The Rolling Thunder Series
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I’ve described my childhood circumstances in many past articles, including the nature of my relationship with arcade games. I simply didn’t get to play them very often, because my grandmother felt it was a waste of money to give me quarters for games that I’d only last a few minutes on if I were lucky. Looking at it from that perspective, you could arguably see her point. But that doesn’t change the fact that arcade games and arcades in general were simply amazing back in the 80s and early-to-mid-90s. If you weren’t around in those times to experience arcades as they truly were, back when they were new, exciting, and relevant, it’s honestly very hard to try and really describe it to you. In many ways, while home gaming (especially my beloved NES) was amazing in it’s own right, some rightly viewed the arcades as the pinnacle of gaming. How it used to work, is that arcade games would inevitably be “bigger and better”, at least in terms of graphics and certain types of content, than home console or home computer games. So in some respects, arcade games back during their golden era, were the vanguard of video gaming as a whole.
As a gamer, you would go out to wherever your local arcade was, and if you weren’t, like me, lucky enough to live in a big enough town that had it’s own local dedicated arcade, then you went to whatever businesses where such machines could be found, whether it was local pizza joints, bowling alleys, skating rinks, bars (if you were old enough of course), or even laundry mats or gas stations/convenience stores. You would go to these places to experience the newest advancements in video game graphics or sometimes even brand new concepts in gaming. And then, as the process went, if you were lucky, some of these arcade games would eventually be “ported” (with obvious downgrades to accommodate lesser technology), to some kind of home platform that you hopefully owned or knew someone who had one.
One of my own personal favorites, that I of course rarely got to actually play, was a game called Rolling Thunder. It was at my local Pizza Hut, where so many other treasures came and went over the years, like Klax, and Teenage Mutant Ninja Turtles, and Double Dragon II, and Final Fight, and Pole Position II, and Ghost Pilot, and 1943, and my biggest childhood arcade crush, Street Fighter II. Rolling Thunder was a very intriguing, unusual game that for whatever reasons caught my attention, and it was one of the games I gravitated to most whenever we’d go out for pizza. One of the allures it had, I’d have to say, was the unique graphical presentation. It was a sprite based game, as almost all were in the 80s and early 90s, but as you can see above, it had a very simple, shaded, almost “pre-rendered” look, akin to an early prototype of the sort of thing games like Donkey Kong Country would pull off years later. The characters also had unusually smooth animation for the time it released (1986), and the game had a very intense, but subdued, moody soundtrack, very much “secret agent” type of fare, and the whole thing was just very novel in it’s approach. I suppose the other reason this game stuck with me, is because of the “Game Over” screen: when you lost, it took you to the big screen from the title, where the boss “Maboo” (this big green fucker) would laugh at you for losing. That alone probably kept me coming back, because as a kid, this really genuinely upset me that this assclown was laughing at me, and I wanted revenge.
Rolling Thunder was developed by Namco, creators of groundbreaking classics like Pac-Man, Dig Dug and Galaga. It was released in 1986, right in the midst of the “arcade boom” of that decade, and it was a different sort of game that caught people’s attention. At it’s core, it’s a side-scrolling shooter, similar to something like Contra, but unlike Contra where you just run, shoot, and hope you don’t lose too many lives per-level, Rolling Thunder was a lot more about strategy. The most immediately noticeable feature of the game when you start, is that you have limited ammo, even with the simple pistol you start with. You can’t ever totally run out of ammo with the pistol, but once you “run out”, you can only shoot one slow bullet at a time until you find more ammo. That alone plays into the “strategy” nature of the game.
Another main feature of the gameplay, is that the levels feature doors all over the place, and you can open pretty much any door you wish. However, it is sometimes a gamble, because certain doors have enemies that will pop out. Other doors (typically labelled “bullets”) hold more bullets for you, or even a temporary upgrade to a machine gun. And there are yet other doors that you can duck inside of to avoid enemies or enemy fire, and then pop back out to blast ’em in kind. Lastly, the other major facet of gameplay, and perhaps the one thing that this game really added to the gaming spectrum (as it was emulated by several other games down the road), was the ability to jump between the ground floor and an upper floor of each level. That in itself presented more strategy to be utilized by the player, to move upstairs or down to avoid obstacles or enemies. All in all, much like the graphics and music, like I said, a very unique game unto itself.
