• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

LttP/RttP & Review: Rolling Thunder (NES), One of the '80's Best Games!

Rolling Thunder (NES) Review

49638_front.jpg

The Japanese cover looks a lot like the game.

49639_front.jpg

Of course in the US the hero is made to look a lot more bulked-up.

BACKGROUND INFO & STORY

I finally beat this game a few days ago, and it feels great! Rolling Thunder was one of my favorite games of the '80s, but it's a very difficult game. Yes, despite its often nearly unfair difficulty I love Rolling Thunder, it's an incredible game and a bit of an under-rated classic. I actually already got halfway through Hard mode, which I didn't know existed until I finished this game on Normal yesterday; you get the password for it after beating the game on normal. Of course I have to challenge it. This is a super-frustrating game and you must memorize every inch of it to survive, and pull off those button presses PERFECTLY to not die, but I love it!

I bought the NES version of Rolling Thunder a few years ago and got to level three out of the games' ten levels before giving up. I started playing this game again a few weeks ago, after picking up Rolling Thunder 2 again and deciding that while it's great, I like the first game more, so I should play this game as well. I'm actually at the last level of Rolling Thunder 2 now, and will get back to finish that... but now I'm playing Rolling Thunder 1 in Hard instead. Yeah, I like this game a lot, as frustratingly hard as it is. The first Rolling Thunder game is my favorte one in the series; each of the two sequels isn't quite as good as the one before it, though Rolling Thunder 2 is a lot better than the third game.

Rolling Thunder is a mid 1980s Namco arcade game which got a NES port later in the decade, published by Namco in Japan and Tengen in the US. You play as Albatross, a secret agent, and have to, of course, rescue the kidnapped woman; Leila, another agent, was captured by the evil Geldra organization and you have to save her. So yeah, the story is awful, "rescue the girl" is one of the worst plots possible. There are even dumb little cutscenes between levels with fanservicey shots of Leila suffering to encourage you to save her. Fortunately it makes up for it with great gameplay. The game has a Cold War spy-movie look to it, maybe 1960s or something like that. The NES version is graphically downgraded from the arcade, but it holds up quite well. There have been changes to levels, and some bits have been simplified because of NES sprite limits, but things have been spread out a bit, so the end result is at least as hard as the arcade game and might be even harder overall. Arcade and NES longplay playthroughs are about the same length in time.

To make the game possible to finish, fortuantely Rolling Thunder does have a password save system. You'll get a password after every other level in Normal, and after every level in Hard. I was pretty happy to see the passwords every level in Hard, it's a nice addition! Most levels also have a midway checkpoint, but levels 5 and 10 do not, you'll have to beat those two in one try. There are 10 levels in the game. So, yes, this means that if you die at the final boss it's all the way back to the beginning of level 10, and in Normal, if that's your last continue, it's back to level 9. Fortunately, after a lot of practice level 9 is actually not too difficult, I got through it without too much trouble. It was level 10, and the last part of it in particular, that's the trick.

As it is an arcade port, Rolling Thunder has a points system. Killing enemies gets points, and you get a point bonus at the end of each level based on your time. You get one extra life at 30,000 points, and a second at 75,000. I imagine there are more past that. Lives are useful most of the time because game over sends you back to the title screen and thus the last point you can continue from a password, while if you reached the level checkpoint in a level with a checkpoint you will start from there for as long as your lives last.

gfs_1990_2_1.jpg

The beginning. Note the upper and lower platforms, and one of many doors.

CONTROLS

Rolling Thunder is one of those games where everything is very predictable and super hard. Any one bullet will kill you, and get sent back when you die. Albatross does have two hit points, but bullets take away two, while touching any enemy takes off one. There are no health recharges during levels, only if you beat a stage, so if you touch any enemy once you'll need to avoid that happening again until the end of the level. The sequels do have some health recharge or increase powerups in some doors, but not this one; it's a memorizer through and through. Play the game, die, learn where the enemies are, and try to do it right next time. Ammo is limited, so only shoot when you need to, wasting bullets means you might run out, and there is no backup attack, you're just a sitting duck. Again the sequels ease up here and give you melee attacks. I never actually ran out of ammo while playing the game in the last few weeks, but it is possible if you don't go in every ammo door or waste lots of ammo. You can only shoot straight ahead in a line, and not up, down, or any other direction.

