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maj 24, 2014

Image Fight, famicom


Another shoot'em up?! First I would like to make a praise to Irem. The had many ideas for very original games with nice graphics and music, and always great playability. The are like Konami, except that Irem always had much smaller release numbers and so their games are usually harder to find.

Maybe Irem games made their games for adults more than other gaming companies did, becaues in general Irem games have a low amount of stuff that only kids could tolerate, such as cheap deaths, lack of continues, painful music and terrible controls.


I also think Irem famicom carts are the best looking because of their screenshot on the back. 


Image Fight has no passwords or save function and needs to be completed in one go (unless you use a cheat). At first it seemed annoying because of the easy deaths, but then I found that the charm is in the infinite continues. In practice you has infinite lives because even after game over you get to restart at the same checkpoint.

The famicom version has a nice black background like flying in space. From looking at youtube videos, the NES version replaced it with a blue background, which to me seems weird.

There may be other changes between the two version but I have not found them documented.

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The number at the bottom of the screen indicates plane speed. Change with the A button.

You need to accomplish on average 90% on the first five levels. I have tried looking around the net, but no guide informs what this number refers to or how to get 90%. The guides also say that you have to replay the stages if you get less, but on the famicom version I played you'll be taken to a penalty area (at 5:27 in video). This difficult area is where I took up my turbo-controller, at last, because without it my thumb went numb. The game doesn't otherwise require a turbo controller.

The game isn't always easy, but isn't too hard until the final boss. If you die on the boss there, you'll restart at a check point without powerups that makes it almost impossible. It would probably be easier to replay the entire game. Quite a shame that it went so easy with a good powerup, and so impossible without it. There is a stage selection cheat one can use, maybe I'll try that the next time to replay just the last stage.

You can usually find it cheap. 5-7$ loose, and 15$ boxed, or so. It isn't anything special but it also isn't too bad except that it is annoying how impossible it got in the ending... It has some fun powerups, nice graphics and sound and because you have inifinite lives you'll keep on playing.

The game is also on Pc Engine and is usually considered better than the famicom/NES version. A problem with the famicom/NES version is that it feels like it could need more polish. First you have five "training stage", but they still have real bosses and all. Then three "real battles", that are very easy with the right power ups, but if you die at the final boss the game almost becomes unwinnable.

Here is another review that I thought was most accurate. Maybe because it also reviewed the famicom game, unlike other reviews.

* http://www.videogameden.com/fc.htm?imf

Here is another review. Don't just read the first half of it!
* http://www.honestgamers.com/7780/nes/image-fight/review.html



maj 13, 2014

Parodius on GB, revisited


I wrote about Parodius on GB a while ago, back when I mainly reviwed GB games almost two years ago. (The Japanese game is called Parodius Da!!, the European simply Parodius)


My privilege with a blog is that I can review games how many times I want. Yesterday I took another look at Parodius and recorded a short video too.

Now I can compare it to Parodius on NES/Famicom, a game that is troubled by bad slowdowns. The GB game surprisingly has no slowdowns. Compared to later SFC, Saturn or PS1 games, the GB version is short and has less things going on at the same time. I suppose there is some flickering, although not in a way that makes it harder to play. You can check out the video for yourself.

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I show some different setups here. It may be interesting to check around 11:20 when things start happening.

Although I still think it is a good game, I now think it lacks depth and while it is fun, it may be too lightweight to be truly memorable. Last time I enjoyed it being simple but I think now I would rate more challenging Konami games like Gradius or Twinbee higher. Or a game like Section Z for Famicom.

Parodius is humorous, a simple joyful playthrough, without demanding too much strategy or thinking. It has infinite continues so you can keep on playing and it is a great shooter for first time shmup-ers (as I basically was back then). I do recommend anyone to pick it up and give it a try. As far as shmup games go on Game Boy, it is one of the best. Grade 5/5.

april 29, 2014

Captain Ed, famicom



Captain Ed is an uncommon famicom game. Incidentally,  Chrontendo wrote about it just a month ago or so. In his usual negative way, he calls it "an extremely strange game", "one of the least visually interesting shoot-em-ups I've seen in a while", and in his video he calls it "crap". (http://chrontendo.blogspot.se/2014_03_01_archive.html)

Luckily, I prefer to play games rather than superficially analyze them, and I played this game for 3 hours on Friday and another 2 hours on Saturday. I had a lot of difficulties with the last stages until I found a simple trick to beat the Medusa boss. The ultimate final boss was also tricky until I discovered that you can simply hold down the shoot button to have continuous fire until he dies.

