8Bitdo Bluetooth Controllers

8Bitdo Bluetooth Controllers

Bluetooth controllers have been a staple since the seventh generation of video game consoles. The PS3, XBox 360, and Wii all embraced bluetooth functionality as the industry standard. We may now take this technology for granted, but prior to this, wireless controllers were hit or miss. The Nintendo Gamecube had the excellent Wavebird controller, which is considered one of the best pre-bluetooth controllers. That was the exception, not the rule. Most wireless controllers were line-of-sight infrared, so you had to have the controller pointed at the receiver constantly, or the signal would not transmit. Sega had produced some wireless controllers for the Genesis and Saturn, which are fairly rare.

OEM Sega infrared controllers. Photo credit: http://www.cedmagic.com
Fast forward to today, and there are all kinds of new accessories produced for retro consoles. Enter 8Bitdo, a company that makes bluetooth controllers for a variety of systems. Obviously the older systems did not have onboard bluetooth capabilities, which is why they also produce bluetooth receivers, which you can plug into the controller ports.

Bluetooth receivers for original hardware

I have a couple of these controllers and receivers, and I am impressed with the overall product. The build quality is solid, the controllers feel nearly indistinguishable from originals. Third party controllers often feel too light and flimsy. One test that I use to judge the build of a controller is if you can twist it even a little bit. If so, that's not up to par. I am happy to say that these pass the twist test.
The directional pad can make or break a clone controller. It is the part of the controller that is most essential to the control. The resistance, texture, and wobble are all spot on. The button presses are nearly as similar, yet maybe with a little more "click" than the originals. Simply put, these are the best recreations of the tactility and feel that I have ever come across.

Their bluetooth controllers can also be used for modern devices, like Android, PC, Raspberry Pi, and in some cases, Nintendo Switch. This versatility is a strong selling point.

Now that TV screens are larger than they ever have been, people are sitting and gaming on their couches, instead of kneeling on the floor, tethered by a controller cord. Sitting on the floor for extended periods of time may conjure memories of being ten playing Super Mario Bros., but my body doesn't cope as well as it used to. The cords are not long enough to reach the couch, so Bluetooth is a welcome addition.

Some games are good standards to test for how impactful the lag is

Hardcore gamers may notice a tiny amount of input lag, only noticeable on games that require twitch reflexes, like some shoot'em ups or precision platformers, or Mike Tyson's Punch-Out!! I am fairly sensitive to input lag, and I will say that it is pretty negligible. This issue can be confused with lag caused by TVs. To mitigate this, make sure that the TV input that the console in plugged into is set to "game" mode, so that not picture processing is occurring. I had a hard time fighting Mike Tyson, but then again, I'm not sure if I'm as good as I remember.

Different models have different features. The earlier models were fairly basic, with the button configurations to match a SNES controller. The SN30 Pro has dual analog sticks,  L2 and R2 triggers, star and home buttons for the Nintendo Switch. Analogue sticks on a SNES controller feels odd to me, but I can see how it has its appeal for use with emulation.

8Bitdo has even released modification kits that allow you to convert original controllers into bluetooth controllers. The internal guts can be easily replaced with this reversible process. It even ships with an anti-static bag for storage of the original pcb. I suppose this is for those who absolutely must have original buttons, dpad, etc. They work exactly like all of the other controllers in their lineup.
Original controllers turned bluetooth
They continue to release new models like the M30 for the Sega Genesis, yet also compatible with . Every model seems to have a selection of colors available. I'm hoping for Sega Saturn iterations and, this is a long shot, PC-Engine versions. The company has been gaining a deserving reputation, and hopefully they will be able to address all legacy consoles. Time will tell.



PSIO: Playstation Input Output Flashcart

PSIO is an optical drive emulator for the Sony Playstation.

Continuing the recent trend of optical drive emulators, or ODEs, Cybdyn Systems (aside: I keep reading that as Cyberdyne Systems from the Terminator movies) has produced the Playstation Input Output (PSIO). This is an SD card reading device that plugs into the parallel port in the rear of an original Playstation. The primary purpose is to be able to play backups of your games, should the optical drive fail or the original CD roms become unplayable.