Albatross does not control like Mario; your movements are more realistic, apart from how high you can jump, and more limited. Left and right move left and right, up looks up (needed to to platforms above you), down ducks (you cannot move while ducking, but can shoot), B jumps, and A shoots. The controls are very responsive, even touchy, and take time to get used to. You can only do one thing at any time, so if you hit the shoot button, you cannot duck immediately, you have to wait until the shot finishes and let go of the fire button before you will be able to duck, by which point you're probably dead. Try again. You will jump upwards if you hit jump, forwards with the direction Albatross is currently facing plus jump, and jump higher and onto a platform above you if you hold up and then hit jump. To jump forward you hit forward and then jump a moment later, but get the tap of forward off versus the tap of jump and you'll walk off the platform if you're at the edge. This can get very frustrating sometimes. You can't control your guy, Albatross, in the air, so you need to jump from the correct point in order to land where you want. To jump or shoot the other way you'll need to turn around first, which takes time.

One vital strategy to learn is how to fire both ways while ducking without standing up. Press the dpad diagonally down in the way you are facing, roll to diagonal in the other way, then press fire a few times. Albatross will fire once in the way he is facing, wasting a shot if no one is there, before flipping and shooting the other way. It's clumsy, but works, though the sequels improve this quite a bit, as in those games you can just turn around while ducking by hitting the opposite diagonal down direction.

49638_back.jpg

The back of the boxes (this and the other one, below) show several of the types of environments Albatross will face.

LEVEL DESIGN

Rolling Thunder has an iconic level design style. Clearly somewhat inspired by Elevator Action but zoomed in, Rolling Thunder is a side-scrolling 2d platform-action game. Most areas have either one or two levels of platforms, with ground below and platforms often above. Occasional sections have boxes, walls, or other rarer obstacles that block your way and force you to go over them or go to the other level to proceed. There are also a few sections with a background area behind metal grille walls that you can go to, to go around some obstacles and such. Most levels stroll to the right only, but once a As in Elevator Action, Rolling Thunder's levels are full of doors. Enemies often come out of doors, there are powerups behind doors (these are usually, but not always, marked with signs), and you can hide behind doors in order to stay out of the way of enemy fire. You are invulnerable when behind a door, even if enemies are there too they can't hurt you. It's kind of amusing when an enemy enters the same door you're behind; nothing happens. Levels are varied in length, which is nice. The game has somewhat limited graphical variety, but this is the NES so that is somewhat to be expected, and anyway I don't midn this all that much; you are invading an evil organization's base, so it makes sense that the game has a consistent visual theme.

In addition to coming out of doors, enemies also will come onto the screen from the sides or top. All enemies appear when you reach certain points on the screen, and whether you are on the upper or lower platforms will affect which enemies appear. So, you can memorize where enemies will appear from with practice. However, beccause of the sprite limit on the NES, you cannot be sure that every enemy will appear. I had to just learn all the possibilities, and try to figure out what movements would get the enemies I wanted for some of the trickier segments. This game is very unfair, there are segments where you just have to wait for the enemies to move out of the way before you can progress. Trying to get certain enemies to not appear by having too many other enemies on screen can work at times, though.

Because you die in one shot, and many enemies shoot at you, jumping and ducking are vital for survival. The controls are a factor here. Most enemies will shoot at normal height so you can duck under their fire and hopefully shoot them, but learn which enemies duck and shoot low, they can make your life difficult at times! I died innumerable times because of slightly messing up my button timing. Remember, Albatross only can move or jump in the direction he is facing, and you have to get that button timing right in order to jump where you want. Getting to the exact pixel you need to jump from can be tricky because of the need to tap forward with jump. Often you have to jump from the VERY edge of a platform, anywhere else and you'll jump over that block in front of you and into the bullets on the other side instead of on top of the block as you need to. It's very finicky and frustrating, but you get used to it, or quit. And I think a lot of people quit on this game, it's not mentioned as one of the great arcade or NES games nearly as often as I feel it should be.

