299">side scrolling</a> shooter, a <a href="/spiritual-successor/3015-425/" data-ref-id="3015-425">spiritual successor</a> to <a href="/scramble/3030-14662/" data-ref-id="3030-14662">Scramble</a>, and the first in the <a href="/gradius/3025-261/" data-ref-id="3025-261">Gradius </a>franchise. Players control a ship called the <a href="/vic-viper/3055-71/" data-ref-id="3055-71">Vic Viper</a> through multiple space stages. The enemies encountered include a large array of alien ships and creatures which try to collide into the Vic Viper or shoot it down. Luckily, throughout each stage <a href="/power-up/3015-700/" data-ref-id="3015-700">power-ups</a> are collected by shooting down certain color enemies. Power-ups are saved up on a power meter on the bottom of the player's screen. Once a player reaches the power-up cell that they wish to buy, it can be obtained by pressing the select button (<a href="/nes/3045-21/" data-ref-id="3045-21">NES</a> release). The power-up cells include:</p><ul><li><b>Speed Up</b>: Increases the movement speed of the Vic Viper.</li><li><a href="/missile/3055-74/" data-ref-id="3055-74"> <b>Missile</b></a>: Drops missiles to kill ground targets with every shot.</li><li><b>Double</b>: Shoots two cannon shots at once rather than one shot.</li><li><b>Laser</b>: Replaces the standard cannon shot with a laser beam.</li><li><b>Option</b>: Creates a hovering orange ball that follows the Vic Viper doubling its firepower with each Option.</li><li><b>?</b>: Provides a <a href="/shield/3055-87/" data-ref-id="3055-87"> shield</a> on the front of the ship.</li></ul><p>At the end of each stage a boss battle takes place where, more often than not, the Vic Viper must shoot at its core to destroy it. Many of these bosses have shields that protect their core that the player must destroy before being able to lay waste to the core itself.</p><h2>Trivia</h2><ul><li>The NES version was the first game to ever include the <a href="/konami-code/3015-544/" data-ref-id="3015-544"> Konami code</a>.</li></ul>

In Ice Climber the player controls a hammer wielding Eskimo that needs to climb 32 ice-covered mountains in order to recover a stolen vegetable from a giant condor.

<h2>Overview</h2><p>Ice Climber is an early <a href="/nes/3045-21/" data-ref-id="3045-21">NES</a> title that can be played with 1 or 2 players, and 2 players can be competitive or somewhat <a href="/cooperative-play/3015-108/" data-ref-id="3015-108">cooperative</a>. Players are Eskimos wielding <a href="/mallet/3055-1949/" data-ref-id="3055-1949">mallets</a> who try to ascend the mountain to the top, getting past obstacles on the way. At the top there will be a <a href="/bonus-stage/3015-646/" data-ref-id="3015-646">bonus stage</a> which, if failed, will simply lose the chance to earn points rather than dying as is the case with the rest of the mountain. Players accumulate points through the 32 different mountains as the difficulty increases.</p><h2>Mechanics of an Ascent</h2><p><a href="/ice-climbers/3005-928/" data-ref-id="3005-928">The two Eskimos</a>, Popo and Nana, each have a mallet, which works automatically when they jump, clearing out ice platforms and birds overhead, and they can also swing it to stun yetis, destroy ice that yetis are pushing, and knock birds into the water. The main purpose of the mallet is to break through the ice that will be overhead. The ice that isn't broken away will then be a platform for the next level in the ascent. Some of the ice is unbreakable, while some is all but <a href="/slippery-surface/3015-3402/" data-ref-id="3015-3402">frictionless</a>, making it very hard to maneuver.</p><p>At each level in the climb there may be a <a href="/yetis/3015-1448/" data-ref-id="3015-1448">yeti</a> (or seal in the Japanese versions) which will scroll from the left or right side of the screen. Taking a mallet to the yeti will <a href="/stun/3015-1577/" data-ref-id="3015-1577">stun</a> it, sending it away and dropping down if it happens to be near a hole in the floor. Touching the yeti is <a href="/instant-death/3015-740/" data-ref-id="3015-740">lethal</a>, and yetis also push ice out from their caves to cover gaps that the players have left in the ice.</p><p>Birds will also begin flying down, and are also lethal if touched, but can also be taken out with the mallet. Some places have very little platforms to stand on, and tend to have indestructible floating clouds that scroll past. In later levels these scroll by faster and faster as well as becoming smaller and smaller.</p><p>Death comes should the player fall too far down (into an area near the bottom of the screen should there be no platform to catch Popo's fall). This can be used to the advantage of the other player in a competitive game, and respawning will sometimes happen in very precarious positions, increasing the chance for a chain of deaths.</p><p>When the player reaches about halfway up, they will reach a bonus area where several slightly anthropomorphic vegetables are laid out. Players race to collect these before the time expires (in a bonus round vaguely similar to <a href="/nintendo/3010-90/" data-ref-id="3010-90">Nintendo</a>'s <a href="/mario-bros/3030-19726/" data-ref-id="3030-19726">Mario Bros.</a>). At the end, the players make a jump for a condor resembling a pterodactyl that scrolls across the top of the screen. Hitting the bottom of the screen, running out of time, or reaching the condor ends the bonus stage, and then points are awarded for vegetables collected, birds and yetis malleted, yeti ice crushed, and floor segments destroyed. The scores are tallied, and then it's time for a new mountain.</p><p>There is also a <a href="/polar-bear/3015-3286/" data-ref-id="3015-3286">polar bear</a> wearing pink speedo and <a href="/sunglasses/3055-745/" data-ref-id="3055-745">sunglasses</a> that comes out if the player takes too long to advance a level. Should it stand at the middle of the screen, it will jump down. When it hits the bottom, scrolling the screen one level automatically, possibly forcing the player to lose a life.</p><h3>End-of-Round Scoring:</h3><ul><li>Vegetable - Varies depending on type</li><li>Yeti ice - 400</li><li>Bird (Nitpicker) - 800</li><li>Ice Blocks - 20</li><li>Reaching the Condor first - 1000 X seconds remaining (?)</li></ul><h2>Other Appearances</h2><p><a href="/ice-climbers/3005-928/" data-ref-id="3005-928">The Ice Climbers</a> make an appearance in <a href="/super-smash-bros/3025-318/" data-ref-id="3025-318">the Super Smash Bros. series</a> as <a href="/player-character/3015-968/" data-ref-id="3015-968">playable characters</a>. They work in tandem, acting as one character.</p><p>The Nitpicker bird shares the name with the birds that plague <a href="/donkey-kong-jr/3005-298/" data-ref-id="3005-298">Donkey Kong Jr.</a> in <a href="/donkey-kong-jr/3030-19416/" data-ref-id="3030-19416">his eponymous game</a>.</p>

A one to two player ice hockey game in which players can choose between six different countries to play as. In addition, players can choose three different classes of characters, three period lengths, plus the speed of the game. Players control 5 players on their team including the goalie.

<h2>Overview</h2><p>Ice Hockey was developed by Nintendo in 1988 for the <a href="/nes/3045-21/" data-ref-id="3045-21">Nintendo Entertainment System</a>. The game allowed one to two players to face off using five players for each team. Though there were different countries to choose from (represented by alterations in sprite color), there were statistically no differences between the players.</p><h2>Countries</h2><ul><li><a href="/the-united-states-of-america/3035-396/" data-ref-id="3035-396">United States</a>: Blue</li><li><a href="/sweden/3035-922/" data-ref-id="3035-922">Sweden</a>: Yellow</li><li><a href="/poland/3035-1722/" data-ref-id="3035-1722">Poland</a>: Brown</li><li><a href="/canada/3035-244/" data-ref-id="3035-244">Canada</a>: Green</li><li><a href="/soviet-union/3035-507/" data-ref-id="3035-507">Soviet Union</a>: Red</li><li>Czechoslovakia: Gray</li></ul><p> </p><h2>Gameplay</h2><ul><li>The game can be played at five different speeds, and three different sizes of players: skinny, ordinary, and stocky. This can create many different combinations with the skinny players being faster but weak, and the stocky players being slow but strong.</li><li>The game can be played in three period lengths: seven, ten or fifteen minutes.</li><li>The game is played with four skaters and one goalie. This makes the game difficult because the player has to play as the goalie at the same time of controlling their skaters.</li><li>During the face-off, players can alter their formation by using the D-pad.</li></ul><h3>Character Classes</h3><p>By choosing different <a href="/classes/3015-405/" data-ref-id="3015-405">classes </a>for the four available characters, the player is able to provide their team with different strengths and weaknesses. The following are the classes to choose from:</p><ul><li>Skinny Guy: The Skinny Guy is extremely agile, but is extremely weak. The puck can easily be stolen from him when other players knock him over. His shots are the weakest and are quite slow, even when charged.</li><li>Normal Guy: The Normal Guy is average. He is relatively fast and powerful, but is not as specialized as the other characters. He is generally a safe bet when building a team.</li><li>Stocky Guy: The stocky guy is slow, but powerful. He can easily knock over other characters and steal the puck, and he has extremely powerful shots. His only disadvantage is his slow skating speed.</li></ul><h3>Rules</h3><ul><li>Though there are two blue lines and the red center line, offsides is not called, though icing is. This not only speeds the game up, but opens it up as well.</li><li>There are virtually no penalties called on players with the exception of fighting.</li><li>There can only be two players in the penalty box at once, and they leave when the penalty is over, or the opposing team scores a goal.</li><li>The game is won by the highest score. If the game is tied then a shoot-out is held. If after this there is no winner, the game goes to an overtime period with no goalies until the game is won.</li></ul><h3>Fighting</h3><p>If two players decide to have an “extended scuffle” then a real fight can break out! If the two players continue to press the button rapidly, the entire two teams come into the ball of fury. Occasionally players will be pushed out of the scuffle. The referees come in a few seconds later and penalize the winning team of the battle. With the player only receiving a two minute penalty, this can make the game fun and enjoyable.</p><h3>Intermission</h3><p>After two periods the game pauses for a couple of seconds. The teams skate off of the ice and a short song plays. During the short intermission men in Zambonis drive across the stage to smooth out the ice. This sequence has no effect on gameplay.</p><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/9320/473879-icehockzamboni.gif" data-ref-id="1300-473879" data-size="small" data-ratio="0.875" data-width="256" data-embed-type="image" style="width: 256px"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/0/9320/473879-icehockzamboni.gif" data-ref-id="1300-473879"><img alt="Zambonis resurfacing the ice." src="https://static.giantbomb.com/uploads/original/0/9320/473879-icehockzamboni.gif" srcset="https://static.giantbomb.com/uploads/original/0/9320/473879-icehockzamboni.gif 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></a><figcaption>Zambonis resurfacing the ice.</figcaption></figure><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/4848/450313-icehockfight.gif" data-ref-id="1300-450313" data-size="small" data-ratio="0.875" data-width="256" data-embed-type="image" style="width: 256px"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/0/4848/450313-icehockfight.gif" data-ref-id="1300-450313"><img alt="Let the fight begin team!" src="https://static.giantbomb.com/uploads/original/0/4848/450313-icehockfight.gif" srcset="https://static.giantbomb.com/uploads/original/0/4848/450313-icehockfight.gif 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></a><figcaption>Let the fight begin team!</figcaption></figure>

Refrain no Chika Meikyuu to Majo no Ryodan
Coven and Labyrinth of Refrain

A Nippon Ichi dungeon crawler RPG with artwork from Takehito Harada, the artist of the Disgaea series.

<p>Labyrinth of Refrain: Coven of Dusk is the English title. In Japan, it is known as Coven and Labyrinth of Refrain (ルフランの地下迷宮と魔女ノ旅団 Refuran no Chika Meikyū to Majo no Ryodan).</p>

E3 2018: Crawling Through the Dark of Labyrinth of Refrain: Coven of Dusk

Nintendo's classic arcade hit. Players attempt to eliminate enemies while avoiding fireballs and collecting coins.

<h2>Overview</h2><p>Mario Bros. is the first in a long line of Mario Bros. titles, although its differences from the later games are significant.</p><h2>Comparison to other Mario Games</h2><h3>Mario Bros. Firsts</h3><p><a href="/mario/3005-177/" data-ref-id="3005-177">Mario</a> - initially called Jumpman - was introduced in <a href="/nintendo/3010-90/" data-ref-id="3010-90">Nintendo</a>'s first <a href="/donkey-kong/3030-311/" data-ref-id="3030-311">Donkey Kong</a> video game. There, his only offensive ability was the <a href="/hammer/3055-308/" data-ref-id="3055-308">hammer</a> which, like <a href="/pac-man/3005-149/" data-ref-id="3005-149">Pac-Man</a>'s <a href="/power-pellet/3055-685/" data-ref-id="3055-685">power pellets</a>, were limited in number and duration. Here, Mario has an ongoing offensive power, one that he would use throughout the sequels, that of <a href="/jump/3015-379/" data-ref-id="3015-379">jumping</a> under a thing that is standing on a ledge above. While this is usually an optional attack in the later games, for Mario Bros. it's vital for finishing a given stage. Punching underneath a monster flips it over or changes its color (in lieu of flipping it over). Only when upside down is a monster safe to touch. Should Mario touch a monster, he actually boots it into the water at the bottom of the screen, scoring points and defeating the enemy. Other firsts which would find their way into later Mario Bros. titles:</p><ul><li>This game was the first appearance of the iconic turtle enemy called the Shell Creeper, later dubbed the <a href="/koopa-troopa/3015-2557/" data-ref-id="3015-2557">Koopa Troopa</a>. Mario could not, however, jump on their backs as he could later, even though the Shell Creepers and Koopa Troopas look nearly identical.</li><li>Shining sewer pipes, too, made their first appearance. This time they serve as monster dispensers, and reminders that game takes place in a sewer.</li><li>Many things fall into the sewers, including baby turtles which grow up to be Shell Creepers, but another iconic thing that might get lost in a storm drain is a coin. Thus, coins are brought in as extra scoring items every time an enemy is killed. If Mario picks them up before they reach the bottom of the screen, the player gets extra points.</li><li>The <a href="/pow-block/3055-421/" data-ref-id="3055-421">POW block</a>, used to flip all the monsters over who are currently standing on a surface, is later employed in other <a href="/super-mario/3025-643/" data-ref-id="3025-643">Super Mario</a> games (though its "zapper-like" abilities are changed).</li><li><a href="/fireball/3055-120/" data-ref-id="3055-120">Fireballs</a> also make an appearance, looking a bit more like the fireballs Mario and <a href="/luigi/3005-370/" data-ref-id="3005-370">Luigi</a> throw when they've picked up a <a href="/fire-flower/3055-10/" data-ref-id="3055-10">flower</a> in <a href="/super-mario-bros/3030-15544/" data-ref-id="3030-15544">Super Mario Bros.</a>, but fireballs in this game are enemies.</li><li>And last, but not least, the simultaneous two-player mode introduces Luigi, a swapped-palette Mario.</li></ul><h3>Elements Unique to Mario Bros.</h3><p>Many elements in Mario Bros. did not get picked up for later installments of the Mario Bros. series. Other enemies, such as the hopping <a href="/fighter-fly/3015-3203/" data-ref-id="3015-3203">Fighter Flies</a>, ice-patch creating <a href="/mr-freezie/3055-368/" data-ref-id="3055-368">Slipice</a> blobs, and crabby <a href="/sidestepper/3015-2940/" data-ref-id="3015-2940">Sidesteppers</a> are seen nowhere else. Neither is the complex punching-under-then-hopping-up-to-kill-the-monster mechanic, although there are certain situations in later games where this is a viable tactic. Touching an enemy when it isn't supine brings <a href="/instant-death/3015-740/" data-ref-id="3015-740">instant death</a>, and possibly the most notable difference is that the game is largely defensive. In Donkey Kong before it, and all Super Mario games after, Mario as a player character is largely the mover, moving the game from scene to scene. Here Mario and Luigi defend territory until they win - the scenery eventually changes, but only slightly.</p>

Nintendo's Pro Wrestling assembles a cast of wild characters and throws them into the squared circle for combat.

<h2>Overview</h2><p>The first professional wrestling game released on the Nintendo Entertainment System, Pro Wrestling is notable for many of the innovations it made to the wrestling game genre. The game featured one of the earliest in-ring referees, notable for actually moving into position to make counts, as well as the first instance of a camera man in a wrestling game. Pro Wrestling was also notable for being among the first wrestling games to feature unique wrestler movesets, with each grappler featuring at least one signature manuever.</p><h2>Gameplay</h2><p>Pro Wrestling's roster consisted of seven wrestlers, with six playable and one boss character. Normal single player gameplay consisted of playing a series of five matches before confronting the V.W.A. champion, King Slender, in a title match. However, when playing as Slender, Great Panther serves as the champion boss. Upon winning the title, the second stage of gameplay consists of defending the title ten times before facing V.W.F. champion Great Puma in an interpromotional match to crown the undisputed wrestling champion and end the game. Two player gameplay consisted of one-on-one matches, each being the best of three falls.</p><h2>Roster</h2><p><a data-ref-id="3005-285" href="/fighter-hayabusa/3005-285/" slug="fighter-hayabusa">Fighter Hayabusa</a>, nicknamed the invincible warrior, his special move is the Back Brain Kick.</p><p><a data-ref-id="3005-71" href="/starman/3005-71/" slug="starman">Starman</a>, wearing a bright pink jumpsuit with a blue star over his face, Starman is nicknamed the Super-Space Traveler. He has two special moves, the somersault kick and the flying cross chop.</p><p><a data-ref-id="3005-208" href="/kin-corn-karn/3005-208/" slug="kin-corn-karn">Kin Corn Karn</a>, featuring an oddly purple goatee in his picture, King Corn Karn is nicknamed a Living Karate Tool. His special moves are the Karate Kick and the Mongolian Chop.</p><p><a data-ref-id="3005-277" href="/giant-panther/3005-277/" slug="giant-panther">Giant Panther</a>, an absurdly tan man who is also known as the Ultimate Human Weapon, which as close to Ultimate Warrior as one can get without being sued. His special moves are the Iron Claw and the Head Butt.</p><p><a data-ref-id="3005-21" href="/the-amazon/3005-21/" slug="the-amazon">The Amazon</a>, who invented the crazy green guy niche long before Blanka ever came around. This Half Man Half Piranha sports the Piranha Bite and the Outlaw Choke as his specials, and even has the courtesy to deny any illegal moves to the ref every time he does them.</p><p><a data-ref-id="3005-206" href="/king-slender/3005-206/" slug="king-slender">King Slender</a> , who looks frighteningly similar to a blond Andre the Giant also goes by Cold Blooded Warrior Jr. A man this large and fearsome only needs one special move, and his is the Backbreaker.</p><p><a data-ref-id="3005-14699" href="/great-puma/3005-14699/" slug="great-puma">Great Puma</a>, a man of great mystery, and that's not just including his oddly white face. The Perfect Warrior, he has no special move of his own, because he can use any and all of his opponents.</p><h2>Trivia</h2><p>Pro Wrestling is notable for introducing the world to the famously mistranslated "A WINNER IS YOU" after each victory. The phrase has gone on to become a famous internet meme, being reference elsewhere in popular culture.</p><p>Great Puma is often considered one of the most difficult NES final bosses, due to his ability to utilize the signature moves of every other wrestler on the roster.</p><p>Fighter Hayabusa and King Slender are thought to be modelled after real-life wrestlers Antonio Inoki and Ric Flair, respectively.</p>

Street Gangs
Downtown Nekketsu Monogatari
River City Ransom EX

Scrolling brawler with RPG attributes. Fight through street gangs as Alex and Ryan in search of Ryan's kidnapped girlfriend.

