Rollergames on NES: Top Tips for High-Speed Victory
Ah, GamerFan, you have to admit – nothing beats an afternoon of classic NES action. Today, it’s Rollergames. Are you ready?
Absolutely! I’ve been hearing a lot about this one. A side-scroller on roller skates? Sounds like a unique twist. Let’s dive in!
So, right off the bat, the speed in this game is something else. It’s like a turbo version of Teenage Mutant Ninja Turtles II. The roller skates add a real sense of velocity and challenge.
Agreed, it can be tough. The skates make maneuvering tricky. At times, it feels like trial and error, especially with those sudden pits and obstacles.
Exactly. It’s definitely a learn as you go type of game. But the unlimited continues are a saving grace. Makes it less punishing.
You can choose between three gangs. Did you notice how they balance each one? The all-around Hot Flash, the fast and weak Rockers, and the slow but strong Rolling Thunder. Adds a bit of strategy, don’t you think?
Yeah, though in practice, they aren’t drastically different. I’d say Rolling Thunder’s strength makes some enemies a bit easier to deal with, but Hot Flash is probably the most balanced choice.
I agree. Hot Flash it is then. But it’s nice to have variety, even if only a bit superficial.
*Single Player and Multiplayer Experience*
Single player is where I’ve been focusing most. The stages are varied, but the sense of speed can lead to some cheap deaths until you get the hang of it.
In multiplayer, coordinating with a friend while speeding through levels adds another layer. It’s chaotic but fun. Though, one player can drag down the progress if they’re not skilled enough.
*Graphics and Sound*
Not bad for 1990. The graphics are colorful and capture the futuristic roller gang vibe well. The music, however, can get repetitive, but it’s catchy enough.
The backgrounds do get a little monotonous. They reuse a lot of elements. But, considering the tech of our beloved NES, it’s decent.
*Reaching the Finale (Spoiler Alert!)*
Alright, spoiler time. Reaching the end feels rewarding. The final boss, Dr. Gotcha, is such a trip. Who knew roller gangs would be up against a mad scientist?
His machine’s design is so over-the-top. It fits the game’s campy narrative. Beating him wasn’t easy – had to time those jumps perfectly.
Definitely took a few tries, but once you know his patterns, it’s all about execution.
*Cool Facts and Tips*
Did you know the team behind Rollergames also worked on the Teenage Mutant Ninja Turtles series? Konami’s really been on a roll.
That makes sense, considering the side-scrolling dynamics. And they’ve been experimenting with speed and difficulty spikes, as seen in their other games.
Pro tip: Memorizing enemy placements and stage hazards is key. Also, if you jump just before an enemy hits you, you can sometimes evade damage altogether. Takes practice, but it helps.
Keep an eye out for health pickups, too. They can be the difference between continuing and finishing a level.
*Conclusion*
All in all, Rollergames is a solid title for action fans. The speed can be a double-edged sword, but it’s a fresh concept for the NES library.
Agreed. It’s challenging but rewarding. Not perfect by any means, but worth playing for sure. Maybe not as epic as an RPG, but a fast-paced blast nonetheless.
*THE END… Of our review, but maybe not of our game session!*
He's a true connoisseur of vintage games and consoles, with a deep-seated passion for all things retro gaming. His love for gaming transcends time, as he immerses himself in the rich history of gaming and delights in sharing his knowledge and experiences with others.
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