Retronauts - Retronauts Episode 396: Battletoads
Episode Date: August 16, 2021When Teenage Mutant Ninja Turtles struck gold at the start of the '90s, everyone wanted the piece of the action. That included British developer Rare, who created a similar group of green heroes to ca...pitalize on Turtlemania: the Battletoads. Though it's mostly remembered for a singular stage within the first game, and only lasted a few short years, the Battletoads series attracted enough nostalgia to receive a brand-new release 26 years after the last one. But is there any appeal for this IP outside of sheer irony? On this episode of Retronauts, join Bob Mackey, Jeremy Parish, Matt McMuscles, and Stuart Gipp as the crew clings to their speeder bikes and zooms through a history of Battletoads. It'll be mad, bad, and crazy! Retronauts is a completely fan-funded operation. To support the show, and get exclusive episodes every month, please visit the official Retronauts Patreon at patreon.com/retronauts.
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This week on Retronauts, we're totally traumatized by the TurboTunnel.
Hello everybody, welcome to another episode of Retronauts.
I'm your host for this one, Bob Mackie.
And today's episode is all about the Battletoads.
Before I go on, I want to introduce everybody on this totally awesome podcast
because that's the only pun we'll be using for the next 90 minutes.
Who is my constant retronauts companion in North Carolina?
I guess that's me, Jeremy Parrish, but in the virtual world, I'm known as Exema.
Okay, yes, I guess we have to come up with our toad names.
I'm in Pataigo, Jeremy's Exema.
Who do we have across the cold ocean that has no toads in it?
Oh, I am Stuart Jip, and I guess I am athlete's foot, but with the Y instead of an A, that's kind of cool, right?
I don't know.
That's slightly extreme, I think.
And who is our other guest on the line?
I'm Matt McMossils.
Leprosy, some of cold.
I don't know where we go from there, and I'm very, very anxious.
great because when Mr. Baumacky invited me on, I was like, okay, I'm going to say totally
several times. He has already said it. But I just, I'm so excited to be on retronauts. I could
just croak. So I'm happy enough with that. We have a second one. That's why the Battle Todes
couldn't last. There just weren't, there wasn't enough material for more of a series. And yeah,
for some reason, Matt, so Jeremy's on here because he's, you know, retronauts, obviously.
Stewart's on here because he's the British person we have to have on the show, so we're not
too mean to rare he has to he's going to be held accountable for all of this i'll take the blame and for
whatever reason mad and i don't know this should not be an insult but when i thought of battle toads i thought
of you and i'm not quite sure why but i feel like this is in your wheelhouse i'm not quite sure why
you chose either um but i i mean i i i've posted a bit about battle toes i've played a few
of the games on my channel so i'm not insulted i i i just i detect a little bit of hostility towards
the toads here. So maybe I can even that out because I'm pretty sure it's a great series.
You might be misreading my tone. I've got a frog in my throat. Okay. These are not battle
frogs, sir. They're toads. But I will accept it. Sorry, I feel very amphibian about this. I mean,
ambivalent. Oh, my God. Oh, geez. Well, okay, so it's 2021, but 2020 was the year of two things,
COVID-19 and Battletoads, because Battletoads had their grand revival.
in 2020 with a remit, not a remake, sorry, but a reboot.
And that led us all to ask, you know,
what's the deal with Battletoads?
So a year late, we're bringing you this podcast,
and I will ask that same question throughout,
because this is an interesting series,
and it was an interesting kind of flop,
kind of hit in certain ways.
But I do want to explore where this series went.
But of course, my current Zoom slash Google Me background
is a turbo tunnel,
and that is the one reference
people of a certain generation
will all understand
is a turbo tunnel
I don't think zoomers get it
I don't think anyone older
than Gen X gets it
but if you're Gen X or millennial
that used to be like a uniting factor
in our lives
if you're getting together
talking about video games
for the first time
in like the early 2000s
we all were traumatized
by this one level in Battletoads
that is the lasting legacy
but there are several Battletoads games
there's a reboot
there's a cartoon
there's lots to talk about
before I go on
I do want to know
everyone's Battletoads history
and I know Jared
me, uh, I, I choose to believe this is true. You claim to have finished battle toads as a misguided
youth. Once. I did it once. Yes. And then I, I said, oh, now I can beat this anytime I want.
And I played it again and realized, no, that was a fluke. That is a thing that will never happen again.
Were you a Battletoads renter that you purchased Battletoads? No, I bought it. I, I bought all the
hype. It showed up on Nintendo power on the cover. There was, you know,
there was like a Power Blade episode issue, I think.
And then there was like a little like two toad hands holding binoculars like in the
corner.
What was this mysterious frog hand about?
And Nintendo Power really hyped this game up.
And you know, at this point the Super NES was out, but I did not have it.
And this was one of those games you could buy and say, well, I don't need a Super
NES because look at how good the graphics are in this.
so yeah I really I wanted I wanted this to be the game
and I talked it up for a long time
convinced myself I loved it
you know and then a couple years later
I played the super envious game and realized
you know there's actually nothing redeeming about this
and I don't ever want to read this again
and I've been true to my word
wow until this very episode yeah I mean
Battletoads did get a Nintendo Power cover
it was some pretty early hideous CGI arts
but it got a I think it was the June issue
this was a July 1991 video game
but yeah what they made a big deal about
a big splash if you will
about Battletoads
so Stuart what was your experience
with Battletoads being in the
home country of Rare
I think it just kind of turned up
I remember a friend of mine had the Game Boy
there was a Game Boy game that was
like a port of the original game
which was the second one for some reason
I don't know why they did it that way I'm sure we'll get
to that but my main experience was playing
Battlemaniacs the SNES game
A friend of mine had that
And I don't think we saw the third level
Because even the second level on that game is insane
You're basically descending a tree
It's like the tower level from the first game
But towards the end
The speed goes into ridiculous overdrive
Of all of the walls of spikes
It just gets insanely tight
And it doesn't even end
It just fades out as you're going down
And if you die while it's fading out
It still counts
So yeah
But I feel like
I think my reaction to that was just kind of like
well it's a video game so yeah of course you're not supposed to finish them
they're impossible because I had a spectrum
yes I never finished anything I'm sorry to hear that
yeah that's okay thank you very much I do appreciate that it was awful
it was absolutely awful and I'm only now coming to terms with it
but so as a result my response to sort of battle toys is just kind of like
that's not so bad turbo tunnels I mean it's okay you know at least
it previews the obstacles that are coming
it doesn't just kill you and then make you load for 15
minutes again. It's slightly
fair. And Matt, how about you?
A lot
of games at that time, I didn't
have a subscription Nintendo Power.
I'd get one later on, like, more
towards 95, but I would see
ads in comic books for
NES games all the time.
Usually, like, a
white page with the
game box just there. And I think
it was the Boutes 1 Boxer
where the Toads are kicking. And it's
always weird because they have the exact same
design on the box art like there's no one doesn't have glasses uh you know uh rash or whatever and
i remember seeing that ad just going oh well that looks so amazing yeah at the time did you know like
is this a ninja turtles rip off of course it wasn't from the wool over wise but you were still
kind of i'll take more ninja turtles give me the biker mice i i want them like i'll take it all
in so when i finally did rent it i i thought it was amazing at the time like just
it was a technically advanced NES title until you got to the turbo tunnel and it could never
ever beat it as a kid.
I don't even think I beat it as an adult.
And I only learned a few years ago.
It's like this game isn't that hard if you cheat and use all the teleporting like tricks
in the game just to get through it.
I didn't even know about that until like I think an episode of a Game Center CX when when you
tried to beat that.
But I really like the.
a bit more come the Super Nintendo.
I was a big double dragon fan.
So when Battle Toad, my mind melted Battle Toads Double Dragon.
And I kind of played that as like my Toad game of choice.
Because for all intents of purposes, it was, since it was made by Rare and Double Dragons
were an afterthought.
But the actual NES game I never saw really past the turbo tunnel for most of my life.
Yeah, I'm the same way.
Let me tell you the rest of the game doesn't get any nicer.
It continues to hate you from start to finish
Is there even a walk path that lets you skip that level
Where you're jumping through water
And there's a rubber ducks that just randomly may or may not kill you
That one I don't remember if you can warp past that
That makes the turbotone look like Mario Brothers 1-1
As far as I'm concerned
We will get to exploring every difficult level of this game
As for me, I did fall for the spell
Because I was very susceptible to marketing
And Nintendo Power, you know
The cover said this is the hot new thing
and like Matt, yeah, I love Ninja Turtles.
I'll take more of these guys, please,
because there's just simply not enough turtles to go around.
So I never, like, purchased the games,
but I would follow them through rentals,
and my enthusiasm gradually declined over time,
but I did really like the double dragon crossover,
which we'll talk about.
I thought that was, like, the best game in the series,
the most manageable difficulty in the best gameplay,
but outside of that, I can see why it went away,
and we'll talk about the many factors involved in that very soon.
But, yeah, I do want to talk about Battle Tote's history to put you back in time the year 1991.
So at this point in time, rare.
is one of Nintendo's most prolific developers.
I believe by the end of their NES work,
they did 47 games.
They developed 47 games,
or at least their name is on 47 games.
Some things are subcontracted out.
They were the most prolific Western developers for the NES.
They were, you know,
beaten in terms of sheer numbers by Tose,
who is based in Japan,
and made, who even knows how many Famicom and NES games.
But in terms of Western,
Developed games, rare was like no one, no one made that many besides them.
And because of they were so prolific, the quality of the games varied because you could have something as good as RC ProRam.
You could have something on the other end of the spectrum like Who Frame Roger Rabbit?
And most of the things they did, Beetlejuice too, yeah.
And most of the things they did were licensed.