This game was basically an early proto-GTA sandbox brawler, where the player can explore the city, beat up or steal from random people, and shop around.

<h2>Overview</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/11/117445/1656823-fami.png" data-ref-id="1300-1656823" data-size="small" data-ratio="0.90625" data-width="256" data-embed-type="image" style="width: 256px"><a class="fluid-height" style="padding-bottom:90.6%" href="https://static.giantbomb.com/uploads/original/11/117445/1656823-fami.png" data-ref-id="1300-1656823"><img alt=""Downtown Nekketusu Monogatari" on Famicom." src="https://static.giantbomb.com/uploads/original/11/117445/1656823-fami.png" srcset="https://static.giantbomb.com/uploads/original/11/117445/1656823-fami.png 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></a><figcaption>"Downtown Nekketusu Monogatari" on Famicom.</figcaption></figure><p>Released in April 1989 as Downtown Nekketsu Monogatari, River City Ransom is the third game in Technos' <a href="/kunio-kun/3025-858/" data-ref-id="3025-858">Kunio-kun</a> series. The game was a departure from previous brawlers with its introduction of <a href="/rpg-elements/3015-3603/" data-ref-id="3015-3603">RPG elements</a>, <a href="/open-world/3015-207/" data-ref-id="3015-207">open world</a> <a href="/exploration/3015-767/" data-ref-id="3015-767">exploration</a>, and <a href="/sandbox/3015-453/" data-ref-id="3015-453">sandbox</a> gameplay, anticipating later sandbox games like <a href="/grand-theft-auto/3025-6/" data-ref-id="3025-6">Grand Theft Auto</a>.</p><p>In <i>Ransom</i>, the player takes control of Alex (Kunio) and Ryan (Riki), who must cross River City to reach gang leader "Slick" barricaded inside River CIty High. Gameplay is in the style of classic <a href="/side-scrolling/3015-299/" data-ref-id="3015-299">side-scrolling</a> brawlers, namely <a href="/double-dragon/3030-20752/" data-ref-id="3030-20752">Double Dragon</a> and Technos' own <a href="/renegade/3030-18293/" data-ref-id="3030-18293">Renegade</a>, released the year before. Unique to River CIty Ransom is the ability to collect money from defeated enemies and spend it at shops to regain health or boost <a href="/attributes/3015-1681/" data-ref-id="3015-1681">RPG-style stats</a>. The player learns new moves and increases their fighting prowess through this system. The game's quirky style of comedy also sets it apart from similar titles - and it could almost be considered a parody of them.</p><h2>Gameplay</h2><p>Players choose to control Alex or Ryan (or both in two-player <a href="/cooperative-play/3015-108/" data-ref-id="3015-108">co-operative</a>). Both characters have identical skills, and differ only in appearance. The A button will punch, the B button will kick, and both pressed together will jump. Punches are faster while kicks have longer range, and the two attacks can be improved separately through use of purchased items.</p><p>Two-player mode features both players on screen at the same time. Players can even do certain co-op moves together, including picking up the other player and throwing him into enemies. In nearly all versions, two-player comes with an A and a B mode. In A mode, players can damage each other with their strikes. In B mode, they cannot.</p><p>As with other brawlers, various weapons can be picked up from within the environment or taken off stunned foes. Weapons include pipes, chains, <a href="/brass-knuckles/3055-1157/" data-ref-id="3055-1157">knuckle dusters</a>, garbage cans, and even enemies that have been knocked down. Bashing an enemy overhand with the body of another enemy is part of the game's goofy humor. When holding weapons, the A button strikes with that weapon and B throws it directly forward.</p><p>River City has seven major areas, most based around shopping centers. There is no <a href="/overworld/3015-1004/" data-ref-id="3015-1004">overworld</a> map, but players can freely return to previous areas by retracing their steps. Major areas often lead to smaller areas by pressing "Up" in front of alleyways in the background art. These smaller areas act as arenas for the game's bosses, who appear when specific conditions are met. The exception is the final area, River City High, which is made up of three floors plus a final battle on the roof.</p><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/7277/191133-river_city_ransom_nes_screenshot4.gif" data-ref-id="1300-191133" data-size="small" data-ratio="0.875" data-width="256" data-embed-type="image" style="width: 256px"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/0/7277/191133-river_city_ransom_nes_screenshot4.gif" data-ref-id="1300-191133"><img alt="River City shop." src="https://static.giantbomb.com/uploads/original/0/7277/191133-river_city_ransom_nes_screenshot4.gif" srcset="https://static.giantbomb.com/uploads/original/0/7277/191133-river_city_ransom_nes_screenshot4.gif 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></a><figcaption>River City shop.</figcaption></figure><p>Shopping malls feature stores in the background, which can be entered by pressing "Up" in front of their doors. Money collected off defeated foes can be spent in the shops. Players can buy food, drinks, and medicine to refill health and boost stats. More than one "serving" of an item can be bought, and more expensive items will always have a larger effect. Most foods are eaten immediately inside the shop, but some can be ordered "to go" - allowing them to be taken along and used within the world from the inventory screen.</p><p>Aside from food items, shops will sell books and shoes. Comic books and magazines will boost stats, while certain special books teach new attacks. The "Stone Hands" book, for example, upgrades the player's standard punch to a quick succession of three (for three times the damage). The "Dragon Feet" book does the same for kicks. Naturally, these books are very expensive. Shoes boost a combination of kicking power and agility, and are equipped from the inventory screen. They bestow their effects for as long as they are worn.</p><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/11/117445/1655863-status.gif" data-ref-id="1300-1655863" data-size="small" data-ratio="0.62790697674419" data-width="258" data-embed-type="image" style="width: 258px"><a class="fluid-height" style="padding-bottom:62.8%" href="https://static.giantbomb.com/uploads/original/11/117445/1655863-status.gif" data-ref-id="1300-1655863"><img alt="Status screen." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 258px) 100vw, 258px" data-width="258" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/11/117445/1655863-status.gif" data-srcset="https://static.giantbomb.com/uploads/original/11/117445/1655863-status.gif 258w"><noscript><img alt="Status screen." src="https://static.giantbomb.com/uploads/original/11/117445/1655863-status.gif" srcset="https://static.giantbomb.com/uploads/original/11/117445/1655863-status.gif 258w" sizes="(max-width: 258px) 100vw, 258px" data-width="258"></noscript></a><figcaption>Status screen.</figcaption></figure><p>Stats are tracked for each of the player characters, and can be viewed in the Status screen. Abilities start at 15 and can be increased (through food and books) to a maximum of 63. Health can be increased to a maximum of 127. The available stats are:</p><ul><li><strong>Punch</strong> - Punching strength</li><li><strong>Kick</strong> - Kicking strength</li><li><strong>Weapon</strong> - Strength of weapon attacks</li><li><strong>Throw</strong> - Damage (not distance) done by thrown objects</li><li><strong>Agility</strong> - Speed and jumping height</li><li><strong>Defense</strong> - Damage reduced by blocking (by holding A or B)</li><li><strong>Strength</strong> - Ability to break an enemy's block.</li><li><strong>Will</strong> <strong>Power</strong> - Recover from being knocked down.</li><li><strong>Stamina</strong> - Current health (restored with food)</li><li><strong>Max</strong> <strong>Power</strong> - Maximum health (boosted with books)</li></ul><p>Each area in River City is controlled by one of nine different gangs, who increase in difficulty as the player goes along. Gang-appropriate names are reused for each member the player fights (ex: Biff, Trip, and Tyler for the "Frat Guys" gang), and each gang is easily distinguished by their unique colors. Gangs have different stats and tendencies (Cowboys like to double-team, Jocks favor using weapons), and also drop different amounts of cash for each member's defeat (from $.50 per defeated member up to $1.25 with the toughest gang).</p><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/2501/197833-river_city_ransom.gif" data-ref-id="1300-197833" data-size="small" data-ratio="0.90725806451613" data-width="248" data-embed-type="image" style="width: 248px"><a class="fluid-height" style="padding-bottom:90.7%" href="https://static.giantbomb.com/uploads/original/0/2501/197833-river_city_ransom.gif" data-ref-id="1300-197833"><img alt="No Caption Provided" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 248px) 100vw, 248px" data-width="248" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/2501/197833-river_city_ransom.gif" data-srcset="https://static.giantbomb.com/uploads/original/0/2501/197833-river_city_ransom.gif 248w"><noscript><img alt="No Caption Provided" src="https://static.giantbomb.com/uploads/original/0/2501/197833-river_city_ransom.gif" srcset="https://static.giantbomb.com/uploads/original/0/2501/197833-river_city_ransom.gif 248w" sizes="(max-width: 248px) 100vw, 248px" data-width="248"></noscript></a></figure><p>Bosses also feature prominently, and generally appear in specific areas after the player has beaten up enough of their gang. Bosses take a lot of punishment and dish it out as well, and feature different strategies (similar to their gang) along with occasional unique moves. There are eight boss fights around River City that must be discovered and won before the player is allowed entry into River City High. From there, five more boss fights must be won inside the school, including taking down the mastermind Slick.</p><p>Aside from the stats, another RPG aspect is a limited inclusion of dialogue. Some characters can be spoken to instead of fought with, and bosses will often provide clues. Dialogue runs along the bottom of the screen, and ranges from taunts to enemy groans when defeated (including the notorious "BARF!"). Status messages are also updated here, notifying the player when they collect money and when entering a new area. The options screen changes the speed at which these messages are displayed and cleared.</p><p>Progress is saved with a password system, storing only the player's stats. Money earned and bosses defeated are not saved, so the player must start over each time, though with a much stronger character. The password is updated as the game is played, and viewable from the menu screen.</p><h2>Localization</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/11/117445/1655861-monogatari_box.jpg" data-ref-id="1300-1655861" data-size="small" data-ratio="0.69950738916256" data-width="406" data-embed-type="image" style="width: 406px"><a class="fluid-height" style="padding-bottom:70.0%" href="https://static.giantbomb.com/uploads/original/11/117445/1655861-monogatari_box.jpg" data-ref-id="1300-1655861"><img alt="Famicom Box Art" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/11/117445/1655861-monogatari_box.jpg" data-srcset="https://static.giantbomb.com/uploads/original/11/117445/1655861-monogatari_box.jpg 406w, https://static.giantbomb.com/uploads/scale_small/11/117445/1655861-monogatari_box.jpg 320w"><noscript><img alt="Famicom Box Art" src="https://static.giantbomb.com/uploads/scale_small/11/117445/1655861-monogatari_box.jpg" srcset="https://static.giantbomb.com/uploads/original/11/117445/1655861-monogatari_box.jpg 406w, https://static.giantbomb.com/uploads/scale_small/11/117445/1655861-monogatari_box.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>Famicom Box Art</figcaption></figure><p>As with the previous two games in the series, most of the changes for the Western release involved alterations to the Japanese idea of high-school rivalries (which is not the same in the West). Kunio and Riki were renamed to Alex and Ryan, and all characters' high school uniforms were changed to generic street clothes - making the enemies affiliated more to urban gangs than rival schools.</p><p>Cover art was similarly changed. The Japanese cover reflects the Kunio-kun series' goofy delinquency and anime style. The Western covers were redrawn to portray the protagonists as more 1950s tough guy American stereotypes.</p><h2>Ports/Remakes</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/11/117445/1656824-x68000.png" data-ref-id="1300-1656824" data-size="small" data-ratio="1" data-width="255" data-embed-type="image" style="width: 255px"><a class="fluid-height" style="padding-bottom:100.0%" href="https://static.giantbomb.com/uploads/original/11/117445/1656824-x68000.png" data-ref-id="1300-1656824"><img alt="X68000 gameplay." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 255px) 100vw, 255px" data-width="255" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/11/117445/1656824-x68000.png" data-srcset="https://static.giantbomb.com/uploads/original/11/117445/1656824-x68000.png 255w"><noscript><img alt="X68000 gameplay." src="https://static.giantbomb.com/uploads/original/11/117445/1656824-x68000.png" srcset="https://static.giantbomb.com/uploads/original/11/117445/1656824-x68000.png 255w" sizes="(max-width: 255px) 100vw, 255px" data-width="255"></noscript></a><figcaption>X68000 gameplay.</figcaption></figure><p>The first port of Downtown Nekketsu Monogatari was released in April, 1990 for the <a href="/sharp-x68000/3045-95/" data-ref-id="3045-95">Sharp X68000</a>, a Japanese home computer popular for its mostly identical arcade ports. This version features sharper graphics and somewhat smoother gameplay compared to the Famicom version, as well as more enemies on screen at once (three at a time is now standard, instead of two at a time on the Famicom). The X68000 version also adds new areas to River CIty, giving each gang their own high school and expanding the roster of bosses (who must all still be defeated to enter River City HIgh).</p><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/11/117445/1656771-2.png" data-ref-id="1300-1656771" data-size="small" data-ratio="0.93359375" data-width="256" data-embed-type="image" style="width: 256px"><a class="fluid-height" style="padding-bottom:93.4%" href="https://static.giantbomb.com/uploads/original/11/117445/1656771-2.png" data-ref-id="1300-1656771"><img alt="PC Engine gameplay." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 256px) 100vw, 256px" data-width="256" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/11/117445/1656771-2.png" data-srcset="https://static.giantbomb.com/uploads/original/11/117445/1656771-2.png 256w"><noscript><img alt="PC Engine gameplay." src="https://static.giantbomb.com/uploads/original/11/117445/1656771-2.png" srcset="https://static.giantbomb.com/uploads/original/11/117445/1656771-2.png 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></noscript></a><figcaption>PC Engine gameplay.</figcaption></figure><p>In December, 1993, <a href="/naxat-soft/3010-868/" data-ref-id="3010-868">Naxat</a> released a version in Japan for the <a href="/turbografx-cd/3045-53/" data-ref-id="3045-53">PC Engine</a> Super CD-ROM. This edition features redrawn backgrounds, a <a href="/redbook-audio/3015-6487/" data-ref-id="3015-6487">redbook audio</a> soundtrack, and spoken dialogue for Kunio, Riki, and the shop owners. Sound effects were not updated similarly, and gang members' defeated lines are not voiced. This version also does not include the expanded areas and new bosses from the X68000 version. The PC Engine port is considered rare, and sought after by collectors.</p><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/6518/251369-river_city_ransom_ex_.png" data-ref-id="1300-251369" data-size="small" data-ratio="0.66666666666667" data-width="240" data-embed-type="image" style="width: 240px"><a class="fluid-height" style="padding-bottom:66.7%" href="https://static.giantbomb.com/uploads/original/0/6518/251369-river_city_ransom_ex_.png" data-ref-id="1300-251369"><img alt="GBA gameplay." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 240px) 100vw, 240px" data-width="240" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/6518/251369-river_city_ransom_ex_.png" data-srcset="https://static.giantbomb.com/uploads/original/0/6518/251369-river_city_ransom_ex_.png 240w"><noscript><img alt="GBA gameplay." src="https://static.giantbomb.com/uploads/original/0/6518/251369-river_city_ransom_ex_.png" srcset="https://static.giantbomb.com/uploads/original/0/6518/251369-river_city_ransom_ex_.png 240w" sizes="(max-width: 240px) 100vw, 240px" data-width="240"></noscript></a><figcaption>GBA gameplay.</figcaption></figure><p>The third port was for the <a href="/game-boy-advance/3045-4/" data-ref-id="3045-4">Game Boy Advance</a> handheld, and titled River City Ransom EX. This version features further redrawn graphics, a variety of customizable options, seven new schools/gangs, and a <a href="/battery-backup/3015-6448/" data-ref-id="3015-6448">battery backup</a> save system instead of passwords. This port also features a recruit system, where players can gain up to three <a href="/artificial-intelligence/3015-218/" data-ref-id="3015-218">artificial intelligence</a> partners to fight along with them. Players must keep up a certain reputation to avoid losing these followers (such as defeating lots of enemies and keeping their allies alive). However, this port does not feature two-player co-op, and the A.I. system may be a concession to this.</p><p>The original Famicom version was also released for download to the Wii Virtual Console. River City Ransom EX was made available to customers of certain mobile phone carriers.</p><h2>Legacy</h2><p>The Japanese version was quite popular, and encouraged Technos to continue the <a href="/kunio-kun/3025-858/" data-ref-id="3025-858">Kunio-Kun</a> series with seven more titles. Many of these were sports-related, with the same high-school rivalries and cartoonish sprites. The game was noticeably less successful in Western markets, and none of the Kunio-kun games after River CIty Ransom were released outside Japan.</p><p><a href="/scott-pilgrim-vs-the-world-the-game/3030-29491/" data-ref-id="3030-29491">Scott Pilgrim vs. The World: The Game</a> shares a lot of intended similarities with River City Ransom. <a href="/retro-city-rampage/3030-31558/" data-ref-id="3030-31558">Retro City Rampage</a> is a similar 8-bit style homage.</p><p>Code Monkeys, an animated G4 show about a game development company in the 1980s, created its characters by heavily editing River City Ransom sprites.</p>

Scribblenauts MegaPack combines two classic Scribblenauts titles together and adds new levels, items, characters, and more.

