Tag Archives: guns

FGC #590 Final Fight: Streetwise

Today’s article contains one (arguably) graphic GIF of Playstation 2 quality. The image is basically the point of this essay, but if you are squeamish around such a thing, please be aware of its presence beyond the “read more” link du jour. Probably nothing you haven’t seen before, but, ya know, it bothered me, which brings us to today’s topic…

That logo is hotWhere is your videogame uncanny valley threshold?

Today’s game is Final Fight: Streetwise. As many people know, this was Final Fight’s attempt to enter the 21st Century with a Playstation 2 game that upgraded/marginally rebooted the original arcade classic. And, given Final Fight was always a handful of baseball bats away from just being The Warriors, this could have worked out well. Fight weirdos in strange costumes across a generally grungy city? Tale as old as time! And, while Final Fight: Streetwise maintained the concept of “beat ‘em all up”, it went a little off the rails when it decided to start aping the wrong crowd.

The blitheringly obvious greatest influence on Final Fight: Streetwise? Grand Theft Auto 3.

And this was not a good thing.

It is easy to see what happened here. Grand Theft Auto 3 was possibly the most popular and influential videogame of the era. And, to be clear, “influential” in this case absolutely means “there were 10,000 games all trying to get a piece of that sweet, sweet GTA3 pie”. This was the epoch when “sandbox gameplay” became a bullet point on every game cover from Final Fantasy to Hitman. Some of these copies were net goods, though. Spider-Man went from having “levels” to gaining the sprawling cities he always needed, and we likely would have never seen something like Fable without it being pitched as a “medieval GTA”. But, on the other end of the spectrum, we had any number of titles that wanted to make a claim at “gigantic, open worlds” without putting in the effort to actually design said worlds. And thus did we play through a number of games that would have been simple, progress from level to level affairs a few years earlier, but now had to have “hub cities” that were about as densely populated as Lost Springs, Wyoming (look it up!). And now you were forced to putter around for hours between missions and maybe the best you could hope for was some kind of collectible scavenger hunt. Apparently, the lesson so many game designers took from GTA3 was not that it had a fun, varied world where you were constantly learning you could do new things (God, I could write an article just about the exhilaration of finding a car jump ramp for the first time in GTA3), but simply that it was “big”, and you could walk around at your leisure. Oh, and GTA has a lot of “maturity”. Maybe we should shoehorn some cusses into our games, too…

FIGHT!Final Fight: Streetwise decided to chase the gameplay concepts and maturity of Grand Theft Auto 3 like a Japanophile running down a katana collection. FF:S takes place in a largeish (by PS2 standards) world with distinct neighborhoods, shops, and citizenry. There is the main plot, and a variety of “side quests” that can be distributed by assorted townsfolk/drug dealers. There are quests, both required and optional, that allow for the player to experience an escalation of regular gameplay, or more “minigame”-like fare. And, while Final Fight has always been a “street” franchise that included mature themes (the boss of Level 3 is a corrupt cop! You can eat his gum!) and roaming, malevolent gangs, the decision was clearly made at some point to make Final Fight: Streetwise feature characters that could be immediately described as “hardcore”. The central problem of this story is not a princess kidnapping, but a new drug on the streets. Our current hero is battling in an underground fight club to make ends meet, and all the previous protagonists are all suffering from various states of decay and corruption. And the new characters are all either morally compromised, or clearly too good to survive the whole of this adventure. This is a real story about real people in a real mean neighborhood.

And, unfortunately, you are not at all prepared for how this game is blitheringly, rock stupid from top to bottom.

You can read a game summary, Final Fight wiki article, or even the previous paragraph and think to yourself, “Well, that doesn’t sound so bad.” You may be like me, and imagine a game that indulges in that “grim ‘n gritty” style, but, even if it’s not your thing, it can still be good. It has happened before, right? It doesn’t have to be bad! This is a Capcom game! They know what they’re doing!