They did some original stuff like Wizards and Warriors, but for the most part, they were doing adaptations of like game shows and ports of things.
and yeah so occasionally you get a good game out of them but they weren't known for quality
they're just known for the amount of games they put out so that's where rare is so yeah rare is is kind
of one of those studios kind of like tose where it really like the quality of their output
really varies according to who is publishing and you get the impression that companies like
Nintendo or um i don't know trade west said here have time and money and make this game good
like here is a large ROM that you can put your game on so you're not cutting corners and slashing content and you can actually refine it whereas when they were publishing for like an LJN or someone it was just you know please make this game by Monday and here's like a two kilobite ROM for you to put it on we want the cheapest possible board for your Nintendo game so yeah so I feel like Rare had great potential but a lot of
work for the Famicom and NES, really just boil down to contract work, you know, taking a low bid
and giving publishers exactly no more than they asked for, like the minimum threshold of
acceptability, which for some publishers was extraordinarily low. So, yeah, they were like full of people
with great technical expertise. That was how they got onto the NES in the first place. They beat
everyone in the west to the punch by basically just like reverse engineering the NES, the
Famicom. And when they were given the time and space to really create great stuff they did,
and when, you know, they just had to pay the bills and the publisher was like, just get something
done for us. They did that too. Yeah, you could see how the quality of their games skyrocketed
when they just became part of Nintendo and had to kind of just hold the N64 aloft with a little bit
of help. The quality of the games really did improve. And also, so 1991, Rare's
making a lot of games for Nintendo. Also, what's happening in pop culture? Well,
here's what's happening in pop culture.
1989 was the year of Ninja Turtles. We did a podcast about that a few years ago, but
1989 was the arcade game, the NES game, and finally, the series had existed, the
cartoon series had existed, but 1989 was the start of the weekday syndication package
in which there were 65 total episodes, five days a week. So that is when the Ninja
Turtles hit it huge. Max Turtle saturation in the 1990, that
was the movie. So that is where that fad was at this point in time. In 1990 was also the year of
the Simpsons. So in 1990, turtles are sharing the throne with the Simpsons in terms of what kids
like. And by 1991, there's the second Turtles movie. And that's when I feel like as a kid
at the time, that's when the enthusiasm started to wane with the turtles, where people were less
interested. The Simpsons were still the big fad. There were still enough interest to keep that
original series on the air until like 1994. But that's when the decline started. And this is when
the Battletoads are just coming into being in the decline of the Turtles.
And like a lot of the also-ran turtle clones, Battle Toads does happen a bit late.
So there are ones that happen much later in time, like Biker Meiss from Mars in 1993,
Street Sharks is 1994.
There's something called Wild West Cowboys of Moosa, 1992.
I feel like because of how long things take to animate, all of the Ninja Turtles copycats
came a little bit too late to be their own thing.
And Matt, I know you have a lot of experience.
with some of these clones, especially street sharks.
Yes, I have a lot of experience with street sharks.
You are a street sharks.
Yeah, you are a street sharks expert on what a cartoon.
Yeah, no, I was.
I mean, around that time, though, like 91, I kind of remember there being a lot of hype around the second Ninja Turtle's movie.
And obviously, when kids saw it, it was like maybe a little more kid friendly and everything.
but I just remember, because I did a little bit of research,
like 93 was when they realized Mirage, playmates, whoever,
that things are really dipping down for us.
So we need to, what can we do to re-energize the turtles?
I know, market them even more and put up more action figure lines
and get all these, like not more,
you needed to sort of change the turtles a little bit,
but they didn't.
It stayed the same until those wacky later seasons where they kept mutating
and like whatever, 95, 96.
I'm always shocked to know how long
the original Ninja Turtles cartoon
actually lasted.
Yeah, you're right.
I'm not familiar with these subsequent mutations.
That sounds unusual.
Yeah, it was 1996.
And, yeah, like, I remember seeing
the third Ninja Turtles movie in 1993
as a kid thinking, I guess we're still doing this.
I was kind of out of loyalty,
kind of out of like nostalgia for being eight,
I thought I saw it.
But yeah, so how this all ties into Battletoads.
I mean, obviously Battletoads is trying to
their Ninja Turtles, but I was looking at the documentary about Battletoads on the rare replay game
package. And essentially rare, they saw the amount of merchandise that the first, well, I guess
technically the second Batman movie was making Batman 1989. And they're like, hey, merchandising
rules, we want some of that. And that is where the idea for Battletoads started, is that they wanted to
have an IP that could spawn a bunch of toys and products and comic books and fruit pies and, you know,
Chef Boyardee creations and what have you.
Seeing how they went about it,
I feel like because they were in the UK
and because they were a very small team
and because they were new at this,
you can see why this stumbled out of the gates
because with things like Ninja Turtles and the Simpsons,
it was all a concerted effort to be like,
let's get the TV show on the air
and roll out the merchandise immediately
and find other licensing opportunities.
With Battletoads, you can see, like,
there were only three figures.
They're not very good.
There was no official comic.
the pilot for this cartoon that was never made came way too late.
It was all of these things.
You could tell the IP wasn't being handled by people who knew how to successfully market something like this.
In fairness, I think that was pretty common back then.
You know, these massive crossover franchises, you know, mass market saturation, that was pretty new.
I mean, Batman really kind of defined that.
And then, you know, you had Ninja Turtles the next year and the Dick Tracy movie, like,
if you are old enough to remember comic books around that time and magazines and so forth,
like Dick Tracy ads were inescapable.
But that was still, that was still a really, a pretty new thing.
Like the idea of just carpet bomb the, you know, everyone, just put everyone on blast.
Didn't really happen for anything outside of Star Wars at that point.
So it was, you know, I can forgive them for not really getting it because people were still figuring it out.
We lived in a more innocent time.
It wasn't the media hellscape that were trapped in now.
It is true.
Plus it was based on like a video game first rather than like the reverse, like have a video game based like a video game based on a bucky O'Hare or you know, the Ninja Turtle.
So it was a weird way to go about it or let's create the game first, but still with the intention of merchandising like the crap out of it, which yeah, I never saw like you mentioned all those things that kind of didn't really get off the ground.
I didn't even know that there was like a failed pilot until like years, until like the internet, basically.
Same here.
I just let me know that it existed.
So I was flabbergasted like, wow, they try to make the toads.
Like when you hear that there was a bubbsy cartoon, I'm just like absolutely not.
Someone made this up as a joke.
Yeah, I mean, it's online officially.
The people who made it just put it online so you can watch the Battletoads cartoon.
But when you look at the Battletoads and you look at Ninja Turtles, they didn't really steal enough because you can see how the turtles, why they were,
success because it's like there's great theming and that they all have different colors.
They all have, you know, different weapons.
So immediately, they're distinct the second you see them, even though they're identical
characters.
They also each have their own personalities that are distinct.
This is not true of the Battletoads.
They don't have distinct weapons.
They kind of look different, but not enough in a way to make you say, oh, that's my favorite.
And obviously, they really can't have personalities.
And we'll talk about this as we talk about different games in that in every game, there
is seemingly a different origin story
and the one that they kind of
eventually figure out is not very satisfying
so I feel like that's something
you need from the beginning when you're doing this
kind of massive IP for kids. It's like you
need to have a Bible saying
this is where the characters came from and here's
who they are and here's who their friends are.
The universe is simply not big enough.
There's a villain. It's kind of
their version of the shredder. It's a dominatrix.
But again, there's no other
characters outside of that. There's like
some villains, but they're also not
defined and they're not very interesting
I always forget his name
Robo Manis
I think that's his name
Silas Volkmeyer
The Master Splinter
Oh Professor Tiberd
Yeah
I know all of these way too well
I'm ashamed of myself
I just think kids don't want to buy a big black
action figure it's just a big rat
wearing like pants nobody wants that
I don't like big black
No it's not and big black just sounds too British as well
It's like, I'm going to go on a big black mate.
So no one wants to hear that.
It's like calling a character Captain Bollocks, you know?
Yeah.
Now that would have sold.
I would buy that right now.
I'd buy that, too.
And also a more adult version of Captain Underpants.
Also, Zitz and Pimple are the same thing, kind of.
So you need more variety there.
And yeah, I just feel like, and even when I was a kid, I could tell the people who made this game were kind of being derisive of the Ninja Turtles.
Like, oh, can you believe how stupid this is?
How easy is this to do?
We can just do our own and make it very dumb and have them all named after, like, skin conditions.
It's that easy.
So I feel like going into this, it's a creation that's already, like, openly cynical and derisive towards the thing it's trying to rip off,
which means it can't really succeed on its own terms.
I think one factor is, like, with the turtles, no matter how you feel about them, I guess,
it could be like, you could pick the games up and be like, which turtle do you want to be?
Who do you want to be?
And in Battle Toads, I don't think you can do that until the Double Dragon game.
It's basically just, who do you want to be?
Oh, well, you can't be pimple.
He's a whole option.
So what you're saying, Bob, basically, is that in being so condescending toward the thing that it's satirizing, it's basically Shrek 10 years early.
Ooh, yes, although I don't know which I like worse.
Large green protagonists, doesn't hold up well, ironically popular in hindsight.
That is true, yeah.
This is the Shrek of video games, I think.
I think we solved it.
I think, like, a lot of people miss Ninja Turtles in that what they missed about it was that it already was a parody.
And I think that escaped a lot of people because that was not really clear in the cartoon, which was the most famous interpretation of the Turtles.
But it's weird that people are paring this thing that was already a parody of Frank Miller comic.
So in a way, it's like, oh, you kind of didn't get it.
Yeah, but you weren't meant to, like, depending on your age.
Like, it was always going to go over.
Like, there's lots of things Raphael would say.
Like, I didn't understand breaking the fourth wall.
So when Raphael would, I was like, is he talking to me?
Like, I didn't even have a concept of like, you know, how he's really,
me, it's really, I'm a Ninja Turtle too.
But the only thing the Battle Toads like lacked even from the games,
because the games don't really mention it, sort of,
they don't have their food of choice.
Yeah.
I think every, you can eat flies, but that doesn't count because that's actually
realistic for what they are.
But the fact that Biker Mice ate chili dogs, Sonic ate chili dogs, and the street charts ate
hamburgers, like they did not have their food of choice, and therefore they will never have
that marketing synergy.
Like you can't sit down and watch Battletoads or play Battletoads and eat flies.
It just doesn't work rare.
I sure someone got fired for that blunder.
Yeah, like in terms of marketing this to kids, you're right.
That's one of the things they missed out on.
And so we have like things like colors and weapons and personalities and like a favorite food.
Even catchphrases, there is not a catchphrase.
I mean, I was looking at the early comic and I think the catchphrase.
Yeah, you get mad, bad, bad and totally crazy, was their catchphrase.
But that's also, I don't think that's present in the games.
It's just a real hodgepodge of just different ideas floating around.
But for a cynical as this was, it wasn't cynical enough.
They didn't do their homework enough to be enough of a ripoff to be successful outside of the first game.