Most of Rolling Thunder doesn't have instant-death pits, but there are some, and also some instant-death laser traps in the second half of the game that you will have to learn the timing for. The death pits, over pits of lava, are in levels 4 and 8. You really need to master memorizing how far each jump will take you to get through these, and jump from just the right place to land on the next platform! And the fire-bat enemies in these areas can be tricky, too. Watch out for their comeback after you shoot them! You can shoot that too for additional points. The segment in level 8 is particularly hard. Rolling Thunder 2 does have a part over death pits in one level, but it's not quite as hard as the segment in level 8 of the first game, and they entirely got rid of the parts where you have to jump onto boxes from exactly the right pixel on the very edge of the box below it. I kind of like that, but I do appreciate the challenge of the first game. It's probably kind of weird to miss those super-evil jumps, but... I kind of do. Heh. The third game has no jumping puzzle sections over instant-death pits at all, which makes it even easier; as I said in my review of that game I do find that one definitely a bit disappointing level design-wise. At least the second game is still a challenge, even if it's not quite as much of one as the first. Rolling Thunder is a very hard game, and beating the game on an actual cartridge and not in an emulator with savestates took effort, but it was really worth it. The password system really is a huge, huge help, save systems make games so much better.

Rolling Thunder is mostly a great game, but it is kind of disappointing that the second half of the game is mostly a copy of the first half -- four of the five levels from levels 6 to 10 are copies of levels from the first half of the game with some changes here and there, and a few new areas (levels 8 and 10 particularly have large new segments at the end versus levels 3 and 5). The only all-new level in the second half is level 9, which replaces level 4 and is quite different from it. Rolling Thunders 2 and 3 actually are all original stages to the end. This means that if you beat this game on both difficulties, and you have to beat normal in order to get the password to start on hard, you'll play most of the levels four times. It does get a bit repetitive.

49639_back.jpg

For enemies in the screenshots, note the grenade guy, monkey-man, pumas, and regular yellow and blue guy.

ENEMIES

There are only a handful of enemy types in this game, and most of them are recolors of the same hooded Geldra henchman guy. The colors are nice because you know how each type is going to behave at a glance. In Normal, some enemies will shoot at you and others won't, and the colors say which are which, and also how many shots it'll take to kill an enemy. In hard all enemies shoot at you, which makes things tougher, but the number and placement of enemies is identical to before. For enemy types, the blue and yellow guys take two shots but won't shoot at you in Normal, the purple guys die in one hit but will always shoot, the yellow guys take 3 shots, white four, white and another color two and they will shoot at you and also duck behind boxes, green and brown two and they will shoot but won't duck, grey guys will throw grenades at you, and some more. It'd be nice if you could use grenades too, but no. Grenades kill in one hit of course, just like bullets. (In Rolling Thunder 2, grenades do only one hit of damage, not two.)

Beyond the numerous henchmen, there are also several types of animal foes. Geldra has fire-bats, pumas (or some other large cat like that), jumping monkey-men, and flying birdlike creatures. All four die in one hit, mostly (the fire-bats are sort of an exception). The monkey-men will come at you from the ground or air, and jump around back and forth. Try to kill them as soon as possible. The birds can be tough to kill if they're in the air, so try to either kill them before they take off, if they start on the ground, or find a door to hide behind, and shoot them after they dive at you. Fire-bats seem to die when you shoot them, but will then fly up out of the ground into the sky at a diagonal angle. You can either avoid this or shoot it. And the big cats will jump at you; you can only shoot them when they are in the air or are tensing to jump, your shots will go over them while they're just walking on the ground. They will jump at you when you approach them, thankfully. The animal enemies don't always appear, but can make some areas tough, particularly when you need to deal with flying enemies, considering that you can only shoot straight and not up.

