Last year Midway only had one game on which to bank their
victory, but for 1986, the roles are reversed.
This year there were only 2 games from 1986 I could find from Namco,
meaning it’s now them placing their bets on a small chance at victory. We will see if Sky Kid Deluxe or Rolling
Thunder is good enough to make that a winning bet.
I got a little distracted playing the Atari 50 collection while writing this one. There's a game in there that our contestants are lucky aren't in the competition because it has the best graphics, best gameplay and best music out of anything they've made and quite possibly anything they ever will make.
Sky Kid Deluxe(NAM ): I already played this
game. Sky Kid Deluxe is an updated
version of the original with slightly enhanced music, some touch-ups and more enemy
variety. It’s still the same generic,
uninteresting shooter at its core. Throw
it on the pile too. It’s up to Rolling
Thunder now.
Super Sprint & Championship Sprint(MID): I’m putting
these two games together as one because as far as I can tell they’re the exact
same game. They’re top-down racing games
where you steer left and right while pressing the gas pedal to accelerate. The controls are finicky with how fast the
car turns and I know I’m not playing on the cool wheel-equipped cabinets, but the
drag, sharp turns and bouncing around after bumping into walls is clearly baked
into the game and becomes a real nuisance.
I get that drag and collisions are part of real racecar driving, but the
cars in this game don’t have the feeling of weight to them to give any illusion
of realism to the driving in the first place.
Once I started taking advantage of the drift from letting go
of the gas pedal and after a long time bouncing all over the walls I started to
get more accustomed to the way the cars handle and got a sense of
accomplishment when I successfully maneuvered around the curving tracks to win. It needs refinement, but Midway was on to
something with these.
Joust 2(MID): This improves on the original game in every
way. More enemies, different levels,
some better music, less obnoxious bouncing on collision and even a new mechanic
that allows your ostrich to turn into a pegasus. The pegasus is bigger and has a height
advantage, but it can’t gain the altitude the ostrich can so skillfully
switching between them is key. If it
weren’t for the huge difficulty spike on only the third level with no ability
to continue after losing all your lives, this could’ve been great.
![]() |
| Good luck getting past this. |
Rolling Thunder(NAM ): The core gameplay concept for
Rolling Thunder is solid, but it needed more work done. It’s a shooter with a methodical approach,
where you have limited ammo, die in one or two hits and can’t run and shoot at
the same time. Defeating the enemies
that pop out as you progress through a stage means getting in the right
position and learning tricks on how to deal with the different enemy types
effectively and efficiently.
Rolling Thunder leans into trial and error gameplay, but (usually)
not in the egregious sense of things you couldn’t see coming one-shotting you. Once you realize the errors you make, they
become less and less frequent and that sense of figuring out how the game ticks
is satisfying. The big problem is that’s
coupled with punishing design. When you
inevitably die, you’re booted back to a sparse checkpoint and have to do large
parts of the game over again and when you inevitably get a game over, you’re
booted back to the beginning of the game and have to do EVERYTHING over again. It’s not fun to get better when most of the
time spent is on the same few levels you have to constantly play over and over
again because of one difficult part. I
understand that most arcade games so far do the same thing, but with other
games you see how far you can get on skill alone, whereas with Rolling Thunder,
dying and learning from mistakes is expected so making the dying
part unfun runs counter to that.
Like with Tower of Druaga , the Namco Museum
collection on the Nintendo Switch alleviates this. In it, there’s save states, a level select
and tips and tricks to the game, including pointing out a programming
exploit. That takes out the worst part
of the game and it’s moderately enjoyable experienced that way, but judging it
by its original release it’s frustrating before long.
Gauntlet 2(MID): The first Gauntlet had some impressive tech
for the time, but was a boring slog of repetitious mowing down of swarms of
enemies in a battle of attrition. Now in
Gauntlet 2 it’s a boring slog of repetitious mowing down of swarms of enemies
in a battle of attrition, but with more complex levels. The first Gauntlet had empty and samey levels
with little to them and this one adds more obstacles, enemies and environments,
but apparently nobody told the developers that what killed Gauntlet was the
awful combat because that’s completely unchanged. How do you miss that?
The Winner
Neither company was doing very hot this year either, but
Namco only had 2 chances to beat Midway and they blew it. Namco had a good core gameplay idea for
Rolling Thunder, but the punishing difficulty requiring constant restarts make
it more a chore to play than fun.
Midway’s games weren’t great either, but the Sprint games were fun once
I got used to them and Joust 2 came close to being good so Midway takes another
point.
Capcom and SNK were really starting to make a name for
themselves by this point. SNK made
Ikari Warriors and Athena, Capcom had The Speed Rumbler and Hyper Dyne Side
Arms. Even if they weren’t all great
games, the graphics and music from them again show up Namco and Midway. Namco wasn’t slouching with their music in
either of their 1986 games, but none of those tunes are better than the music
from Hyper Dyne Side Arms or Ikari Warriors.
Nobody made a game quite like Midway’s Sprint games though so they did
still have the edge when it came to innovation, which is why thus far I've looked forward to seeing what they come up with next.
Things are looking bleak for Namco. Midway has a lead on them, 2-4. They need things to turn around.



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