I mean, for, well, I'm sure we'll talk about a bit later, but like for colors and making more identifiable personalities, that happened, but way too late.
Like maybe the arcade game and after that, not really.
And then even way after that, like last year, they did it with the Battletoads reboot, but that was 20 years too late.
You needed to have all that framework, like you said, when the first game came out or actually have the cartoon launch.
and give you more of that then but they were way too late like you said and they
mishandled it so yeah they don't have much um in terms of personality and let's go totally
crazy is really good but they don't say it in the game and that was the main avenue that
people had to see these characters just didn't work out so going back to the production of the
first game there's a bit about it on rare replay you can watch these videos they've all been
uploaded to YouTube, but a few facts about Battle Toads. Originally, it was going to be called
Amphibians with a Z or Z, if you're in the UK, or Canada. And originally their idea for the game
visually was very fluid animation, but since they couldn't necessarily do that on the NES, they opted
for the exaggeration of the limbs and the heads, which is what you see in the final game. So it's
like, if we can't make large, well-animated characters, which would be in future games,
we can at least have these flourishes for big attacks. And that's how it was interpreted later
in the games.
And yes, this game is exceptionally difficult
because there was no focus testing really at the time
and it was tuned to the abilities of the people who made the game.
And I think the story on Rear replay is
the software engineer would basically fine-tune a level
until he could beat it and then he would make it
a little bit harder on top of that.
So this game was designed to be difficult
to the people who made it.
This was not play tested by a general audience.
We did not really do that at this point in time.
At least Rare didn't do it.
And it wasn't a common practice, I don't think.
And it's worth mentioning that the people who made it were battle-hardened.
They were, like, calloused, just hateful, cynical people after, you know, a decade of video game abuse.
So it's not even just that it's the people who made it.
It's that, you know, made by the people who made it who are monsters.
Exactly, exactly.
Because they are from the UK and they grew up with brutally hard microcomputer games, not only playing them, but making.
them. So what they see as a difficult
game is different than what we see as a difficult
game or what someone in Japan would see as a difficult
game. So already
they have the unfair advantage
in just being battle-hardened by all
of these very, very blisteringly difficult
games.
So the general design of Battle Toads was inspired by Double Dragon,
and that would make sense because later they would cross over, thanks to Trade West.
And the U.S. launched got a big pushman-inteno power.
And, yeah, this was a big summer game right before the launch of the Super Nintendo in America.
that would launch in America in August
this was I think a July video game
so like just right before
the launch of the SNES in America
of course it had been out in Japan for quite
some time but we wouldn't have known
that or wouldn't have been able to play it unless we were really
cool and
yes despite rarest plans for the series
this was basically a four year
phenomenon and
after the first game
I don't think anyone really cared that much
I mean kids in my school and
kids that would play games with me
we thought the first battle-tales was kind of neat
but after that first game
I just played the rest of them out of curiosity
like oh I wonder what they're doing now
because I just was just like
I felt obligated to see this through
because it did feel like well this could be a turtles thing
maybe if I play it enough
and no the answer was no no no it wasn't
for me it was kind of the beginning
of my NES Swan song
there weren't many games that I bought for NES after this
Mega Man 4 came out that Christmas, and I got that for Christmas, and was like, I think I might be over this.
And I don't remember, I must have bought some games in 1991 because, you know, I didn't buy a Super NES until summer of 92.
But I can't remember anything that I really played for NES at this point.
It was just kind of like, it just felt like, you know, everything was kind of getting a little long in the tooth.
And I think this was an example of that.
like visually this is one of the best looking games on the NES things it does the the parallax scrolling
the hilarious you know at the time animations exaggerations of characters delivering their death blows
the way it would shift perspectives i mean you fight the first boss from the perspective of the first
boss like something like that was really cool and really innovative really innovative on the hardware
but at the same time i i don't know i just didn't this game did not have a spark of magic you know
it did not spark my joy.
As much as I devoted myself to it and played it,
it just didn't quite click the way that something like Metroid
or Biana Commando or Mega Man 2 had.
I guess it's just, it's so varied that there's no mechanical complexity
because the controls are constantly changing
or the perspective is constantly changing.
So if you get good at the brawling bits,
it doesn't really matter because there's only about two of them in the whole game.
Yeah.
And then it's just like, okay, but now you've got to run away
from stuff and everything's like you'll want to hit anyway so it doesn't really matter you play perfectly
or you just don't bother yeah the we can talk about this when we break down the levels but the um
a lot of the stages in here demand a precision that the controls and the character designs just
don't allow and when you're trying to drop down holes and basically like run as fast as possible
and be as precise as possible and like pull back around as you fall so that you can shave a pixel or two
off your drop distance these controls just aren't good for that you've got these big floppy character
feet like what is what is the collision detector like where's the edge how do you like what counts
as stepping over the edge it's it's very frustrating yes because like like stuart said it's you have
brawling bits and then you have platforming bits but you're never doing one for too long it's
not like megaman where you can get good and you know in a short period of time um as a kid though
when I was playing it, I remember being like pretty amazed at those changes and you didn't notice
those little things that Jeremy just kind of outlined because you're just having fun,
but you go back to it now.
You can kind of see why this isn't, you know, in terms of how it plays like an NES classic.
It is because of the marketing and how Nintendo Power kind of pushed it and how this is Rare's
like big coming out party essentially.
Well, I mean, I guess they had a few more years of a couple more Battletoads games before they really
picked up with like a donkey con country but i remember being pretty enamored with this
technically because i didn't get my super nintendo until way late well like my parents were just like
no uh you don't need a super nintendo but when the donkey con country set that came with the
superintendent came out that's when i got it so that was like late 94 so i was on my nes for a while
and i yeah there wasn't a lot to play after that point uh once the superintendent had been out for a few
years but it was only until like you're old enough to go back to the NES like let's say in your like
early 20s you're like oh there's an NES at a at a flea market I'll just buy and play through some
games I remember I did something like that or like a friend had an NES and he had Battle Toads and
that was like the first time I played it since I was a kid and that's when I started see those
little things you just mentioned like yeah this this feels just a little not that polished in
terms of this area this air there's all this ambition but it it just doesn't
hold up all that well like gameplay wise yeah it actually reminds me of the earthworm gym games i think
those games are a little easier but in that like every level is a different idea but none of them
are developed enough to be that great or fun and some of them are just very unfair and difficult
i think this game works really well when it's just a brawler yes but it's just a brawler so
rarely that you don't really get to enjoy those parts and you're you know you're thrust into uh like a race or
or like doing some crazy platforming
that, you know, if you had Mega Man controls and precision
would be challenging.
But here were these like floppy-footed giant toad dudes
so, so frustrating.
I can't believe I actually like beat my head against this game
until I finished it.
Well, I'm impressed.
Like childhood, man, it's wild.
Before we talk about, sorry, Stuart, go ahead.
It's just to expand on that really is
other than Regner Rock's Canyon, the first stage,
and the beginning of the turbo tunnel
only like the first minute of the turbo tunnel
I'm pretty sure that the whole rest of the game
is just one mistake in a step you've done
I don't think there's any leeway
from that point to the end it's just completely demanding
That's absolutely true
And co-op doesn't make it any easier
because of how you share lives
Like it I didn't play that that many like things
On my NES with like friends
It was only when we got like a everyone got
16 big consoles where that was more
I just have a memory of everyone playing
more co-op stuff then but for for this it like did not make it I think I I think it's harder in
co-op I someone told me like it's actually the way it works it's better to play in single player than
co-op yeah I think there's friendly fire in co-op I didn't play co-op for this podcast but I think
you can hurt your your friend when you're playing with them if you punch them too if you punch
too close to them or attack too close to them I think there is friendly fire in this game but I mean okay
so there's not much that's what makes a brawler there's not much more history to go over in
terms of Battle Toads because, like, 1991 is the first game, 1994 is the arcade game.
The arcade game does so poorly that Trade West is like, we don't care anymore, and all of the
ports of the arcade game for home systems are canceled.
The Game Boy One is finished, and it's just never released, but apparently it's finished.
It's bug-free.
They have it at rare.
I don't know if it's been leaked or not.
But, and then in 2020, there's the relaunch Battle Toads, which did relaunch with some merch.
So the game came out in 2020.
in the fall. There was a three-issue comic series and also Fan Gamer did some merch and I must say that I have
been compromised because my wife, Nina Matsumoto, did the cover of the first comic, I believe, and also
the hoodie and the speeder bike pin for fan gamers. So all of my opinions are tainted.
I really want the hoodie. I saw the hoodie and I'm like, oh, that was so cool, though.
The hoodie is some great, like, 90s skater gear.
Yeah. I will say there was a very small amount of merchandise made available like five or six years
ago at Comic-Con, back before
the video game vinyl craze really
took off. I-M-8bit
published the Battletoes soundtrack on
vinyl. I bought a copy of it, which
I wish I had kept because it's probably worth
a whole lot of money now. But the great
part about it was that it had a gatefold
cover, even though it was a single disc. And when
you opened it up, it had a sound
chip inside that played the
pause. I was going to say,
so you'd open it up and it would just go
that's so great.
I was going to ask. Over and over. So good.
I was going to ask if just one side of the LP was the pause music and that's it.
I don't remember.
I didn't have a record player accessible at the time.
Like, if they didn't do a locked groove with the pause theme, they missed their opportunity.
You don't need a record player.
What you need to do is open it and listen to that pause theme for hours on that.
Yeah, basically.
That pause theme has got to be on Spotify, if it's not somebody upload it.
But let's talk about...
I think I gave that to someone.
So I'm very generous and you're welcome.
I think I fell in love with someone listening to that pause music once.
Wow. I mean, it does inspire emotions. But let's talk about the first game. So, yes, June 1999 for the N.S. The plot, there's a bit of a plot in that this game. I've totally forgot Battletoes has a princess character. There's Princess Angelica. So not only is Angelica kidnapped, but also Pimple as well, the larger, burlier Battletoad. And they've been kidnapped by the Dark Queen.
It's been too big for the NES, basically. I think that's why you can't play as him. So, yeah, he's kidnapped. Angelica's kidnapped.
by the Dark Queen, which is the not-safe-for-work villain of the series.
And I think that's one of the reasons that didn't succeed because you can beat up Shredder.
It's hard to end a game with beating up a woman.
And they do it in this one.
But you'll notice you don't beat up the Dark Queen in the other games as much.
They usually have a bigger stand-in.