At the end of the game, you face Geldra himself, in a room full of enemies with a cool Art Deco design and the word "GELDRA" spelled out in the background and Leila chained up in the background. This room is VERY tricky, and memorizing and avoiding the start locations of every one of the numerous foes who drop from various points on the ceiling took many, many plays of levels 9 and 10; remember, every death in that room sends you back to the start of the level, and on Normal, game over and it's level 9 again. The game has only one true boss, Geldra himself. Amusingly enough, I actually beat him the very first time I managed to get through the waves of regular enemies and face Geldra himself! That was pretty awesome. He's tough, but just have enough ammo and fire high and low a lot and you should get through. Having enough ammo is definitely important though, that last room takes up a lot of it.

The last kind of obstacle that can kill you re those death pits and laser traps. Death pits are obvious, just learn the jumps and don't fall in them. Laser traps only appear in the second half of the game, at certain points in some levels. Level 9 is particularly full of them. These take perfectly timed jumps or movement to get through without getting killed. Because of how hard level 10 is, though, and that passwords in Normal are only every other level, eventually I got pretty good at beating level 9 while usually not getting hit by the lasers.

gfs_1990_1_1.jpg

Geldra's laughing face greets you when you go to the title screen.

GRAPHICS AND SOUND

Graphically, Rolling Thunder has, as I said before, very limited variety. There are ten levels, but only six of them are entirely unique, four of the levels from the second half are mostly rehashes. And many of the levels look similar, as well, in similar Geldra-base environments. There is also a level in a cave, and a few of those bits over fire-pits, but this game doesn't have the most variety. I do think that the look works, though, and again, Geldra is an evil organization, why not have a consistent look to your base? There is an obvious graphical downgrade from the arcade game, but for the NES it looks good enough.

For music, the game has even less variety. There are only a couple of songs in this game which repeat endlessly, so get used to them. Most levels have the same music. Fortunately it's decent, but more music would be nice. Different music in each level would have been great. The Japanese version of this game has enhanced audio with a chip that uses the Famicom cart's additional audio lines, but they had to remove that for the US version, so the audio on a FC with that version is probably better. I have the US version.


CONCLUSION

Rolling Thunder is one great game! This is a fantastic arcade classic, and the NES version of the game is almost as great as the arcade original. The graphics of course not as good as the arcade game, but it still looks fine, and all the enemies and obstacles from the arcade game are here. NES flicker issues actually help here, because you can get enemies to not appear if there are already too many enemies on screen, quite helpful at times. In order to take down Geldra and his thugs you'll need all the help you can get. Albatross controls tightly and the controls are touchy, and you'll need to get your button presses just right, but it does get easier with practice. This game is all about memorizing levels and then executing the perfect path through the stage. It is very, very rewarding when you finally get a level right and beat it! It just wouldn't have been the same if I'd used an emulator and savestates, the risk of being sent back if I died made me take the game more seriously, and it deserves that respect. And after a while I did eventually beat the game, so it is possible with effort. Now all I have to do is try to beat levels 6 through 10 of the hard mode... but I will try, and hopefully eventually beat the whole thing.

In conclusion, Rolling Thunder is fantastic, a great version of an arcade classic that is just as good as the arcade game, and I would definitely put it on my list of my favorite NES games. The game has a few issues, such as repetitive graphics and music and some control issues that could have been improved on, but they don't hurt it much overall. I give the game an A grade. As far as scores go, it's in the top ten of NES games that I actually own on cartridge.


VIDEO

https://www.youtube.com/watch?v=btfRSbSqyhs Here is a good longplay of the NES game.

https://www.youtube.com/watch?v=PUrTqXtdINw For comparison, this is the arcade original.


Or read this on my site with slightly nicer formatting.
 
If I needed a reminder about how seriously criminally under-rated Rolling Thunder is, I think the lack of any replies here is further proof. It's pretty sad to see, this game is amazing!