<p>Included in this compilation:</p><ul><li><a href="/scribblenauts-unlimited/3030-38545/" data-ref-id="3030-38545">Scribblenauts Unlimited</a></li><li><a href="/scribblenauts-unmasked-a-dc-comics-adventure/3030-42637/" data-ref-id="3030-42637">Scribblenauts Unmasked: A DC Comics Adventure</a></li></ul>

Soccer is the seminal soccer game for the NES, it is wholly about soccer.

<h2>Overview</h2><p>Soccer is a video game produced by Intelligent Systems and Nintendo. It is part of Nintendo's Sports Series for the Nintendo Entertainment System. Released in Japan in 1985, it was made available to the rest of the world in 1987. It was also made available for the Family Computer Disk System in Japan. In 2006, Soccer was made available on the Wii's Virtual Console, and could be bought from the Wii Shop Channel.</p><h2>Gameplay</h2><p>Soccer made use of a simplistic gameplay system, where pressing B passed the ball, while A shot at the opponent goal. The player has the ability to choose between 15, 30, and 45 minute halves. The game featured no club teams, but rather contained only 7 national teams: Brazil, England, France, Japan, Span, the United States, and West Germany.</p>

Focusing on a humble plumber and his brother setting out to rescue a Princess who has been kidnapped by a vile lizard king, Super Mario Bros. is a platformer created by Shigeru Miyamoto, published by Nintendo, and is one of the best-selling video games of all time.

<h2>Overview</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/775/214730-1177890878_00.png" data-ref-id="1300-214730" data-size="small" data-ratio="0.875" data-width="256" data-embed-type="image" style="width: 256px"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/0/775/214730-1177890878_00.png" data-ref-id="1300-214730"><img alt="Super Mario Bros. title screen." src="https://static.giantbomb.com/uploads/original/0/775/214730-1177890878_00.png" srcset="https://static.giantbomb.com/uploads/original/0/775/214730-1177890878_00.png 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></a><figcaption>Super Mario Bros. title screen.</figcaption></figure><p>Super Mario Bros. is a fantasy platformer created by <a href="../../shigeru-miyamoto/72-614/" rel="nofollow"> Shigeru Miyamoto</a>, and published by <a href="../../nintendo/65-90/" rel="nofollow"> Nintendo</a>. The game was released in 1985 for the <a href="../../nes/60-21/" rel="nofollow"> Nintendo Entertainment System</a>. Super Mario Bros. has gone on to be considered by many to be one of the best platformers ever created. The <a href="http://www.guinnessworldrecords.com/gamers/index.html" rel="nofollow"> Guinness World Records Gamer’s Edition</a>, a record keeping organization, declared Super Mario Bros. for the NES as the <a href="../../best-selling-games/92-1525/" rel="nofollow"> best selling</a> video game of all time with more than 40 million copies sold worldwide.</p><p>Super Mario Bros. has two direct sequels, numerous spin-offs, and has also crossed mediums--most notably into television and movies. <i>Super Mario Bros.</i>, the movie, was the first <a href="../../games-on-which-movies-are-based/92-1019/" rel="nofollow"> movie to be based on a video game</a>. <a href="../../mario/94-177/" rel="nofollow"> Mario</a>, the main character of the game, is one of Nintendo’s most recognizable mascots, and has become so famous that he is recognized worldwide.</p><p>The game has been released in a variety of forms. It has been released on the <a href="../../game-boy-advance/60-4/" rel="nofollow"> Game Boy Advance</a>, <a href="../../snes/93-2795/" rel="nofollow"> Super Nintendo Entertainment System</a>, <a href="../../nes/93-2794/" rel="nofollow"> Nintendo Entertainment System</a>, <a href="../../virtual-console/92-2925/" rel="nofollow"> Wii Virtual Console</a>, and has been featured in <a href="../../animal-crossing/61-12893/" rel="nofollow"> Animal Crossing</a> as a game that can be obtained through use of an <a href="/pro-action-replay/3000-22/" data-ref-id="3000-22"> Action Replay</a>. The game was later repackaged in <a href="/super-mario-all-stars/3030-18529/" data-ref-id="3030-18529"> Super Mario All-Stars</a>, along with several other early <a href="/super-mario/3025-643/" data-ref-id="3025-643"> Super Mario</a> games.</p><p>The music for the game is composed by <a href="../../koji-kondo/72-606/" rel="nofollow"> Koji Kondo</a>, also well known for his compositions in games such as <a href="/the-legend-of-zelda/3030-11949/" data-ref-id="3030-11949"> The Legend of Zelda</a>. The game's iconic "Ground Theme" has been used in dozens of games since, and it is now considered the "theme song" of the <a href="/mario/3025-1/" data-ref-id="3025-1"> Mario</a> series. The game's other songs, such as the Starman theme, underwater, underground, the game over jingle, and the castle themes have also been featured in dozens of future games, not limited to the Mario series.</p><h2>Story</h2><p><a href="../../the-mushroom-kingdom/95-14/" rel="nofollow"> The Mushroom Kingdom</a> is invaded by the <a href="../../koopa/92-120/" rel="nofollow"> Koopas</a>. The Koopas are a tribe of turtle-like creatures versed in the ways of black magic. Using their black magic abilities they have turned all the Mushroom people into various objects like stones and bricks. Their leader, the evil Koopa King <a href="../../bowser/94-337/" rel="nofollow"> Bowser</a>, has kidnapped the only person who can undo the black magic that has trapped the Mushroom people, <a href="/princess-peach/3005-709/" data-ref-id="3005-709"> Princess Toadstool</a>. Mario hears of the plight of the Mushroom people, grabs his brother <a href="../../luigi/94-370/" rel="nofollow"> Luigi</a>, and sets out on a quest to free Princess Toadstool.</p><h2>Gameplay</h2><p>The gameplay of Super Mario Bros. is simple. The game has eight worlds, and each world has four sub-levels. Basically, Mario must travel through all eight worlds, avoiding obstacles and enemies along the way. At the end of each world is a castle, in which Mario must fight one of Bowser’s evil minions; with the exception of the last castle in which Mario fights Bowser himself.</p><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/775/214732-1177890882_03.png" data-ref-id="1300-214732" data-size="small" data-ratio="0.875" data-width="256" data-embed-type="image" style="width: 256px"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/0/775/214732-1177890882_03.png" data-ref-id="1300-214732"><img alt="Mario swims through World 2-2." src="https://static.giantbomb.com/uploads/original/0/775/214732-1177890882_03.png" srcset="https://static.giantbomb.com/uploads/original/0/775/214732-1177890882_03.png 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></a><figcaption>Mario swims through World 2-2.</figcaption></figure><p>There were also several chances to <a href="../../warping/92-852/" rel="nofollow"> Warp</a> ahead and skip levels. World 1-2 had the ability to warp to Worlds 2, 3 or 4, and World 4-2 had the ability to warp worlds 6, 7 and 8. This allowed for the <a href="../../speedrun/92-179/" rel="nofollow"> Speedruns</a> to become common.</p><p>The weapons in Mario's arsenal are not vast by any means. Mario can <a href="../../jump/92-379/" rel="nofollow"> jump</a> on enemy’s heads, shoot <a href="../../fireball/93-120/" rel="nofollow"> fireballs</a> (by picking up a Fire Flower) at them, or use “Star Power” by picking up a Starman, which makes him an <a href="../../temporary-invincibility/92-266/" rel="nofollow"> invincible machine of destruction</a>, laying waste to everything in his path. Mario can also use the occasional <a href="../../koopa-shell/93-309/" rel="nofollow"> Koopa shell</a> to kill enemies. This four pronged offensive is how Mario will dispatch of most enemies, with the exception of Bowser and his castle minions. When it comes to the bosses of the game there is another way of dealing with them that is presented. Jumping on their heads will only get Mario killed, and there are no Starmen to be had during these instances. They can be killed with fireballs, if Mario somehow makes it to the end of the level with with that ability; but if Mario doesn't, there aren't many other approaches to dispatching these enemies.</p><p>Mario begins the game with 3 lives, and can earn more by obtaining 1-up mushrooms, collecting 100 <a href="../../coin/93-219/" rel="nofollow"> coins</a>, or by jumping on multiple enemies (or a single enemy multiple times) without touching the ground. It is possible to earn many lives very quickly by using exploits such as repeatedly jumping on a Koopa shell, kicking it into a block, and jumping on it again as it returns. If Mario loses all his lives, the player is returned to the start screen.</p><p>All of the the bosses in the game are standing on bridges over pits of lava, blocking the way to the end of the level. At the end of each bridge is an ax. Using a platform above the boss or running underneath the boss when he jumps, and then touching the ax at the end of the bridge will cause the bridge to collapse, sending the boss into the lava below.</p><p>After each one of the “boss” battles a mushroom retainer (aka <a href="../../toads/92-3369/" rel="nofollow"> Toads</a>) is saved who says this <a href="../../meme-origin/92-2420/" rel="nofollow"> famous line</a>, “Thank you Mario! But our princess is in another castle!” The exception is, of course, when Mario finally beats Bowser in World 8-4 and rescues <a href="../../princess-peach/94-709/" rel="nofollow"> Princess Peach</a>.</p><h2>Characters</h2><ul><li><strong><a href="/mario/3005-177/" data-ref-id="3005-177"> Mario</a> </strong>- Main character of the game. The character the player assumes when playing the game in single player mode, and the character used by player one in two player mode.</li><li><strong><a href="../../bowser/94-337/" rel="nofollow"> Bowser</a> </strong>- King of the Koopas and the main boss of the game.</li><li><strong><a href="../../luigi/94-370/" rel="nofollow"> Luigi</a> </strong>- Secondary character of the game. Mario’s brother and character used by player two when in two player mode.</li><li><strong><a href="../../toads/92-3369/" rel="nofollow"> Mushroom Retainer (Toads)</a></strong> - The mushroom person that is saved in the castles at the end of each world, with the exception of the last castle.</li><li><strong><a href="../../princess-peach/94-709/" rel="nofollow"> Princess Toadstool</a> </strong>- Princess of Mushroom Kingdom and the only one who can undo the Koopa’s black magic.</li></ul><h2>Enemies</h2><ul><li><strong><a href="../../blooper/94-2323/" rel="nofollow"> Blooper</a></strong> – Underwater squid-like creatures that must be killed with fireballs.</li><li><strong><a href="../../bullet-bill/92-1581/" rel="nofollow"> Bullet Bill</a> </strong>– Bullets that are fired, either with a cannon, or off-screen, at Mario.</li><li><strong><a href="../../buzzy-beetle/92-3422/" rel="nofollow"> Buzzy Beetle</a></strong> – A tough beetle-like creature with a hard, outer shell that cannot be hurt by fire.</li><li><strong><a href="../../cheep-cheep/92-792/" rel="nofollow"> Cheep Cheep</a></strong> – Red and yellow fish with white undersides. Under water this enemy must be killed using fireballs. Out of water they can be killed by fireball, jumping on them, or touching them when the player possesses "Star-Power."</li><li><strong><a href="../../goomba/92-2891/" rel="nofollow"> Goomba</a> </strong>– A small mushroom like enemy with feet that is susceptible to any of the four main attack methods.</li><li><strong><a href="../../koopa-troopa/92-2557/" rel="nofollow"> Koopa Troopa</a></strong> – A turtle-like enemy. Jumping on this enemy will cause it to go into its shell, and if the shell is then jumped on it will send it traveling either right or left and take out any enemies in its path. This enemy is susceptible to any of the four main attack methods.</li><li><strong><a href="../../lakitu/94-927/" rel="nofollow"> Lakitu</a> </strong>– A koopa who rides on a cloud, showering Mario with spiny eggs. These eggs turn into Spinies (see below).</li><li><strong><a href="../../koopa-paratroopa/92-2558/" rel="nofollow"> Paratroopa</a> </strong>– Basically Koopa Troopas with wings. When jumped on, they lose their wings and turn into Koopa Troopas. This enemy is susceptible to any of the four main attack methods.</li><li><strong><a href="../../spiny/92-3973/" rel="nofollow"> Spiny</a> </strong>– These koopas are thrown by Lakitu, and come covered in spikes. They can be hurt by fireballs, or when touched by a player possessing "Star-Power."</li></ul><h2>Power Ups</h2><ul><li><a href="../../1-up/93-77/" rel="nofollow"> 1-UP</a> – A green mushroom that grants Mario an extra life.</li><li><a href="../../fire-flower/93-10/" rel="nofollow"> Fire Flower</a> – Gives Mario the ability to shoot fireballs. Mario must already be in the “Super” form to gain the fireball ability; otherwise it has the same affect as the Super Mushroom.</li><li><a href="../../starman/93-23/" rel="nofollow"> Starman</a> – Makes Mario or Luigi invincible, with the exception of falling into holes, and grants the ability to kill enemies just by touching them. Normally Mario must jump on an enemy, shoot it with fireballs, or use a Koopa shell to kill them.</li><li><a href="../../super-mushroom/93-49/" rel="nofollow"> Super</a> <a href="../../super-mushroom/93-49/" rel="nofollow"> Mushroom</a> – This makes Mario bigger. In essence it transforms Mario or Luigi into “Super Mario” or “Super Luigi.” It also gives them the ability to take an extra hit; however, when hit they lose the “Super,” and are reduced to regular Mario or Luigi.</li></ul><h2>Notable Ports and Remakes</h2><ul><li><a href="/vs-super-mario-bros/3030-25222/" data-ref-id="3030-25222"> Vs. Super Mario Bros.</a></li><li><a href="/all-night-nippon-super-mario-bros/3030-25220/" data-ref-id="3030-25220"> All Night Nippon Super Mario Bros.</a></li><li><a href="/super-mario-bros-special/3030-25221/" data-ref-id="3030-25221"> Super Mario Bros. Special</a></li><li><a href="/super-mario-bros-deluxe/3030-7314/" data-ref-id="3030-7314"> Super Mario Bros. Deluxe</a></li><li><a href="/super-mario-all-stars/3030-18529/" data-ref-id="3030-18529"> Super Mario All-Stars</a></li><li><a href="/super-mario-all-stars-super-mario-world/3030-544/" data-ref-id="3030-544"> Super Mario All-Stars &amp; Super Mario World</a></li><li><a href="/classic-nes-series/3015-3653/" data-ref-id="3015-3653"> Classic NES Series</a>: Super Mario Bros.</li><li><a href="/super-mario-bros-duck-hunt/3030-12460/" data-ref-id="3030-12460"> Super Mario Bros. / Duck Hunt</a></li><li><a href="/super-mario-bros-duck-hunt-world-class-track-meet/3030-19967/" data-ref-id="3030-19967"> Super Mario Bros. / Duck Hunt / World Class Track Meet</a></li></ul><h2>Reception<a title="Edit Reception section" href="http://gaming.wikia.com/wiki/Super_Mario_Bros.?action=edit&amp;section=6"><br /></a></h2><p>In November 1986, the <i><a title="wikipedia:Milwaukee Journal Sentinel" href="http://en.wikipedia.org/wiki/Milwaukee_Journal_Sentinel">Milwaukee Journal</a></i> described the original NES version of <i>Super Mario Bros</i> as "<a href="http://news.google.com/newspapers?nid=1499&amp;dat=19861129&amp;id=LWMaAAAAIBAJ&amp;sjid=gyoEAAAAIBAJ&amp;pg=6328,4677715" rel="nofollow">the best video game this year</a>".<sup><a href="http://news.google.com/newspapers?nid=1499&amp;dat=19861129&amp;id=LWMaAAAAIBAJ&amp;sjid=gyoEAAAAIBAJ&amp;pg=6328,4677715" rel="nofollow"><br /></a></sup></p><p>In the <a href="http://www.solvalou.com/subpage/arcade_reviews/31/344/super_mario_bros._review.html" rel="nofollow">March 1986 issue</a> of <i><a title="wikipedia:Computer and Video Games" href="/computer-and-video-games-magazine/3010-2618/" data-ref-id="3010-2618">Computer and Video Games</a></i>, <a href="/clare-edgeley/3040-60004/" data-ref-id="3040-60004">Clare Edgeley</a> gave the <a href="/arcade/3045-84/" data-ref-id="3045-84">arcade </a>version, <em><a href="/vs-super-mario-bros/3030-25222/" data-ref-id="3030-25222">Vs. Super Mario Bros</a></em>, a positive review.<sup><br /></sup></p><h2>Legacy</h2><p>Super Mario Bros. (and the Nintendo Entertainment System) were released at a major turning point in video game history, shortly after the infamous video game market crash in 1983 (caused by oversaturation of the market with budget, low-quality games). Marketed as more of a toy than a "video game console," the NES was able to find its success due, in part, to Super Mario Bros., which was offered along with a purchase of a new console, rendering it one of the best selling games of all time.</p><p>The game popularized the "side-scrolling platformer" genre, inspiring clones and lookalikes for several generations following its initial release. Even the NES itself found dozens upon dozens of side-scrolling platformers released for it, indicative of Super Mario Bros.'s effect on game development.</p><p>Since its release, Super Mario Bros. has been regarded as one of the most influential games of all time. It is consistently placed on official "top games of all time" lists, including lists from publications such as <i>Nintendo Power</i>, <i>Electronic Gaming Monthly</i>, IGN, Screw Attack, <i>Game Informer</i>, and many, many more.</p><h4>Release Date Controversy</h4><p>There is minor controversy regarding the actual date of Super Mario Bros.'s release. While the game's official release date in Japan is recorded and well known, its release date in North America is highly disputed, and even the year is uncertain. Several sources cite the release date as 1986, including video game historian Steven Kent.</p><p>Official Nintendo sources state the release date is October 18, 1985, which is reciprocated in <a href="/super-smash-bros-brawl/3030-20588/" data-ref-id="3030-20588"> Super Smash Bros. Brawl</a>'s "Chronicle" section. Supposedly, the game was released coinciding with the release of the NES, however, its original release date is also lost. Other possible release dates include October 12, October 19, and another official Nintendo provided date of November 17, 1985.</p><p> </p>

Super Mario Bros. 3 sends Mario on a whole new adventure across diverse worlds and sporting strange new suits and abilities.

