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NES box art for Raid on Bungeling Bay, the cover of NEStalgia episode 63

063 · RAID ON BUNGELING BAY

▶ Game info
VerdictPlay it
GenreShooter
SeasonSeason 3
DeveloperHudson Soft
PublisherBrøderbund
April 12, 2019 · 38 min · transcript available

An interplanetary reconnaissance team has discovered that the tiny, but dangerous Bungeling Empire is creating an awesome War Machine. Their plan: to conquer Earth! For more NEStalgia as well as show notes for this episode visit www.NEStalgiacast.com

Our verdict: Play it

Raid on Bungeling Bay came out for the Commodore 64 in 1984 and reached the NES in September 1987, with Hudson Soft on this version and Broderbund publishing. It was designed by Will Wright, the SimCity guy. We came out of it surprised: a helicopter shooter that behaves like a small simulation, on a system that rarely does that. We liked it, and all four of us still left it off the Essential Games List. Our verdict is Play it.

What it gets right

  • The world keeps moving. You fly one helicopter off a carrier, bombing factories before the Bungeling war machine is finished. Factories keep building tougher units and can rebuild, and radar satellites draw more enemies to you. It all runs in real time on a wrapping map with no loading screens or cutscenes. We called it the most immersive game we had played on the NES so far.
  • A clear goal that keeps tightening. A factory takes several bombs, so by the third you have to go back to the carrier to reload. The carrier can be attacked and destroyed, and without it you are done. Late in a run it feels like trying to slow something unstoppable, especially when you see planes sitting on airfields and want to hit them before they take off.
  • Offense and defense. You go out searching, an alert goes off, and you have to rush back. We enjoyed chasing off fighters while lining up a precise bomb run. The fighters bring the most pressure, the tanks were easy, and the boats mostly stay out of your way.
  • Controls that click. The helicopter steers relative to its own facing, like Asteroids, which annoyed us at first. Stepped acceleration and the ability to hover over a factory make it work, and orbiting a target before swooping in is fun. A fighter jet would have made the precision impossible.
  • Two-player. Player two works the ground turrets while player one flies. We liked the asymmetry, which beats squeezing a second helicopter onto one screen. We never played it with a second person, so we can't say how it holds up.

Where it falls apart

  • It explains nothing. The game drops you in. Joe didn't realize the factories were the goal until he read the manual, and the satellites are easy to misread.
  • The sound. Sean's biggest complaint: the music is a couple of low notes, and in a fight the effects peak and crunch like the sound chip is overloaded.
  • Fatalism and memorization. Eventually the army outgrows you and the last move is crashing into a factory. Each retry came down to going a little faster and remembering where the factories are. We wished the map changed between runs.
  • It stops short. Sam felt upgrades or some kind of progression would have made it essential, and we all left wanting a sequel with power-ups.

Beyond the game

Wright said he had more fun building the tools to place tiles and make islands than flying the helicopter, which is what grew into SimCity. He also drove around to the few publishers near San Francisco and chose Broderbund. That is also the Lode Runner publisher, which kicked off our fan fiction about a shared universe. The closest thing we could name is Luftrausers.

The bottom line

Play it. We didn't give it a pass for Wright's name, and by today's standards it isn't strong enough to be essential. But real-time simulation plus aerial dogfighting is a rare mix, and it is worth a try if you like SimCity, helicopters, or seeing where an idea started. If two-player turns out to be well designed, it might move us closer to Essential.

Written from our conversation in this episode.

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