I've been continuing to play the game since writing the review, and am now up to the final level in hard mode, Story 4-10. The first difficulty is Stories 1 and 2, and the second harder mode is Stories 3 and 4. Each Story is five levels, one half of each mode. Oddly, when the story goes from "1" to "2' or "3" to "4", the second number does not reset, so when you beat 1-5 you go to 2-6; that's how the final level is 4-10. It's a little odd, but it works. Anyway, I've gotten to the final boss, Geldra, again, but this time wasn't so lucky as to beat him on my first try; I've died at him three times now, unfortunately. Argh. I feel like I should have won by now. He doesn't seem THAT much harder than before...

A couple of things I need to clarify:
-If there are three enemies on screen, enemies who otherwise should spawn won't. You can abuse this to get troublesome enemies to not appear in some places; read below for an example of this.
- If you back up a screen you can get an enemy who isn't moving much to disappear, and they will not respawn. This is a VERY useful strategy for dealing with those guys who're standing somewhere where they will kill you if you jump/fall to where they are and it's impossible to attack them from where you are. Again, more on this below.
- In Hard mode enemies are also faster, they don't only all shoot at you. More below.
- Depending on the amount of time remaining, you can cut off the end of the Geldra room fight. You can't just have it start with him appearing, as in the arcade game, but get to the end with less time than I did in my 2-10 runs and Geldra will appear before all of the enemies who are supposed to spawn, spawn. I didn't do this in 2-10 and beat it legit, but it might help some people. (As for 4-10, you can't just get there with 30 seconds, more time than that is needed, but I did find it a shorter match than in 2-10 -- see below).

Warning: potential spoilers below, for those who don't want to know anything about the challenges they will face in the game.

So, I've been playing hard mode. I'm going to discuss some of my strategies for tougher parts in the levels in Story 4, the second half of hard mode. I mentioned in the review that all enemies shoot at you in hard mode, but that's not the only difference. In addition to that, they also move much faster. They really zip around in Hard, and it can make for trouble. Figuring out timing for when you can jump or drop in Hard is a lot trickier than Normal because of how quickly they can move towards you while you are falling/jumping. There are a few places I just have to go and hope I make it based on luck. Luck is a factor in this game, though good play (read: good memorization and execution) will minimize the luck element.

Most of hard mode plays just like normal but with faster, more aggressive enemies, but some parts are made much harder. I'll talk about a few below.

- First, there are two hard parts in level 4-6, the first level of the second half of hard mode. The first is a part in the middle, right after the area with doors in midair that drop enemies on you. That bit is easy, but the part after that with a guy who pops out of a door, ducks, and immediately fires is not! That part's really tough. I only found two ways to get past this guy: Either, first, jump with perfect timing, bounce of of his rear half (make sure it's the rear half, land on the front and you'll bounce back into his fire!), take the hit, and keep going (next you need to immediately jump up onto that platform RIGHT on the edge, in front of the guy up there as he prepares to drop down; that gunner behind you will follow); or alternately, have a bullet on the screen at exactly the right place to hit that guy as he appears, and then fire again before he can shoot so he dies without firing. You need good positioning for the first strategy, and perfect shot timing for the second, but it's the only way past this bit.

The second hard part is near the end, the part that's also very hard in level 2-6 -- that part with a laser and a orange guy right after it that shoots RIGHT along the platform you land on after jumping through the laser beam while it's not firing. I died lots of times before figuring out how to get past this. I eventually had to resort to good old "backtrack so the enemy is exactly one screen offscreen to make that guy vanish" (I think I mention this tactic in the review); it worked. Of course you have to be very careful while using this strategy, because backtracking will re-trigger enemies you have fought before but from the opposite direction; when doing this, know which enemies can appear! Here there is a white gunner who can appear if you back up even slightly too far. Getting the distance just right, to make the guy vanish but not respawn the white guy, is tricky but doable. With that I managed to beat the level.