This happens all the timeWell, bad news, folks, Final Fight: Streetwise is an aggressively stupid game. There is no other way to describe it! This is a story where the featured characters are all idiots that always choose the single stupidest move possible. “This guy tried to kill me once, but maybe if I be polite, things will be better… whoops, got tricked, now he tried to kill me again.” That’s a plot point! It is meant to be a surprise when the mafioso that initially threw the protagonist into a deadly pit fight then again tries to kill the hero through an immediate bout of arson even though he was being so polite. And, granted, “being polite” should be rewarded for Kyle Travers, as his default mode is just cursing and punching people. I am not just talking about during gameplay, either! Kyle immediately resorts to fighting literally everyone he encounters. With a deft hand, a writer could portray Kyle as a man that knows he is in a rough situation, and immediately reacts to even the slightest kindness with inversely reciprocal brutality. But this is not a story written by a deft hand. This is a story about solving every problem with punching, and being rewarded for punching as hard as possible. And this translates to the gameplay, as literally everything in this world, from the sidequests to the gyms where you can spend your rewards, exists exclusively to power Kyle’s punches. And, again, this is a videogame, that could work. But, unfortunately, it all works to make this Final Fight world seem entirely too small to support the kind of game that could be happening here. It makes every corner of Kyle’s quest feel… stupid. This is a stupid hero doing stupid things in a stupid world.

A meeting of the mindsBut it is still a world. And it is a world that, with its “streetwise” aesthetics, tries to be realistic. The voice acting and graphics are great (by a Playstation 2 standard), and, if you are willing to forgive a number of (stupid) limiting choices in the game, you could easily see this as more of a “real world” than the cartoon world where you frequently see a dude in a gi tossing fireballs out of his hands. The venues in Final Fight: Streetwise are like those from the original Final Fight: subways, fighting rings, and the mean streets. And, while there are a few fantastic special moves as Kyle levels up, the majority of the fighting is based on traditional punches, kicks, and grapples. It is easy to slide into the simple comfort of playing this generally mundane game, and imagine you are controlling a real character in a real world.

And then you bash a sleeping dog with a baseball bat.

Here comes a GIF of that thing I just said

FGC #571 Shock Troopers

This is shockingShock Troopers is an Arcade/Neo Geo title from 1997. It is, in essence, an upgrade to SNK’s Ikari Warriors, a franchise that had debuted a little over a decade earlier. It is a top-down run ‘n gun with an emphasis on dodging, exploding, and occasionally going toe-to-toe with a tank. It may not be the most memorable game in the SNK pantheon (or even the most memorable Neo Geo game that involved shooting your way through an entire war, as that was somehow a very well-worn genre on the system), but it is certainly a fun experience for anyone that has ever enjoyed the likes of Contra or very particular parts of Bionic Commando.

And, ultimately, somebody must have liked Shock Troopers, because it warranted a sequel being released the following year: Shock Troopers: 2nd Squad. Mind you, it is entirely possible that Shock Troopers 2 was intended as an utterly different franchise, and merely wound up with Shock Troopers branding for expediency. ST:2S is a top-down shooter, but it drops the “basic” powerup-based offense of ST1 for a weapon leveling system that is closer to Blaster Master than Contra. It also places more of an emphasis on controlling vehicles, drops the signature multiple paths available in the original, and, while the graphics are certainly an upgrade, feels like a simpler, “step back” for what could have become an established franchise. Also, in what is perhaps the most damning omission of all, the game has dropped “team” mode, and now only features four playable characters, a far cry from ST1’s cast of eight. Granted, Shock Troopers 2 relies on the fact that it stars the titular “2nd Squad”, so it is no surprise there is no cast overlap. However, should Shock Troopers 2nd Squad be forgiven for the fact that the cast went from…

Always select Big Mama

… to…

Never select the punk

Notice anything, ya know, different about that 2nd squad? Is it, perhaps, a complete lack of melanin?

Let’s do the math on this one: There are 8 playable characters in Shock Troopers. It is difficult to say for certain with old graphics and generally anime-inspired art, but it can be honestly stated that there are at least four characters that could be described as “tanned” or darker. There are also three blonde characters, and one dark-haired fellow who has the same skin-tone as the blonde characters. So it can be confidently stated that there are four white people in the cast, and four people of color. Shock Troopers 2nd Squad cuts the cast in half, and now there are four white people, and zero people of color. Again, these are two totally different casts, but its clear that when the franchise wanted to boil down the cast to a lesser number, the people of color got cut, and the white remained.

I do not need to explain how this is fucked up.