<h2>Overview</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/13/138495/1914251-smb3.000.png" data-ref-id="1300-1914251" data-size="small" data-ratio="0.9375" data-width="256" data-embed-type="image" style="width: 256px"><a class="fluid-height" style="padding-bottom:93.8%" href="https://static.giantbomb.com/uploads/original/13/138495/1914251-smb3.000.png" data-ref-id="1300-1914251"><img alt="The title screen." src="https://static.giantbomb.com/uploads/original/13/138495/1914251-smb3.000.png" srcset="https://static.giantbomb.com/uploads/original/13/138495/1914251-smb3.000.png 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></a><figcaption>The title screen.</figcaption></figure><p>Released in the United States in 1990, Super Mario Bros. 3 was one of the most highly anticipated games of its time. <a href="../../nintendo/65-90/" rel="nofollow">Nintendo</a>'s promotional campaign leading up to the game's release was unprecedented for a video game in the US, and included a key role in the climactic moments of the video-game-themed movie The Wizard. While the film was universally panned by movie critics and video gamers alike, it was successful in its ulterior purpose of promoting Super Mario Bros. 3.</p><p>Super Mario Bros. 3 is generally considered to be one of the <a href="../../nes/93-2794/" rel="nofollow">Nintendo Entertainment System's</a> best, one of the greatest Nintendo games of all time, and also one of the best <a href="../../mario/62-1/" rel="nofollow">Mario</a> games ever created. It was noted for being the top selling video game of all time, before being surpassed by <a href="/wii-sports/3030-13328/" data-ref-id="3030-13328">Wii Sports</a>.</p><p>The game's popularity has resulted in a few ports and remakes, including <a href="/super-mario-all-stars/3030-18529/" data-ref-id="3030-18529">Super Mario All-Stars</a> (a compilation of early Mario games), <a href="/super-mario-bros-3-super-mario-advance-4/3030-20748/" data-ref-id="3030-20748">Super Mario Advance 4: Super Mario Bros. 3</a>, and a <a href="/virtual-console/3015-2925/" data-ref-id="3015-2925">Virtual Console</a> port.</p><p><a href="/shigeru-miyamoto/3040-614/" data-ref-id="3040-614">Shigeru Miyamoto</a> returned as lead designer along with <a href="/takashi-tezuka/3040-593/" data-ref-id="3040-593">Takashi Tezuka</a>, and <a href="/koji-kondo/3040-606/" data-ref-id="3040-606">Koji Kondo</a> as the game's music composer.</p><h2>Gameplay</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/3957/203767-ss_smb3_nes.gif" data-ref-id="1300-203767" data-size="small" data-ratio="0.875" data-width="256" data-embed-type="image" style="width: 256px"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/0/3957/203767-ss_smb3_nes.gif" data-ref-id="1300-203767"><img alt="Super Mario Bros. 3 brings back the series' traditional gameplay." src="https://static.giantbomb.com/uploads/original/0/3957/203767-ss_smb3_nes.gif" srcset="https://static.giantbomb.com/uploads/original/0/3957/203767-ss_smb3_nes.gif 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></a><figcaption>Super Mario Bros. 3 brings back the series' traditional gameplay.</figcaption></figure><p>The gameplay in Super Mario Bros. 3 is more akin to the original <a href="../../super-mario-bros/61-15544/" rel="nofollow">Super Mario Bros.</a> than the deviation found in <a href="/super-mario-bros-2/3030-7406/" data-ref-id="3030-7406">Super Mario Bros. 2</a>. The game also expands on and introduces many new concepts, some of which stayed for future Mario titles. Notably, Super Mario Bros. 3 was the first Mario game to feature a <a href="/world-map/3015-611/" data-ref-id="3015-611">world map</a>, allowing the player a certain level of freedom, including the occasional opportunity to skip sections of levels.</p><p>The game follows the traditional formula of <a href="../../mario/94-177/" rel="nofollow">Mario</a> chasing down <a href="../../bowser/94-337/" rel="nofollow">Bowser</a> to rescue the kidnapped <a href="../../peach/94-709/" rel="nofollow">Princess Peach</a>, though this time around Mario also has to deal with Bowser's children and their powerful <a href="/airship/3055-154/" data-ref-id="3055-154">airships</a>.</p><p>Because of the new world map, certain areas are blocked by <a href="../../hammer-bros/92-783/" rel="nofollow">Hammer Bros.</a>, which Mario must defeat (or he can put them to sleep using an item found in the game). Along with these dangerous obstacles, there are <a href="/minigames/3015-116/" data-ref-id="3015-116">minigames</a> found in a <a href="../../toad/94-845/" rel="nofollow">Toad</a>'s house. The minigames allow Mario to win items such as Super Mushrooms that can be stored in a bar at the bottom of the screen for future use in individual levels.</p><p>Super Mario Bros. 3 also includes a simultaneous multiplayer mode. Player one controls Mario while player two controls <a href="/luigi/3005-370/" data-ref-id="3005-370">Luigi</a>, as the two traverse the game's eight worlds. Through this mode, even more minigames are accessible, including a retouched version of the original <a href="/mario-bros/3030-19726/" data-ref-id="3030-19726">Mario Bros</a>.</p><h2>Worlds</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/1/15051/453906-8.jpg" data-ref-id="1300-453906" data-size="small" data-ratio="0.9375" data-width="256" data-embed-type="image" style="width: 256px"><a class="fluid-height" style="padding-bottom:93.8%" href="https://static.giantbomb.com/uploads/original/1/15051/453906-8.jpg" data-ref-id="1300-453906"><img alt="Grass Land is the first world." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 256px) 100vw, 256px" data-width="256" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/1/15051/453906-8.jpg" data-srcset="https://static.giantbomb.com/uploads/original/1/15051/453906-8.jpg 256w"><noscript><img alt="Grass Land is the first world." src="https://static.giantbomb.com/uploads/original/1/15051/453906-8.jpg" srcset="https://static.giantbomb.com/uploads/original/1/15051/453906-8.jpg 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></noscript></a><figcaption>Grass Land is the first world.</figcaption></figure><ul><li><b>Grass Land</b> (World One) - Grass Land is a basic Mario world, featuring a mix of slightly varied Mario environments such as straightforward outdoor stages, auto-scrolling stages that take place in the air, and even an underground stage. It is the smallest world in the game, its map taking up only one screen.</li></ul><ul><li><b>Desert Land</b> (World Two) - A desert world, as the name implies. Quicksand becomes a common obstacle, and one stage takes place inside of a pyramid.</li></ul><ul><li><b>Water Land</b> (World Three) - This world takes place next to the ocean. Levels begin to take place underwater, and even levels that are not underwater usually feature water of some kind.</li></ul><ul><li><b>Giant Land</b> (World Four) - Giant Land is very similar to Grass Land. The difference is that enemies and objects are all more than twice their normal size! Even so, most of them can be destroyed with the same amount of effort.</li></ul><ul><li><b>Sky Land</b> (World Five) - The first half of sky land is also similar to Grass Land. However, the tower stage that exists at the midpoint of this level will take Mario up into the sky, which means that the latter half of this world is composed mostly of air stages.</li></ul><ul><li><b>Ice Land</b> (World Six) - Ice Land's stages are all covered in ice. Mario will slip on ice if he is not carefully controlled, making control even more important than ever.</li></ul><ul><li><b>Pipe Land</b> (World Seven) - Pipe Land's stages feature an abundance of pipes! While the environments may be similar to Grass Land, pipes are absolutely everywhere in these stages, and Piranha Plants come with them.</li></ul><ul><li><b>Dark Land</b> (World Eight) - Dark Land features many stages that are similar to the auto-scrolling airship stages that end the other worlds. It does eventually feature a few "normal" stages that resemble earlier worlds, but even these appear to take place at night. Watch out, because nearly every enemy in the game can appear at any time. At the end waits Bowser's Castle.</li></ul><h2>Power-Ups</h2><p>Super Mario Bros. 3 brings back the old powers from the first game, and it also adds some new, more abstract upgrades.</p><h4><a href="../../super-mushroom/93-49/" rel="nofollow">Super Mushroom</a></h4><p>The classic Super Mario Bros. item returns in Super Mario Bros. 3. It turns Mario into Super Mario, allowing him to take one more hit before he dies.</p><h4><a href="../../fire-flower/93-10/" rel="nofollow">Fire Flower</a></h4><p>The Fire Flower is another classic Super Mario Bros. item. It gives Mario the ability to shoot fireballs and quickly destroy enemies. If he is hurt, Mario reverts to his Super Mario stage.</p><h4><a href="../../raccoon-suit/93-1246/" rel="nofollow">Raccoon Suit</a></h4><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/958/178716-tanooki_mario.jpg" data-ref-id="1300-178716" data-size="small" data-ratio="1.3559322033898" data-width="295" data-embed-type="image" style="width: 295px"><a class="fluid-height" style="padding-bottom:135.6%" href="https://static.giantbomb.com/uploads/original/0/958/178716-tanooki_mario.jpg" data-ref-id="1300-178716"><img alt="Tanooki Suit" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 295px) 100vw, 295px" data-width="295" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/958/178716-tanooki_mario.jpg" data-srcset="https://static.giantbomb.com/uploads/original/0/958/178716-tanooki_mario.jpg 295w"><noscript><img alt="Tanooki Suit" src="https://static.giantbomb.com/uploads/original/0/958/178716-tanooki_mario.jpg" srcset="https://static.giantbomb.com/uploads/original/0/958/178716-tanooki_mario.jpg 295w" sizes="(max-width: 295px) 100vw, 295px" data-width="295"></noscript></a><figcaption>Tanooki Suit</figcaption></figure><p>A new item, this gives Mario the ability to fly for short periods of time. If he runs for a while and gets his P-Meter high up, Mario can soar through the sky. Pressing B makes Mario spin, which slows down his descent and hits enemies that get whacked by the raccoon tail.</p><h4><a href="../../frog-suit/93-40/" rel="nofollow">Frog Suit</a></h4><p>The Frog Suit is another new item, giving Mario the ability to swim faster in the water. However, he hops around on land, making him harder to control.</p><h4><a href="../../tanooki-suit/93-38/" rel="nofollow">Tanooki Suit</a></h4><p>Very similar to the Raccoon Suit, this item allows Mario to turn into a stone statue, making him invincible to enemies. In addition to that, it has all of the abilities of the Raccoon Suit.</p><h4><a href="../../hammer-bros-suit/93-1247/" rel="nofollow">Hammer Bro. Suit</a></h4><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/2986/559569-hammer_suit.jpg" data-ref-id="1300-559569" data-size="small" data-ratio="0.64" data-width="200" data-embed-type="image" style="width: 200px"><a class="fluid-height" style="padding-bottom:64.0%" href="https://static.giantbomb.com/uploads/original/0/2986/559569-hammer_suit.jpg" data-ref-id="1300-559569"><img alt="Hammer Bro. Suit" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 200px) 100vw, 200px" data-width="200" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/2986/559569-hammer_suit.jpg" data-srcset="https://static.giantbomb.com/uploads/original/0/2986/559569-hammer_suit.jpg 200w"><noscript><img alt="Hammer Bro. Suit" src="https://static.giantbomb.com/uploads/original/0/2986/559569-hammer_suit.jpg" srcset="https://static.giantbomb.com/uploads/original/0/2986/559569-hammer_suit.jpg 200w" sizes="(max-width: 200px) 100vw, 200px" data-width="200"></noscript></a><figcaption>Hammer Bro. Suit</figcaption></figure><p>The Hammer Bro. Suit gives Mario the ability to throw hammers. Mario can also go into the shell and protect himself from enemies.</p><h4><a href="../../kuribos-shoe/93-12/" rel="nofollow">Kuribo's Shoe</a></h4><figure data-ref-id="1300-2720138" data-img-src="https://static.giantbomb.com/uploads/original/8/81005/2720138-smb3shoe.png" data-size="medium" data-align="right" data-ratio="1" data-width="64" data-embed-type="image" style="width: 64px"><a class="fluid-height" style="padding-bottom:100.0%" href="https://static.giantbomb.com/uploads/original/8/81005/2720138-smb3shoe.png" data-ref-id="1300-2720138"><img alt="Kuribo's Shoe" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 64px) 100vw, 64px" data-width="64" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/8/81005/2720138-smb3shoe.png" data-srcset="https://static.giantbomb.com/uploads/original/8/81005/2720138-smb3shoe.png 64w"><noscript><img alt="Kuribo's Shoe" src="https://static.giantbomb.com/uploads/original/8/81005/2720138-smb3shoe.png" srcset="https://static.giantbomb.com/uploads/original/8/81005/2720138-smb3shoe.png 64w" sizes="(max-width: 64px) 100vw, 64px" data-width="64"></noscript></a><figcaption>Kuribo's Shoe</figcaption></figure><p>A unique power-up, this allows Mario to stomp around in a giant Goomba's shoe. He is impervious to attack from below while he is in Kuribo's Shoe, like Piranha Plants. It is only available in level 5-3. The shoe has not appeared as a power up in any game since Super Mario Bros. 3</p><h4><a href="../../starman/93-23/" rel="nofollow">Starman</a></h4><p>Another classic Super Mario Bros. power-up, this makes Mario temporarily invincible. In certain levels, Mario can string Starmen one after the other to the end of a level by hitting the right blocks along the way before running out of invincibility.</p><h4><a href="/warp-whistle/3055-468/" data-ref-id="3055-468">Warp Whistle</a></h4><p>A rare power-up that could only be found in some areas, this lets Mario skip a world at any time, mimicking the pipe zones from the first game. Mario can only move between tiers of levels in this way, so the tiers were: Worlds 2-4, Worlds 5-7, and World 8.</p><h2>Bowser's Children</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/7465/2163988-Koopalings7.jpg" data-ref-id="1300-2163988" data-size="small" data-ratio="0.77386934673367" data-width="398" data-embed-type="image" style="width: 398px"><a class="fluid-height" style="padding-bottom:77.4%" href="https://static.giantbomb.com/uploads/original/0/7465/2163988-Koopalings7.jpg" data-ref-id="1300-2163988"><img alt="No Caption Provided" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/0/7465/2163988-Koopalings7.jpg" data-srcset="https://static.giantbomb.com/uploads/original/0/7465/2163988-Koopalings7.jpg 398w, https://static.giantbomb.com/uploads/scale_small/0/7465/2163988-Koopalings7.jpg 320w"><noscript><img alt="No Caption Provided" src="https://static.giantbomb.com/uploads/scale_small/0/7465/2163988-Koopalings7.jpg" srcset="https://static.giantbomb.com/uploads/original/0/7465/2163988-Koopalings7.jpg 398w, https://static.giantbomb.com/uploads/scale_small/0/7465/2163988-Koopalings7.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a></figure><p>Bowser's seven children are the bosses of each world preceding World Eight (Dark Land), in which the player faces Bowser himself. Each child is actually named after a famous musician. Each Koopa is felled after three hits.</p><h4><a href="/larry-koopa/3005-2289/" data-ref-id="3005-2289">Larry Koopa</a></h4><p>Larry has no real special abilities beyond jumping high after taking two hits. He is the boss of Grass Land. It is uncertain who Larry is actually named after, but it is speculated to be Lawrence Welk, a well-known accordionist.</p><h4><a href="/morton-koopa-jr/3005-2271/" data-ref-id="3005-2271">Morton Koopa, Jr.</a></h4><p>Morton is the boss of Desert Land, and the second youngest of the <a href="/koopalings/3015-3991/" data-ref-id="3015-3991">Koopalings</a>. He is loud-mouthed and hot-tempered. While his facial features (the star on his left eye) resemble those of KISS member <a href="/paul-stanley/3040-48671/" data-ref-id="3040-48671">Paul Stanley</a>, Morton is actually named after Morton Downey, Jr. (which also explains the "Jr." in Morton's name, not insinuating that Bowser's real name is Morton).</p><h4><a href="/wendy-o-koopa/3005-2260/" data-ref-id="3005-2260">Wendy O. Koopa</a></h4><p>Wendy is the only female Koopaling, and also the only Koopaling to have completely circular magical attacks. She is the third youngest, and is often portrayed as a whiny, spoiled brat. Wendy is named after Wendy O. Williams, the singer for the band The Plasmatics.</p><h4><a href="/iggy-koopa/3005-2308/" data-ref-id="3005-2308">Iggy Koopa</a></h4><p>Iggy is the middle child of the Koopalings. He is considered a "genius", particularly in the cartoons, where he is twin brothers with Lemmy Koopa. His in-game representation differs from his artwork, in which he sports a rainbow <a href="//www.giantbomb.com/mohawk/3055-1709/" data-ref-id="3055-1709">mohawk</a>. In-game, he lacks this, and only has a blonde tuft of hair. Iggy is named after the influential punk artist <a href="/iggy-pop/3040-62826/" data-ref-id="3040-62826">Iggy Pop</a>.</p><h4><a href="/roy-koopa/3005-2324/" data-ref-id="3005-2324">Roy Koopa</a></h4><p>Roy is the third oldest Koopaling. He is a bully, and enjoys seeing others' pain. He is the largest of the Koopalings, and thus, the worst at jumping. However, when he lands, he causes a ground-shaking blast, which stuns the player if they are still on the ground. Roy is based on Roy Orbison, who inspired Roy Koopa's shades.</p><h4><a href="/lemmy-koopa/3005-2337/" data-ref-id="3005-2337">Lemmy Koopa</a></h4><p>Lemmy is the only Koopaling to ride around on a green ball. He uses this same green ball as a weapon in some cases, launching it with his magic wand. He is the second oldest of the Koopalings, and is based on <a href="/ian-kilmister/3040-92265/" data-ref-id="3040-92265">Ian "Lemmy" Kilmister</a> of the band Motörhead.</p><h4><a href="/ludwig-von-koopa/3005-2243/" data-ref-id="3005-2243">Ludwig von Koopa</a></h4><p>The oldest of the Koopa kids, Ludwig is also able to create ground-shaking blasts like Roy Koopa. Naturally, he is based on the famous composer <a href="/ludwig-van-beethoven/3040-4419/" data-ref-id="3040-4419">Ludwig van Beethoven</a>, and even has a hairstyle similar to that of the well-known German composer.</p><h2>TV Series</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/10/100719/1439989-super_mario_bros_3.jpg" data-ref-id="1300-1439989" data-size="small" data-ratio="0.73394495412844" data-width="327" data-embed-type="image" style="width: 327px"><a class="fluid-height" style="padding-bottom:73.4%" href="https://static.giantbomb.com/uploads/original/10/100719/1439989-super_mario_bros_3.jpg" data-ref-id="1300-1439989"><img alt="The Adventures of Super Mario Bros. 3." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/10/100719/1439989-super_mario_bros_3.jpg" data-srcset="https://static.giantbomb.com/uploads/original/10/100719/1439989-super_mario_bros_3.jpg 327w, https://static.giantbomb.com/uploads/scale_small/10/100719/1439989-super_mario_bros_3.jpg 320w"><noscript><img alt="The Adventures of Super Mario Bros. 3." src="https://static.giantbomb.com/uploads/scale_small/10/100719/1439989-super_mario_bros_3.jpg" srcset="https://static.giantbomb.com/uploads/original/10/100719/1439989-super_mario_bros_3.jpg 327w, https://static.giantbomb.com/uploads/scale_small/10/100719/1439989-super_mario_bros_3.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>The Adventures of Super Mario Bros. 3.</figcaption></figure><p>In addition to the video game itself, Super Mario Bros. 3 also has a TV show and it is called The Adventures of Super Mario Bros. 3. The show introduced the <a href="../../koopalings/92-3991/" rel="nofollow">Koopalings</a> and it is the second Mario animated series following The Super Mario Bros. Super Show. The show was produced by Nintendo in association with DiC Entertainment and spanned a total of 26 episodes.</p><h2>The Wizard</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/10/100719/1440833-tournament_03.jpg" data-ref-id="1300-1440833" data-size="small" data-ratio="0.54545454545455" data-width="704" data-embed-type="image" style="width: 704px"><a class="fluid-height" style="padding-bottom:54.5%" href="https://static.giantbomb.com/uploads/original/10/100719/1440833-tournament_03.jpg" data-ref-id="1300-1440833"><img alt="The game as seen in the finals of the video game tournament in The Wizard." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/10/100719/1440833-tournament_03.jpg" data-srcset="https://static.giantbomb.com/uploads/original/10/100719/1440833-tournament_03.jpg 704w, https://static.giantbomb.com/uploads/scale_medium/10/100719/1440833-tournament_03.jpg 480w, https://static.giantbomb.com/uploads/scale_small/10/100719/1440833-tournament_03.jpg 320w"><noscript><img alt="The game as seen in the finals of the video game tournament in The Wizard." src="https://static.giantbomb.com/uploads/scale_small/10/100719/1440833-tournament_03.jpg" srcset="https://static.giantbomb.com/uploads/original/10/100719/1440833-tournament_03.jpg 704w, https://static.giantbomb.com/uploads/scale_medium/10/100719/1440833-tournament_03.jpg 480w, https://static.giantbomb.com/uploads/scale_small/10/100719/1440833-tournament_03.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>The game as seen in the finals of the video game tournament in The Wizard.</figcaption></figure><p>The game also appeared in the last scene of <i>The Wizard</i> where Jimmy Woods competed in the final round of the video game tournament. In this scene, Jimmy, Lucas, and Mora battled in the final round where the rules was to get the most points in 10 minutes using the game. At the final 60 seconds of play, Jimmy used a <a href="../../warp-whistle/93-468/" rel="nofollow">Warp Whistle</a> to give him big points and the win.</p>