- In 4-7, the level is short but hard. The toughest thing here are the guys who shoot right along the ground in that final stretch where you're going down that multilayer area with lots of staircases. Those guys are nasty, they stand right where you can't hit them, but can kill you on sight! "Back up a screen" is very useful here too, though watch out for the numerous other enemies which spawn.

- 4-8 is the second appearance of the game's longest level. I found my practice from struggling with 2-8 for so long really paid off, and I found this level much easier than it was before! I did die, but it didn't take nearly as long as I expected, and I actually beat the level the first time I reached that last jumping puzzle with the narrow platforms... though I was helped by the fact that no enemies spawned after the platform with the four consecutive doors on it. I don't know why that happened, but I presume it's a glitch (not sure though), but it sure was helpful! I'd remembered the positioning for making the jumps in that last stretch with the very narrow platforms, so I got to the end. Otherwise... same strategies as in 2-8, retreat to a door to fight the flying enemies, wait for them to dive, then pop out and shoot them. And shoot fire-birds a second time if you can, after they fly diagonally at you, for extra points.

- 4-9 is another level that my practice from the first loop was very helpful. This level was only slightly harder than the first time, but the last stretch did give me trouble, that last bit particularly; the fast enemies made the last drop, where you drop from after that double laser into the last area in front of the door with three enemies, really hard! Those guys almost never cooperated and got out of the way, and "back off to make them vanish" doesn't always work when enemies are moving around a lot, it's more reliable when they stand still. Getting past the end of this was harder than I thought, but eventually I got lucky and managed to get down there without dying. So yeah, just keep at it.

- 4-10 I haven't beaten yet, but as I said, today I finally got to Geldra himself, so I saw the whole stage. There are two hard points in this level. First is the same area that's hard in 1-5, 2-10, and 3-5 -- the bit in the middle of the level with the small box pyramid followed by several floating platforms with grenadiers and gunners on them. This time strategies from those three previous versions of this encounter will not work, the more aggressive enemies change everything. My strategy from 2-10 was useless here. See, in that level my strategy was to jump to the top of the box pyramid, shoot the two grenadiers off their platform (backing off if only one was there to make a second spawn), jump up to the platform they were on, jump from there to the top platform after them, and then jump off of that to the box that ends the segment. Several of those jumps required perfect timing, but the strategy worked because with three enemies on screen the yellow gunner on the platform right after the one with the grenadiers will not spawn because of the games' "only three enemies on screen at once" rule, and with him gone you have a moment to jump up to that top platform before the grenadiers recover. (There's also a brown+green gunner below, for the third enemy.). However, in 4-10, that brown+green gunner jumps over the box pyramid at you, so there are only two enemies on screen and the yellow gunner spawns. My eventual strategy in this area is to go to that top box as before, shoot off the two grenadiers, jump forward, shoot the grenadier who landed on the ground, shoot the yellow guy with perfect timing the instant he drops down from his higher platform, then be ready to shoot him two more times as he appears on screen, before he can start shooting; he shoots a solid wall of fire, there'd be no way to hide behind a box and pop up in breaks between his shots to shoot at him. With good timing this strategy works reasonably well.

The second hard part is, of course the Geldra room at the end. Now, in the version in 2-10, I never found a safe spot; I had to keep moving around, until I ended up at the left edge for the battle. This time though, enemies drop faster and from different places as before, it seems, and I found a safe spot just to the right of the center, along that line around the box around the area Leila is chained up. I just knelt there and got through the battle without too much difficulty, up until the point where Geldra killed me of course. In 2-10 I remember a guy dropping on me if I tried ducking where I was this time, but not here, so I guess enemy placements are different here or something. The fight also didn't go on as long as it did in 2-10, though part of this may be because the level takes longer in Hard, so you'll have less time at this point and the room can't take as long as it did before. Also in 2-10 you can cut off the end of the fight by getting there with less time than I ever had, I believe, though I haven't experimented with this myself. This video here shows the shorter Geldra fight I'm talking about: https://www.youtube.com/watch?v=ZN0DEykXnq0 The Geldra room takes much longer if you get there early enough to face all the enemies! I should know, I got through the whole thing. Anyway, the 4-10 version of Geldra himself is the same, just shoot when he does, shoot his bullets to stop them, and fire fast to hit him as much as you can, but somehow I'm having a harder time now. I'm sure I'll beat him in the not too distant future though, this is a doable challenge.