So I feel like there's a too sexy character that's already a problem, but then she's also a woman.
And that's hard to justify as your last boss in a game where you're just beating people up constantly.
I seem to remember her sprite being very large.
and you're like, you know, you have the, the moves such as just headbutting.
So you're like headbutting, headbutting this large woman in the boobs.
And it's, it's a, yeah, like looking back, it's a little offputting.
I mean, it really feels like she, like, she's the evil in to Skeletor, but there's no Skeletor in the Battle Toads universe.
Like, she is the Skeletor as well as like the evil in.
So even if you like, I don't know, she falls off something or she gets like, you know, defeated in some other less
violent way it's like well no but that's there's no other boss after that sorry so they kind of like wrote
themselves into a corner it's nice that it's different at that time like oh it's a female that's the final
boss yeah i mean she she looks like that but it's 91 and you're a kid and you're just like oh that's cool
i mean i think they were going for the 82 000 style kind of thing yeah yeah the british connection
there makes exactly it's really confused who the final who the big bird of battle toads is because
it's different in almost every game, I think.
It's Volkmeier and the second one,
because you fight the Dark Queen
or you hit her in the face with your hand,
which is also an anvil over and over again,
which is horrible.
Then you've got a QTE, Eve, and boss with Volkmeier.
Then in the Game Boy game, it's Robo Manus.
It's always different.
Yeah, I think the arcade game
you might fight Robo Manus in the end, too.
But she's not a consistent villain,
and it also made her harder to pick
in children's media,
because if you look at the Nintendo Power comic,
that is made to set up the, you know, the story of the Battletoads.
I re-read it for this, and in every panel, she's just covering up her chest with her cloak,
and it's very awkward because she has to do it in a somewhat natural way,
but she's always either posed away from the camera or just covering herself up for no reason.
But in the cartoon, she is still a sexy character, and she's still, she's not covering herself up.
So I will say maybe that's why the cartoon didn't get made past one episode.
So this game, I didn't know this until doing research, but the Famicom version,
came out later. It's got a pretty cool cover, but
this seems like the ideal
version, if you want an easier game
because I linked it in our notes.
This has like a hundred different changes
in terms of level design that
Japan looked at this game and said, you must
make this at least manageable.
And look, I didn't play the Famicom version, but looking at the
changes, I was like, these are all good changes.
Because I didn't replay the game
for this podcast because I'm not a superhuman,
but upon watching a let's play, I was
starting to get outraged. Like, I can't believe
they expected somebody to do this.
It's not fair.
Yeah. I read that and every single
change sounds good. I wish
that they had backpored that to rare replay
so I could play that version. Yeah, that's...
Wow, I just looked up the Famicom version
on eBay to see what it's selling for and it's
a pretty penny. So
the definitive version of Battletoads,
play it however you like Medes.
And we're back,
and we're back, folks, with another episode of Nasty Labs.
Nasty Labs.
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Nasty Labs.
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Hi, we're Ellen, Stephen, and Mark.
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But we can break down the levels because, again, I only have experience with the first three, because I only write in the game.
But they all have names, too.
So the first one is Ragnarok's Canyon.
And again, Jeremy, you're correct.
And I think we all agree that the best battle-toed stuff is brawling.
And it's essentially a brawler with some light platforming.
you get to ride like a little pig demon creature in a way
I don't think you'd do later in the game
and the first boss like sets it up in a very cool way
where it's like oh the NES can't do huge sprites
but here's a way to sort of like theater of the mind it
where the boss you see one leg enter the screen
and then you switch to the first person perspective of the boss
and I think Turtles in Time would come out later
and do a similar idea and that you're seeing things
from the boss's perspective and you're throwing things at the screen
it's such a cool idea I do have a question though
Is that boss Ragnarok?
Is that character named Ragnarok?
It's not really clear who is piloting that machine or what it even is.
I don't know if that's ever defined.
It's just like you see one leg and then you see a view screen from the person's perspective.
But they should not throw a ball at you that you can throw back.
That's the one fatal flaw in their plan.
It's one of the classic blunders.
So yeah, level one, everything's going smooth, smooth sailing.
I can do this.
I mean, I'm nine years old.
I can finish this level.
It's everything's cool.
Then we get to stage two.
It's called Wookiehole.
and yes, they are allowed to do that
because no one was looking too closely at these games
and I do like this level
it's cool because you're going down this chasm
I watched a let's play
as like you did but like when I
first saw this I was just like oh that's so cool
the second level is different but then
when every level is different
then there is no level like
the game doesn't really have an identity like we said
but yeah just when the wiki hole starts
you're just like oh that's so neat
because you're not expecting it as a kid
and there's some cool effects in this
I like how you can kind of feel, like sense the gravity and the weight of things.
Like when you're, these crow enemies, you can whack them.
You can keep whacking them and smacking them against the wall to get more and more points and one-ups.
And if you hold yourself against the wall, you can turn into a bell to smash across the screen.
And there's such a great feeling of impact and weight.
Like still at this point, it's a manageable game that is still pretty easy to play.
It has a lot of cool tricks and is pretty fair, in my opinion.
So, yeah, level two, good stuff.
And now we get...
Yeah, level two is, like, I, I,
I feel like you kind of have to bungle the stage.
It's actually pretty easy, and I find that, you know,
the way I would fail at it most often is just by trying to grind for one-ups.
So, you know, if you're not doing that, it's really breezy, like almost deceptively so,
almost cruelly so.
It gives you the wrong impression.
I want to point out that Wookie Hall is named after a cave formation in East of England,
because no one else is ever going to point that out on anything.
Wow, that's why you're here.
So they changed it to Wookiee as in, you know,
Chewbucka Wookiee instead of Wookiee.
No, there's only one, there's only one E apparently.
Oh, really?
It's legally distinct from the trademarked name.
They can't sue.
Then it's fine.
Then it's fine.
So now we get to TurboTunnel.
And my theory is, and I don't think rare,
this is me speculating, but 1990,
those are big years in which I feel like games were pushing back in a very hard way
against the rental market.
Lots of games from Japan were made much.
much harder, especially in 1990, 1991.
And to me, level three feels like, okay, the trial version of this game has expired if
you're renting it.
Level three is like the rental check.
Did you buy this game?
Well, you might see the rest of the game.
You might see the remaining nine levels.
If you rented this game, this game ends at level three.
So I feel like even if Rare did not design it that way, that's just how this game works.
Yeah, it's the shareware portion of the game.
Yeah.
It's the part of the game that everyone knows.
Even if they've never played a video game, they somehow know about it.
I mean, that's why, like, even when the Battletoes get, like, cameos in later things like Shovel Night or Killer Instinct, the speeder bikes are there because it's so synonymous with the franchise than almost punching, the brawling bits.
I'm not sure if it's too sort of a choose to point out, but it's kind of, the first level has a warp right at the beginning that warps you to the turbo tunnel, which is one of the famous.
was warps and it's like don't take the warp
to level two and farm all the lives it's a trap it's a Kaiser
trap don't do it but then level three does have a warp
pretty early on in the turbo turbotunnel racing section
so if you it's like five or six obstacles in and if you
it is the 10th one oh the 10th one yeah I think it's the 10 plus six
that's almost 10 I've hit that walk by accident so many times
but I mean that that warps you past level three and to
you know equally difficult in different way type stages um but i will say that this this is going to
sound like i'm you know making up my uncle from nintendo but when i beat this game the time that
i beat this game i beat it by not warping because i found that when i warped there are several
warps throughout the game i found that it would just like throw my concentration or my like
i would get into the zone and then i would warp and i would lose that that you know whatever groove i was
and end up, you know, maybe making it to the next to last stage.
One time I even got like midway up the final tower and ran out of continues,
which was just infuriating.
But, you know, mastering this goddamn tunnel and learning all the stupid jumps and double jumps
and like, you know, un-telegraphed tricks and things like that,
that's the way to beat the game.
Like you enter the zone.
You fall into a Zen trance going through the turbo tunnel and that that can power you through the remainder of the game.
And I will never abuse myself that way.
That is in the past.
The early warps skip you pass the levels that have the easiest one-ups to get as well.
Like the ice caverns is quite a difficult level, but it has a lot of free one-ups that you can get.
What I don't like about this level, I mean, obviously the speeder bikes suck and I don't like that at all.
But I hate how it starts off with this just preliminary brawling stuff to get you in a different mood.
I wish to just start it off. Here are speeder bikes ride them because when you have to replay this level, you have to do these like perfunctory brawling things that aren't fun.
I mean, it's more fun than speeder bikes, but you just want to get to the pain so you can overcome it.
And I hate that there's this weird little preamble with like these space invader enemies and these rats you have to like punch into the ground.
I just want just just give me the pain first and let me try to get through it.
And that's not what this level does.
And other other vehicle levels also have like, yeah, it's it's very much.
much like the unskippable
five-minute cutscene before a
multi-phase final boss in an R-Pagee.
I think this level also has the
space invaders that steal your health.
Is that a thing that I...
Oh, yeah, yeah. No, those are a thing.
Taito's space invaders fly onto the screen
up into the status bar,
steal your health and carry it off.
And you basically can't get it all back.
It's just you lose some health.
Not that it matters because if you hit an obstacle,
you die anyway, but it's still insult to injury.
They make space invader noises in a way that feels
not legal completely, but
yeah, and then, so watching this,
what I hate most about TurboTunnel is that
watching the
playthrough, probably right back to trying to play this
over and over again, is that at first it seems
reasonable, but then it immediately
becomes unreasonable and only
gets worse from there, and it does
go on far too long,
and it does feel like
they should have brought in someone who didn't
make the game to try this level out, because
that will be a recurring problem throughout the rest
of this very long,
in varied game is that I feel like
an outside perspective was needed
to let them know like this
is not a reasonably difficult game
yeah like I think
games of this of this era like
8 bit and 16 bit whenever there's
like a bonus mode or like
you know like a different type of thing that you're doing
in between the main thing
that you're doing the best
option is to keep them brief
because the longer they go on
the less interest you know someone
would have and the only reason
in the turbo tunnel keeps interests
is because it's so hard.
So either going to be short and easy
or like long and art
and then Rare is just like
well, we're going to go
with the ladder here.
And on the Rare replay collection,
does anyone, because it's, I, even though I have
that collection, I watch all the interviews, I don't
remember, do any of them actually talk
about the turbo tunnel specifically?