The gamefaqs review didn't know either of this. Probably because he didn't have to replay the last stage for 2 hours... When you are game over and have to type in the 20 character hiragana password, your frustration level increases. I think it took me 5-10 minutes each time I had to type it in, although I did get better at it after a couple of times.

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The video shows my gameplay and last stage. The game is a bit unusual to understand and I think it puts people off giving it a chance. I know it has put me off it for over a year now.  Clearly, this is one of the "weird Japanese games" that could mean just about anything. (if interested, see my review of Hana No Star Kaidou a few weeks ago. *shivers*)

Some basic information: you fly around and can shoot as well as hitting blocks to get hidden items. The red blocks take away some energy, and the yellow blocks takes away a little energy in the beginning of the game, but not on the last stages because you have a stronger shield. You can refill your energy either with hidden items or buy filling up at Gas. Important note about the gas station: TAP A to fill up, don't just wait.

After you have found a couple of warp areas and bought enough eggs and items from the shop (buy everything as you get money), you'll go to the boss stage automatically. Most bosses are simple and are basically just about shooting them straight up.

Did I cheat in the end...? That's like asking if it is cheating to use the pause glitch in Blaster Master. To most people that is a part of the game, unlike a cheat code that is by definition a cheat code. Should I not be allowed to press Select to enter the menu, if this is part of the game mechanics?

I was actually able to beat the Medusa without the trick on two occasions. The way to do it is because her balls after a while will enter a pattern of getting stuck from one corner to the other. But they are difficult to dodge until then.

Well, it certainly is a weird Japanese game, for those who appreciate those games as much as I do. The simple difficulty made me continue to play it until the end and certainly I enjoyed it enough to spend 5 hours with it, albeit the last of them in frustration.


Here is the 20 character password in difficult to read hiragana. I think it is cool, although unnecessary, that the password remembers your name too. My name is the top word up there.


Some bosses are Parodius funny, like this hardrocker. Watch out for his guitar.

The game also has some mini-games that allows you to make money. One of them is a simple betting cardgame that will almost guarantee you a profit, and another is some kind of beatmania game with a drum. My max profit for the drum game was 610$, please let me know if you get more than that.


You can usually get the game cheap. For 7$ or so I think it is well worth trying out.

And here is where airplanes come from.


november 13, 2013

2 player game recommendations

Article by Kristin

We play a lot of games. A lot of them are good, some are not so good, some are downright bad, but there are a few games that we like for a special reason: the co-op feature!

It might not sound like something very special but back in the days of 8 bit, it was not very common. Many games have a 2 player option but that doesn't necessarily mean that you can play simultaneously. Most of the time, like in games like Super Mario Bros or Gradius, you just take turns in playing, and player 2 has to wait for player 1 to lose a life.

So here are some good 8-bit 2-player co-op games that we highly recommend.


Battle City (Famicom)

Not many people might know about this action game but it's really worth a try. You play as two tanks and the mission is to defend the eagle at the bottom while taking out all of the enemies.
We don't have it for sale right now, but if you are interested you can make a request in our webshop and we might contact you the next time it's in stock.

Here is a video from our YouTube channel, you can skip to 00:20 to see our gameplay:



Salamander (Famicom)

This game is called Life Force outside of Japan and has been a well-known favorite for many of us who grew up with the NES. Our most recent cart only auction of Salamander ended at 106 SEK. There is sequel to this game called Salamander II for Sega Saturn, Playstation and Arcade, which was unfortunately never released outside of Japan.

Salamander is a spin-off to the Gradius series and combines horizontal with vertical shooting action. It is similar to Gradius in many ways but has more smooth controls and you won't have to start from the beginning each time you lose a life! And yes, the Konami code works here as well, on the start screen. You might need it before you learn to master this game!

We don't have our own video of this game online yet on our channel,
but here is a clip from someone else playing the western version in co-op mode:




Twin Bee (Famicom)

This Japan-exclusive shooter title is really popular in Sweden and it sells very well from us at Tradera. There are many sequels as well, for example on Sega Saturn and Super Famicom.

We currently have the Famicom version for sale, you can order the game from our webshop. Here is a video from our youtube channel, but in this video we play as 1 player for the FDS version.