It is important to note that not all Playstations are compatible with the PSIO. Only the earlier models that have the parallel port can connect to the PSIO. Later revisions of the console dropped that port, so if yours does not have this port you are out of luck. However, there were sooooo many Playstation consoles produced, that finding one for cheap should not be an issue.


Due to how the PSIO operates, a small pcb switch board needs to be purchased and soldered onto the motherboard. This step right here immediately raises the necessary technical knowledge of the user.
Alternatively, you can send in your console to have it soldered for you when purchasing the PSIO unit, which is what I did. This was a smart move by the sellers, as it diminishes the need for soldering skills, and widens the potential customer base.

One of the major differences between the PSIO and the Rhea, Phoebe, GDEMU, and Super SD System 3 is that the PSIO does not replace the optical drive. Since is connects through the parallel port in the rear, the optical drive is untouched, allowing for continued use. The Rhea and Phoebe for the Sega Saturn, and the GDEMU for the Dreamcast all require replacement of the optical drive, precluding the ability to switch back and forth from backup roms and original games with any kind of ease.

The PSIO accepts a standard sized SD card, both in FAT32 and EXfat formats. Larger capacity cards are compatible, but I found that FAT32 works better. The PSIO manual is quite the tome, and if you gloss over it you may miss some technical details that will make or break your experience. There are several caveats to playing your backups, format wise. The PSIO accepts bin/cue, iso, and img formats. If you use bin/cue formats, the bin file must be consolidated to a single bin file. The PSIO account that you create on Cybdyn's website (with serial number verification) allows you to download a program that will do this for you. However, I found this to be hit or miss. Compatibility is much better if you rip your games into a single bin file from the start using a program like imgburn. Also, not all cue files are compatible as well, depending on the audio configuration of the game. If the game contains redbook audio, the .cue file will definitely have to be converted to .cu2. The aforementioned program will convert your cue file into a CU2 file.

Another quirk I've found, is occasionally the PSIO will not remember the settings that were entered and I'd have to go through the initial setup again. This is especially a problem when resetting after the PSIO freezes when the rom format is incompatible.

This is the initial setup screen. If your rom files are incompatible, you'll be seeing this screen a lot.
Once up and running, with roms in the exact format that the PSIO likes, the gameplay is just as it should be. This is no surprise, as the original console is running the software, regardless of delivery method. I really like the flexibility to play backup roms or physical discs. With my Saturn Rhea ODEMU, I keep another Saturn console around when I want to play actual discs. Game compatibility is stated to be above 99%, and I haven't found a particular game that does not run.

The startup time is not necessarily faster than playing an original disc. The PSIO has to load up when powered on, which isn't exactly brisk. The Rhea on the Saturn loads way faster, but that may be attributed to the difference in how the devices operate. It's not a deal breaker, but it should be noted.

The PSIO is a unique ODEMU as it allows for original discs to be played

These can be purchased from the manufacturer's website. Cybdyn is an Australian company, so if you want to have the soldering of the pcb switch done for you, you're paying a premium for shipping.  More conveniently, Stone Age Gamer, a retail company based here in the states will offer the same package consisting of the PSIO unit, switch, and soldering. Shipping is cheaper, and turnaround is faster.

From a strictly cost perspective, the PSIO is well under the comparable rates that other ODEMUs are going for. Granted, the Rhea and Phoebe units are produced in smaller quantities and sell out immediately after being posted, which drives prices sky high on the secondary market. I get the feeling that there are many more PSIO units being made than those.

The menu is fairly basic, but at least there is a menu.

Overall, I highly recommend the PSIO if you are comfortable with the process of backing up your games and changing file and SD card formats. If not, there is a requisite learning curve. If you decide on picking this up, I urge you to read through the lengthy manual, as you will save yourself a lot of headaches.


