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NES box art for Slalom, the cover of NEStalgia episode 39

039 · SLALOM

▶ Game info
VerdictPlay it
GenreSports
ReleasedMarch 1987
SeasonSeason 3
DeveloperRare
PublisherNintendo
October 26, 2018 · 45 min · transcript available

It's time to hit the slopes with the very first Western developed NES game! RARE skis up a unique experience that is guaranteed to be nothing like Banjo-Kazooie. For show notes and more check out www.NEStalgiacast.com. And a BIG Special thanks to our first subscriber John B!

Our verdict: Play it

Slalom is the first NES game from Rare, and the first Western-made game on the system. It came out in arcades on Nintendo's Vs. system in 1986, sold half a million units on the NES, and gave Rare its start with Nintendo. We went in expecting a Mach Rider cousin and found something more polished than that, with a lot of wishes attached.

What makes it good

  • Polish from the first screen. Choosing a mountain, with a different jingle for each, was something we hadn't seen yet. Sam called the whole thing polished and charming, and it's a layout that racing games kept using for a long time.
  • The feel of the run. The fake 3D turns are convincing, and Joe thought it feels as good as Mach Rider without feeling like a bike, with a slight ice slipperiness as you push off to the side.
  • Fair obstacles. Snowmen, trees and other skiers can all be cleared if you jump at the top of the arc, and most of our early crashes came from jumping too late.
  • Real slalom. You have to go between the flags, and missing them sends you back to first gear. The gates can be a mountain apart or a skier's width apart, and we liked having to run it the right way.
  • Rewards for playing well. Trick points plus time left earn solo bonus seconds with the other skiers removed, and the game lets you glide to the finish when you run out of time just short.
  • The music. It's groovy, melody-driven rather than a constant loop, and we liked it even though we could not sing any of it back.

Where it's rough

  • One life. Miss the flag at the end of a segment by a second and it's over, and you start again from the first segment.
  • Harsh collisions. Poles act like solid sticks rather than bending away, and on the first course you can only afford six or seven hits. The manual says you always land on your skis after a pole, but after an obstacle it's chance, so some of our wipeouts were luck, good and bad.
  • No training or level select. The record times are the only target, high scores only last until reset, and Mach Rider had modes and a track designer that this doesn't.
  • Controls. Holding up to go fast while steering is awkward. We kept remapping it in our heads and joked it wanted a joystick, though easing off to turn also makes sense.
  • Depth and rhythm. The gates pop up and only grow taller, and Sean found the slopes muddy and the game vanilla. We didn't feel much weight or rhythm either.

Beyond the game

The Stamper brothers, Tim and Chris, had made ZX Spectrum games as Ultimate before starting Rare, short for Rare Designs of the Future. They flew to Kyoto unsolicited and won Nintendo over by showing the 3D effect only Nintendo had pulled off.

The bottom line

Play it. We think it's a well-made game worth your time, and it plays best in short bursts, the kind of thing that would be a phone game now. It also felt like a game a kid in the eighties would trade off with friends, fighting for the top of the board on Snowy Hill. At the time it got two votes for the Essential Games List, Joe's and Sam's, with Sean and Mike voting no. It was later removed in Best of 87, so it stays a recommendation but not an essential.

Written from our conversation in this episode.

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