Sword of the Guardian is a hardcore and old-school style beat'em up game. It's features exhilarating game play experience by featuring command-based combo attacks (such as “↓ → + attack” and “↓ ↑ + attack”) customized for each character. Support up to 3 players coop. 


<p>Sword of the Guardian is a old-school arcade style beat'em up games like Golden Axe, Knights of the Round etc.</p><p>The special point is, the player need to use command-based attack (such as “↓ → + attack” and “↓ ↑ + attack”) and freeze cancel system to perform the combo like street fighter. The game is support up to 3 players coop.</p>

Tecmo Bowl was one of the most popular American football sims, and perhaps the most popular, back in the 1980s. Welcome to the game that started it all for Tecmo Inc. Welcome to Tecmo Bowl.

<h2>Overview</h2><p>Tecmo Bowl is an <a href="/american-football-league/3015-5110/" data-ref-id="3015-5110">American Football</a> game, originally released by <a href="/tecmo/3010-7421/" data-ref-id="3010-7421">Tecmo</a> for <a href="/arcade/3045-84/" data-ref-id="3045-84">arcades</a> in 1987 and <a href="/porting/3015-988/" data-ref-id="3015-988">ported</a> to the <a href="/nintendo-entertainment-system/3045-21/" data-ref-id="3045-21">NES</a> in 1989.</p><h2>Arcade Original</h2><figure data-align="right" data-size="small" data-img-src="https://static.giantbomb.com/uploads/original/13/139866/2696377-185311.png" data-ref-id="1300-2696377" style="width: 1920px" data-ratio="0.4375" data-width="1920" data-embed-type="image"><a class="fluid-height" style="padding-bottom:43.8%" href="https://static.giantbomb.com/uploads/original/13/139866/2696377-185311.png" data-ref-id="1300-2696377"><img alt="Wildcats vs. Bulldogs (Arcade)" src="https://static.giantbomb.com/uploads/scale_small/13/139866/2696377-185311.jpg" srcset="https://static.giantbomb.com/uploads/original/13/139866/2696377-185311.png 1920w, https://static.giantbomb.com/uploads/scale_super/13/139866/2696377-185311.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/13/139866/2696377-185311.jpg 480w, https://static.giantbomb.com/uploads/scale_small/13/139866/2696377-185311.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>Wildcats vs. Bulldogs (Arcade)</figcaption></figure><p>The original arcade version was distinguished by a large two-monitor cabinet, support for up to four players, and the ability to break tackles. Only two fictional teams can be chosen: the Wildcats and the Bulldogs. The <a title="2D computer graphics" href="/2d/3015-1427/" data-ref-id="3015-1427">2D graphics</a> were also more advanced than the NES version, with the arcade original having a larger color palette and more detailed <a title="Sprite (computer graphics)" href="/sprite/3015-491/" data-ref-id="3015-491">sprites</a>.</p><h2>NES Port</h2><p>The NES version features 12 <a href="/national-football-league/3015-1589/" data-ref-id="3015-1589">NFL</a> franchises from the year 1989. Although they didn’t have the official NFL license to use the actual team names and logos they were able to use the names of the players on those teams due to being licensed by the NFLPA (National Football League Players Association).</p><p>Though the NES version was released in 1989, the player rosters are based on actual team rosters from the 1988 season. This is probably due to the game being developed and released prior to the start 1989 NFL season, which obviously made the 1989 rosters unavailable.</p><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/3009/237857-tecmo_bowl_nes_003.gif" data-ref-id="1300-237857" data-size="large" style="width: 256px" data-ratio="0.875" data-width="256" data-embed-type="image"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/0/3009/237857-tecmo_bowl_nes_003.gif" data-ref-id="1300-237857"><img alt="NY vs. Miami (NES)" src="https://static.giantbomb.com/uploads/original/0/3009/237857-tecmo_bowl_nes_003.gif" srcset="https://static.giantbomb.com/uploads/original/0/3009/237857-tecmo_bowl_nes_003.gif 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></a><figcaption>NY vs. Miami (NES)</figcaption></figure><p>The franchises are as follows:</p><p><a href="/indianapolis/3035-1337/" data-ref-id="3035-1337">Indianapolis</a> (Colts)</p><p><a href="/washington-dc/3035-255/" data-ref-id="3035-255">Washington</a> (Redskins)</p><p><a href="/miami/3035-787/" data-ref-id="3035-787">Miami</a> (Dolphins)</p><p><a href="/san-francisco/3035-191/" data-ref-id="3035-191">San Francisco</a> (49ers)</p><p><a href="/cleveland/3035-1309/" data-ref-id="3035-1309">Cleveland</a> (Browns)</p><p><a href="/dallas/3035-1348/" data-ref-id="3035-1348">Dallas</a> (Cowboys)</p><p><a href="/denver/3035-1322/" data-ref-id="3035-1322">Denver</a> (Broncos)</p><p><a href="/new-york/3035-109/" data-ref-id="3035-109">New York</a> (Giants)</p><p><a href="/seattle/3035-517/" data-ref-id="3035-517">Seattle</a> (Seahawks)</p><p><a href="/chicago/3035-293/" data-ref-id="3035-293">Chicago</a> (Bears)</p><p><a href="/los-angeles/3035-490/" data-ref-id="3035-490">Los Angeles</a> (Raiders)</p><p><a href="/minnesota/3035-1313/" data-ref-id="3035-1313">Minnesota</a> (Vikings)</p><p>The rosters of the teams are pretty much complete except the offensive lineman are not named, and a couple of defensive positions are missing giving Tecmo Bowl football nine players on each side of the ball instead of the standard eleven. It should be noted however that later copies of the game had slightly different rosters. <i>Example</i>: Eric Dickerson, typically the starting running back for Indianapolis, was replaced by Albert Bentley. There are others differences but not many.</p><h3>Game Options</h3><p>1 Player Game – Consists of your chosen team going through the list of other teams at random. That’s if you continue to win. One loss and you are done. The difficulty of the game gets a little harder with each team you face, which means that the computer controlled players progressively move faster.</p><p>2 Player Game – One game featuring the standard vs. mode. You against a friend</p><p>Coach -- This mode is like the 2 Player Game. The major difference is that it still allows each player to pick the plays, but the computer controls the football players and how the play is carried out.</p><h3>Gameplay</h3><p>Each team has four offensive plays to choose from. Most teams have 2 running plays and 2 passing plays. The exceptions being Miami and San Fransisco, they have 3 passing plays. The team on offense and the team on defense pick from those four offensive plays. Of course the team with the ball picks the play they want to run. The defense picks the play that they think the offense is going to pick, and if they choose correctly it’s an almost certain loss of yards or an interception. Once the plays are picked it goes to the field to be carried out. It plays like any other standard football game but with a couple notable exceptions. One, the defensive player only gets to control one defender the whole play, no switching to a guy that is closer. Two, if the QB throws to a receiver that is covered by either a human-controlled or computer-controlled player then it almost always results an automatic interception, even if that player is a defensive lineman. Because of this, it's important to pick/control you fastest, most talented defensive player regardless of what position he plays and always cover a receiver. The fastest, most talented defensive players on each team are easy to identify because they have the best (highest) stats. Most teams have one really good defensive player, several have more than one and a couple don't have anyone who is all that good. Sacks are not recognized in Tecmo Bowl and there aren't any fumbles, so interceptions are the only turnovers.</p><p>Also, one last tidbit of information. The defensive players, and only the defensive players, have the ability to dive. Usually when you want to tackle someone the defender runs right up to the ball carrier and tries to wrestle him down. For a second or two both players tap the A button to try to either break the tackle or in the case of the defender, bring the runner down. The only draw back to this tactic is that sometimes an Offensive Lineman will come along to help the runner and instantly throw the defender, basically rendering the defender useless for the rest of the play. Using a dive tackle, if it successfully connects, instantly brings the ball carrier down. But if the dive misses then it will take a while for that player to not only get back to his feet, but also get back up to top speed. And by then the runner is long gone. As a rule of thumb, only use the a dive when you know an OL is coming for you.</p><h3>Field Goal/Punt Kicking</h3><p>Since this game is in essence a <a href="/2d/3015-1427/" data-ref-id="3015-1427">2D</a> <a href="/side-scrolling/3015-299/" data-ref-id="3015-299">side-scoller</a>, when kicking <a href="/field-goal/3015-2289/" data-ref-id="3015-2289">field goals</a> or punts, you only have to worry about power. When the meter fills to your desired level just hit the button. Simple as that.</p><p>When the game was released for the Game Boy Electronic Gaming Monthly awarded the scores of 8,8,6,4 saying, "...a fantastic translation of football from the programmers of one of the best sports simulations ever".</p><p> </p>

A Nintendo Entertainment System game developed and published by Nintendo as part of their series of sports games. It can be played in singles or doubles.

<h2>Overview</h2><p>Tennis is one of the earliest NES games and part of a series of sports games Nintendo created originally for the system. The game is a standard 8-bit adaption of the sport of tennis, though many features that would become standard for tennis games of the era (such as the viewpoint behind the player's athlete) would either originate here or at least be established as the popular standard.</p><p><a href="/mario/3005-177/" data-ref-id="3005-177">Mario</a> makes a brief cameo, as he does in several of Nintendo's sports games, as the umpire. He is the only speaking character.</p><p>The game was later rereleased for the Famicom Disk System. As it was with the NES, it was one of the earliest games available for the system.</p>

ゼルダの伝説
LoZ
Zelda no Densetsu
Zelda no Densetsu 1: The Hyrule Fantasy

A young boy explores a huge overworld filled with enemies and dungeons to find and rescue Princess Zelda from the evil Ganon.