Review: Super SD System 3 for PC Engine

The ultimate accessory for the PC Engine!

Flashcarts has been around for years, allowing users to play roms on original hardware. Many find these invaluable as the rarity of certain games drives up prices to prohibitive costs. Since they play on original hardware, they function exactly as original games do. They are also a means to preserve their original games, and test other games to see if they would like to purchase them, and play rom hacks, unreleased games, and translations.

CD based systems like the Playstation, Saturn, an Dreamcast have recently been recipients of optical drive emulation, through such products like PSIO, Rhea and Phoebe, and GDEMU, respectively. These are devices that are installed in the CD system that forgoes the need for discs to play games. The use of the word emulation here is misleading, there is no emulation as far as gameplay is concerned, the method of getting game data to the console's cpu is direct and internal. In essence, these devices are like flashcarts for the CD systems.

Video output of older systems can range in quality, as most North American consoles were limited to radio frequency (RF), composite, or in some cases S-video. A recent revolution in retrogaming has been to adopt the RGB standard, which many consoles support internally, but require proper cables to coax it out of the system and or modification.


The Super SD System 3 is a modern solution for the Turbo Grafx/PC-Engine line of consoles. It also works for a Supergrafx, if you have one. It is produced by the Spanish company Terra Onion, who also make a Neo Geo flashcart. It is a hardware add-on that slides right on to the back of any TG-16 or PC-Engine. It's function is threefold: it acts as an optical disc emulator and flash cart for the CD add-on as well as for Hu-card games, it improves video output to RGB, and contains the arcade card required for some memory-demanding games like Sapphire and Strider. It is definitely a boutique item that fills a specific niche, and as such commands a premium price. If you add up the cost of these features individually, I think the price is appropriate, even at $300.

The Hucard slot can still be used to play games, but since this uses the pins at the back of the console, the CD peripheral cannot be used at the same time. So you have to be ok playing backup roms of your CD games. This introduces a little snag, as some may not be familiar with making backup images of their roms. If you search around, you can find tutorials on how to do this. It is more work than downloading roms, but you feel a little better about it. Then again, I'm never going to acquire a legitimate copy of Ginga.....Saphire due to its outlandish asking price, so this is an example of straight downloading to play.

There has been some debate as to the video quality from prominent online sources, but I honestly can't see the issue. I think mine is the revised version, which had some tweaks and improvements made in the interim. It could also be I don't have the highest end equipment to detect this. There may be an issue present, but I couldn't tell. I'm using SCART through the OSSC, and if it doesn't bother me with this setup, I think its fine for 90% of people.

An options menu allows for customization

The setup is similar to setting up a flash cart. You update the firmware via SD card, and load roms, Huard or CD, onto the SD card. You will have to obtain your own bios to run the CD games. This is not hard to find. You can customize some options, like loading the last game played, using an in-game hook to back out to menu, establish game save data for each game individually, and others. The in-game hook works on some games but not others, there's no way to tell beforehand. I found myself power cycling the system often to get out of games.

The game data saves is huge, as the original amount of space allocated on my PC-Engine Duo was miniscule. Now I don't have to worry about losing or overwriting game saves.


Being that I already have a SCART RGB setup, all I needed to do was buy another 9-pin SCART cable, like the one designed for the model 2 Sega Genesis. My SCART systems run through an OSSC and it looks fantastic to my eyes.  I also tried HD Retrovision's Genesis model 2 component cables and they work just as well as a SCART cable.


The one thing that I would have liked is for the system to have HDMI output. However, this unit is an add-on to existing hardware, not a complete overhaul of the console's processor, and thus high definition video would not be possible unless there was some external scaling taking place. Another cool addition would have been a second controller port, but given the fact that this attached to the rear, it would have been inaccessible.




So, overall I recommend this to anyone who already has a SCART-capable setup. The gameplay is still using genuine hardware, you can play backup roms of your games, and the video quality takes an huge leap forward. If you already have a CD system, the price point may be a bit too high. Given that TG/PC-Engine is notorious for escalating prices, so there is definitely a market for this.