Bomberman GB (Game Boy)

If you put your Bomberman GB in your Super Game Boy you can play 2-player with the second SNES controller. This Game Boy game can be played up to four player with a SNES super multitap.

We recently sold this item on Tradera, here is a link: www.tradera.com/item/300201/192308627/bomberman-gb-till-game-boy.
And here is a video from our youtube channel, recorded from an original Super Gameboy:



Puyo Puyo (Game Boy)

This is a classic puzzle game which has been released on multiple console systems over the years. Unfortunately it has not been very popular outside of Japan, and we think it deserves more attention. We currently have this game for sale on Tradera: http://www.tradera.com/item/300201/192308643/puyo-puyo-till-game-boy.

Here is a video from our youtube channel, recorded from an original Super Gameboy:


juli 14, 2013

Gradius III for Super Famicom



In the last couple of days I have played Gradius III. I have previously written about Gradius on famicom and on Saturn... But I never played much of Gradius III before.

It plays like Gradius. In Gradius III you can chose between some different weapon upgrade systems. I prefered most of the original weapon system, with diagonal "Double", and the downward missile. But I felt that the E-Laser was better than the normal Laser.

Anyways, just like on Gradius, Gradius III is pretty annoying and tough. As long as you can avoid getting hit, the game is pretty simple. Upgrade to the max and fly around. But if one of the enemies bullets gets through, you are back to zero powerups and in some circumstances this is almost like a game over.

The game isn't unfairly difficult, like Salamander is. But in some cases it will be difficult to avoid dying the first time you play something.

I don't know how many levels the game has. I think I beat 7 of them. The last one was a boss with two stone heads.

Gradius III is a fairly common and affordable shoot'em up game on the Super Famicom. It is a fun game, but very annoying...

juni 21, 2013

R-Type II for Game Boy


This game was released in 1992 and is the sequel to R-Type. It can be hard to find this sequel.

I never liked the first R-Type on Game Boy, I think it has limited continues and I kept on dying. I was a kid and played on the old brick, all I remember is that I didn't like the game and that I never made it very far.

But I found that R-Type II has unlimited continues, at least the Japanese version which is all I am playing. After a game over, you can ever restart at your last checkpoint! Such a friendly game. And so now I am able to easily beat this game, even if I must have died 20 times before I reached the first boss and a ridiculous amounts of time I died of stupid mistakes.


In R-Type II, your ship is much larger than in a game such as Gradius. It also moves slower. It can therefore be hard to avoid bullets sometimes. But with the unlimited continues, most  could beat it. This is how Salamander (Life Force) should have been like.

Sometimes the game slows down a lot when many enemies and bullets are on the screen. I don't mind that much, but some people do. However, most of the time the game flows just fine.

With the SGB or GBC, it becomes much easier to tell the enemies from the bullets, but it can still be hard sometimes because you have so many powerups. Normal shots, missiles, and shots that go diagonally all at the same time.

If the game wouldn't have had unlimited continues it would have been super hard and annoying. As it is, it is pretty easy. I don't mind beating a game though. But you can press Select at the start screen and choose Hard level whatver that does.

Programmed in Wales by Robert C Pape. The end. I give it 3/5.

mars 18, 2013

Twinbee Da for Game Boy (again)


TwinBee Da!! (JP) Pop'n TwinBee (EU) Released in Japan in 1990 and as Pop'n Twinbee in Europe in 1994.

I think I wrote about Twinbee earlier, but I played it again yesterday so I wanted to write a little about it again. It is my favorite game.

The game was criticized because the black and white screen makes it difficult to see what happens. But you can just play on a GBC, GBA or SGB (Super Game Boy). So many options! As often I couldn't find any good pictures of a particular good color set up so I had to take one myself.

Here it is with the Left+A color scheme (Press Left+A when the GBC starts). I think every moving object is clearly distinguishable. I tried all the other color schemes, but I found this to be the best. It isn't great but definately acceptable. The Super Game Boy have some decent color set ups too.

Even better is that you can buy something called Konami GB Collection. In Europe it was on the Konami GB Collection 3, while in Japan it is on the GB Collection 2. However - the European version has full GBC support! Here is a snapshot from the European Color version. The Japanese version is not GBC, for some reason. The Jap version is identical to the original game boy version, except for a nice looking intro animation. On that GB Collection you will also find the awesome Ganbare Goemon: Sarawareta Ebisumaru. As with most Goemon games, it had not previously been released outside of Japan.