I think they do. I think, I don't
really remember. I know that they, I can't
imagine that they wouldn't, you know, it seems like
have to. It'll be the elephant
in the room. Yeah, I think
they said they got to the point where they could almost
do it blindfolded but they couldn't get that far
so they were a little too close to
this to realize how difficult it was and
I mean we are lingering on this because it is
the one thing people talk about the most but we weren't
ever in 1991 we weren't really talking
about difficulty there was no discourse
about it. It was considered like
ooh this game's got a high challenge factor
and things like that and if if you were a kid
in 1991 and bad and in this game
was you know kicking your ass you would say like
oh I'm just not good at this or it's too hard for me
it would never be the game's fault
but I think we all realize like much later in life like
oh that game was too hard and unfair
I don't think we were thinking of that in the moment
I just thought you know not getting past stage three like
oh I need to get better at this
not like there are ways this is not fair to me
the person who has to interface with everything
you're giving me here
I think if you're not playing it
it's really funny
like to actually see just how kind of
asshole-ish. It gets...
Yeah.
Like, you'll get
the gates that preview
but they appear in the opposite side
of where they're going to actually land,
then you get the bits where there are no ramps
and you have to suddenly jump across the terrain,
which is not in any way implied.
That's going to kill you the first time it happens,
guaranteed. And then, of course, the ultimate,
the ultimate, which is when they just go,
okay, no more previews and also the speed's going to
go up by about four times.
And it's going to go on for
like a full minute.
of just this you have to go into a complete trans state to even get past that i don't think
that you even though i don't think there's any way to really plan for it yeah i would have
i would have really liked it if just for battle toads game pro could have reviewed it and had
challenge factor added as a special category just for baltodes and it's the really excited little
game pro face or his hair is going on the exploding hair yeah yeah i guess i don't think
howard uh it's harold phillips right the game master
he was not with Nintendo at this point I don't think
so we could not ask him if you finish this game
but yeah like this I'm out guys
I'm going to go valiant comics
you know what the thing is though
despite all of this
I bet the Amiga version is worse
I bet the Amiga version is harder
yeah there are lots of ports
and some of the ports
don't actually do this level
because they just can't get it working
on different hardware
like only Rare could get this working on the NES
and I think some of the ports don't actually
have this level and like the game boy game does not have this in it but yeah there's a reason why
this is so notable there's a reason why it is this cultural touchstone there's a reason why the fan gamer
merch you can buy is a little toad on the speeder bike like the one in my background here that's just like
holding on for dear life and i don't know i think people call it the speeder bike level but i don't know
if they ever use the term speeder bike in the game or in like the the uh instructions or anything like
that. I don't know why we call it speeder bike, but it's turbo tunnel. That's the official title.
That might have been a Nintendo power invention.
Maybe.
Because they're not...
I wonder if T-Burt says it. I skip all these dialogues, I have no idea.
Could be, yeah. But I mean, they're like hovercraft, so they're not bikes. But, yeah, that's
level three. There is a level four. There's video proof. And that's Arctic Cavern.
So it's not a brawler anymore. It's not a racing game anymore. It's more of like
what feels to me inspired by Super Mario Brothers 2 and that a lot of the action is, um,
your toad has to pick up things and carry them
and use those things to break down barriers
and this is also the introduction of InstaKill Spikes
which will become a huge factor in upcoming levels
and yeah again they're playing around with a new kind of take on a genre here
and that there's not a lot of brawling but still it's not that great
there are bits where you have to pick up these ice flows
that are on the ground and throw them at walls
so they rebound and if you hit the side of them that's it you're dead
then there are bits
where they're already moving
so you have to jump on them
land on them to make them stop moving
and then pick them up
but if you are even slightly off
you're just down
and you lose a life
and it's truly horrible
it's so
it's so unenjoyable
and it's funny that
it's such a battle toads touch
at like what is our first
and only platforming level
it's a nice level
you're going to be sliding around
so that feels like
an extra bit of Battletotes
Ash wholenessness
to add to this whole equation
I mean, you make the Mario 2
comparison with the stuff you're throwing around
but Mario 2 also, you know, the World 4
has slippery ice and it has spikes
but it never felt as hateful.
I mean, for one thing you could play as like
the princess and hover
but it also had those little like
M cannons that would roll back and forth
and you could hop on those and go across the ice on those
or the spikes. I don't know, I just felt like
this stage doesn't give you any
leeway whatsoever. I mean, that's that's kind of the
message of this entire game, but
yeah, it's just
hateful. It's like, are you proud of yourself?
Oh, sorry, Stuart, go ahead.
I think there's one particular part that
springs to mind where you fall, you have to stand on an
ice platform that then falls about
like the Terra Tower at Disneyland or whatever it's
called. And then you jump
off that through both ceiling and
ground spikes that are so low that
if you jump too high, you will die.
That's the end of the stage, I think.
So they immediately want to kill you
For making it that far
Even better
Sorry this is a little bit of a
Jumping back in terms of topics
But I looked up the
The Battletoads issue of Nintendo Power
And it turns out
That was the final issue
With Howard Phillips' editor
Oh
So literally this game
Drove him away
He was like, no
I'm going to Lucasfilm games
Where they create games that never kill you
I've had enough of this shit
Have you played Super Empire Strikes Backer?
No, no, no.
You know, this was the era of like,
they didn't make that anyway.
That was like,
Oh, right.
I got confused by the Lucas film thing.
Right.
No.
You're thinking of adventure games, right?
I see what you mean.
Maniac mansion.
Where you literally can't die.
Yep.
So, anyway, that's a fun fact.
He retired.
He said, I'm supposed to finish all these games before we publish them,
but I have to leave the company now.
It's just not going to happen.
If my regards to Nestor, he can do all this crap.
So, yeah, that was stage four.
Again, yes, things are getting more difficult.
Stage five is Surf City.
It's another vehicle section like in stage three, only in this one it's not as fast-paced.
You can see the obstacles coming, but they take up more space.
You have less room to maneuver.
And for some reason, it's in the middle.
You have a brawling section, and that's where the boss is in the middle of the stage.
And then you have more of the vehicle section afterwards.
It's very, very odd.
I consider this to be basically a breather level.
because it's really not that bad compared to everything that comes after it,
which is like living through a nightmare.
It did seem fairly easy compared to everything surrounding it, like the next stage,
which these all have very strange names,
implying that other things are named things that we never see.
So this is Carnoth Slayer in that I like the idea behind this.
Like the idea behind this could be a fun mini game in another game,
or it could be a level in a game that's done in a better way.
But in this one, it's a series of little stages in which
you are riding snakes or a series of snakes that are like snaking around the stage
and of course there's lots of ways to die like falling to your death lots of insta-kill spikes
and you have to climb on them jump around them you have to move as they move to get to the exit
and I feel like also can't touch their faces I didn't know that if their faces touch you
you'll die I didn't know that and you know what you have to avoid the snake faces yeah right
In general, you want to avoid snake faces, but in this game especially.
And, like, platforms have moved like this in other games, like in Mario.
But I feel like Mario, they show you the track, so you can actually see.
So in this stage, you can tell where the snake will go because that's where the head is moving.
But the head is off and off screen.
So it feels like now more than ever in this game, you must have memorized the patterns to actually do this in a way that's possible.
Yeah.
Or they just make the snakes way less.
like way smaller than you can kind of see their path a bit better because they're so huge though.
Like yeah, like you said, they constantly go off screen.
They make you, you have to hang back on the snakes until you almost have no space left just to see where you need to be going.
And when there's instant kill spikes literally everywhere, it's awful.
I have heard the rare developed game snake rattle and roll is very good, but I have refused to play it on principle just because this is what it makes me think of.
And this is such a hateful, frustrating stage.
Snake rattle and roll is good.
It's very different compared to this.
But I don't trust Rare to create snakes in a way that doesn't make me want to die or kill someone at Rare.
They have that snake buddy in Donkey Kong Country, too.
He's fun.
Yeah, Rettling.
He's fun.
Donkey Kong Country, too, either.
See, it's the snakes.
What?
Yeah, all right.
And I think one thing is the.
So also, also really fast, another callback.
I want to confirm that Nintendo Power did call the bikes speed bikes.
Speed bikes.
Even though that may not be canon within the games,
this is how so many people learned about the game,
memorizing the jumps and everything.
Like, I would not have beaten this game, I'm sure,
without Nintendo Power's extensive maps.
God bless whoever made that.
They are a true hero.
They had to photograph all of those things.
Yes.
These are photographed screen maps.
I don't know how they did it,
but they're a goddamn monster, just amazing.
like this person needs to be canonized
We put speed holes in our bikes
makes them go fast
That's true
Just because no one else is going to note this
And I'm sorry
I think Carnath is a callback
To Ultimate play the game
Which was what rare used to be before they were rare
A Commodore 64 game called The Staff of Carneth
And then Carnath himself
Who is an actual named character
Turns up in the arcade game
And not once before
Wow. Okay, so Karnath is real, apparently.
And I think one thing that we might not even think about is that this snake thing is a pretty cool effect for an NES game.
Like lots of big sprites moving around in a very fast and smooth way.
That is more interesting than how the levels are designed and how it actually plays.
I think they are more interested in the effect than in like, you know, how fun this was.
If you want to play a game that feels a lot better and has the exact same gimmick as they stole it, Baccio Hare for the NES, has this exact thing.
Snakes that you can ride around that are nearly impossible.
No, thanks.
Not going to play that.
So we're on the stage four, which is Volkmeier's Inferno.
Volkmeier, do we know who that is?
Silas Volkmeier is the final boss of Battlemniacs.
Right.
It's implied he's the Big Bad, but they don't really do much to give that any way.
I guess we forgot, like some part of the lore that's involved with the comics of this,
one comic in the Nintendo Power issue, is that the Battle Toads are actually three game testers
who go into this VR game, and it's not actually.
a game, this VR system allows them to tap into a parallel world, so the humans are sucked
into the world, and then on that side of the world, they're Battletoads, and they're stuck
there. So that is essentially the lore that's not being told in the game, that you are
human game testers stuck in a VR world that taps into the world of the Dark Queen,
which is a real world. It's very, very complicated.
There has to be YouTube channels that specialize in Battletoads lore now.
That's just going to my mind.
Do you think that's like a meta-commentary on that?
the fact that this game was clearly not tested.
Oh, my God, that's a good point.
Yeah, why would they involve game testers in this?