Top Ten NES Two Player Vs. Games



My previous post was on my top two player co-op games for the NES, so this time I'm dredging up past rivalries and covering my top two-player versus games. Playing these games as a kid may have involved pushing, shoving, pulling your opponent's controller cord out of its port as you battle to back up all the your trash talk.


Super Dodge Ball

What kind of childhood would be complete without reliving the horrors of gym class dodge ball? In case you weren't traumatized enough during the school day, you can take out your aggressions in Super Dodge Ball for the NES. The game is sort of fun alone, but several times better against a live opponent (as are all of these games). There is variety to be found as each player has tweaked attributes, and differing power throws. There are some rules that I don't quite remember from gym class, but overall its a blast.


Tetris (Tengen)

The first Tetris game I played was the Tengen Tetris game. At the time, I had no idea that it was unlicensed, nor what that really meant. I remember the odd-shaped, black cartridge, and thinking it was odd, but whatever. This version allowed for two-player head to head, and that automatically makes it superior to Nintendo's official offering. It was the first two-player VS game that I ever played, and in my mind set the bar for how such games should play. As you clear lines, your opponent has junk rows added from the bottom, inhibiting his ability to clear lines effectively. The music was catchy, the colors popped off the screen, and there were little Russian dancers that would come out inbetween rounds.


Dr. Mario

A highly color-dependent puzzle game, Dr. Mario has you maneuvering bicolor pills that drop into a jar such that four pill halves in contiguous color contact disappear. The goal is to clear the play field. Just as in Tetris, the better you perform, the more difficult you make it for your opponent. There are only two music tracks, each one just as catchy as any Mario soundtrack. You'll be humming the melody to "Chill" or "Fever" for hours after you're done playing.


Ice Hockey

NES sports games did not require much actual sports knowledge, and I still don't know what icing is, but Nintendo's Ice Hockey built in its own layer of strategy by incorporating a simple concept everyone can understand. Fat guys are slow and strong, and skinny guys are fast and weak. By allowing you to choose the composition of your line, you choose your approach. Do you power through with a heavy set, knowing you'll lose every chase down of a loose puck, or do you finesse your way to the goal, knowing that if you get hit you're flattened and loose the puck? Debates still continue as to what is the optimum lineup.



Track & Field I & II

An early third-party release, Track and Field was a popular arcade conversion by Konami. What could be more adversarial than a pure button-masher? Want to see who will win a race? All you have to do press the buttons faster than your opponent. New and intriguing methods were devised to increase the rate of button taps. Two methods were using a shirt sleeve to rapidly slide your fingers back and forth over the buttons, using your index and middle fingers in a alternating tap. Other events required more than button mashing, like the timing of the javelin throw, jumping the hurdles, the clay pigeon shot, and others. This is a game that would fit well in a competition cart.


Pro Wrestling

Another early NES title, Pro Wrestling had just enough character, just enough simplicity, and and just enough realism to draw kids of the 80's in and pursue their own wrestling title dreams. I remember sleepovers where winner takes on all challengers, and keeping win-loss records on a notebook paper. Everyone had a favorite character, each with a signature move. Try the power moves too early and it will backfire on you. Will your opponent stay down on the mat long enough for you to leap off the top turnbuckle and crush him with a knee drop? Or will he roll out of the way, leaving you to crumple to the mat? Like the prematch posturing that took place before televised matches, this game brought out the most colorful insults.




Ivan "Ironman" Stewart's Super Off Road
Giant boulders are placed all over the course for character

This is an arena racer that shows the entire race course on screen. As such, your cars are pretty small. I don't know much about monster truck racing, but the courses seem ridiculously treacherous and unforgiving; perfect for a video game. The hardest part of this game is turning. Your controls are relative the to the direction the car is facing, and it can be easy to over turn and hit the wall just before a turn. With the aide of a Four Score adapter, you can race against three of your friends at the same time. It was a party game before party games existed. The difference between a skilled player and noob is painfully and hilariously evident. Adding insult to injury is the fact that the top finishers receive more money, and can upgrade their cars at a faster rate, further leaving unskilled drivers behind. A true gem that more people should play with friends.