<h2>Overview</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/7465/2164010-nes_zelda_gold_cartridge_small.jpg" data-ref-id="1300-2164010" data-size="small" data-ratio="0.76923076923077" data-width="780" data-embed-type="image" style="width: 780px"><a class="fluid-height" style="padding-bottom:76.9%" href="https://static.giantbomb.com/uploads/original/0/7465/2164010-nes_zelda_gold_cartridge_small.jpg" data-ref-id="1300-2164010"><img alt="The gold cartridge version of the game." src="https://static.giantbomb.com/uploads/scale_small/0/7465/2164010-nes_zelda_gold_cartridge_small.jpg" srcset="https://static.giantbomb.com/uploads/original/0/7465/2164010-nes_zelda_gold_cartridge_small.jpg 780w, https://static.giantbomb.com/uploads/scale_medium/0/7465/2164010-nes_zelda_gold_cartridge_small.jpg 480w, https://static.giantbomb.com/uploads/scale_small/0/7465/2164010-nes_zelda_gold_cartridge_small.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>The gold cartridge version of the game.</figcaption></figure><p>The Legend of Zelda is an action-adventure game for the <a href="/nes/3045-21/" data-ref-id="3045-21"> Nintendo Entertainment System</a>. Designed by <a href="/shigeru-miyamoto/3040-614/" data-ref-id="3040-614"> Shigeru Miyamoto</a> and <a href="/takashi-tezuka/3040-593/" data-ref-id="3040-593"> Takashi Tezuka</a>, The Legend of Zelda was released in August 1987 in North America. The game was developed by <a href="/nintendo-ead/3010-463/" data-ref-id="3010-463"> Nintendo EAD</a> and published by <a href="/nintendo/3010-90/" data-ref-id="3010-90"> Nintendo</a>, and was highly influential to the console action-adventure genre.</p><p>The game is the first in the<a href="/the-legend-of-zelda/3025-9/" data-ref-id="3025-9"> Legend of Zelda</a> <i> </i>franchise, starring a young boy named <a href="/link/3005-191/" data-ref-id="3005-191"> Link</a> on his quest to rescue <a href="/zelda/3005-5/" data-ref-id="3005-5"> Princess Zelda</a> from the evil wizard <a href="/ganon/3005-512/" data-ref-id="3005-512"> Ganon</a>. In this game, Link must collect the pieces of the <a href="/triforce/3055-18/" data-ref-id="3055-18"> Triforce</a> of Wisdom to reforge it and defeat Ganon.</p><p>The Legend of Zelda was both a critical and commercial success. It was renowned for its innovative gameplay, non-linearity, and ability to save games via its battery powered RAM.</p><h2>Regional Differences</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/7465/2164011-polsvoice.png" data-ref-id="1300-2164011" data-size="small" data-ratio="1" data-width="48" data-embed-type="image" style="width: 48px"><a class="fluid-height" style="padding-bottom:100.0%" href="https://static.giantbomb.com/uploads/original/0/7465/2164011-polsvoice.png" data-ref-id="1300-2164011"><img alt="Pols Voice" src="https://static.giantbomb.com/uploads/original/0/7465/2164011-polsvoice.png" srcset="https://static.giantbomb.com/uploads/original/0/7465/2164011-polsvoice.png 48w" sizes="(max-width: 48px) 100vw, 48px" data-width="48"></a><figcaption>Pols Voice</figcaption></figure><p>Unlike the other worldwide releases, the original Japanese <a href="/famicom-disk-system/3045-91/" data-ref-id="3045-91"> Famicom Disk System</a> version of The Legend of Zelda took advantage of a notable piece of hardware which was absent in the Nintendo Entertainment System in Europe and North America: a <a href="/microphone/3055-258/" data-ref-id="3055-258"> microphone</a> built into the controller. If a microphone was included in the controller wired to the first slot, players could yell into it to defeat Pols Voices in the game.</p><p>Although the feature itself is still included in the coding in European and North American versions of the game, the lack of a microphone for those controllers prevented players in those regions from accessing that aspect of the gameplay directly.</p><h2>Story</h2><p>The Legend of Zelda takes place in the land of <a href="/hyrule/3035-13/" data-ref-id="3035-13"> Hyrule</a>. The evil sorcerer, Ganon, has ravaged the land with his armies in searching for and acquiring the Triforce of Power. In order to keep Ganon from also gaining the Triforce of Wisdom, Princess Zelda divided it into eight pieces and scattered them in hidden dungeons throughout Hyrule.</p><p>Zelda's assistant, <a href="/impa/3005-2565/" data-ref-id="3005-2565"> Impa</a>, escaped to seek out one who may rescue Zelda from Ganon. However, Impa was hunted down and surrounded by Ganon's henchmen but was saved by a young boy named Link. Impa told Link all that had happened, and Link resolved to find the Triforce, defeat Ganon, and rescue Princess Zelda.</p><h2>Gameplay</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/4430/269365-1.png" data-ref-id="1300-269365" data-size="small" data-ratio="0.9375" data-width="320" data-embed-type="image" style="width: 320px"><a class="fluid-height" style="padding-bottom:93.8%" href="https://static.giantbomb.com/uploads/original/0/4430/269365-1.png" data-ref-id="1300-269365"><img alt="A dungeon." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/4430/269365-1.png" data-srcset="https://static.giantbomb.com/uploads/original/0/4430/269365-1.png 320w"><noscript><img alt="A dungeon." src="https://static.giantbomb.com/uploads/original/0/4430/269365-1.png" srcset="https://static.giantbomb.com/uploads/original/0/4430/269365-1.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>A dungeon.</figcaption></figure><p>In The Legend of Zelda, the player controls Link from a top-down perspective. The A button is dedicated to the sword, and the B button can be assigned to any other item in Link's inventory. At the start of the game, Link starts with only a small <a href="/shield/3055-87/" data-ref-id="3055-87"> shield</a>, but throughout the game, he is able to gather many items including: three different <a href="/sword/3055-1/" data-ref-id="3055-1"> swords</a>, two <a href="/boomerang/3055-76/" data-ref-id="3055-76"> boomerangs</a>, a large shield, a <a href="/ladder/3055-520/" data-ref-id="3055-520"> ladder</a>, a raft, a <a href="/bow-and-arrow/3055-73/" data-ref-id="3055-73"> bow and arrow</a>, <a href="/bomb/3055-97/" data-ref-id="3055-97"> bombs</a>, candles, <a href="/potion/3055-79/" data-ref-id="3055-79"> potions</a>, a power bracelet, a <a href="/wand/3055-221/" data-ref-id="3055-221"> magic wand</a>, a flute, two <a href="/ring/3055-262/" data-ref-id="3055-262"> rings</a>, a magic key, and the silver arrow. Items may be gathered from dungeons as well as purchased from merchants.</p><p>Link starts the game in the overworld where he must search for eight secret dungeons, each holding a piece of the Triforce. The overworld is varied and contains many environments including mountains, lakes, deserts, forests, caves, coastal regions, and a graveyard. The overworld is filled with many creatures which often drop rupees (the in-game currency) or hearts when defeated. There are also living-restoring fairies scattered throughout the overworld.</p><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/1/12022/278616-legend_of_zelda_nes.png" data-ref-id="1300-278616" data-size="small" data-ratio="0.87254901960784" data-width="510" data-embed-type="image" style="width: 510px"><a class="fluid-height" style="padding-bottom:87.3%" href="https://static.giantbomb.com/uploads/original/1/12022/278616-legend_of_zelda_nes.png" data-ref-id="1300-278616"><img alt="The overworld." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/1/12022/278616-legend_of_zelda_nes.png" data-srcset="https://static.giantbomb.com/uploads/original/1/12022/278616-legend_of_zelda_nes.png 510w, https://static.giantbomb.com/uploads/scale_medium/1/12022/278616-legend_of_zelda_nes.png 480w, https://static.giantbomb.com/uploads/scale_small/1/12022/278616-legend_of_zelda_nes.png 320w"><noscript><img alt="The overworld." src="https://static.giantbomb.com/uploads/scale_small/1/12022/278616-legend_of_zelda_nes.png" srcset="https://static.giantbomb.com/uploads/original/1/12022/278616-legend_of_zelda_nes.png 510w, https://static.giantbomb.com/uploads/scale_medium/1/12022/278616-legend_of_zelda_nes.png 480w, https://static.giantbomb.com/uploads/scale_small/1/12022/278616-legend_of_zelda_nes.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>The overworld.</figcaption></figure><p>The dungeons are underground labyrinths containing secret passages, locked doors, special items, and many enemies. Each dungeon has a unique shape (eagle, lion's head, snake, etc.) to make them easier to navigate.</p><p>Each dungeon also contains special items which are used to assist Link with his quest including a map and compass which help Link find his way to the dungeon's final boss. Upon defeating the boss, Link receives a heart container and a piece of the Triforce. There are a total of nine dungeons: eight containing Triforce pieces plus Ganon's fortress.</p><p>The game is also notable for its non-linearity. "Clues" are given sporadically by shopkeepers and other <a href="/non-player-character/3015-967/" data-ref-id="3015-967"> non-player characters</a>, though the incredibly poor translation means these clues are rarely useful in the English version. For example, the cryptic "Dodongo dislikes smoke" is meant to be a hint to use bombs on the <a href="/king-dodongo/3005-2408/" data-ref-id="3005-2408"> Dodongo</a> boss in the second dungeon.</p><h3>Second Quest</h3><p>The "Second Quest" is one of the first times that a <a href="/new-game-plus/3015-150/" data-ref-id="3015-150"> New Game Plus</a> feature was accessible in a game. After one completion of the game, the player has the option to start over a more difficult game, where enemies are tougher, item placement is different, and dungeons are reworked. Additionally, the Second Quest can be accessed at any time by naming the character ZELDA when starting a new file.</p><h3>Dungeons</h3><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/7465/2164003-zelda-overworld(map).png" data-ref-id="1300-2164003" data-size="small" data-ratio="0.34375" data-width="4096" data-embed-type="image" style="width: 4096px"><a class="fluid-height" style="padding-bottom:34.4%" href="https://static.giantbomb.com/uploads/original/0/7465/2164003-zelda-overworld(map).png" data-ref-id="1300-2164003"><img alt="The overworld for The Legend of Zelda." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/0/7465/2164003-zelda-overworld%28map%29.png" data-srcset="https://static.giantbomb.com/uploads/original/0/7465/2164003-zelda-overworld%28map%29.png 4096w, https://static.giantbomb.com/uploads/scale_super/0/7465/2164003-zelda-overworld%28map%29.png 960w, https://static.giantbomb.com/uploads/scale_medium/0/7465/2164003-zelda-overworld%28map%29.png 480w, https://static.giantbomb.com/uploads/scale_small/0/7465/2164003-zelda-overworld%28map%29.png 320w"><noscript><img alt="The overworld for The Legend of Zelda." src="https://static.giantbomb.com/uploads/scale_small/0/7465/2164003-zelda-overworld%28map%29.png" srcset="https://static.giantbomb.com/uploads/original/0/7465/2164003-zelda-overworld%28map%29.png 4096w, https://static.giantbomb.com/uploads/scale_super/0/7465/2164003-zelda-overworld%28map%29.png 960w, https://static.giantbomb.com/uploads/scale_medium/0/7465/2164003-zelda-overworld%28map%29.png 480w, https://static.giantbomb.com/uploads/scale_small/0/7465/2164003-zelda-overworld%28map%29.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>The overworld for The Legend of Zelda.</figcaption></figure><ul><li><b>The Eagle</b> - The game's first dungeon is hidden in a tree on an island in the center of the <a href="/overworld/3015-1004/" data-ref-id="3015-1004"> overworld</a>. This particular dungeon contains the <a href="/bow/3055-73/" data-ref-id="3055-73"> bow</a> and the <a href="/boomerang/3055-76/" data-ref-id="3055-76"> boomerang</a>, and its boss is Aquamentus, a green dragon-like creature.</li><li><b>The Moon</b> - The second dungeon is hidden inside a forest in the eastern portion of the world. The only item found in The Moon is the magical boomerang, which can be thrown further than the boomerang. The boss of The Moon is Dodongo.</li><li><b>The Manji</b> - Like The Moon, The Manji is also hidden in a forest, but to the southwestern portion of the world. This dungeon contains the <a href="/raft/3055-819/" data-ref-id="3055-819"> raft</a>, which allows Link to traverse water. The dungeon is guarded by the Manhandla, a large, multi-headed plant creature.</li><li><b>The Snake</b> - The fourth dungeon in the game is located directly west to the first dungeon in the game, on another small island. Here, Link finds the <a href="/ladder/3055-520/" data-ref-id="3055-520"> ladder</a>, which gives the player the ability to cross gaps inside dungeons. The boss of "The Snake" is Gleeok, a multi-headed dragon.</li><li><b>The Lizard</b> - The Lizard is located to the northeast, on top of a mountain, only accessible with the previous dungeon's ladder. Here, the player finds the <a href="/recorder/3055-820/" data-ref-id="3055-820"> whistle</a>, which gives Link the ability to warp between dungeons, as well as killing some types of enemies. The boss of The Lizard is Digdogger, a circular, heavily armored creature.</li><li><b>The Dragon</b> - Legend of Zelda's sixth dungeon is located to the far west of the map. In this dungeon, Link finds the <a href="/wand/3055-221/" data-ref-id="3055-221"> magic wand</a>, an equally powerful attack as the boomerang, but one that doesn't require <a href="/rupee/3055-44/" data-ref-id="3055-44"> Rupees</a> to use. The boss of The Dragon is <a href="/gohma/3005-7632/" data-ref-id="3005-7632"> Gohma</a>, one of the easiest bosses of the game, and one of few who has resurfaced in future games.</li><li><b>The Demon</b> - The Demon is where the whistle comes into play, an item required to open up a secret passageway beneath a lake to the west. In The Demon, the player finds the <a href="/candle/3055-814/" data-ref-id="3055-814"> red candle</a>, an improvement over the blue candle (found outside of dungeons), allowing Link to burn bushes and enemies indefinitely.</li><li><b>The Lion</b> - Two items are found in the game's eighth dungeon: the magic book and the <a href="/magic-key/3055-816/" data-ref-id="3055-816"> magic key</a>. The book improves the wand, which makes it shoot <a href="/fireball/3055-120/" data-ref-id="3055-120"> fireballs</a> as well, while the magical key is able to open any door in any dungeon.</li><li><b><a href="/death-mountain/3035-69/" data-ref-id="3035-69"> Death Mountain</a></b> - Death Mountain is the final location in the game, and thus, is the largest dungeon in the game. There are two items found in Death Mountain: <a href="/silver-arrow/3055-821/" data-ref-id="3055-821"> silver arrows</a> and the red ring. The red ring massively improves the player's defense, while the silver arrow is needed to defeat Ganon, the boss of this dungeon, and the game.</li></ul><h2>Releases</h2><p>The Legend of Zelda was originally released for the Famicom Disk System in Japan on February 21, 1986. The game was later featured on the Nintendo Entertainment System with a North American release on August 22, 1987 and a PAL version released on November 15, 1987.</p><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/223/2133205-8.jpg" data-ref-id="1300-2133205" data-size="small" data-ratio="0.87592592592593" data-width="540" data-embed-type="image" style="width: 540px"><a class="fluid-height" style="padding-bottom:87.6%" href="https://static.giantbomb.com/uploads/original/0/223/2133205-8.jpg" data-ref-id="1300-2133205"><img alt="BS Zelda no Densetsu." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/0/223/2133205-8.jpg" data-srcset="https://static.giantbomb.com/uploads/original/0/223/2133205-8.jpg 540w, https://static.giantbomb.com/uploads/scale_medium/0/223/2133205-8.jpg 480w, https://static.giantbomb.com/uploads/scale_small/0/223/2133205-8.jpg 320w"><noscript><img alt="BS Zelda no Densetsu." src="https://static.giantbomb.com/uploads/scale_small/0/223/2133205-8.jpg" srcset="https://static.giantbomb.com/uploads/original/0/223/2133205-8.jpg 540w, https://static.giantbomb.com/uploads/scale_medium/0/223/2133205-8.jpg 480w, https://static.giantbomb.com/uploads/scale_small/0/223/2133205-8.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>BS Zelda no Densetsu.</figcaption></figure><p>There have been several re-releases of this classic. In 1994, it was put into cartridge form for the Famicom. In 2002, it was hidden in the <a href="/gamecube/3045-23/" data-ref-id="3045-23"> GameCube</a> title <a href="/animal-crossing/3030-12893/" data-ref-id="3030-12893"> Animal Crossing</a>, but could only be accessed using the Action Replay cheat device. In 2003, it was released as part of the <a href="/the-legend-of-zelda-collectors-edition/3030-14114/" data-ref-id="3030-14114"> The Legend of Zelda: Collector's Edition</a>. On February 14th 2004, it was re-released as part of the first series of <a href="/classic-nes-series/3015-3653/" data-ref-id="3015-3653"> Classic NES Series</a> <i> </i>featured on the <a href="/game-boy-advance/3045-4/" data-ref-id="3045-4"> Game Boy Advance</a>.</p><p>In 2006, it was made available on the <a href="/wii/3045-36/" data-ref-id="3045-36"> Nintendo Wii</a>'s <a href="/virtual-console/3015-2925/" data-ref-id="3015-2925"> Virtual Console</a>.</p><p>On September 1st, 2011, it was made available on the <a href="/nintendo-3ds/3045-117/" data-ref-id="3045-117"> Nintendo 3DS</a> as part of the "<a href="//www.giantbomb.com/nintendo-3ds-ambassador-program/3015-7241/" data-ref-id="3015-7241">ambassador program</a>". Currently it is only available to customers who bought a 3DS before the first price drop.</p><p>In 1995, a version of the game was broadcasted to Japanese <a href="/satellaview/3045-98/" data-ref-id="3045-98"> Satellaview</a> owners. Known as <a href="/bs-zelda-no-densetsu/3030-22245/" data-ref-id="3030-22245"> BS Zelda no Densetsu</a>, the game featured updated graphics, reworked overworld and dungeons, as well as streaming audio in the form of vocal commentary that gave gameplay tips and plot points live as the game was streamed. It was streamed in four episodes over a month from August 6, 1995 to September 2, 1995. From December 30, 1995 to January 6, 1996, a second version of the game was broadcasted, titled BS Zelda no Densetsu MAP 2, which was the "Second Quest" version of the game.</p>

A quirky role-playing game that takes place in a secret subterranean world of monsters and gives players the choice to either kill or spare their enemies.