However, I feel I do need to elaborate on how this is the exact level of fucked up that still continues to this day. Yes, it is easy to chastise a game from nearly 25 years ago for not adhering to the societal norms of today. Yes, we were all dimly aware of racism back at the tail end of the 90’s, and this was well before the enlightened children of the future all happened to simultaneously notice that Nintendo’s entire Smash Bros. roster has more white people named “dark” than actual people with dark skin. But this was the start of “tokenism”, right? A time we widely acknowledge where there might be “a black guy” or two in the cast, but they were only there because the designers “had to” hit some arbitrary percentage goal. A cast of color in the original Shock Troopers should not be lauded for existing or lamented when it was dropped for the sequel, because these characters were little more than the typical “minority hires” of the day. White characters with dark skin, and nothing more.

But Big Mama has something to say about that.

Here comes Big Mama

Now, to be clear, Big Mama is hella problematic. Big Mama is, right down to her name, a deeply racist and offensive stereotype. In a game where there is very little definition for the individual characters (“Marie Bee likes cats” is all you’ll get out of one of Shock Trooper’s other leading ladies), Big Mama does get the characterization of her name (this ain’t Big Papa), and her one ending image, which shows Big Mama being a mama to some random kid.

You win, Mama

Maybe her kid? Maybe a white person’s kid? We are not ruling out that possibility, because Big Mama seems to be in the same category as noted pancake accompaniment, Aunt Jemima. If you are unfamiliar with the mammy/mammie stereotype, it is remarkably straightforward: it is meant to represent the enslaved women of color that were forced to raise the children of their white slavers. Like a nanny, but completely owned by another human being. It is a generally affectionately referenced stereotype (again, check your breakfast table), but it is still a venomous, hurtful reminder that it was once perfectly okay for a black woman to be forced into a role against her will (and, yes, your syrup has made moves away from this for this very reason). Big Mama, complete with one victory animation that borders on offensive, is a textbook mammy stereotype.

WINNERBut, that said, Big Mama is also capable. She is strong. She is one of the few Shock Troopers that does not use an “extra” weapon, like a knife or (inexplicable) boomerang, as she can successfully pummel a foe in close quarters. She comes equipped with her own bazooka, though, for when the going gets rough, and her official art shows her equipped with a Rambo-esque bullet belt’s worth of firepower. And this all ties into something very important: Big Mama is jacked. Big Mama appears to be 110% muscle, and there is no videogame universe where that is not seen as a tremendous asset (okay, maybe not in Pokémon). Big Mama is the rare female playable character in a videogame that is not wafer-thin, and she has got the big guns to put her in Zangief’s piledriving class (which he teaches on Monday nights at the Y). Big Mama is wholly unique not just in Shock Troopers (where there are two other standard issue skinny white women available), but also across gaming, because here are all the other large, muscular black women I can recall playing as across other videogames…

On rare occasions, we get a Sheva (Resident Evil), Elena, or even MK’s Jade, but there is no way any of those women could reasonably take a punch from Goro. Big Mama, though? She could tear Goro’s arms off just as easily as Jax. Big Mama has a unique race, gender, and body type for gaming. And, give or take one of Chrono Cross’s cast of thousands, it’s difficult to immediately recall a single playable character that even comes close to fitting those same parameters. Big Mama is a singular woman in her entire medium.

She is the winner!And she got dropped for the sequel and any of the myriad of other SNK/Neo Geo crossover materials across the last two decades. Shock Troopers introduced a character that could embody a severely underrepresented chunk of the population, but dropped her at the earliest opportunity. Two decades of busty blondes later, and we have yet to see another Big Mama.

And that’s fucked up.