Double Dribble
Do you know where "the spot" is?

There aren't a lot of basketball games on the NES, but even if there were, Double Dribble would have to be one of the best. It is hard to program a game with that many sprites moving around at the same time, yet Konami did a fine job replicating the fast pace of basketball. The graphics are serviceable, the sprites flicker as the cpu tries to keep up, and yet there is no slowdown to be found. The free throws involve timing, the three point shots are rare (unless you know "the spot"), and stealing passes is just as frustrating for your opponent as in real life. Despite not having the NBA license nor player likenesses, this game is worthy of settling disputes.


Blades of Steel
If you're anything like me, you often pass when you mean to shoot

Despite this being the second hockey game on this list, Blades of Steel has one thing that none of these other games offer: in game fights. If you keep harassing and checking the same player, he'll eventually throw down the gloves and be ready to duke it out. Player control is tight, and shooting and passing are intuitive. There's even a mini-Gradius game that you can play during intermission. Voice samples are impressive considering the machine. "Get the pass!"


Super Tecmo Bowl
If you are an NFL fan, its worth your time to track down the updated roms

Out of all of the competitive games on the list, I have found Tecmo Super Bowl to be the ultimate dispute settling, disparaging, humiliating, gloating, scream-inducing, controller-smashing game. Football is the sport I watched the most of growing up, and in our neighborhood, it was king. With quick plays and four quarters, you can do a lot of damage in little time, and have your opponent buried by halftime. Or, the game could come down to the last play. Part of the strategy is knowing the nuances of the game, and which team to use. Deeper than that, knowing the "money" plays and general football strategy will go a long way to provide an advantage. We're not talking "Madden"-deep strategy here, but even still, the cpu will control the players the users are not, so anticipating what the cpu will do can help you sneak some plays in that wouldn't work in real life.
This game has a cult following, and a community that hosts regional tournaments and updates rosters. You can even purchase an updated physical cart.

So there you have it. If you and a friend have a dispute that needs to be settled, you have a burning urge to yell "in your face", pick up those NES controllers and settle the issue like adults. Just don't throw the controller, as it is are harder to find replacements these days.

HDMI FPGA clone consoles over RGB Setups?

The AVS menu screen is simple and straight forward

Hardcore retro gaming setups have evolved over the years, as recent developments introduce new ways of playing classic consoles. Since HD televisions have become the norm, CRT TVs have been phased out of homes and pushed to the curve. Even thought HDTVs are superior tech, they do not aways interpret the ancient video signals of retro game consoles as intended, and there is a gap between intended video output and onscreen results. The video quality of the yellow RCA plug is dreadful by today's standards; back in the day the CRT TVs had lower resolution and this went unnoticed.
A European SCART plug carries the RGB signal directly, if the console has it
To accommodate for the progress in video tech, gamers started to utilize the RGB video output of older gaming consoles to provide the cleanest image possible. This requires some research, specialized SCART cables, and devices called upscalers as translators between the retro consoles and the HD TVs. A SCART setup would provide a vastly clearer image on a modern display. Depending on how many systems you have connected, you may need a SCART switch box as well. This type of setup can be expensive, as the equipment is highly specialized, and not sold in any walk-in store.

SCART switches need to be imported since they were never released here in the U.S.
Some people who feel that retro games are represented best on professional video CRT monitors, like the ones used in television broadcast studios. These do look great, but they are exceedingly rare and expensive now. Even if you managed to find on on eBay, they are so heavy that shipping and insurance is cost prohibitive. Also consider that these are just as old as the consoles you are hooking up to them.
Most will not want to pay $500 for a 20' screen

Some companies are seeing the demand for solutions to bridge the gap between retro and modern, like HD Retrovision cables. These cables convert the RGB signal (if present) from retro consoles into component video signals, so they can be directly plugged into modern TVs. They are a nearly equivalent solution as an RGB setup, with less hassle and cost. The cables receive rave reviews, but are produced in small batches, and sell out quickly. The cables are sold by Castlemania games, and you will most likely have to preorder for the next release batch.