Yeah, it's all about fictional characters all the way to...
Yeah.
Brer, why are you not testing this?
Because the testers are in the game, wink.
But the reason I brought that up is because Silas Volkmeier is the villain in the comic.
He's like the evil programmer who alters the VR because the Dark Queen comes out of the game and does stuff.
I don't know.
I mean, you can read the comic.
It's online.
It's not very satisfying.
I'm good, thanks.
this is I'm going to read it
this is like the speeder bike section
but even worse
in that you have more range
of movement technically because you're
it's sort of like a schmup but
you have so many more things coming at you
so many more ways to die in the section
and again it follows the same design as stage three
and that you have a little bit of a brawling section
but then you have this super intense
dodging section in which things are flying at you
from all over the screen
and it's just like the spirit of bike section
but a lot more difficult
and you're also still given
like the slight tenth of a second
of a warning when you're about to get hit by something
but that's it.
This to me, this does make the turbo tunnel
like I don't know, Sesame Street or something.
Like it's, there's a bit towards the end.
Basically you have these gates that are made of electricity
that are closing or opening.
If they're closing,
if you're not already all the way over
to the right side of the screen at the exact spot
where they intersect, you lose a life.
If you don't know that's coming, you will die.
It is completely unfair and horrible, and I can't help but just respect the hell out of them for doing it.
I will say that Lifeforce did the exact same thing in the escape sequence after the final boss.
And, you know, if you were on your last life, that was pretty infuriating.
But if you weren't on your last life, then you would respond immediately just past it and, you know, keep you through the game.
but yeah like that's a really nasty way to end a very challenging sequence of events
yeah one of many ways I was outraged during the let's play was seeing this level just like you can't
be kid like I have seen a long play of this before just out of curiosity like I want to see the
remaining 70% of this game but upon getting to this part I'm like god I can't even imagine what
I'd be thinking if I made it this far only to be faced with this sort of thing and that's this
is like halfway through the game and all the rest of the levels are hard
It's true. Let's go through more of them. So we have intruder excluder. So there's some interesting ideas in that it's a pure platforming level where you're going up a long vertical shaft instead of going down like you did in level two. And it's a lot about avoiding projectiles and avoiding hazards. And through most of this, it feels like kind of maybe like Donkey Kong-ish inspired or something in that it's about a lot of platforming up girders and things like that. And there's like little moving gap.
constantly going back and forth
in avoiding like little hazards and stuff like that
but it does look very difficult
and it's like precision platforming
in a game not designed for that.
Yeah, one thing that
you're reading through all these levels and each one
has a different gimmick and you
just threw out the
the Donkey Kong name.
It's like it does, I don't think there was
too much
exchanging of
staff members that worked on both Battletoads
and Donkey Kong
Country because Battleto's Arcade
was the same year as Donkey Kong Country
released on the Super Nintendo
but you can see like the rare thing
of
but honed so much better
in Donkey Kong Country 1 and 2
where let's have a core
like set of abilities
for mobility like jumping
rolling barrel rolling
and blah blah blah but each
level gimmick has something different
like after the first couple levels
in most Donkey Kong country games
than every level has a different gimmick.
But the level does,
but you have the same tight controls,
or much tighter than battle.
It doesn't work really well.
But now that we're going up a large vertical shaft,
you're never prepared enough to do any of this stuff.
And like,
I don't even think as a kid I definitely didn't get this far ever.
Even when I played this like a couple of years ago,
I think I maybe got past a turbo tunnel.
I think Carnot, I think the snakes is the last thing I saw.
I lost all my lives.
But it's just amazing how going down the list of levels,
every single one is different.
The worst thing for me about intruder excluder is it's mentioned in the notes.
There's platforms that move left and right with a gap in them.
And basically, the way it works in this game is,
when you want to jump through that gap to get onto the platform,
it always blocks you.
And later in the game,
game when you need to drop down through it it's the it's the exact opposite whatever would be the
least convenient thing possible but yeah the fact as you're scrolling up unlike some of the
early levels if you drop down you lose a life you can't go back down i don't believe it's uh like
auto scroll except vertical yeah ratchet scrolling that's that's that's a great term and it's new to me
and i'm learning much the game the games are very different but watching the platforming this
or reminding me too much of ice climber just like oh it looks just so
imprecise and painful. And
you're totally right, Matt, about Donkey Kong Country.
Like, they had Nintendo oversight, so they could not
make a game like this. But also...
That's true. That's true. The core set of skills in
Donkey Kong Country, I feel like they can be
carried from level to level. Like, just because
you're good at level 3 of Battletoes does not mean you'll be good
at level 6. Because, like, every
game is like a different game with a
different skill set required.
So, like, beating that level,
the last vehicle
level does not mean you're going to be good at intruder
or excluder. It's a completely new kind of game.
with a completely new kind of like scheme to learn like you need to play this game with a team
of 12 people each one specializing in that level oh god those poor bastards the ultimate multiplayer
experience they're all on death row too uh so they're welcome for it yes they're waiting for the sweet
kiss of death uh so stage nine is terra tube so it is uh as as the game uh you know implies it's a system of tubes
you run through, but it is the always
not fun idea of an insta-kill thing
chasing you, which they
will use again in the future in this game.
So that's the first half of this
level. The back half is
a pretty bad swimming section
with just insta-kill
spikes everywhere. It makes the
swimming section in the first Ninja Turtles game
look like the easiest thing in the
world. This... They absolutely
when they were ripping off Ninja Turtles, they
looked at that game and said, oh yeah, we
can do worse than this. We can
we can make you hate life like when i when i first played donkey con country and got to the swimming
stage like i had PTSD from this like it's seriously like though those stages are you know
they're so peaceful with the music and everything but i was just like this is going to be like
that battle toad stage this is the same people this is going to be horrible i don't want to do this
there's a bit in this level that's so completely evil that it thrills me just to think about where
basically you're being as you're being chased by what's essentially a big cog through these tunnels at the end there are cubby holes and doors and the cogs smash into the doors while you hide in the little cubby holes and then they don't then they stop doing that and if you go in the cubby hole the cog goes in the cubby hole and kills you and the door explodes anyway it's completely inexplicable and completely unfair and once again i do have to shake their hand for daring to put something so hateful into a video game
intended for children.
Bold.
What a bold game battle shows.
There's so much audacity on display here.
Yeah, and you know, I would not believe, like so I recently, well, not recently, like 10 years ago for retronauts at one up, I play through Ninja Turtles the first couple of stages on a live stream.
And I was like, oh, you know what?
The damn one is not that hard, actually.
I think it's been overestimated.
I think people exaggerate how difficult it is.
If you were to tell me any of these stages, oh, it's not too bad.
I would not believe you.
But that damn stage, it can be done, and there are ways to do it.
But nothing is as punishing as what we're talking about here.
I've lived this.
I can tell you, like, I really was traumatized by this game.
I expected games to be this hateful for a while.
The thing is, if you have played through this, you can say, by this game standards,
the turbo tunnel is not that bad.
By the standards of every other game ever made, ever in history, it's terrible.
It's the worst.
Yes.
At the same time, if they, you know, they set out to make this hard or, you know, they didn't
really realize how hard it was because they had to play it so much.
It's like, I'm not even sure people would talk about Battletoads nearly as much if it wasn't
this hateful as we've been throwing around the term.
Because if it was just really like easy, breezy game, then I think it'd be even less remembered.
And maybe they were right because they botched the merchandising and the, the,
the marketing and like making the toad seem like a cool character.
Like since that didn't seem to be handled that well,
not that I think they designed it to be purposely hard
because the IP was a bit mishandled,
but it seems to have kind of worked out for what otherwise
would have been like kind of not memorable title
in the grand scheme of things,
especially in Rare's library.
I will present a counter argument and that's Kirby's Adventure,
which, you know, is a better designed game in this.
but it is also a late
NES game has
you know just technically excellent
it's a technically
excellent game and it's really
pretty gentle like it has some moments
but it's a you know
compare this it's like
sleeping on a soft pillow
and that game is deeply beloved
the Kirby series has become
you know an enduring franchise
for a while until recently they were making
like a new Kirby game every year
Kirby is you know kind of a Nintendo
mainstay.
I think, you know, it's perfectly possible for them to have made a game that was
reasonably forgiving, not easy, but, you know, balanced.
And with all the things going for this game, the visual style, the graphical detail,
the cool pause theme, the sheer variety of gameplay mechanics, I think this would be really
fondly remembered, but instead it's like, oh, it's that game with a stupid turbo tunnel.
I think it works against this game's legacy.
I think that making a game that was like, I don't know, 30% less brutal and maybe gave
you infinite continues would have, you know, really changed this game's reputation.
So it's not infamous, but just beloved.
You're not wrong, but then the later Battletoze games did get a lot easier and that didn't
see, or maybe like because it was so difficult the first one, maybe it kind of ruined it from
then on out.
But all the rest of the Battletoes games, it's not nearly.
punishing is this. I guess they knew.
I think the ship had sailed
by that point. Yeah. Yeah. Yeah.
Sequels.
I think the Lippus
does what if you take this exact game
Battletoes for the nurse and replace
the toes with Kirby.
Kirby would
get chewed up.
No, he's an elder god. He'd be fine.
I don't know if he'd survive level one.
I feel like also if you're designing
a game, especially today, like I feel
game designers think, you know, I want my game
to be challenging, but I also want people to be able to
see all of the game because we worked very hard on it. And how many people just didn't see past level
three? I would say probably like 75% of the people who play this game conservatively just didn't
see most of the things that they put into it. And it feels like that's, that's not good if you're
making the game. You want people to experience what you made. Yeah, I think that's a good, you know,
kind of makes a good case for the fact that they really didn't understand how horrible and awful the
difficulty in this game is because you know a lot of times you see it a lot in arcades where like
the first stage or two have all the ideas and then the rest of the game is just kind of like blah
because they don't really like they just want to get people kind of up front and get their quick you know
quick income whereas here like it reveals like they wanted you to see all of this like they
saved the coolest gimmick the coolest visual mechanic for the final stage like you don't do that
if you think, oh, no one's going to make it here.
They just really blew it.
They really misunderstood, like, the capabilities of the average child playing NES.
Yeah, I mean, but then why were a lot of RARE's games, like, I've never heard them be, you know,
said to be very, very hard, all their NES catalog, some are obviously of an inferior quality.
And they'd be unpleasant to play.