FGC #571 Shock Troopers

  • System: Neo Geo / Arcade initially, and then (like most Neo Geo games) it resurfaced in one way or another for the PS2, PS3, PS4, PSP, Xbox One, Wii, and Nintendo Switch. It looks like it skipped the WiiU, but, then again, so did Nintendo (HEY-O!).
  • Number of players: Looks like two, but you have a choice of eight characters. That is because…
  • Make the dream work: The player has a choice between playing as one hero (“lonly” mode, thanks SNK translation team), or a team of three. I literally cannot fathom why someone would play as anything other than a team. You get three life bars, so you can switch when one is running low (and wait until you see a health powerup)! You get three different offensive/agility options, as every character plays distinctly! You have an excuse to use the chubby white dude and his clearly circumstance-based poison bombs! Why would you ever limit yourself to one character per credit?
  • Favorite Character: Oh, maybe because you want to show Big Mama solidarity. I understand wanting to showcase Big Mama.
  • Say something nice about character design in Shock Troopers 2nd Squad: I mean, it’s nice that both of the women in Shock Troopers 2 aren’t the typical blonde bombshells you see in gaming, and Lulu is fairly androgynous (which is a welcome alternative to “boob delivery creature). Also, Toy is a punk with a laser, which ain’t bad.
  • EAT BUILDING!Favorite Boss: Oh yeah, the boss designs definitely improved between sequels. In the first Shock Troopers, you mostly just fight fantastic military weaponry, like a helicopter or battle tank (“battle tank” is defined as any tank that has more spikes than your usual tank). In Shock Troopers 2, you fight significantly more varied opponents, including an entire office building that changes into a missile/laser fortress. It is basically a Transformer, and I am here for that.
  • Pick Your Poison: Shock Troopers offers three different routes to the final level, complete with an opportunity to switch paths about halfway through. That adds a fun reason to replay the game! That said, Jungle is terribly boring, while Valley lets you blow up a submarine. And Mountain lets you climb a cliffside by hand, and then use a zipline. So why would you take any route other than Mountain?
  • What’s in a name? The terrorists of ST1 are known as the Bloody Scorpions. The sequel features DIO, led by a man named Nakatomi. This implies that the initial Bloody Scorpions are not around anymore because they found a good day to die hard.
  • Did you know? If you leave the banana life up sitting on the ground too long, a monkey will dash over, and steal your bananas. How cheeky!
  • WeeeeeeWould I play again: Shock Troopers is a fun little run ‘n gun with multiple routes and characters that wholly encourage additional playthroughs. I will probably do that! … If I remember this game exists, and there aren’t any Contra games I want to play at that immediate moment.

What’s next? Random ROB has chosen… Night Trap! The game that almost broke all of gaming! Woo boy! Please look forward to it!

FGC #568 Wild Guns (Reloaded)

Now reloadingLet’s talk about cowboys, challenges, and save states.

Today’s game is Wild Guns, which has been on the ol’ ROB list for a while. Why? Wild Guns Reloaded, the remake of Wild Guns, was released a few years back, so I have a physical copy of that floating around the collection. And then, just about a year ago, Wild Guns, the original SNES version, was added to the Nintendo Switch’s online library. This is a rare opportunity for the FGC! This is a game that I did not play during its heyday, but now I can play its original and upgraded versions side by side on legitimate hardware! I can compare and contrast versions! I love comparing and contrasting! I’ve been doing it since grade school!

Unfortunately, I hit a pretty familiar wall in Wild Guns almost immediately: this game is hard as (Cement Man’s) balls.

Wild Guns is, at its core, a graduated shooting gallery. On a basic level, there is very little difference between the gameplay of Wild Guns and your average shooting gallery you might find at an amusement park (that’s where all the arcades went, right? They’re still safe and happy at Six Flags?). You play as one of two (or four) cowboys/cowgirls/cowdogs who stand in the “foreground”, a series of targets pop up on another plane, and they require a whole lotta shootin’. Unlike in your traditional shooting gallery, though, these targets shoot back, so you have to not only manually aim, but also shuffle, jump, and roll around the screen to avoid a hail of bullets. And, just for the fun of it, this ain’t just a Western, it’s a Western in Space (or, at least, some nebulous future), so half of your opponents are tanks, giant brain pods, and a whole murder of Terminators. And if you are at all on the fence about shooting robots with shotguns, let me assure you that the inclusion of all sorts of Contra-esque opponents is unequivocally a good thing, as they allow for a lot more varied attacks than your traditional six-shooter. It is simply more fun to dodge the claws of a giant, mechanical crab than your 700th stampeding horse.