But there is a bad difference too. The original game boy version has support for 2 player co-op, while the GB Collection does not. If my fellow blogger friend stopxwhipering reads, I think she should try this Twinbee on the Super Game Boy 2 some day.

For even better graphics, a PSP version was released in 2011. It looks nice, but I don't play that system.
The last time I played Twinbee, which was more or less my first time too, I found the game to be quite difficult. As soon as you lose your powerups, you are in for a hard time. But yesterday it was a breeeze. The main difference is that I didn't mess up with the bosses. If you don't go to far up the screen, you can usually regain your powerups from your dead body. It is also better to die on the left side than the right side.

Facing the last boss  ( Cyber Poppo ) fully powered up, with the shadow planes and the spread fire, makes him die in a few moments. With no powerups it will take a long time and is difficult to avoid the stuff he shoots out.

The bell system is surprisingly confusing to some reviewers. It works like this. When you shoot a bell five times it will become a power-up, unless you have already taken that power up or something that negates it. Shooting it again will change the bell back, but it could become some other powerup after 5 shots. So basically, shoot the bells, but don't think they are completely random.

Another important thing about the bells: for each bell you take, the score is increased (This may only apply to the bells that are not power up bells). The first bell gives 500, but after 5 bells it will be 10 000 points per bell. If a bell drops of the screen, the score is reset to 500 points again.

You get an extra life with each 100,000 points and it is not hard to stack up on extra lives if you take the bells. As you can see in my picture above, I had 7 before I faced Cyber Poppo, and I must have died 6 times or so (you start with three extra lives), I'm not sure exactly what my death count would be.

My score may seem low because I skipped the first three levels. You can do that from the options menu. The options menu also allows you to set the Turbo speed of your ship, which is very helpful from the developers.

I think I already rated this game, but I think that because it is my favorite game you can guess what my rating is of it.


februari 24, 2013

Zanac (AI) for FDS


I never sold this game, but it seemed like a good game to me. So yesterday I tried it out. My main issue with shmups is that they often have limited continues. I only play limited continue games if they are so much fun that I don't mind restarting.

The NES version of Zanac has a start menu with a continue option. The FDS version doesn't have that, but luckily I have the manual and it says that Select+Start continues the game. This can be pressed as soon as the "Game Over" text is displayed. If you forget, you can press it at the start screen too. Starting with Level 5 the disk will then then re-read, but it only takes a few seconds in this game, maybe 5 seconds.

Zanac Screenshot

Zanac can be intense at times. I "cheated" with a turbo controller, but that is because I have the twin famicom with turbo and the turbo controller is the only controller I have. I don't think turbo is necessary though, because you can often just hold down the button.

Even if there is a lot of bullets on screen there are no slowdowns and I didn't notice any serious flicker either. I am impressed at how much the shmups matured from earlier games such as Xevious and Argus.

My goal was to play past level 4, and I made it all the way to level 11. On level 11 and 12, the last level, there are no continues. If you are game over, you continue at level 10. In the NES version there is a cheat around this, something with "Press Up, Down on 2 player controller, then Continue". I wasn't able to try this on the FDS version. Another NES cheat, the level select cheat, doesn't work on the FDS anyways (press Reset 13 times, etc).

The game has two kinds of power ups. The first one is in the three-boxes you see above. One of the boxes holds a shoot-powerup.

The other powerups is for the A attack. The A button has the alternative attack. There are 8 different alternative attacks and you can only have one at the time. It gets upgraded if you take another powerup with the same number. In the picture above, the ship has alternative attack #2, which is a front shield. Not one of the most powerful items but useful at times. I prefered number #3, which is an item that circulates your ship and is useful for both attack and defence. It takes away incoming bullets and kills enemies it touches.

The special attack you start with is #0, and that is quite good too because you can shoot in any direction. 

Here is a video from nesguide of Area 1. Area 1 is not that intense, but I think it is the longest one so it can be used for practice. A comment is that is looks like Guardian Legend, and it is because the games were made by the same developer. They also made Gun Nac.

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The little extra feature of Zanac is that gameplay can get harder or simpler, depending on how you play. There is no guide on exactly how it works. It is claimed that shooting a lot will increase difficulty, but you will have to shoot enemies and stop shooting isn't an option. I noticed that with the shield powerup I got some tougher enemies at one stage. With a good powerups I think it is best to shoot as many enemies as possible so that you will get extra lives.