<h2>Overview</h2><figure data-align="right" data-size="small" data-img-src="https://static.giantbomb.com/uploads/original/9/97089/2786105-ss_edab41f7c9fa287b0d90ebfa3b9219fec6e1b3ed.600x338.jpg" data-ref-id="1300-2786105" data-ratio="0.75111111111111" data-width="450" data-embed-type="image" style="width: 450px"><a class="fluid-height" style="padding-bottom:75.1%" href="https://static.giantbomb.com/uploads/original/9/97089/2786105-ss_edab41f7c9fa287b0d90ebfa3b9219fec6e1b3ed.600x338.jpg" data-ref-id="1300-2786105"><img alt="No Caption Provided" src="https://static.giantbomb.com/uploads/scale_small/9/97089/2786105-ss_edab41f7c9fa287b0d90ebfa3b9219fec6e1b3ed.600x338.jpg" srcset="https://static.giantbomb.com/uploads/original/9/97089/2786105-ss_edab41f7c9fa287b0d90ebfa3b9219fec6e1b3ed.600x338.jpg 450w, https://static.giantbomb.com/uploads/scale_small/9/97089/2786105-ss_edab41f7c9fa287b0d90ebfa3b9219fec6e1b3ed.600x338.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a></figure><p>Undertale is a <a href="/2d/3015-1427/" data-ref-id="3015-1427">2D</a> <a href="/deliberately-retro/3015-996/" data-ref-id="3015-996">deliberately-retro</a> fantasy RPG developed and published digitally by <a href="/toby-fox/3010-11451/" data-ref-id="3010-11451">tobyfox</a> for <a href="/pc/3045-94/" data-ref-id="3045-94">PC</a>, <a href="/mac/3045-17/" data-ref-id="3045-17">Mac</a>, and <a href="/linux/3045-152/" data-ref-id="3045-152">Linux</a> on September 15, 2015. It was later digitally ported to the <a href="/playstation-4/3045-146/" data-ref-id="3045-146">PlayStation 4</a> and <a href="/playstation-vita/3045-129/" data-ref-id="3045-129">PlayStation Vita</a> by <a href="/8-4-ltd/3010-6484/" data-ref-id="8-4">8-4</a> on August 15, 2017.</p><p>Billed as an RPG in which enemies can be defeated <a href="/pacifist-playthrough/3015-7589/" data-ref-id="3015-7589">non-lethally</a>, players control a mysterious <a href="/silent-protagonist/3015-54/" data-ref-id="3015-54">silent human child</a> who falls into the <a href="/underground/3035-1554/" data-ref-id="3035-1554">Underground</a>: a hidden realm of monsters magically sealed away from the surface world long ago. After acclimating to their new surroundings, the child must find a way to return to the surface. The game employs a unique <a href="/turn-based/3015-192/" data-ref-id="3015-192">turn-based</a> combat system combining elements of <a href="/bullet-hell/3015-321/" data-ref-id="3015-321">bullet hell</a> shooters with traditional menu-based commands. <a href="/non-player-character/3015-967/" data-ref-id="3015-967">NPCs</a> react differently to the player character depending upon their <a href="/moral-decisions/3015-93/" data-ref-id="3015-93">moral choices</a> during the course of the game, leading to one of <a href="/multiple-endings/3015-27/" data-ref-id="3015-27">several possible endings</a>.</p><p>Undertale was developed using <a href="/gamemaker/3015-2912/" data-ref-id="3015-2912">GameMaker: Studio</a> and was successfully <a href="/crowd-funded/3015-8703/" data-ref-id="3015-8703">crowd funded</a> via <a href="/kickstarter-funded/3015-7378/" data-ref-id="3015-7378">Kickstarter</a> on June 24, 2013, raising $51,124 from 2,398 backers.</p><h2>Gameplay</h2><p>Players navigate the <a href="/deliberately-retro/3015-996/" data-ref-id="3015-996">retro</a>-stylized <a href="/2d/3015-1427/" data-ref-id="3015-1427">2D</a> world of Undertale from a <a href="/top-down-perspective/3015-788/" data-ref-id="3015-788">top-down</a> oblique perspective. Like most RPGs, Undertale's <a href="/silent-protagonist/3015-54/" data-ref-id="3015-54">silent protagonist</a> will interact with many <a href="/non-player-character/3015-967/" data-ref-id="3015-967">non-player characters</a> through dialog text boxes over the course of the game. Many areas also feature <a href="/random-encounter/3015-123/" data-ref-id="3015-123">random encounters</a> with monsters. Undertale primarily uses the framework of a traditional <a href="/turn-based/3015-192/" data-ref-id="3015-192">turn-based</a> RPG combat system to present its encounters. The main battle menu displays four basic commands: "FIGHT," "ACT," "ITEM" and "MERCY".</p><ul><li><strong>FIGHT</strong>: The player <a href="/melee/3015-444/" data-ref-id="3015-444">physically attacks</a> a monster with their equipped weapon. After choosing "FIGHT" and selecting a target, a slider bar appears on-screen, allowing the player to perform an <a href="/active-reload/3015-48/" data-ref-id="3015-48">active reload</a>-style <a href="/quick-time-event/3015-6/" data-ref-id="3015-6">quick time event</a> to determine the amount of damage dealt. Monsters may also attempt to <a href="/dodge/3015-2476/" data-ref-id="3015-2476">dodge</a> the attack. Like the player, monsters die when their <a href="/hit-points/3015-400/" data-ref-id="3015-400">HP</a> reaches zero.</li><li><strong>ACT</strong>: The player interacts with a monster in a non-violent fashion. Selecting "ACT" and a corresponding target will open a sub-menu with one or more possible actions, which vary depending upon the targeted monster. Undertale features a variety of unusual ACT commands such as "<a href="/animal-petting/3015-7976/" data-ref-id="3015-7976">pet</a>," "encourage" and "<a href="/comedian/3015-2270/" data-ref-id="3015-2270">tell joke</a>"; by choosing the correct sequence of actions, the monster's name will turn yellow in battle menus, indicating that the monster is reluctant to continue fighting.</li><li><strong>ITEM</strong>: Opens the player's inventory to select a single item for use during their turn. The player can also equip armor or weapons during battle through this menu. Some items can end certain battles non-violently on their own.</li><li><strong>MERCY</strong>: The player attempts to resolve an encounter peacefully. Choosing "MERCY" allows players to either "Spare" monsters or attempt to "<a href="/evade/3015-1575/" data-ref-id="3015-1575">Flee</a>". Monsters can typically be Spared only after the player has ACTed one or more times to make the monster friendlier as indicated by their yellow name. Certain monsters can be Spared immediately without the need to ACT. Other monsters, particularly <a href="/bosses/3015-229/" data-ref-id="3015-229">bosses</a>, may require players to repeatedly Spare them in order to reach a peaceful resolution.</li></ul><figure data-align="right" data-size="small" data-img-src="https://static.giantbomb.com/uploads/original/12/129563/2814882-steam_screenshot.jpg" data-ref-id="1300-2814882" data-ratio="0.75233644859813" data-width="642" data-embed-type="image" style="width: 642px"><a class="fluid-height" style="padding-bottom:75.2%" href="https://static.giantbomb.com/uploads/original/12/129563/2814882-steam_screenshot.jpg" data-ref-id="1300-2814882"><img alt="No Caption Provided" src="https://static.giantbomb.com/uploads/scale_small/12/129563/2814882-steam_screenshot.jpg" srcset="https://static.giantbomb.com/uploads/original/12/129563/2814882-steam_screenshot.jpg 642w, https://static.giantbomb.com/uploads/scale_medium/12/129563/2814882-steam_screenshot.jpg 480w, https://static.giantbomb.com/uploads/scale_small/12/129563/2814882-steam_screenshot.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a></figure><p>The player acts first in nearly all encounters. After the player's turn, any remaining monsters will attack the player simultaneously in a <a href="/bullet-hell/3015-321/" data-ref-id="3015-321">bullet hell</a>-style <a href="/micro-games/3015-613/" data-ref-id="3015-613">micro game</a>. The protagonist's "SOUL," represented by a <a href="/heart/3055-142/" data-ref-id="3055-142">heart</a>, appears inside a white "bullet box" near the middle of the screen during the enemy's turn. The SOUL is maneuvered with directional keys, allowing players to dodge enemy attacks and avoid taking damage.</p><p>Enemy attacks are color-coded by their effect. Most enemies attack using white-colored objects, which damage the player's SOUL upon contact. Green objects will actually <a href="/health/3015-130/" data-ref-id="3015-130">heal</a> the player. Additionally, some enemies can only be Spared after the player has touched one or more of their green projectiles. Aqua-colored attacks only deal damage if the player's SOUL is in motion; conversely, orange attacks deal damage if the player's SOUL is stationary.</p><h3>Soul Modes</h3><p>Most of Undertale's <a href="/boss-fight/3015-50/" data-ref-id="3015-50">boss fights</a> include special "soul modes" that significantly alter the manner in which the player's SOUL behaves while inside the bullet box.</p><ul><li><strong>Red</strong>: The default color. While red, a player's SOUL can freely move anywhere within the borders of the bullet box. This is the only mode in which players may attempt to Flee from an encounter.</li><li><strong>Blue</strong>: The SOUL is affected by gravity and must avoid obstacles by jumping with the Up directional key in a manner similar to an auto-scrolling <a href="/platform/3055-1179/" data-ref-id="3055-1179">platformer</a>.</li><li><strong>Green</strong>: The SOUL is immobilized and uses a shield to deflect incoming magic spears. Using the arrow keys, the player positions their shield as each spear approaches from one of the four cardinal directions.</li><li><strong>Purple</strong>: Horizontal lines appear in the bullet box, and the enemy projectiles will follow these lines. The player's SOUL may only move left or right along the lines, but it can switch to a new line with the up or down keys.</li><li><strong>Yellow</strong>: The yellow SOUL is flipped upside-down and can fire bullets from its tip, which can destroy certain incoming enemy projectiles or damage enemy characters directly.</li></ul><h2>Soundtrack</h2><p>Undertale's original soundtrack was composed by Toby Fox and is available on <a href="https://tobyfox.bandcamp.com/album/undertale-soundtrack" rel="nofollow">his bandcamp page</a> (some songs are hidden).</p><table border="1" data-max-width="false"><thead><tr><th scope="col">#</th><th scope="col">Title</th><th scope="col">Length</th></tr></thead><tbody><tr><td><p>1</p></td><td><p>Once Upon a Time</p></td><td><p>1:29</p></td></tr><tr><td><p>2</p></td><td><p>Start Menu</p></td><td><p>0:32</p></td></tr><tr><td><p>3</p></td><td><p>Your Best Friend</p></td><td><p>0:23</p></td></tr><tr><td><p>4</p></td><td><p>Fallen Down</p></td><td><p>0:57</p></td></tr><tr><td><p>5</p></td><td><p>Ruins</p></td><td><p>1:32</p></td></tr><tr><td><p>6</p></td><td><p>Uwa!! So Temperate♫</p></td><td><p>0:56</p></td></tr><tr><td><p>7</p></td><td><p>Anticipation</p></td><td><p>0:22</p></td></tr><tr><td><p>8</p></td><td><p>Unnecessary Tension</p></td><td><p>0:17</p></td></tr><tr><td><p>9</p></td><td><p>Enemy Approaching</p></td><td><p>0:56</p></td></tr><tr><td><p>10</p></td><td><p>Ghost Fight</p></td><td><p>0:56</p></td></tr><tr><td><p>11</p></td><td><p>Determination</p></td><td><p>0:50</p></td></tr><tr><td><p>12</p></td><td><p>Home</p></td><td><p>2:03</p></td></tr><tr><td><p>13</p></td><td><p>Home (Music Box)</p></td><td><p>2:02</p></td></tr><tr><td><p>14</p></td><td><p>Heartache</p></td><td><p>1:48</p></td></tr><tr><td><p>15</p></td><td><p>sans.</p></td><td><p>0:50</p></td></tr><tr><td><p>16</p></td><td><p>Nyeh Heh Heh!</p></td><td><p>0:32</p></td></tr><tr><td><p>17</p></td><td><p>Snowy</p></td><td><p>1:44</p></td></tr><tr><td><p>18</p></td><td><p>Uwa!! So Holiday♫</p></td><td><p>0:30</p></td></tr><tr><td><p>19</p></td><td><p>Dogbass</p></td><td><p>0:06</p></td></tr><tr><td><p>20</p></td><td><p>Mysterious Place</p></td><td><p>0:44</p></td></tr><tr><td><p>21</p></td><td><p>Dogsong</p></td><td><p>0:37</p></td></tr><tr><td><p>22</p></td><td><p>Snowdin Town</p></td><td><p>1:16</p></td></tr><tr><td><p>23</p></td><td><p>Shop</p></td><td><p>0:50</p></td></tr><tr><td><p>24</p></td><td><p>Bonetrousle</p></td><td><p>0:57</p></td></tr><tr><td><p>25</p></td><td><p>Dating Start!</p></td><td><p>1:56</p></td></tr><tr><td><p>26</p></td><td><p>Dating Tense!</p></td><td><p>0:26</p></td></tr><tr><td><p>27</p></td><td><p>Dating Fight!</p></td><td><p>0:35</p></td></tr><tr><td><p>28</p></td><td><p>Premonition</p></td><td><p>1:01</p></td></tr><tr><td><p>29</p></td><td><p>Danger Mystery</p></td><td><p>0:18</p></td></tr><tr><td><p>30</p></td><td><p>Undyne</p></td><td><p>0:45</p></td></tr><tr><td><p>31</p></td><td><p>Waterfall</p></td><td><p>2:06</p></td></tr><tr><td><p>32</p></td><td><p>Run!</p></td><td><p>0:26</p></td></tr><tr><td><p>33</p></td><td><p>Quiet Water</p></td><td><p>0:32</p></td></tr><tr><td><p>34</p></td><td><p>Memory</p></td><td><p>1:15</p></td></tr><tr><td><p>35</p></td><td><p>Bird That Carries You Over A Disproportionately Small Gap</p></td><td><p>0:25</p></td></tr><tr><td><p>36</p></td><td><p>Dummy!</p></td><td><p>2:25</p></td></tr><tr><td><p>37</p></td><td><p>Pathetic House</p></td><td><p>0:38</p></td></tr><tr><td><p>38</p></td><td><p>Spooktune</p></td><td><p>0:23</p></td></tr><tr><td><p>39</p></td><td><p>Spookwave</p></td><td><p>0:25</p></td></tr><tr><td><p>40</p></td><td><p>Ghouliday</p></td><td><p>0:12</p></td></tr><tr><td><p>41</p></td><td><p>Chill</p></td><td><p>0:56</p></td></tr><tr><td><p>42</p></td><td><p>Thundersnail</p></td><td><p>0:42</p></td></tr><tr><td><p>43</p></td><td><p>Temmie Village</p></td><td><p>0:57</p></td></tr><tr><td><p>44</p></td><td><p>Tem Shop</p></td><td><p>0:45</p></td></tr><tr><td><p>45</p></td><td><p>NGAHHH!!</p></td><td><p>1:22</p></td></tr><tr><td><p>46</p></td><td><p>Spear of Justice</p></td><td><p>1:55</p></td></tr><tr><td><p>47</p></td><td><p>Ooo</p></td><td><p>0:14</p></td></tr><tr><td><p>48</p></td><td><p>Alphys</p></td><td><p>1:25</p></td></tr><tr><td><p>49</p></td><td><p>It's Showtime!</p></td><td><p>0:46</p></td></tr><tr><td><p>50</p></td><td><p>Metal Crusher</p></td><td><p>1:03</p></td></tr><tr><td><p>51</p></td><td><p>Another Medium</p></td><td><p>2:22</p></td></tr><tr><td><p>52</p></td><td><p>Uwa!! So HEATS!!♫</p></td><td><p>0:34</p></td></tr><tr><td><p>53</p></td><td><p>Stronger Monsters</p></td><td><p>1:03</p></td></tr><tr><td><p>54</p></td><td><p>Hotel</p></td><td><p>1:27</p></td></tr><tr><td><p>55</p></td><td><p>Can You Really Call This A Hotel, I Didn't Receive A Mint On My Pillow Or Anything</p></td><td><p>1:01</p></td></tr><tr><td><p>56</p></td><td><p>Confession</p></td><td><p>0:42</p></td></tr><tr><td><p>57</p></td><td><p>Live Report</p></td><td><p>0:17</p></td></tr><tr><td><p>58</p></td><td><p>Death Report</p></td><td><p>0:47</p></td></tr><tr><td><p>59</p></td><td><p>Spider Dance</p></td><td><p>1:46</p></td></tr><tr><td><p>60</p></td><td><p>Wrong Enemy !?</p></td><td><p>0:58</p></td></tr><tr><td><p>61</p></td><td><p>Oh! One True Love</p></td><td><p>1:24</p></td></tr><tr><td><p>62</p></td><td><p>Oh! Dungeon</p></td><td><p>0:32</p></td></tr><tr><td><p>63</p></td><td><p>It's Raining Somewhere Else</p></td><td><p>2:50</p></td></tr><tr><td><p>64</p></td><td><p>CORE Approach</p></td><td><p>0:12</p></td></tr><tr><td><p>65</p></td><td><p>CORE</p></td><td><p>2:46</p></td></tr><tr><td><p>66</p></td><td><p>Last Episode!</p></td><td><p>0:07</p></td></tr><tr><td><p>67</p></td><td><p>Oh My...</p></td><td><p>0:14</p></td></tr><tr><td><p>68</p></td><td><p>Death by Glamour</p></td><td><p>2:14</p></td></tr><tr><td><p>69</p></td><td><p>For The Fans</p></td><td><p>1:47</p></td></tr><tr><td><p>70</p></td><td><p>Long Elevator</p></td><td><p>0:20</p></td></tr><tr><td><p>71</p></td><td><p>Undertale</p></td><td><p>6:21</p></td></tr><tr><td><p>72</p></td><td><p>Song That Might Play When You Fight Sans</p></td><td><p>1:02</p></td></tr><tr><td><p>73</p></td><td><p>The Choice</p></td><td><p>2:12</p></td></tr><tr><td><p>74</p></td><td><p>Small Shock</p></td><td><p>0:14</p></td></tr><tr><td><p>75</p></td><td><p>Barrier</p></td><td><p>0:31</p></td></tr><tr><td><p>76</p></td><td><p>Bergentrückung</p></td><td><p>0:21</p></td></tr><tr><td><p>77</p></td><td><p>ASGORE</p></td><td><p>2:36</p></td></tr><tr><td><p>78</p></td><td><p>You Idiot</p></td><td><p>0:34</p></td></tr><tr><td><p>79</p></td><td><p>Your Best Nightmare</p></td><td><p>4:00</p></td></tr><tr><td><p>80</p></td><td><p>Finale</p></td><td><p>1:52</p></td></tr><tr><td><p>81</p></td><td><p>An Ending</p></td><td><p>3:28</p></td></tr><tr><td><p>82</p></td><td><p>She's Playing Piano</p></td><td><p>0:18</p></td></tr><tr><td><p>83</p></td><td><p>Here We Are</p></td><td><p>2:06</p></td></tr><tr><td><p>84</p></td><td><p>Amalgam</p></td><td><p>1:20</p></td></tr><tr><td><p>85</p></td><td><p>Fallen Down (Reprise)</p></td><td><p>2:30</p></td></tr><tr><td><p>86</p></td><td><p>Don't Give Up</p></td><td><p>2:02</p></td></tr><tr><td><p>87</p></td><td><p>Hopes and Dreams</p></td><td><p>3:01</p></td></tr><tr><td><p>88</p></td><td><p>Burn in Despair!</p></td><td><p>0:21</p></td></tr><tr><td><p>89</p></td><td><p>SAVE the World</p></td><td><p>1:53</p></td></tr><tr><td><p>90</p></td><td><p>His Theme</p></td><td><p>2:05</p></td></tr><tr><td><p>91</p></td><td><p>Final Power</p></td><td><p>0:18</p></td></tr><tr><td><p>92</p></td><td><p>Reunited</p></td><td><p>4:44</p></td></tr><tr><td><p>93</p></td><td><p>Menu (Full)</p></td><td><p>0:32</p></td></tr><tr><td><p>94</p></td><td><p>Respite</p></td><td><p>1:54</p></td></tr><tr><td><p>95</p></td><td><p>Bring It In, Guys!</p></td><td><p>4:12</p></td></tr><tr><td><p>96</p></td><td><p>Last Goodbye</p></td><td><p>2:15</p></td></tr><tr><td><p>97</p></td><td><p>But the Earth Refused to Die</p></td><td><p>0:34</p></td></tr><tr><td><p>98</p></td><td><p>Battle Against a True Hero</p></td><td><p>2:36</p></td></tr><tr><td><p>99</p></td><td><p>Power of "NEO"</p></td><td><p>0:30</p></td></tr><tr><td><p>100</p></td><td><p>MEGALOVANIA</p></td><td><p>2:36</p></td></tr><tr><td><p>101</p></td><td><p>Good Night</p></td><td><p>0:31</p></td></tr></tbody></table>

