NEStalgia

← All episodes

NES box art for 1942, the cover of NEStalgia episode 32

032 · 1942

▶ Game info
VerdictSkip it
GenreSHMUP
SeasonSeason 2
DeveloperMicronics
PublisherCapcom
August 31, 2018 · 34 min · transcript available

Will it be victory? Or defeat? It's in your skillfull hands to master the SUPER ACE and make your way to Tokyo! For more NEStalgia as well as show notes and articles head over to www.NEStalgiacast.com

Our verdict: Skip it

1942 gave us the first vertical shooter on the NES and the first Capcom game on the show, published here by Williams, the pinball company. Capcom made it themselves, and it was a big arcade hit that launched the 19xx series. As a new genre arriving on the system it was welcome. As something to sit down with in 2018, it left us shrugging.

What it gets right

  • Something new. After a long run of platformers, a shmup felt like a change, and flying over islands and taking off from a carrier is a nicer backdrop than black space. A World War II setting is more tangible than space, which probably helped the arcade original land with people.
  • Real planes. You fly a P-38 Lightning called the Super Ace, and the manual names the enemies too: a Kawasaki Ki-61, a Mitsubishi A6M-0, a Kawasaki Ki-48 and a Nakajima G8N boss. We liked that detail even if it was probably wasted on most kids.
  • The loop-de-loop. The roll has a good sound and lets you dodge by vanishing from everyone's 2D plane for a second. The power-ups are better, especially the two wingmen who fly beside you and have their own hitboxes, so you survive losing one. Shooting four blasts at once feels good, and we agreed the game does make you feel more powerful.
  • A fun bit of lore. The box art calls it part of the "Captain Commando Challenge Series," which sent us on a tangent about whether Capcom stands for that. Sam looked it up: Capcom is short for capsule computers.

Where it falls apart

  • Stuttery. On original hardware it is a laggy mess, with flicker and an imprecise feel that sometimes got us clipped when it looked like a clean escape. Turning on frame skipping in an emulator made it far smoother, and the arcade original is clearly sharper.
  • Four enemy types for 32 stages. The line of planes that swoops in for a power-up reminded us of Centipede, other planes fly up and just turn away without shooting, and the big boss plane is the only break in the monotony. Each stage starts easy and ramps up, then resets, so there is no overall rise in difficulty.
  • Busy screen. Green planes disappear against the land, and the medium planes that come from behind punish anyone who sits at the bottom, which is a habit we all had to break.
  • The sound. We played the music on the show and agreed it is awful. The drum track only shows up when you stop firing, and the noise sounded like an enemy plane locking on. We heard another home port got better music.
  • Length. 32 stages and one hit kills it. Nobody got to Tokyo.

The bottom line

Skip it. Nobody voted it Essential. Sean's point was that a whole genre has the same controls and tricks, so you don't need to start here, even if it was one of the first on a console. Joe called it simple and fine, and said it was not essential for most people. Sam said to play it if you love the genre, and that it handles about how you would expect an NES shmup to. Our rule for the list is tight, simple controls that feel good to master, and this one does not have them. If you have two quarters at an arcade, take a round of the real thing.

Written from our conversation in this episode.

← NINJA KIDCOMMANDO →