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NES box art for Athletic World, the cover of NEStalgia episode 46

046 · ATHLETIC WORLD

▶ Game info
VerdictSkip it
GenreSports
ReleasedJuly 1987
SeasonSeason 3
PublisherBandai
December 14, 2018 · 33 min · transcript available

This winter, welcome to summer camp! Break out your Power Pad for some “Family Fun Fitness” as we go through the adventures of ATHLETIC WORLD. For more NEStalgia as well as show notes, articles, and more check out www.NEStalgiacast.com

Our verdict: Skip it

Athletic World is a problem for a show like ours, because the game is really the Power Pad. Human Entertainment made it and Bandai published it as the first of ten Family Trainer games, and the idea is that you run, jump and duck by stamping on a floor mat. We had a cast of three on this one (Mike, Joe and Sean), recorded live for the first time, and we have to admit up front that nobody played it the way it was meant to be played.

The honest part

We bought two Power Pads, one from eBay. Both arrived half broken: some pads registered inputs and some didn't, even after trying an emulator, which made the games impossible. Joe ended up watching videos, and Sean played with keyboard keys, which he described as being a puppet master with his fingers. So this review comes with an asterisk, and we put one on our votes too. We also put out a call for anyone with a working Power Pad, and promised not to steal it.

What it gets right

  • The idea, in 1987. A mat that registers your feet while you run was unprecedented at home. Watching someone use it, Joe thought it looked like it could be clever if it all worked. Ducking has you put your hands on the mat too, and jumping is just taking your feet off it.
  • A look of its own. The graphics are stylized, almost like drawings, and we thought they felt more like a preschool or LeapFrog-style game than a typical NES title. One of the hosts called it the only thing he really liked.
  • The camp conceit. You fill out a worksheet (name, age and more), the scoring adjusts to it, and at the end you get a certificate with your percentile. Sean finished around the 60th percentile, and Mike handed him a printed copy. The course itself is a strange camp: logs to hop, a dark tunnel that looks like an old tomb, boars that kill you on a hit, and a raft.

Where it falls apart

  • Half-baked ideas. Jumps are binary, on the ground or about three feet up, with odd arcs, and hurdles felt less responsive than in Track & Field, which we'd just played. Hopping logs means running on different parts of the pad. We said it never quite finishes an idea.
  • Little to come back to. The reward for finishing is that certificate, and nobody felt they'd earned it. We said Track & Field has more replay value, with times to chase and a computer to race. We also noted these games can be finished in about 20 minutes.
  • Peripheral dependence. The argument that A and B buttons would have felt the same as the pad came with the complaint that the gimmick was forced on you, like R.O.B. We compared it to Wii Fit and Kinect Star Wars: motion control lets a weak game sell. And it is practically obsolete, since working pads are running out.

The bottom line

Skip it. We all voted no, with the caveat that we hadn't played it properly. Joe said he can't picture a scenario where he plays it for real and finds it essential, and Sean said an asterisk still counts as a no. We aren't done with the Power Pad either: Athletic World comes back as Stadium Events, and we'll try again if a working pad turns up. It would take a lot, and not just a working mat, to change our minds.

Written from our conversation in this episode.

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