Blow it up goodAnd, while this is a fun game, I am inclined to blame the abuser (the game) and not the victim (my poor gaming skills). Despite being remarkably straightforward, the controls and “details” of Wild Guns can often be confusing to a neophyte. I have an attack button, but what am I supposed to do when one random bad hombre wanders into the foreground? Use my special attack? That works, but apparently Up+Attack whips out a hitherto unmentioned melee weapon. Would have been good to know that three deaths ago! Oh, and everything is a one-hit kill. Probably should have mentioned that immediately, as one stray (yellow, tennis ball-sized) bullet is just as deadly as having a car thrown in your face. Granted, this kind of weakness-to-firearms is true to mundane existence, too, but I think we are all used to heroes that are slightly more resistant. And, give or take the occasional laser lasso, absolutely everything in Wild Guns is instantly deadly, which pairs poorly with depth perception involving a little more wiggle room than should be allowed. With the faux 3-D layout of these stages, it can be difficult in the heat of battle to determine whether a bullet is going to safely sail to the side, or straight into poor Annie’s heart. It takes some significant practice to survive Wild Guns, and it feels like not every death is actually the fault of the player.

Though one could argue that this is the entire point of Wild Guns. I played “upgraded version” Wild Guns Reloaded initially, and foolishly assumed it had modern trappings and an appropriate “easy mode”. I was wrong. While Wild Gun Reloaded contains an easy mode, that easy mode did not transform WGR into a cakewalk where I could just soak in some giant robot fights. When I lost my last life on easy mode, I chose “Continue”… and then had to start at the beginning of the game all over again. Wild Guns Reloaded is just like the original Wild Guns: you are expected to clear three entire stages on your limited count of lives, and if you do not survive, it is right back to start for you. Despite the fact that you could lose nearly all of your life within the first seconds of the first stage, you have to survive straight through two stages, two minibosses, and the final big boss capper for the level to see the next continue point. And, yes, in all stages, if you whiff it during the final boss, you are returned back to the start of that level, and have to survive every other onslaught all over again just for a chance to maybe learn the pattern that led to your death the first time. Wild Guns demands a lot of practice to reach the final battle, and, while the challenges are not insurmountable, they will lead to a player being much more conservative with their playstyle. You can pick up that lit stick of dynamite and toss it back at an opponent, but do you want to? Do you really want to take the chance that that explosion will be fatal, and then you won’t have enough stamina to outlast the monster at the end of the level? CRAB!Can you afford to stop dodging for even a second, lest you have to repeat everything ad nauseum? No one likes losing progress, so are you willing to risk your valuable time on a jump that may or may not land you right on top of a knife’s edge? You are constantly stuck making life or death decisions in Wild Guns Reloaded, and you know the punishment for a wrong decision is having to do it all over again.

And then I played Wild Guns on the Nintendo Switch Online “Snesflix” service. That emulator contains a rewind feature. And, shock of shocks, I completed Wild Guns inside of an hour without a single (logged) death.

Gee, wonder what changed?

Look, I’ve said it before and I’ll say it again: I support cheating in videogames. What’s more, I’m one of those nerds that can and will wax philosophic on the nature of if you even can cheat in a videogame. Is a “game” defined as a competition between two entities? Is it man versus (the people who programmed the) machine? In that case, is it cheating that I have way more experience with videogames than should be expected of a player? Or, put another way, do you figure the AI in Wily’s latest Robot Master is capable of understanding that it is fighting a Mega Man that has obliterated thirty years’ worth of its robotic brethren? I hack in huge experience gains in JRPGs because I don’t want to waste my time grinding. I hack in gigantic funbucks accounts in fighting games because I don’t want to spend the rest of the day beating Very Hard with Worst Character™ just to see a gallery image. And, yes, I use save states and rewind features in action games, because my time is valuable, and I don’t need to repeat an entire level (or, in some NES examples, an entire game) because the boss scored a lucky hit. Mistakes happen, and you should not have to waste your time because you hit the jump button without the all-important directional pad input that would transform that deadly hop into an invincible roll.

