Rod-Land Gets 8-Bit: The Famicom, Game Boy, and C64 Conversions
Rod-Land has received numerous home conversions, but none have proven as unique—and maybe controversial—as the Famicom/NES edition. While other ports played with the arcade game’s mechanics a bit, affecting everything from enemy behavior to the nuances of scampering up ladders, the Famicom edition goes much further. Maybe, some might say, too far.
At least the basic gameplay remains intact. Protagonists Rit and Tam are still armed with wands that can snatch and whack foes into submission. They must still conjure ladders to traverse single-screen stages, collecting flowers and powerups. And like the arcade version, a demon fiend awaits a beat-down after the 31st stage.
Yet, regardless…everything feels different: The wands now possess an almost rubbery, elastic quality. The ladders now “zip” their way into existence. The enemies are more aggressive and now pack new attacks. (Watch those rapid-firing, sniping wasps.) This is either Rod-Land finely redesigned, or this is Rod-Land gone totally wrong.
Even the boss fights surprise. Though the gators resemble their arcade counterparts, the whale bout has been reworked into a bizarre horizontal shooter, and the elephant battle happens after descending into an arcane pit overrun by monsters. And before the final boss can be confronted, a side-scrolling level must first be traversed—not with ladders, but actual jumping, a notion heretofore heretical to the core “Rod-Land” experience.
The charming storybook aesthetic of the arcade original has also been lost, replaced by bland backgrounds and unemotive sprites only vaguely resembling their 16-bit counterparts. Worst still, the music has been completely redone; the new tunes are passable but lack the original’s meaningfully rich, Prokofiev-esque theming. Even the game’s narrative cutscenes have been significantly reduced.
And yet, the game still feels inspired. Rit and Tam don’t drop, but hop, from ledges, granting them the extra ability to stomp and stun their pursuers. Popped balloons whiz and fizzle through the air. Extra lives are rewarded with a celebratory zeal and flourish. Trails of stars follow the heroes as they descend through the air like feathers in a breeze. For better or worse, the game is unforgettably distinct amongst the home conversions.
But more to the point, is the game good? Generally…yes, even if the side-scrolling sections are weak and not really needed. The problem is not a lack of fun, but that the game doesn’t deliver the traditional—the true—Rod-Land experience. It’d be like introducing someone to the Super Mario series by first having them play Super Mario Land. He’d get the gist of the experience but still miss the full genius. What he really deserved was Super Mario World or Mario 3.
It’s the same here. Rod-Land on the Famicom is an interesting reimagining. But woe to those who’ve only played this version...especially in lieu of the others.--D