So yeah, that's it, that's Rolling Thunder. The more I play this game, the more I love it! Rolling Thunder is amazing, and is absolutely one of the best' 80s games, and one of Namco's very best games ever as well. I'd love to see a new sidescrolling Rolling Thunder game.
 

CO_Andy

Member
I played through this game a couple years ago for my first time (and then proceeded to play through the rest of the series). It's awesome, but it gets stupidly hard in the second half.

Fuck those miniature flame guys who keep knocking you into a pit! Probably the most frustrating section in the game.
 

Zambayoshi

Member
I played it on C64. It was a very hard game, as I recall. At the time I didn't have the patience to pursue it - and got into The Last Ninja instead :)
 

Voliko

Member
I've never played this one myself, sounds like what I want out of a game. Being inspired by Elevator Action is nice too. Ordered.
 

Neff

Member
The arcade version is one of the most wonderful things to happen to my life.

No one console version ever came close to it, unless you count the Namco Museum ports, and even they lacked that special something.
 

Nyx

Member
Yes!

My favorite arcade game ever.
Played it so many times that in the end I could clear the game from start to finish with 1 credit.

I want a remake...
 

leroidys

Member
I've never even heard of this game, but it looks great. I still think NES is underrated today- such a huge library of great games.
 

Fistwell

Member
I remember playing it in the arcade, was dope as hell. Ended up finding it for my CPC6128 as well, played it to death. Loved that game.
 

Zolbrod

Member
Never played the NES version, or any console version for that matter, but I quite liked it in the arcades.

NAMCOT is the best Namco
 
All I remember this game for is the enemy roster mostly being the Rainbow KKK.

I didn't mention that, but yeah, I also have always seen the enemies as multicolored KKK members. They look just like them, the pointy hats look just like KKK outfits. It does make them look a bit more evil. :)
 
YESSS! Finally... I beat the game on Hard. The level 4-10 version of Geldra's finally dead, and the day is saved for good. It was tough but so much fun!

The real ending is short, but satisfying -- those stupid guys fist-pumping on the bottom of the screen in the normal ending are now dead, which is great. It was annoying to have won the game and see them still there after the end... but not this time, they're gone.

Compare here: http://www.vgmuseum.com/end/nes/a/rolthun.htm vs, http://www.vgmuseum.com/end/nes/a/rolthun2nd.htm

I took a photo of the screen there after beating the game, but VG Museum's look better of course.

For Geldra, the key is to rapidly alternate between ducking and standing while constantly shooting as fast as you can. You need to have bullets on the ducking and standing paths in order to counter Geldra's shots as they come. I kept going back and forth between my NES Max and NES Advantage while playing this game (and even tried the brick controller for a while, though not for long); each has advantages over the other. The Max is better at rolling from down-forward to down-back for those duck-and-shoot-the-other-way parts, while on the Advantage while doing that sometimes I would accidentally stand up. However, the Advantage is better at Geldra -- with the Max, sometimes I'd accidentally move forward instead of ducking, while with the Advantage that didn't happen. It's interesting how each is better for different things because of their different designs.

Also, again, I really noticed how probably the biggest change from the first game to the sequels is how many times you have to rely on the AI to just move to the right place in order to proceed in this game, while that is rarely an issue in the sequels. The cheap "if the enemy doesn't randomly move in the right way you're stuck" stuff is gone... and that's good, but... I sometimes like the challenge of trying to get past those guys, I don't know.


I should play another game next, but I'll definitely have to get back to Rolling Thunder 2 sometime soon and try to beat the last level of that game on Normal again. :)
 
Top Bottom