But, yes, it would be foolish to claim that using save states does not drastically change the game being played. Wild Guns is not a game that involves much resource management or having to think “three steps ahead”. Wild Guns is a pure action game, so if you have the ability to “rewind” as little as two seconds, you can dodge that bullet. You can throw that dynamite faster. You can duck left, when you now know dodging right would have been fatal. And thus do all those “life or death” decisions fall by the wayside. What’s left? A competent shooting game with some whacky enemies that are color swapped repeatedly, a handful of memorable bosses, and that one guy who does a hula dance on the side of a train. Wild Guns transforms from a white-knuckle ride to a pleasant-but-forgettable game with the addition of one minor gameplay option. And it is not just about save states! If Wild Guns included an “instant continue” feature or infinite lives, it would similarly become easy to live sloppily in this New Old West, and we would be talking about a different experience. Wild Guns is, for better or worse, defined by the existence of its omnipresent challenge, and changing that changes everything.

GET IT!?So what’s the moral here? Well, it seems that even if you have the ability and will to cheat, maybe hold off on cheating for a solid half hour before diving into the cheaters’ pool. Even if a videogame was made by three people, it was made to be played a certain way, and denying yourself that experience is denying everyone that made that game. Save states, rewind, or even your traditional Game Genie will change that base experience, and you are missing out on what might be the entire point of any given game. Don’t cheat, kids, because you’re only cheating yourself.

And next week, Random ROB has chosen… Battletoads? Goddammit! Forget I said anything. Cheat to your heart’s content, everyone!

FGC #568 Wild Guns (Reloaded)

  • System: Super Nintendo, then “Reloaded” on Playstation 4, Windows, and Switch, and then the SNES version popped up again on the Switch. It was also on the Wii and WiiU, but those systems feel like some kind of fleeting dream now.
  • Number of players: 2 player simultaneous! And 4 in Reloaded! That looks like fun, and I will give it a shot the absolute minute I find someone that can play this game and doesn’t die in seven seconds!
  • Go doggy goWhy Reloaded: I apologize if I made Wild Guns Reloaded sound impossible with its lack of contemporary conveniences. The widescreen format of this modern version really does feel like how the game is meant to be played, even if such a thing were not possible back in 1994. And the new characters (and possibility of four players!) are just aces. … And I’ll never beat it, because who has the time?
  • Favorite Character: Every character except Clint. Annie is the original cowgirl that can conquer an army of robots while wearing a frilly dress. Doris is the rarely seen videogame “big girl” with even bigger grenades (not a euphemism). Bullet is a Dachshund. This leaves us with Clint, who is only a generic Western protagonist. See you never, Space Cowboy.
  • Favorite Gun: Just to piss you off, sometimes a gun powerup will transform your deadly weaponry into something more appropriate to Splatoon, and you won’t be able to do a lick of damage for fifty bullets or so. This is evil, and I hate it. Or, when I’m playing with save states, I am capable of finding it funny. Weird how that works out.
  • Did you know? I wasn’t kidding when I mentioned “a videogame (that) was made by three people”, Wild Guns was put together over the course of five months with three core designers and two support staff members. In that context, Wild Guns is an accomplishment on par with the Parthenon.
  • Would I play again: This is a great “arcade style” game that could be fun to play for a half hour some random afternoon. Of course, if I don’t want that to be a frustrating time, I’m going to have to remember how to actually survive the game. Hm. That might make this a “no”…

What’s next? Random ROB actually has chosen Battletoads, but it’s not regular ol’ Battletoads, it’s Battletoads 2020! The future is now! Or at least Monday! Please look forward to it!

BIG OL BRAIN
So is it biting Metroid or Contra?

FGC #502 Day Dreamin’ Davey

Behold the game that accidentally enshrines a sacred trifecta of gaming.

Day Dreamin’ Davey is clearly an odd duck. For one thing, for reasons no one seems to understand, DDD is widely believed to have been a cancelled NES game. Maybe this was the result of some confusing Nintendo Power coverage? Or perhaps one random nerd on the internet claimed it only existed in ROM form, and that was how a myth was born? No matter. What’s important is that Day Dreamin’ Davey is a real game that is available in real cartridge form, and you could hop over to eBay and pick up a copy if you’d like. Buy it now for a Jackson! Or don’t! Because the game sucks out loud. Despite the pedigree of the incomparable HAL Laboratory publishing this happy little adventure, this is actually a Sculptured Software joint. Don’t remember Sculptured Software? Well please remind yourself of this poor Gorilla or the even more maligned Robin of Locksley. Day Dreamin’ Davey is very similar to those adventures, as it is another game that features strangely incongruent graphics, unresponsive controls, unpredictable death traps, and a propensity toward delving into different genres and playstyles without actually excelling in a single one. If you are looking for what could be defined as a good videogame on even the most basic level, skip DDD, as you’d be better served playing something at least passable, like a LJN title (wait a minute…).