<h2>Overview</h2><p>Yoshi was released for the NES and Game Boy systems, and later Released on the 3DS Virtual Console via the Ambassador Program. It played much like <a data-ref-id="3030-1896" href="/tetris/3030-1896/">Tetris</a>, in that you were assigned to eliminate objects that endlessly fell from the sky. The player is able to choose to play as either Mario or Luigi, who were the on-screen characters who moved the stacks of enemies back and forth two at a time.</p><h2>Gameplay</h2><p><a data-ref-id="3015-2891" href="/goomba/3015-2891/">Goombas</a>, <a data-ref-id="3015-794" href="/piranha-plant/3015-794/">Piranha Plants</a>, <a data-ref-id="3015-3682" href="/boo/3015-3682/">Boo Buddies</a>, and <a data-ref-id="3015-3654" href="/blooper/3015-3654/">Bloopers</a> all rain from the sky. They can be eliminated by pairing up two identical characters at a time. Enemies can only be removed by lining them up vertically, there are no horizontal eliminations<a data-ref-id="3015-2891" href="/goomba/3015-2891/">.</a> Extra points can be earned and space can quickly be created by sandwiching enemies between the top and bottom halves of Yoshi eggs. Depending on how many enemies are placed between the eggshells; larger Yoshis can be created, as follows:</p><ul><li><b>Small Yoshi</b> - No enemies, 50 points.</li><li><b>Tall Yoshi</b> - Between one and four enemies, 100 points.</li><li><b>Winged Yoshi</b> - Five or six enemies, 200 points.</li><li><b>Star Yoshi</b> - Seven enemies, 500 points.</li></ul><p>There are also two different gameplay modes and a multiplayer mode:</p><ul><li><b>Mode A</b> - The game's endless mode, start with a clean slate and play until you run out of space in a column and lose.</li><li><b>Mode B</b> - The game's round clear mode, eliminate all of the enemies on a screen to earn a bonus and move on to the next round. Each stage starts with a greater number of enemies on it.</li><li><b>Multiplayer</b> - Compete to see which player can complete their stage the fastest, or who can at least survive the longest.</li></ul><h2>Critical Reception</h2><p>Yoshi was poorly rated by the video game press when it was re-released on the Virtual Console, reviewers felt that it was too unoriginal and similar to other puzzle games.</p>

<h2>Overview</h2><p>Siegecraft Commander is a strategy game developed and published by <a href="/blowfish-studios/3010-10016/" data-ref-id="3010-10016">Blowfish Studios</a> for <a href="/mac/3045-17/" data-ref-id="3045-17">Mac</a>, <a href="/pc/3045-94/" data-ref-id="3045-94">PC</a>, <a href="/iphone/3045-96/" data-ref-id="3045-96">iPhone</a>, <a href="/ipad/3045-121/" data-ref-id="3045-121">iPad</a>, <a href="/xbox-one/3045-145/" data-ref-id="3045-145">Xbox One</a>, and <a href="/playstation-4/3045-146/" data-ref-id="3045-146">PlayStation 4</a>.</p><h2>System Requirements</h2><h3>PC Minimum</h3><ul><li>Operating System: Windows XP</li><li>Processor: SSE2 instruction set support</li><li>Memory: 4 GB RAM</li><li>Graphics: DX9 (shader model 3.0) capabilities</li><li>Network: Broadband Internet connection</li><li>Storage: 2 GB available space</li></ul><h3>Mac Minimum</h3><ul><li>Operating System: Mac OS X 10.6</li><li>Processor: SSE2 instruction set support</li><li>Memory: 4 GB RAM</li><li>Graphics: DX9 (shader model 3.0) capabilities</li><li>Network: Broadband Internet connection</li><li>Storage: 2 GB available space</li></ul><h2>External Links</h2><ul><li><a href="http://siegecraftcommander.com/" rel="nofollow">Siegecraft Commander Official Website</a></li></ul>

All Images, Indie Minibooth, Indie Megabooth, The Wandering Ben, PAX East 2018 Booth, PAX East 2018

CrossCode is a retro-themed 2D action RPG developed by Radical Fish Games.

<h2>Overview</h2><p>CrossCode is an <a href="https://en.wikipedia.org/wiki/HTML" rel="nofollow">HTML</a> based action-RPG created by a <a href="https://en.wikipedia.org/wiki/Germany" rel="nofollow">German</a> team named <a href="/radical-fish-games/3010-11937/" data-ref-id="3010-11937">Radical Fish Games</a> for <a href="/pc/3045-94/" data-ref-id="3045-94">Windows</a>, <a href="/mac/3045-17/" data-ref-id="3045-17">Mac</a> and <a href="/linux/3045-152/" data-ref-id="3045-152">Linux</a> computers. Development of the game began sometime in 2011 and was initially released to the public in December 2012 as a tech-demo that only consisted of one area. Several other demos and builds of CrossCode were released in the following years but full-time development started in 2015 when the team launched an <a href="https://www.indiegogo.com/projects/crosscode#/" rel="nofollow">Indiegogo</a> campaign on February 25th to help fund the project, which ultimately raised €90,026. The game soon became available as an Early Access title through <a href="/steam/3015-718/" data-ref-id="3015-718">Steam</a> on May 15, 2015 and eventually left the service with version 1.0's release on September 20, 2018. Radical Fish Games is also planning to release a port of CrossCode for the <a href="/playstation-4/3045-146/" data-ref-id="3045-146">PlayStation 4</a> sometime in the future.</p><h2>Story</h2><figure data-ref-id="1300-2827849" data-img-src="https://static.giantbomb.com/uploads/original/30/306425/2827849-crosscode-rookieharbour.png" data-size="medium" data-align="right" data-ratio="0.56338028169014" data-width="1136" data-embed-type="image" style="width: 1136px"><a class="fluid-height" style="padding-bottom:56.3%" href="https://static.giantbomb.com/uploads/original/30/306425/2827849-crosscode-rookieharbour.png" data-ref-id="1300-2827849"><img alt="CrossWorld's first town Rookie Harbour" src="https://static.giantbomb.com/uploads/scale_medium/30/306425/2827849-crosscode-rookieharbour.jpg" srcset="https://static.giantbomb.com/uploads/original/30/306425/2827849-crosscode-rookieharbour.png 1136w, https://static.giantbomb.com/uploads/scale_super/30/306425/2827849-crosscode-rookieharbour.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/30/306425/2827849-crosscode-rookieharbour.jpg 480w" sizes="(max-width: 480px) 100vw, 480px" data-width="480"></a><figcaption>CrossWorld's first town Rookie Harbour</figcaption></figure><p>In a distant future a whole planet has been turned into a giant playground for an augmented reality MMORPG, where players log into into physical representations of themselves, called "avatars". The main character "Lea" is one such player, who has seemingly lost her memory after playing and, following a brief explanation by some the MMOG's staff, is sent back into CrossWorld's. There her best chance to regain her memory is by playing the game.</p><h2>Gameplay</h2><p>While being set in an MMORPG, CrossCode itself is an single-player action RPG reminiscent of SNES and Playstation 1 era JRPGs. Its most distinct quality, for a game of that genre, is its top-down shooter like control scheme, which makes both gamepad as well as mouse &amp; keyboard viable options. Also noteworthy are the puzzle filled dungeons not unlike those of the Zelda games. Apart from the action oriented gameplay the game also comes with elements one comes to expect of an RPG such as a leveling system with skill tree, a story with multiple supporting characters and an open world.</p><p>The gameplay consists of combat, puzzles and some platforming. The player's main tools for those tasks are melee attacks, guarding, dashing and long range projectiles (named VRPs for Virtual Ricochet Projectiles, a.k.a. Balls).</p><figure data-ref-id="1300-2827891" data-img-src="https://static.giantbomb.com/uploads/original/30/306425/2827891-2611677533-0-top.gif" data-size="small" data-align="left" data-ratio="0.39090909090909" data-width="440" data-embed-type="image" style="width: 440px"><a class="fluid-height" style="padding-bottom:39.1%" href="https://static.giantbomb.com/uploads/original/30/306425/2827891-2611677533-0-top.gif" data-ref-id="1300-2827891"><img alt="A charged VRP can bounce between walls to solve puzzles." src="https://static.giantbomb.com/uploads/scale_small/30/306425/2827891-2611677533-0-top.gif" srcset="https://static.giantbomb.com/uploads/original/30/306425/2827891-2611677533-0-top.gif 440w, https://static.giantbomb.com/uploads/scale_small/30/306425/2827891-2611677533-0-top.gif 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>A charged VRP can bounce between walls to solve puzzles.</figcaption></figure><p>Due to the heavy emphasis on throwing projectiles a comparison with top down shooters stands to reason. In most puzzles switches and other elements need to be hit from a distance, some of which require quick and precise inputs. By aiming for a short amount of time the player can shoot charged VRPs, which can ricochet of walls and reach places, which might be out of line of sight, hence their name.</p><p>Long range attacks also have their place in combat, where they can be used to keep a distance from enemies or to exploit weak spots, whenever such a chance arises. A fight against multiple enemies of different types can itself be seen as a puzzle, as each of them has their own attack pattern and needs to be taken out in their own way. The knowledge of how to deal with those situations becomes just as important as reaction, timing and execution. While most enemy types reward waiting and striking in the right moment, more seasoned players might try to get into close combat as much as possible, dealing considerably more damage but being at greater risk of taking hits themselves<strong>.</strong></p><figure data-ref-id="1300-2827893" data-img-src="https://static.giantbomb.com/uploads/original/30/306425/2827893-7058987432-guard.gif" data-size="small" data-align="right" data-ratio="0.5" data-width="386" data-embed-type="image" style="width: 386px"><a class="fluid-height" style="padding-bottom:50.0%" href="https://static.giantbomb.com/uploads/original/30/306425/2827893-7058987432-guard.gif" data-ref-id="1300-2827893"><img alt="A Perceft Guard is not only used defensively, but also to disrupt the enemy." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/30/306425/2827893-7058987432-guard.gif" data-srcset="https://static.giantbomb.com/uploads/original/30/306425/2827893-7058987432-guard.gif 386w, https://static.giantbomb.com/uploads/scale_small/30/306425/2827893-7058987432-guard.gif 320w"><noscript><img alt="A Perceft Guard is not only used defensively, but also to disrupt the enemy." src="https://static.giantbomb.com/uploads/scale_small/30/306425/2827893-7058987432-guard.gif" srcset="https://static.giantbomb.com/uploads/original/30/306425/2827893-7058987432-guard.gif 386w, https://static.giantbomb.com/uploads/scale_small/30/306425/2827893-7058987432-guard.gif 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>A Perceft Guard is not only used defensively, but also to disrupt the enemy.</figcaption></figure><p>In defense the player can choose between the guard, to block imcoming attacks and reduce the damage taken, and dashing, to evade and keep a distance. However both of these can also are useful to maximise damage output. For example guarding can be used to "perfect guard", which requires the player to guard in the exact moment of impact in order to "guard counter", allowing to deal extra damage. Similiarly melee attacks and projectiles are used to end some enemies' attacks prematurely by hitting them as they are charging up. Overall all four main skills can be used in different ways and combinations, allowing for a variety of different fighting styles.</p><p>Adding to that the player can choose between four elements: heat, cold, shock and wave, which they have to collect over the course of the game, plus the neutral element. They add their respective elemental effects to the player's attacks, increasing the damage against enemies with certain elemental weaknesses, but likewise decreasing it in case of a high elemental resistance. In puzzles they are also mandatory, for example to melt down ice barriers in heat mode.</p><figure data-ref-id="1300-2827850" data-img-src="https://static.giantbomb.com/uploads/original/30/306425/2827850-1406366677-0-top.gif" data-size="small" data-align="left" data-ratio="0.45454545454545" data-width="440" data-embed-type="image" style="width: 440px"><a class="fluid-height" style="padding-bottom:45.5%" href="https://static.giantbomb.com/uploads/original/30/306425/2827850-1406366677-0-top.gif" data-ref-id="1300-2827850"><img alt="Shizuka performing a level 3 melee heat Combat Art" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/30/306425/2827850-1406366677-0-top.gif" data-srcset="https://static.giantbomb.com/uploads/original/30/306425/2827850-1406366677-0-top.gif 440w, https://static.giantbomb.com/uploads/scale_small/30/306425/2827850-1406366677-0-top.gif 320w"><noscript><img alt="Shizuka performing a level 3 melee heat Combat Art" src="https://static.giantbomb.com/uploads/scale_small/30/306425/2827850-1406366677-0-top.gif" srcset="https://static.giantbomb.com/uploads/original/30/306425/2827850-1406366677-0-top.gif 440w, https://static.giantbomb.com/uploads/scale_small/30/306425/2827850-1406366677-0-top.gif 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>Shizuka performing a level 3 melee heat Combat Art</figcaption></figure><p>Each element has its own skill tree, called "Circuit". There the player can spend their Circuit Points earned at level ups for stat boosts etc., but also for special attacks, called "Combat Arts" in the game. Every Combat Art corresponds to one of the four main skills, so they are basically strong versions of melee, projectile, dash and guard. They also come in three levels, which corresponds to how strong they are and how many Special Points they consume. All in all a Combat Art has a type, a level and an element assigned to it.</p><p>Equipment that is either found, bought or traded during the game also increases the stats and can give special properties like extra invincibility frames. Consumable items are used for HP recovery or temporary stat boosts.</p><p>In many parts of the game the player can also play with two party members from a list of befriended NPCs.</p>

Hover is a first and third person open world parkour game inspired by the likes of Jet Set Radio, Mirror's Edge, and the Tony Hawk series.

<h2>Overview</h2><p>Hover is a game that revolves around a struggle between "Gamers" and the anti-entertainment dictatorship in a futuristic City. As the player, you lead a team of young rebels equiped with high tech gears allowing crazy jumps and speed. You challenge the security forces, sabotage propaganda, and ultimately, dethroning the mayor. The game is centered around quick movements that can propel your character across large distances, and features a scoring system similar to that of the Tony Hawk series. Hover takes place in colorful a futuristic sci-fi world, where the player will be able to take control of a variety of characters including humans, aliens and robots.</p><p>Hover was successfully funded on <a href="/kickstarter-funded/3015-7378/" data-ref-id="3015-7378">Kickstarter</a> on May 22, 2014 and received $116,398 with an original goal of $38,000. The game was also selected to be on <a href="/steam/3015-718/" data-ref-id="3015-718">Steam</a> via the <a href="/steam-greenlight/3015-7583/" data-ref-id="3015-7583">Greenlight</a> program.</p><p>Hover has been developed by an indie French studio named Fusty Game, which received the support of Midgar Studio in the final stretch and for the game's soundtrack. The game also features new songs from original <a href="/jet-grind-radio/3030-20096/" data-ref-id="3030-20096">Jet Set Radio</a> composer and music director <a href="/hideki-naganuma/3040-46088/" data-ref-id="3040-46088">Hideki Naganuma</a>. Hover was released on PC, Mac and Linux on May 31st 2017. The game is schedule on consoles in late 2017 as Xbox One, PS4, and Switch versions were a stretch goal from the successful Kickstarter (which you can find <a href="https://www.kickstarter.com/projects/midgarstudio/hover-revolt-of-gamers" rel="nofollow" data-ref-id="false">here</a>).</p><p>It features Oculus Rift support on PC.</p>

A Switch game containing both Reigns and Reigns: Her Majesty. Reigns: Kings &amp; Queens adds local co-op play.

The Gardens Between is an adventure puzzle game  from The Voxel Agents about two best friends Arina and Frendt and their memories from childhood. 

George and Nico return for the fifth game in Charles Cecil's Broken Sword franchise. They embark on an all new adventure that involves an investigation into an armed raid on a Paris gallery. Partially funded by Kickstarter.

<h2>Overview</h2><p>Broken Sword: The Serpent's Curse is the fifth in the Broken Sword series. It is split into 2 episodes, the 1st of which released December 4th, 2013 and the 2nd on April 16th, 2014. Episode 2 is a free download for users who have purchased episode 1. A disc version containing both episodes compiled together was released for PlayStation 4 and Xbox One in 2015.</p><p>The Serpent's Curse features a cast of new and old characters, including <a href="/george-stobbart/3005-1958/" data-ref-id="3005-1958">George Stobbart</a>, <a href="/nico-collard/3005-2946/" data-ref-id="3005-2946">Nico Collard</a>, <a href="/pearl-henderson/3005-24484/" data-ref-id="3005-24484">Pearl</a> and her husband <a href="/duane-henderson/3005-24485/" data-ref-id="3005-24485">Duane Henderson.</a> They are portrayed in the classic hand-drawn 2D setting.</p><p>The game itself has a large number of locations that the player will visit, including parts of Europe and the Middle East. The Serpent's Curse also has smaller stories to compliment the full game that will be fleshed out and resolved throughout.</p>

My Brother Rabbit is a beautifully drawn exploration adventure and puzzle game set in a surreal world that mixes reality with a child’s imagination.

A compilation of high-definition remakes of the first three Spyro the Dragon games.

A standalone release of the Torna: The Golden Country DLC for Xenoblade 2 that tells the story of the war that took place 500 years before the main game.

<h2>Overview</h2><p>Xenoblade Chronicles 2: Torna - The Golden Country is a prequel story set 500 years before the events of <a href="/xenoblade-chronicles-2/3030-57688/" data-ref-id="3030-57688">Xenoblade 2</a> and follows the adventures of Loar, Jin, Addam, Mythra and many others during the legendary Aegis War against Malos. The expansion was released as <a href="/downloadable-content/3015-329/" data-ref-id="3015-329">DLC</a> included in Xenoblade 2's Expansion Pass on September 14, 2018 and the standalone release was published a few days later on September 21st. <a href="/monolith-software-inc/3010-1245/" data-ref-id="3010-1245">Monolith Soft</a> developed Torna: The Golden Country for the <a href="/nintendo-switch/3045-157/" data-ref-id="3045-157">Nintendo Switch</a> and it was published internationally by <a href="/nintendo/3010-90/" data-ref-id="3010-90">Nintendo</a>.</p>