But then why, like, out of all of them, why was this the one where they,
the software designer
was just playing it to
his level of difficulty versus all
all of other arrares output.
I feel like they were maybe
just really sort of high on the idea of
making their own kind of IP and they wanted to throw
all of themselves into it.
Is the one thing you can say about this game, no matter
how much it kind of sucks, because
of how it turned out,
there's a lot of passion in it.
It really feels like they cared about this game,
I would argue. Yeah, I think so.
I feel like it's hard just by virtue of the fact that
it got the most attention, and that attention involved fine-tuning it, which in their
interpretation was making it as hard as possible, harder, a challenge for the people who
know where everything is going to go and what challenges await you?
It's weird that they just didn't decide to put it like a difficulty set in, like easy, medium
hard, like what, why not just do that?
Hard is by the American version.
Easy is by the Japanese version, I guess.
And then you get five lives and five continues instead of three lives and three
continue.
And the levels are altered drastically to make it way easier.
is rat race.
So it's just like level eight,
except instead of going up,
you're going down,
and you're racing a character.
And usually in these games,
you're like,
well,
naturally,
the character you're racing
will be a bit slower
than the player.
No, that's not true.
He's actually faster.
Yeah,
I've played this game
mostly using save states
and rewind,
but the levels I've beaten,
I've thought to myself,
with practice,
I do feel like I could do them.
Maybe not in one straight shot,
but I could do them.
There's no way I could do this.
this there's no way it's horrible they hate it so much it's one of those levels where this happens
a few times like in the usually when you watch a long play it's pretty flawless maybe a hit
here or there but no the person playing this just died a few times this is one of the levels where
they just died if that rat gets past you you can't win that's from how it seems to me no it's
absolutely correct this is like this is the stage that ended the game more often than not for me
like it's so hard you have to play with absolute perfect precision and this is not a game that
really supports that like the the pixel precision you need is not compatible with the design
it's so frustrating and yes if the rackets ahead of you uh past like the first maybe 20 percent
of the stage you're bone that's it it's just it's over and its stage goes on so long and you have to
have every single Twitch, every single like platform, every single turn and bend in midair
memorize. There are parts where you just have to drop without touching anything, without landing
on anything, because if you do, you'll, you know, the friction, the kind of landing and then
falling off again will break your momentum and you'll lose. It's so unreasonable. I wanted to mention
those those bits where you're dropping because like psychologically falling through platforms and
intentionally dodging flat ground is impossible.
Like, you've got every part of your body wants to land on those platforms, but no.
Plus, you've got to hit the rat, so he does this tiny little jump.
At the, specifically the end of these platforms, hits the wall and turns around.
It's the only way to do it.
And it's almost like an exploit, but you have to do it.
Yeah.
It's the worst.
It's the absolute pits.
Like, the Quickman laser beam trap in Mega Man 2 trained me for this, but it didn't
prepare me.
No.
Mentally.
Based on the video I was watching, of course, I never got this far on my own, is that, you know, hitting the rat will buy you like tenths of seconds, and maybe that will even help you, but still, you're not given any advantage.
And what I think is most annoying about Battle Toads, it's like you're always on the defensive.
You're always avoiding things, dodging things.
It's not a game that puts you on the offensive that often, which future games would do, which I feel like this is why this was not that appealing to me and why it's still hard to play now.
It's like a dodging game for the most part.
It's not really battling anything.
You're just doing stuff.
In this level, they're not battled toads.
Dodgel Toads.
So, okay, that's level 10.
We're going to get to the end of this soon.
There are 12 stages, again, this is true.
There's recorded video of this.
Klinger Winger.
So this is another vehicle section in that you are holding on to this sort of unicycle with wheels
that's like dragging you along.
And it involves following this track very precisely that snakes are on the level.
while this death orb is following you from behind
and of course at the end of the stage
you fight the orb and I say why not fight the orb first
and then take your time through the stage
but no it's Battle Toads
and this has a big bug in that
if you make it this far with two players the game will just freeze
so who actually did that
no one has ever done it
I don't think it's possible to actually make it here
with two players just because of the sheer chaos
of the game and you both have to be that good
to make it this far
So they fix that bug in the rare replay version
They fix it for the Famicom, the European release
But it's still present in the original American release of this game
Has someone ever done a two-player run of this game?
Oh, I know someone who has
They're called Liars
Oh, I've met them before
I think if memory serves the gimmick for the
The gimmick for this level is that the orb is faster than you
On Straits, but it doesn't take corners quite as fast as you can
So you can get right towards the end of the level
Beyond the final straight
Get caught up with and be killed
I have to do the whole thing over
And you know how I said rat race is the worst
This is also the worst
Every level is the worst
The co-shareholders of the worst
Yeah this level feels like
Almost an apology for the previous level
The previous level is so bailful
It is just like
It is a hate crime
It is miserable
like this one feels almost gentle by comparison
and the final stage the crazy thing about the final stage is
it's actually like surprisingly
non-brutal compared to everything else in the game
it's such a weird relief
the thing I observed about clinging a winger is
if you're not playing it on an original hardware
if you have input lag it's really really difficult
because it really is entirely about those split second turns
and I was wondering
just for such a long time
like why this impossible
how are you supposed to do this
what am I doing wrong
and it turns out that having just the slightest
little bit of input like makes it
almost impossible because every corner you hit
you will stop for a split second
you will slow right down
it's awful
I think every playthrough of Battletoads
is a frame perfect playthrough
just because it has to be
otherwise you will die completely
yeah
I think something the game lacks
sorry I feel like
something the game
lacks is that like it needs
Castlevania style level introductions
like on Rondo of Blood that say like God
give me strength or like you do
not see this thing. I want to see people saying that.
One of the
I guess one of the cool things that it does
do that I like is a
thing similar to Castlevania and that before
you go into the stage you see this little blueprint
that shows sort of where you are in the
world to like convince you there is
more things to come.
And I do like that. I think
I think that actually you know that has precedent
and Rare Zone work with Wizards and Warriors.
Oh, right, yeah.
Same thing.
Yeah.
I forgot about that.
And I looked it up, and in 2015,
the Mexican runner and J.C. 583 did a co-op warpless run of awesome, you know,
for awesome games done quick.
Let's see.
I'm trying to figure out what the code is here.
It's not a tool-assisted attack or tool-assisted play.
I have to watch this.
No dev commentary, no handicaps.
So they beat it and have to.
half an hour. Wow. Okay. I'm watching this over lunch today because I did not see that. I did not believe
that was possible. If anyone can do it, a Mexican runner can. Yeah, they're great. So the final
stage of Battletoads is State 12, the revolution in that you climb up the Dark Queen's Tower.
It's a very cool graphical effect before Kirby's adventure did the same thing and that you're going
up this tower. It's convincingly spinning as you're going up. And one thing about Battletoes I
didn't mention is that like the enemies are not very iconic and they're often very lame in some
cases like one level you're there's these like evil rubber duckies that are floating around in
this stage the enemies are um these like the little guy you see in the corner of old maps blowing the
wind it's a lot of those guys floating around just trying to knock you off of platforms is that
zephyr i think so but it makes sense because you're on you know a tower so the wind is trying to blow
you off uh i will say though that this this mechanic or this this visual gimmick i think dates back
to castellian in the mid 80s that kind of rotating
you know fake rotation
so you know kind of some precedent there
but at the time that I got to the final stage
one I was like oh my god I can't believe I'm here
but two I was like wow I've never seen this before
this is awesome I don't need a super Nintendo
yeah it was very impressive for the time
this is the bleeding edge tag right here
I think as you said it's it's surprisingly
not that bad compared to the previous levels
it's not a breather but it has some cruel traps
Like the bit, there are those, we didn't mention them at all, but there were weapons you can pick up, like, so early in the game, like poles.
And on this level, those poles come back, you pull them off the wall, but there are bits where you don't, you're supposed to not do that.
You're supposed to hold onto them, and then this little goblin thing will appear and blow wind at you.
And if you're holding onto that pole, you will survive.
If you've already pulled it off to use it as a weapon, as you have been encouraged to do, then you will be killed.
And then- You're reminding me of some things, yes.
I'm sorry, I don't mean to bring up these bad memories.
I did it to myself.
This game is all about bad memories
And yeah, you reach the top of the tower
You fight the Dark Queen
This feels like the only boss fight
That actually has design behind it
Because outside of the first one
Because there are boss fights in this game
But it feels like you just do your attack in the enemy
And then they bounce off the wall
You do it again and again and again
There's no like oh
This is how they move
Yeah
Like this is how they move
These are what their attacks are
It's not like a Mega Man boss
It's just like well here's just a bigger sprite
For you to knock around
But with the Queen at least
There is like a boss design here
and she's like a very big spright that turns into a tornado and moves around.
She's only vulnerable role when she's in her human form.
It is a boss fight with some design put into it, so I'll give them that.
Wow.
This game came out at the same time as Final Fantasy 4 in Japan, which also has a woman boss that turns into a tornado.
What are the odds?
It's a fun idea.
It's a fun idea.
But yeah.
And then when you beat the game, the ending is very stupid.
It's not exciting.
for the amount of time you put into Battletoads
there should be at least like some new artwork
a new song but that's just
not happening at the end of Battle Toads
I was... I feel like it should
the ending screen should just be a screen
that says buy Battletoads
or like
a therapy
or it should be just like a therapy
hotline like do you need help
or do you need someone to turn to? Please call this number
now because clearly there's something wrong
and Battletoads is not the answer
sir. Just a black screen on white text that just says we didn't think you'd get here so we didn't
do an ending bite. I was planning on going. I have lots of notes for other Battletoads games,
but we are like almost at an hour 30 in our recording and we only have so much time. So I guess
briefly I can just go over some footnotes of these games. And if anyone wants to add anything
after I talk, please do about the other Battletoads games. But there are two Game Boy games.
There's the Battletoads game called Battletoads. That is an original game with some concepts based on
the original NES game. That's a completely original creation. The second Battletoads game called
Battletoads and Ragnarok's world, that is actually a compromised port of the NES game. So it's
very confusing in that the actual port of the game is not called Battletoads, but Battletoads for
the Game Boy is an original game. There is also Battletoads and Battle Maniacs. That is the
SNES game, and it feels to me like it is a Castlevania 4-style remake of the first game and
that things are bigger. It's slower, prettier, more awkward, obviously not as quality as
Castlevania 4, but a lot easier just because things are bigger and slower on that platform.
