Ikari (Warriors)
Every
really good NES game had an evil, bargain bin twin that existed to seduce
parents into presenting their kids on their special day(s) with the
silicon equivalent of typhoid. For every kid in the neighborhood with
a copy of Bomberman, there was a sad kid elsewhere who had to make do
with the deep space gardening sim Robo-Warrior. For every Megaman 2,
someone was sobbing with a copy of Whomp 'Em. And for the kids who wanted
Contra really bad, there were the Ikari Warriors.
Ikari
Warriors (referred to as simply 'Ikari' on the title screen-which means
'anger' or 'rage' in Japanese) first appeared as an arcade game with
a nifty Smash TV-esque dual stick control scheme. This lead to many
calls to the Ikari Chiropractors as their soldiers would often twist
360 degrees at the waist in the heat of battle. Also, your default gun
had limited ammo. Kiss of death from SNK.
Unfortunately,
the NES controller was short a second directional pad, and Smash TV
hadn't come out yet to give them a two controller mode to imitate, so
the end result was a character who would gradually turn his gun barrel
as you walked to the left or right. Walking in a circle in the middle
of a charging horde ranks fairly high on the list of Things Not to Do
in War, somewhere between 'standing still' or 'ask the enemy for directions
to latrine.' The NES's color palette lends weird pastel color casts
to the sprites, so every other TV I ever played the thing on made the
Red player's headband turn pink. I realize it was the 80's (also: I'd
be remised if I didn't allude to the 'ABBA' code) and all, but somehow
pink fatigues and a headband just don't strike me as particularly intimidating.
It
had its good points, of course. The thing is, there's nothing this game
does that the later Guerilla War didn't do better.
Ikari II: Victory Road
An
odd exception to the general rule that SNK fixes its series over time,
Ikari II is significantly worse than its predecessor. You still have
Paul and Vince from the first time around, but for some improbable reason
on their way home from liberating the previous game's island, they were
teleported to an alien world to battle the warlord Zang Zip (!!?!) the
War Dog. I'd go into this more, but comrade Lago did a fine job at C-CN.
Besides I have more stuff to briefly gloss over.
Ikari III: The Rescue
Third
time's a charm; this one is actually half playable. When I was a kid,
I actually went out of the way to get a membership at some third-rate
video rental outlet just to play Ikari Warriors III: the Rescue once,
then the store closed and was replaced by a barber shop. Much like Robotech,
however, when I rediscovered it it seemed a lot less shiny.
Paul
and his life partner Vince have been hired by someone to rescue a little
girl from an army of gay men who really like the color green. Even though
they were given a tank, they were distracted by each other's raw manliness
and got destroyed by a poorly-guided missile. So, with only their matching
kickboxer clothes and their wits to aid them, they must infiltrate the
enemy fortress.
If
the terrorists have anything going for them in this game, it's got to
be their choreography. Try not to laugh when you see a group of four
men in full military gear jumping and twirling merrily across the path.
By the second level, you see the same guys, only with headbands and
knives.
Ikari
III will also go down in history as having the most painfully easy
bosses of any SNK title. Be careful around the second level samurai
boss, though! He might be dangerous if you stop punching him long enough.
The hardest boss in the whole stupid game is actually the tank in the
first level. But don't worry. You have infinite credits.
Also:
Note cameo appearances by a two-eyed Heidern (who would later be in
King of Fighters in spite of only appearing briefly in cutscenes) and
his family. They would lead a long, happy life (read: slaughtered by
Rugal in the backstory to KOF.)