I enjoyed the strategy elements of the game. You have chose the secondary weapon you have with some care because they are so different for attack and defence. Because the incoming enemies are different in between plays it makes the game feel more alive. That's what the AI of Zanac stands for.

A gamefaqs FAQ gave useful "advice" on this game in the style of "So simple level. Shoot enemies and shoot the boss". But actually there is a lot more that can be said about strategy. What weapon to use, how to best kill the enemies, and how to avoid making the game harder.

The first couple of levels took me between 10-15 minutes. Level 9 got harder and took 1:15. Level 10 took 45 minutes. But because of no continues on level 11 I had to quit for the night.

I think I did well considering my limited shmup experience. It is because this game is fun and fair. Unlike Salamander / Life Force -- I don't know how an adult can bother playing such an unfair game for the first time. Occasionally you will read comments such as "Oh, Salamander isn't really that hard", "Oh, Gradius is quite simple". But it is relative to how much time you have. If I would have spent months of my childhood on Gradius I would also beat it easily, but I am older and can only give it a couple of hours (and I made it to just before the Brain). ;) Playing shmups is supposedly better when you are young and have lightning reflexes.

Most shmups are too hard for the occasional gamer. That is why they often didn't sell very well and the genre is a small niche compared to for example Dragon Quest.


This was the last level I reached. Area 11. 

december 29, 2012

Gradius for Pc Engine

I have been playing some Gradius for Pc Engine. I wanted to finally play a game to the end that is not on the Game Boy.

Gradius is a pretty sweet and short game. I like Gradius because it feels like a complete and very nice standard shooter, with nothing weird in it. No surprise death as in Salamander (Life Force). No bullet hell as in some games. And the levels are varied, good graphics and good music. Unlike a famous game like this.
Xevious on NES. The most sold shooter for the famicom in Japan. Did people really play this? Why?

Also you have to think strategy in Gradius -- should I use Laser or the Double? I also like how you can destroy the computer so easily when you power up. Hahaha!

Some reviewers complain that Gradius on Pc Engine is not a good game because of slowdowns. They are wrong, a normal user would hardly be able to get through it without the slowdowns.

Well, I made it almost to the end once, getting some help from the Konami code (all Options + Shield, but you can only use it 5 times). The boring part is that the first levels are quite simple and I don't think there are any warps, so I'm getting tired of playing the game now. Well, it has been sold so I have to send it soon.

I do have the Saturn version, which is said to be a good port of the pc engine version. Actually the pc engine version is a good port of the arcade version. In the Saturn version you can chose to turn on or off slowdows, proving that slowdowns are part of the game. They could have eliminated slowdows by lowering the numbers of Options (Options are the small little missile helpers you have). They did it to the NES version. Clearly they intended there to be slowdows in the Pc Engine version. 

Since I made it to just before the Brain, I might just call myself the moral winner of the game and leave it at that. Sort of like I call myself practically finished with my degree.... I think you should play a game because it is fun, not because you have to beat it. I always stop playing games when they aren't fun. (I do that with books too)

Here is someone else's video.

He likes Lasers more than I do. What's up with that? The Pc Engine has turbo controllers so the Double is usually superior except if you have some need to defeat every boss ship in 2 seconds. 

I will probably be coming back to the game soon enough.

december 06, 2012

Sagaia for Game Boy

I found a litte collection of games today, and one of them was Trip World, so I am pretty happy with that. To celebrate, I played a game I've wanted to get to for a while.

Sagaia (JP)Sagaia is a game in the Darius series.
The game boy version is not just a port but an original game.

Sagaia Screenshot
After playing for a while I read on gamefaqs that if you fill your four squares of the particular powerup, you get a super-powerup that you will be able to keep even after a game over. That helped, thank you gamefaqs writer. Gamefaqs has given me so much, including most of the images I use.
A good thing about the game is unlimited continues and that bosses aren't too difficult. I would say the game is beatable for most people. There are no surprise-deaths, as in a game such as Salamander. You can also give yourself 9 lives to begin with, should you want to.
The music is quite good, though not really memorable. I do appreciate these futuristic experimental tunes, they are far out. Cool and not common in video games. I think it was mainly used in Mega Drive games, Mega Drive being the "cool" console...

A little demo of the music and gameplay (not my video)

The graphic has virtually no flicker or slow-down so can't complain there. I love to see all the bullets in the air and with no graphical hickups. It's like in Contra, bro.