HD Retrovision cables are immensely popular
Emulation has undergone a resurgence as well, officially and unofficially. Nintendo's NES Classic Edition got the ball rolling, and was followed by the SNES Classic Edition, Retrobit's Retrocade, Neo Geo Mini, and eventually the Genesis Mini. Everyday there are more and more options for playing retro games. HD retro consoles are becoming more and more commonplace, and the cost of these systems vary, depending on if it is a single system console or a multi-system console. These are emulation systems that dump the inserted game rom, and hence are prone to the same flaws found in emulation: sound accuracy color accuracy, and input lag.

The Retron 5 has its fans, and may be a fine solution depending on your needs
Depending on the need for accuracy of gameplay and representation, many emulation solutions do not live up to the expectations of the hardcore retrogamer. This is where FPGA hardware comes into the picture.  A field programmable gate array is a means of simulating (on the hardware level) everything that an original game console did, and more. There is no underlying operating system running an emulation program, so there is no lag generated in the process. Couple that with direct HD video output with multiple digital resolutions available, and we have a retro revolution in the making.
The Analogue NT is the Cadillac of FPGA consoles, but is too expensive

The Analogue NT Mini was the first FPGA retro console commercially released.  This premium clone console did everything that the NES did and more. Video output was provided via analog or digital, so it could be used on either a CRT or modern TV. This was priced to reflect its quality at $450. Interesting for sure, but definitely a niche item. It had a sleek, aluminum case, which I'm sure added to the price as much as the allure.

The Analogue Super NT gets the cost/performance ratio right

Analogue's next product was the Super NT, which is an FPGA SNES. It does mostly everything that the NT did and more, while dropping analog video output and the aluminum shell. This change was a smart one, as the new price is less than half of the NT at $200. Reviews have been extremely favorable across the board.

The Mega SG is set to release in the spring of 2019
The company has recently announced its newest offering, an FPGA Sega Genesis console: The Mega SG. This is the first FPGA console based on a Sega system. Preorders are open. It will have similar features as the Super NT, but will also be able to play older Sega console games in addition to Genesis/Mega Drive games. It will even be compatible with Sega CD, through a connection port on the side. 32X compatibility is not possible however.

The Retro Usb AVS is very good, nearly on par with Analogue's offerings
Analogue is not the only company making FPGA retro consoles. RetroUSB makes the AVS (Advanced Video System - named after an early suggested name for the NES), which is an NES clone that also has been favorable reviewed. This once costs $185, and is popular due to its consumer-friendly price point (compared the $500 for the NT).

The Retro USB AVS accepts NES and Famicom carts, no need for a wonky adapter


I like these high quality solutions for a few reasons. For one, they are new tech, and more likely to survive another twenty years compared to the original systems of the 80's and 90's. The built-in high definition video output simplifies the hook up process, eschewing specialized cables and upscalers. This also means you can take them to other places, which is not really possible with a complicated SCART setup. With the going rate of FPGA systems averaging around $200 (not including the $500  NT), these may or may not result in a lower cost for entry. If you only want to play one system in HD on modern hardware, this will definitely be cheaper than all the necessary RGB equipment. If you buy up all of the newer FPGA systems that are released, you're probably spending more than what is needed for the RGB route.
The Super NT, coupled with an SD2SNES flashcart
As retro systems push 30+ years old, the failure rate will start to climb. These FPGA systems are arriving at the right time. Despite being priced higher than emulation clone systems, these consoles are of premium quality, and will not be mistaken for one of the budget HD options. Considering the build quality, the game compatibility, the video and sound accuracy, these check all the boxes. People who look into these know what kind of quality they are looking for.