I hate this placeBut, while Day Dreamin’ Davey might assault your eyes and fingers like some manner of freshly sentient paper shredder that has returned to visit revenge upon the user that has forced it to dismember so many documents, it does at least contain an interesting concept. Day Dreamin’ Davey was released in 1992, a time when videogames as a cultural concept were still fairly new, but had already established a firm grip on the hearts and minds of a generation of kids. And, as such, there were likely a number of children out there day dreamin’ about life being a videogame while participating in mundane chores like sitting through lectures or eating lunch (?). Day Dreamin’ Davey is meant to portray the experience of your average “Davey” during this time, when every errant comment or confrontation culminated with imagining the world as a fetch quest or boss battle. As someone that may or may not have been a child with ADD and a propensity to shout “Get equipped with… Socks!” every morning while getting dressed, I can safely say that many kids related to Davey’s continual attempts to turn rulers into swords. And, while it may have taken decades for the term to be defined so succinctly, the very concept of DDD did make a wee Goggle Bob “feel seen”. The only difference between my younger self and Davey was that Davey had a complete lack of an imagination! He never fantasized about fighting a giant robot even once!

Okay, yes, that might be a little unfair to poor Davey. Davey is limited by the fact that he exists within a NES game, and, if we’re being honest, you could only do so much with basic Nintendo Entertainment System hardware. The average juvenile could imagine a thousand fantasy scenarios to justify punching a bully in a face, but Davey is limited by the number of pixel costumes that can be glued to his bulbous head. Day Dreamin’ Davey screams “we had a budget” from top to bottom, and the fact that it was a NES title released the same year we were seeing the likes of Sonic the Hedgehog 2 or Super Contra didn’t inspire much confidence. This was a game rushed out the door so it would beat the inevitable collapse of its chosen system, and not a “culmination of a generation of hardware” title like Kirby’s Adventure. So, while Davey has ten day dream levels to fight through, they’re limited to three distinct “settings”, and each progressive stage in the same setting is just the further exploration of the same map/ideas as last time. It’s a pretty traditional setup for a NES game, and not terribly dissimilar from Super Mario’s original adventure only really featuring overworld, underground, and castle settings (“what about underwater?” “shut-up.”). No need to disparage Davey’s imagination for not fighting against the constraints of the console.

And what Davey did imagine? Well that’s how gaming was defined in the 80s.

STABSDavey’s first world is the typical medieval fantasy setting. We’ve got knights, dragons, and I’m pretty sure those are supposed to be hobbits continually biting at Davey’s ankles. Everything here is vaguely King Arthur themed (there’s a literal Excalibur lying around), but make it a little more generic, and it could be practically any fantasy videogame from the 80’s. A lot of early videogames were simply Dungeons and Dragons campaigns with one new thing. Final Fantasy was D&D with a floating techno castle or two. Dragon Quest was D&D with a unique bestiary. The Legend of Zelda was D&D with…. Okay, it’s just D&D. The first level is literally a dungeon with a dragon! So many videogames descended from table top gaming that was itself a direct descendent of Tolkien that borrowed from the likes of the King Arthur myths, and it all boiled down to one simple truth: man really wants to slay a giant, fire-breathing lizard. … Wait… is Super Mario Bros. a D&D campaign? No matter! Davey day dreams about dragon-slaying, so we’ve got that apparently base element of human desire covered.

And then we move on to the second setting for Davey: The Old West. In this case, Davey is deputized, and it’s his job to take out a few bad hombres terrorizing a tiny hamlet. Now, it may be your immediate thought that there were Western games, but they were by no means a dominant genre on the NES. And you’d be right! But the genre Davey is experiencing here isn’t just “Western”, it is the genre that Western belongs to: Gun. Davey is participating in a gun story. The parameters here? Davey is the law, and he alone can solve problems with his trusty firearm. Does that sound like something that is more prevalent on the NES (and all of gaming)? Have gun, it’s you against the aliens. Have gun, it’s you against a city full of drug dealers. Have gun for a hand, it’s you against robot masters. The Western trappings are just an excuse to draw Davey in a cool hat, everything else about this section is the same old story of one guy with a gun against the world. And that’s perfect for a videogame setting, so it was seen over and over again.

