Showing posts with label wall jump. Show all posts
Showing posts with label wall jump. Show all posts

Friday, August 5, 2011

Batman: 1HN Crimefighter

Back in 1989, I was 15 years old and big into Batman; not the DC Comics series as much as the Batman movie directed by Tim Burton and starring Michael Keaton as Bruce Wayne/Batman and Jack Nicholson as Jack Napier/Joker. I remember going to see Batman on my birthday, wearing my blue T-shirt with the Batman logo prominently emblazoned across the chest; at the time, the movie was an awesome spectacle of darkness and Tim Burtonesque quirkiness. Despite being a well-known and accomplished comedic actor with dramatic chops, Michael Keaton was surprisingly effective as Batman, and Jack Nicholson was, as always, excellent as the demented Joker. In my lifetime, I would end up watching that movie well over 10 times. Even today, Batman is still eminently watchable, despite the existence of two superlative films directed by Christopher Nolan: Batman Begins (2005) and The Dark Knight (2008).

In 1990, Sunsoft released Batman: The Video Game for the NES. I got this game for Christmas; and, I don't remember asking for the game, but I'm glad that my mom and dad got it for me because, even today, this side-scrolling platformer is still a classic on the NES. As you may have guessed, you play as Batman and start out in the middle of the action with the Joker's flame-throwing and dashing minions gunning for you. Ground-level robots with retracting spikes, mobile mines, and hulking robots comprise some of the drones, which you can dispatch with Bat-a-rangs, Bat-gun rockets, some spread weapon that launches three shurikens, or your fists. Batman also has a very effective wall jump technique, which is much easier to master than Samus Aran's wall jump in Super Metroid. The game features wonderfully catchy 8-bit music, moody scenery, and smooth animation for an NES game.

Of course, as with any Batman game, movie, or comic book, there is violence: Batman punches, Bat-a-rangs (if that can be rendered a verb), and assaults baddies left and right with almost-reckless abandon. Such is the nature of the Batman mythos -- a one-man (or two, counting Robin/Nightwing) crime-stopping show. But, I put the violence in context: Batman is a crimefighter who fights for the poor and defenseless and stands against the tyranny of megalomaniacal supervillains and amoral thugs. On a level of principle, Batman stands in the gap by saving flawed humanity from itself; I am not likening him to Christ, but his sacrifice undergirds the "violence."

That said, children do not make such distinctions; after all, punching
someone is punching someone, and kids may take what they see in this game and translate it to real-world actions. Because of this, I caution people about exposure to this game, though discussions can be had regarding why Batman fights. In my opinion, children may understand the heroic nature of Batman's actions; and, fortunately, the NES' presentation of Batman is somewhat filtered through 8-bit graphics and sound, thus separating the violence from the blood and bruises of more realistic fare, such as in games and movies today.

Batman: The Video Game is often touted as one of the top 10 or top 20 games on the NES, and for good reason: the graphics and music are top-notch, gameplay is smooth and responsive, and the action is non-stop. Anyway, I have a soft spot for comic book heroes. I used to collect all the X-Men titles, as well as Spider-Man, Hulk, and other Marvel comic book series. Superheroes remind us of that innate yearning in all people for a savior to stand up against evil. At least, that's how I see superheroes, and you may feel the same way, though the in-game violence may be an issue. For more on this discussion, please refer to my previous post by clicking here and here.

Tuesday, June 15, 2010

Super Metroid: Tips and Tricks

Last weekend, I chipped away at my current Super Metroid adventure, managing to defeat Ridley after two tries. During my first encounter with Ridley, I attempted to bombard him (?) with Super Missiles, and then with Missiles, but neither did much damage and only annoyed him. However, after referring to my walkthrough, I found that charged Ice Beam shots at his head did the most damage and more quickly dispatched the purple beast. Now, what awaits me is the Mother Brain.

What I realized after my most recent foray into Zebes was that, despite the assistance of my trusted walkthrough, there were a few tips and tricks about Super Metroid that many hint-providers failed to mention. So, here are my tips and tricks using the default controller setup:
  • To shinespark/rocket boost in a diagonal-up direction, (holding down the B button while possessing the Speed Booster), press down as soon as Samus begins to flash. Then, press the L button to go diagonal-up to the left, or the R button to go diagonal-up to the right. Initially, I tried to press the D-pad diagonal-up in the desired direction, but would end up going left or right.
  • To Space Jump with or without Screw Attack and stay airborne, press or tap left or right on the D-pad right before each press of the A (Jump) button. Pressing diagonal-up negates the Space Jump and sends Samus down for a landing. I wondered why my space jumps would end so prematurely and found that pressing diagonal-up killed each jump. Note: it is the intensity of Samus' jump, and not the angle of the D-pad press, that governs how high and where she goes.
  • To wall-jump, jump close to a wall. As soon as Samus brushes the wall, press the D-pad into a direction away from the wall and, in quick succession, press the Jump button. If both the D-pad and Jump button are pressed at the same time, the wall jump does not occur.
The wall jump, Space Jump, and Shinespark are the three most difficult, yet necessary, skills to learn in Super Metroid. If you have any more hints or experiences to share, please feel free to post.

Ciao!