The game is quite long for a game boy shmup, and I wish the levels were shorter. I also wish the bosses would die quicker. Maxing the powerups probably would accomplish that, but you need to stay alive long enough and shoot the right enemies.

The game plays well a shmup-fan will likely enjoy it, but I can't say it has anything spectacular to it. I give it 4/5.

november 18, 2012

Did we play co-op this weekend?

I was over at my colleague and I got to play PS3 for the first time. In fact, I haven't played playstation for at least 10 years. Tennis is always fun.

My colleague doesn't like shmups at all, I actually don't know what he likes... I had intended to visit another friend to play some retro games Sunday, but it turned out to be too long with train. A bit depressing as I had looked forward to it. Last time we met we played Twinbee, and I must say I enjoy that as a two player game. We started with twinbee on the famicom, which may actually be more difficult two player because you keep bumping into each other.
Then we went on to twinbee on the Saturn and I don't quite know what happens in those more modern shmups. It seems to me that the old shmups were more about strategy, but modern ones are interesting too, in their own way.



This is Twinbee for Famicom. You need to take the bells when they have the right color. Blue is speed-up for example.

In the old shmups you really need to get the right powerups and not lose them, but modern shmups is just about raw fire power. I wonder if they were able to improve the genre much in the last 10 years. There were a couple of top quality shmups for the Saturn and the Dreamcast such as Ikaruga and Radiant Silvergun. 


Ikaruga on dreamcast. They couldn't have that many items on the screen in 8 and 16-bit consoles, so it became a natural limitation.


Here is Twinbee on the Saturn. When you play two-player you'll keep on taking each others bells too... I often don't know what happened (or who was playing as who), but who cares as long as it's fun, right?

The problem with shmups is that enthusiasts kept on wanted them to be more challenging, but the more challenging they got, the fewer people could enjoy them...
The original twinbee sold 1.2 million copies in Japan which makes it the second most sold shmup ever in Japan, after Xevious. 
Ikaruga was only released in 50 000 copies.

september 17, 2012

Parodius

Parodius is a great shooter that made me regain interest in shooters. After having played the lagging port of Gradius (Nemesis), it's nice to see a really good port. Having played the Famicom version of Parodius, I can't say there is any big difference. A Famicom player would prefer the Famicom version, a SNES player would prefer the SNES version. Me, I prefer the game boy version.

Like many Game Boy games it's pretty short and sweet. It can be a bit tricky at times, before you get the boss patterns and such, but you always restart at the beginning of the level when you're game over. I really appreciate that. Thank you Konami for making a fun game. The powerups are generous, so if you die you will still have a chance to build them up again. As with Gradius, you should start off with the speed powerup, one or two.

You'd think there be more slow-downs or flickering but there really isn't that much of it. I wish R-Type or Nemesis could be this smooth.

 
(Again, this is not my video)
As always, play on a Game Boy Color or Advance to get limited but useful colors.
With the great music that is the Parodius trademark, you'll enjoy the levels as you play them. What's there not to like about this game? I give it 5/5. It's technically inferior to the Famicom version, of course, but I rate game boy games here based on how they are compared with other games and how well they are made. 

september 14, 2012

Aero Star


Aerostar (JP)
Aero Star was one of my first GB games as a kid, together with Super Mario Land.
I'm glad I got Super Mario Land, that's for sure. Aero Star, and R-Type that I got later, made me think shooters were all repetitive, slow, restricted and unoriginal. Only recently have I come to appreciate Gradius, Parodius, Twinbee and the like. There's some real gameplay.

Aero Star is a typical scrolling shooter with the twist that you are a duck that can't really fly. You can only stay in the air for a limited amount of time (6-7 seconds), then you have to touch ground again. So while you are dodging the enemy planes and tanks, you have to make sure to find landing zones to jump between. If you miss, you die.
And miss you will. The game feels generally sluggish and I find it a bit boring. Also I consider the happy elevator music a turn off.



I didn't play Aero Star much and it didn't go with me on holidays. Except once, to Austria I think. I really tried, but it was difficult to enjoy it. You follow the paths for 3 levels or so, then you'll lose your lives and have to start from the beginning.

The positive side is that the game is of decent quality regarding graphics, music and gameplay. I'm sure there are people in the world that enjoy it.
2/5.
I'm not sure if it is useful to write about bad games, but I wanted to show that I don't rate all games a 4.