Hey cowboyAnd Davey’s third option for day dreamin’ is Ancient Greece. Give or take a kid that icarused around, this setting seems like the most unique for the time. Even if an ersatz Link was once forced to battle in Olympus, the era of philosophers and Spartans is not exactly overrepresented in gray, plastic cartridges. But then Davey reminds you that he is fighting a cyclops. And satyrs. And by about the time that Davey fights past an army of skeletons lurking in Hades, it becomes obvious: “mythology” as a genre is what keeps the gears of games going. If a title isn’t sampling an age of dragons and knights or modernity (gun!), its opponents likely have Greek origins. Medusa has turned many a would-be hero to stone, and Charon has ferried more than a few protagonists for a coin or two. It doesn’t matter if this is a temple or a haunted mansion, there’s a minotaur. Davey might go the extra kilometer by including Plato, but his visit with Athena has been seen in more than a few games.

So congratulations to Davey’s limited imagination. In a game that can barely clear the bar of “decent hit detection” or “providing a marginal amount of fun”, Davey managed to feature the three most prominent genres in 20th Century gaming. Hell, if Day Dreamin’ Davey included a level where he’s a sad dad trying to guide his helpless child through a level or two, it would have included future gaming genres, too.

Way to go, game everyone thought was cancelled, your limitations are iconic.

FGC #502 Day Dreamin’ Davey

  • System: Nintendo Entertainment System. Just because HAL is involved here, I don’t think you’re going to have to worry about Davey for Smash.
  • Number of players: Day dreamin’, like Davey, is a singular activity.
  • BANG BANGController Options: You can use the NES Zapper for the “shoot out” boss stages of the Old West areas. And, considering these events comprise maybe 0.03% of the game’s total play time, it’s uncertain why anyone would ever do such a thing. But keep that Zapper handy! Maybe trying to shoot a ten pixel-wide area is fun in some parallel universe where people played this on their CRTVs!
  • How the times have changed: Go ahead and show me a game made today where a child accidentally shoots his teacher with a (water) gun. Or nearly blinds a random classmate. Or beats a level by giving a bully a black eye. … Okay, that last one might have happened in Bully.
  • An end: This game is the definition of a story that “just ends”. I don’t think Davey even makes it through a full day of school-based day dreamin’. At a certain point (sometime roughly after lunch), the whole adventure just calls it quits, and Davey is declared a winner for not being sent to juvenile detention this week.
  • Favorite Level: Each of the three “worlds” seems to put an emphasis on a different aspect of the game. Medieval Times is more about the action and combat. Ancient Greece has more of an emphasis on finding particular items and using your inventory to overcome obstacles. And The Old West is more about resource management and rationing your money and bullets to properly police the town. Of the three, I’d rather the Old West section be the dominant playstyle, as I really like Davey’s hat it seems the most interesting and nuanced.
  • ALSO BANGSSay something nice: There is exactly one surprising moment in Day Dreamin’ Davey, and that’s when, as part of the final Old West stage, Davey has to duck down a tunnel, and finds himself in the Underworld of Ancient Greece. It looks and feels like the game has glitched out and dropped Davey in the wrong level, but then Hades himself appears and says “Deputy, what are you doing here?” before teleporting Davey back to the familiar western town. It is the exact kind of “kiddy crossover” that any child with a decent imagination would create with the “toys” available in this game, and the fact that it can surprise an adult gamer is just icing on the cake.
  • Did you know? According to studies promoted by Google, people spend about 47% of their waking hours daydreaming. You would think there would be more videogames about something we collectively do for about half our days…
  • Would I play again: Absolutely not. This game feels like it was stitched together over the course of a long weekend. Everything about it is janky beyond any reasonable level, and it’s a lot more fun to play literally any other NES game. This is a confusing relic only to be played once every 500 or so games.

What’s next? Random ROB has chosen… Final Fantasy 5! A game that, in its native Japan, was released the same year as Day Dreamin’ Davey, a game we shall never mention again! Now it’s time to get a job! Please look forward to it!

THE RIVER STYX
“Welcome to Hell, Davey.”