If I played this one, I played this one I played first. This was one I played first.
If I had bought Battletoads for NES and for some reason thought it was amazing, it was like my
favorite game ever, and then I bought this follow-up to it, I would feel so ripped off because
four of the six levels are just almost exactly the same as the Ners game except with nicer graphics.
And the speeder bike stage is in the game and it's not slower or clumsier. It's still fast and
punishing, although I don't think it's as hard as the NES one.
But yeah, and other games to follow, Battle to the Double Dragon, that is where I feel
like that's the sweet spot of the series in which it is, the vehicle sections are very light and
they put you on the offensive.
It's mostly brawling and some very, very light platforming.
Still some annoying stuff, but it is kind of the perfect medium between brawling and platforming
and vehicle stuff.
And for whatever reason, Rare decided to make this at least of a moderate difficulty.
They weren't pushing it over the edge with this game.
And then the final game is Battletoads Arcade.
That was 1994 published by Electronic Arts for some reason.
This game is a more violent, just very, very brawler, intensive experience with the Battletoads.
There's some shooting in it.
It's very edgy in a 90s way.
And this is when Battletoads, the plug was pulled on them because apparently this game did very poorly.
I never saw it in the wild outside of like retro gaming conventions.
but this is when Trade Whist was like
we don't want to deal with Battle Toads anymore
we're not going to release these ports for this arcade game
nobody cares and then Rare
obviously would get into bed with Nintendo
with things like Killer Instinct and Donkey Kong
Country and all through that era so
that is my like super wrap-up
of the Battletoads. Any other
comments on the games I mentioned very quickly
I have a lot of notes but obviously not a lot of time
to talk about these
Yeah I just I like just
I mentioned a bit before
Battle Hodes Double Dragon is
indeed like kind of the
I guess the diamond out of all of them
just because it's so it's so balanced
and it has a lot of the stuff that makes
like the the bits that are very memorable
from Battletoes like the transforming fists or whatever
the bosses are really fun
the NES version of Battle of those double dragon
is like stunning and some of the more
graphical effects that it pushes on that
like it looks almost as good as the 16 bit of versions
and Battle Toad's arcade
I'm always sad that that didn't do
well because that again, a 1994
2D game is just
stunning to look at with all
the sprite scaling.
It is again, like, super
impressive to look at graphically and
I'm always a bit sad. I'm very glad that
that's coming back from Arcade
1-Up. They're making that Killer Instinct
cab that has Battle Toads
Arcade and I'm actually
psyched to get that. But that game
is very, like it's too
much in terms of wave-based
enemies and just sucking quarters.
out of you like it's actually a little bit too hard in terms of a brawler but um that's all i got on rare
replay they talk about the battle toads arcade game how the final boss doesn't even register any
damage that you inflict on it for the first like some like four minutes yeah you can just pour like
laser into it and it doesn't do anything because they just wanted your money they're very transparent
about that they said that was their game design what i love about battle toads arcade really quickly
and this is very specific and i apologize for that at the beginning of each
stage, you've got a little cutscene of the Battle Tode activating its little risk
communicator and looking at who the next boss is going to be. And in order to pull that up,
it has to press like 15 different buttons. And I just want to say, I find that very inefficient.
And I'm never going to have that outlet to say that. It's a really, it's a really cool
animation, though, the finger like jamming all the buttons on the risk communicator thing. It's
neat. Music's good too. I love how edgy that game is. It's full of horrible violence that you
really don't want to see you visited on the Battletoads. No, enemies explode into,
like skeletons and things like that.
And one thing I found interesting about this whole series of games is that they're all
basically developed by the same small team of people, even the arcade game.
I was watching the Rare Replay documentary on the arcade game.
And like the people at rare, they were making their own hardware to run the arcade game on.
They were not using existing technology.
They were figuring this all out.
Like arcade games were new to them.
And arcade game design was new to them.
And these were all the same people from the very beginning that were, you know, designing
the characters and writing the music and designing the last.
So like the Battletoads team was always a core team of people working together across all of these different platforms.
I found that very interesting.
Yeah, no, it is because Rare had like two arcade games, well three, I guess technically, KI1 and two, and this.
And then they just never, never went back to the arcades at all, as far as I remember.
If you ever play this game ever, get to the second boss, the snake, intention to get killed by it,
because it's just the most horrific thing I've ever seen.
The violence is absolutely unnecessary.
It was, I implore you to go and see it.
Very much the Mortal Kombat era of gaming in 1994 in arcades.
And, I mean, I think it failed because it was a brawler in 1994, and that was not the way to go, which is why Rare made killer instinct in 1994, and that was their big hit.
And briefly, for a few minutes, there was a 2020 reboot made by DeLala Studios, which had an existing relationship with Rare.
I believe they did some content for them on Sea of Thieves or something like that.
But before that, there was like a brief Battletoads revival.
Things like Shovel Nights in which the Xbox One version had RASH sits and pimple as bosses you could fight in very Battletoads appropriate stages.
And also Rash, I believe, was a fighter in the Killer Instinct reboot for Xbox One.
So there was a few things before this.
But this was the big revival.
I will say I did play a bit of this game.
I like the idea behind it because the entire premise of the game is, can you believe we made this?
Like, what even are Battletoads?
They're so ill-defined. Nobody really remembers it outside of the one stage. I like that, but it's not a very compelling idea to base a game around. And I found that while very well animated, the graphics often got in the way of the brawling, which was my favorite part. And there were far too many mini-games to put up with in between that. So I think a lot of work went into it, but I think some of it was misguided in terms of what to prioritize.
The thing is, you just described the perfect battle toad game.
They nailed it completely.
They made a massively flawed game with loads of poor ideas that nonetheless shows passion went into it.
I didn't beat this reboot, but I did play halfway through it.
And I thought it was much better than I assumed it was going to be because Microsoft went silent on this for like a full year.
like they had their big press show that they did like that may and then absolutely no mention of battle toads at all and then battle totes came out like three months later but i thought this was like pretty clever for what it was but i do agree that visually it's it's way too busy um but i still because when they announced that we're bringing battle toes back the first thing that popped in my head is how do you even do this you have to do a megaman uh 10 you have to just do an old school nes version of it what else are you
you're supposed to do. That's the thing that
people most remember about those. And they didn't do
that. They did something completely different.
And it wasn't terrible, but I don't know
how well this did. I think it
Microsoft put out a thing saying,
it actually sold pretty well. It was a success.
But I don't think they'll be
going back to this anytime soon.
I basically found myself
playing through it just to get to the next
cuttings. I kind of enjoyed the humor
and they're getting more than the actual game.
Yeah, I agree. Yeah, we'll say this is actually
really funny. It was surprisingly funny.
I like, again, they're playing with the ideas, like, who even are these people?
So, like, they're introducing the Battletoads.
It's like, yeah, pimple's the big one, and Zitt is the cool one, and Rash.
He's the one with sunglasses.
So they know, like, there's nothing to these characters.
So they have fun trying to play with that idea.
Like, they're just unwanted by the world.
Sorry, really briefly.
They also made the Dark Queen safer work, so that was appreciated.
That's true.
And you know what?
I don't know how I feel about that.
Because I feel like, just let her be sexy and put a sexy man in the game, like, as her
counterpart, if you want to.
but she's covered up in a very distracting way.
Like she has never been more covered up.
It's like very Victorian almost.
Yeah, they could have played with that and say like the toads could have been like,
whoa, like have her as sexy as she was.
And they're just like, oh, and she's always being funnily covered up by other things.
Like in the foreground, you could have like played with that,
but they just kind of, you know, redesigned her and then just didn't really mention it that much.
So it was more distracting that way.
Yeah.
It's a real 180 from her design in a distracting way.
But hey, you know what?
They tried, and I'm glad that, like, after almost 30 years,
there's another Battletoads game out there.
So maybe in another 30 years, we'll have nostalgia for this, but who knows?
But that was our take on Battletoads again.
Fun to talk about, but just the first game is the most notorious one,
the most popular one, and notable for just the third stage.
But you know what?
Just like in life, it gets worse.
It gets worse every step of the way.
It just keeps getting worse and worse.
So Battletoads is really teaching us all a lesson about the modern world, I think.
It's a metaphor.
It is.
It really is.
That's what we're ahead in mind.
So yes, this has been another episode of Retronauts.
Thank you so much for listening, folks.
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Before I talk about what else I do, let's go around the virtual space here.
I'm stuck in the turbo tunnel
but let's hear what everyone else is doing
Let's start with Stuart
Stuart where can we find you and what else are you up to
I'm stuck in the Teratubes
And you can find me on Twitter at
Stubacabra
I wish I'd just got at Stuart Chip to be honest
But too late now
Too late now
Then you can find my stuff on
The Retronauts website
Or in Nintendo Life
Sometimes in RetroGaming magazine
And I do lots of stuff
You can go on my Twitter
And ignore my tweets
And just try and find
The things that I do
because you really don't want to be reading those tweets.
They're not very good.
And Matt, how about you?
You can find me on Twitter at Matt McMustles or on my YouTube channel.
Also, Matt McMilless.
I do video essays, some gameplay stuff.
And if you're into Brawlers at all, the game of the Takeover just released on the PSN store just a few days ago.
I'm very excited about that.
And a physical version of that game is also coming out.
So, yeah, living the dream right now, Bob.
Awesome.
And Jeremy, what about you?
When I am not kicking a rat repeatedly to prevent it from detonating a bomb,
I am in Retronauts podcast, working at Limited Run Games,
and producing a weekly video series on YouTube.
Look for Jeremy Parrish.
That's my name.
You can find me on social media on Twitter's Games Fight.
So look me up.
I'm on the internet.
I'm inescapable.
And if our listeners haven't had enough plugs by now,
I also do other stuff outside this network.
I have the Talking Simpsons Network of podcasts, of course.
So that's all happening at patreon.com slash talking Simpsons.
We have Talking Simpsons, a chronological exploration of The Simpsons, and also what a cartoon.
We look at a different cartoon from different series every week.
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Sign up there for exclusive episodes, you know, advanced access and also access to all of our limited mini-series we've done on things like Futurama, King of the Hill, The Critic, and so on.
But that is it for this episode of Retronauts.
Remember, there was always light at the end of the TurboTunnel.
Thank you.
I'm going to be able to be.
I'm sorry.
I'm
You know,
Thank you.