Its hard to display through a web picture how good the image actually is
Can this FPGA trend continue to provide solutions for other retro consoles? There are lots of consoles that need a high-quality clone system, but is the market large enough to make it worthwhile for companies to do so? What are the limitations of FPGA? Is there a point where the systems cannot be replicated? The Sega Saturn and PC-Engine are two of my favorite consoles, but they may not draw as much interest, at least here in the US. I hope I'm wrong, but based on sales figures of original consoles, these look like a long shot to realized.


So what do you think of FPGA consoles? Are you willing to move on from original hardware? Let me know in the comments. Thanks for reading.





Top Ten Co-op Games for the NES


Couch cooperative play is an experience that is locked in time, a concept known to all who grew up playing video games in the 80's and 90's. Before there was broadband or dial-up, multiplayer gaming was relegated to sitting on the couch or floor, connected to the same TV, next to your player 2.
For me, most of the co-op games that are burned into my memory are on the NES. These are in my opinion the best examples of co-op play on the system. If you are of a younger age, and missed these games in their day, I recommend you seek them out, grab two controllers, sit in front of the same tv, and experience them the way people did before the internet.


Gauntlet
Was there any way this was going to be left off the list? Gauntlet is remembered most for its narrator announcing who needs food badly. If you play straight up, the difficulty will mow you down. You will need the assistance of turbo fire, and maybe some Game Genie codes to take the edge off, and then you will be able to relax and have some fun. Arguing about who gets which food item, who should use the key, and which path to take is part of the fun.





The Original Mario Bros.
This is not Mario's first outing, but it is Luigi's. Mario has taken on the occupation of plumber in this  arcade port that holds up pretty well. The task is simple enough: rid the sewers of turtles, giant moths, and other oddities that lurk underground. Before Mario could stomp on enemies, he had to pop them onto their backs by hitting the ground underneath them, and then run up and kick them. After playing a few stages it becomes clear that communication and coordination are the only way to prevent you and your brother from accidentally sabotaging each other. Its fairly easy to un-stun an enemy that your brother has stunned, and thus let it loose right as your brother is upon it. Sometime the spirit of cooperative play gets tested, and what started as teamwork becomes something...else.


Rush'n Attack
As one of the earliest infiltration games that I can recall, Rush'n Attack is about taking on the entire Soviet army with only a knife. Luckily, only about one in five enemy soldiers bothers to shoot at you, even if they are all wielding rifles. Occasionally you can kill a soldier inconspicuously uniformed in a yellow jumpsuit who will drop a limited power up to help even the odds if only for a short while. Having a partner join in on the action is a blessing and curse, as one of your will eventually leave the other behind at the end of the screen, resulting in getting killed by oncoming enemies off screen. Oddly enough, that kind of rubber banding in the co-op gameplay adds to the charm. The controls are a little wonky, with jumps assigned to the up direction instead of the A button. As far a the title, is the cold-war play on words 80's enough for you?


Heavy Barrel
This is an overhead run'n gun game, where you invade some terrorist's hideout and blow away waves of soldiers. The title of the game is based on a super weapon that you can assemble if you collect all the parts for it. Certain defeated enemies drop keys that you can use to unlock crates that contain power ups or pieces of the "Heavy Barrel", which is s ridiculously overpowered weapon, with a time limit. I have never obtained all of the pieces myself, but supposedly that's what you get. Either way, it is a great two-player romp through a jungle, with decent pacing and a moderate difficulty curve.


It is way too easy to shoot these POWs by accident
Guerrilla War
Taking jungle warfare to the next level, Guerrilla War plays a lot like Heavy Barrel, but a lot faster. It is a rare instance of an NES game having rapid fire as the default firing speed, which alleviates the need for a turbo controller. Ironically, you will need to learn some restraint while firing as part of your objective is to rescue hostages that more often than not, parked right in front of enemy placements. The game allows you to drive tanks and unleash some serious offensive power, much like its predecessor, Ikari Warriors. As Iconic as Ikari Warriors is, its slow gameplay hindered it from being fun. SNK learned from that, and this is the result. A fantastic two-player game that no one talks about.


DD2 has some rad facial expressions

Double Dragon II
Believe it or not, but there aren't a whole lot of two-player beat'em ups on the NES. For whatever reason; maybe the complexity of sprite animations combined with lots of enemies reduced the amount of sprites that could be onscreen. Games like shoot'em ups and run n' guns don't often have main character animations, but in beat'em ups the sprites have many movement animations to show punches, kicks, head-butts, and so on. The first Double Dragon was a great game but it was also disappointing in that co-op was not included. The sequel fixes this, and includes some new moves and animations as well. There may be some additional sprite flicker as the NES attempts to keep up with the action, but it is worth it. The buttons have been configured differently; instead of punch and kick they are now left attack and right attack, which allows for better defense in a crowd.


Bubble Bobble
Perhaps known best for its infectiously catchy music, Bubble Bobble is a unique platformer/puzzle game. You play as a bubble blowing dinosaur(s), trying to make it to the end in order to be turned back into a boy. In order to advance past each stage, you need to defeat all of the enemies but trapping them in bubbles, and popping the bubbles. It is fairly simple at first, becoming fairly challenging as you progress. The biggest obstacles are the stage designs themselves. You may think that enemies are impossible to reach, until you learn to hold the jump button, which allows you to bounce on bubbles to reach higher platforms. With all of the bubbles, enemies, and other objects on screen the action gets fairly frantic. There is one music track on a loop, and while this would incite a  murderous rage in lesser games, this track never seems to offend - it will be burned into your memory however.

Gaze into my eye...

Life Force
Often thought of as a sequel to Gradius, Life Force is technically a spin off. It was known as Salamander elsewhere, which is why there is an intergalactic snake (?) on the cover. Originally Salamander eschewed the power up capsule meter for a simpler power up pick up system. When this was localized for North America, the capsule system was reinstated, making seem like the direct sequel to Gradius. The gameplay is nearly identical, so it may as well be a sequel. It turns out that adding two-player co-op adds tremendously to the gameplay experience. Gradius was tough-as-nails hard, and this is no deviation. It does accept the Konami code at the title screen, so you can experience the carnage of death upon death as you brute force your way through the game. Just like in Gradius, if you are powered up you can plow through the game, but if you die, you are reduced to a pea shooter and the default speed may as well be a crawl. Lets be honest, you play through most of the game this way, as the cascade of death started in stage two. As with other games on this list, its more fun to die together than to die alone.


Jackal
Jackal is a game that is remarkably underrated when it comes to classic NES action games. Maybe its because it is not quite a run'n gun game, nor shoot' em up; it falls in between the cracks when genre lists get hashed out. You drive a jeep, armed with a forward-firing machine gun, and multidirectional grenades. As you progress, you rescue POWs and carry them to a helipad where they are extracted. If you rescue a general, your grenade gets upgraded to missiles, and eventually missiles get upgraded in range and power. Its hilarious to watch all of these POWs exit the jeep; it reminds me of a clown car. The game tremendously more fun with a player two.

No one is getting that spread from there unless they die

Contra/Super C
How could it be anything else? I include both games here, as they play nearly identically. What makes many "hardest NES games" lists is baffling to me. Then again, I played these games ALL THE TIME, so I memorized every enemy placement and pattern. That's a testament to how good these games are; even though they start out as merciless, eventually you learn the tricks and progress further. Essential is the Konami code to see the stages beyond the waterfall, especially in two-player. The leading cause of death on that stage is an impetuous partner constantly jumping and leaving your ass to die at the bottom of the screen. I always thought that the screen should only advance as far as the player at the bottom stood, and the player near the top should be restricted from jumping...but that would not be as much fun. Did you ever steal the spread power up even though you already have it? What about ducking under a bullet so that it hits player 2? This game teaches a lot of lessons, like whether or not you should trust your partner, and you can past Val Kilmer's face on Arnold's body and nobody will notice. In my opinion, its the best two-player game on the NES.