The basic story of the game, is that you are a secret agent called “Albatross”, who works for an international group called “W.C.P.O”, which stands for “World Crime Police Organization”. You are on a secret mission in New York, trying to rescue a fellow agent named Leila Blitz, who has been captured by the sinister terrorist secret society known as “Geldra”. Most of these “Geldra” goons are hooded baddies known as “Maskers”, who frankly look kinda like prototypes for the TMNT “Foot Soldiers”, as they are covered head-to-toe and come in different colors, each color having different weapons or abilities. The game has other enemies like mutant bats, ninjas, robots, etc., but the “Maskers” are the main course. Ultimately, the game plays out over two distinct parts, each having five levels, and at the end of the tenth, to save Leila, you face off with that green-faced asshole who laughed at you after every game over screen, “Maboo”. So at least, I guess, the developers were nice enough to give you the possibility of catharsis: if you could actually MAKE it through this fucking game, you could shoot that son-of-a-snake right in his smirking mug, and make him pay!
As you can see in the picture above, the game got it’s share of home “ports”, first coming to various home computers in 1987 and 1988. Tengen, Atari’s home console publishing arm that had infamous issues with Nintendo over their own less-than-scrupulous efforts to get around the NES lock-out chip that kept third party publishers from being able to put out more than five games a year on the system, put out many unlicensed (aka not officially approved by Nintendo releases) games for NES, and in 1989, one of them was Rolling Thunder. Namco didn’t yet publish their own games outside of Japan, and so they contracted Tengen to do it….which of course probably wasn’t the smartest move, but I digress. Nonetheless, Rolling Thunder on NES was, for all intents a purposes, a pretty strong port of the game. It didn’t have the technical prowess of it’s arcade original, but the core gameplay and atmosphere where still intact, and it’s still pretty damn fun to play.
The first game was popular enough, that in 1991, Namco made a lesser-known sequel, Rolling Thunder 2. A slightly confusing affair, as the original game was apparently supposed to take place in the 60s, but now the sequel takes place in modern times, yet the characters in both games are named Albatross and Leila. In Rolling Thunder 2, Leila is now the main character, which is a cool touch, not only letting her get her revenge, but also making her one of the first playable female protagonists in gaming. The biggest addition to the sequel, was simultaneous 2-player action (a big feature in many arcade games of the day), with Player 1 playing Leila, and Player 2 controlling Albatross. They have identical abilities, outside of their visual differences, of course. The gameplay is essentially the same fare, focused on doors and jumping between upstairs and down. However, the level designs are more varied, this time splitting the game between Florida beaches and Egyptian ruins. The “Maskers” also this time become (if not visually) a bit more “Foot Soldier”-esque, as they are now robots, whereas in the first game they were live villains. Storyline-wise, Geldra, thought destroyed for good in the first game, is back, and it’s up to the heroes to stop ’em.
The Sega Genesis (Mega Drive in the rest of the world), received a port of the game that included cut scenes and additional levels that featured new weapons and bosses. It was apparently successful enough to warrant Namco producing a third, Genesis exclusive game, Rolling Thunder 3, released only in North America in 1993. Gameplay-wise, it took a bit of a step back, once again only being single player, where part 2 was 2-players. But on the other hand, they greatly expanded the weapons format. Where the first and second games only made use of pistols and temporary machine-gun upgrades, in Rolling Thunder 3, you can choose one of 9 different “special weapons” before each stage begins, and you get two separate fire buttons, one for your regular pistol, and one for the special weapon. The special weapons, once out of ammo, can’t be used for the rest of the game, thus maintain the strategic element of gameplay. Another way the game differs, is that the levels now have no time-limit: instead, if you take too long, a sniper will eventually come out and try to kill you. Story-wise, the game seems to be a companion piece to Rolling Thunder 2, where while our heroes Leila and Albatross are busy fighting the main Geldra forces in that game, in RT3, a new hero, special agent “Jay”, is chasing after Geldra’s “Number Two” in command, another green-faced mother-fucker named “Dread”. In an era when the Super Nintendo tended to get most of the cool third party published exclusive games, Rolling Thunder 2 and 3 were an exception to the rule.
All in all, while I’m not as experienced with the sequels, I need to play them more, because the original Rolling Thunder will always have a special place in my gaming heart. If you’ve never heard of or never had a chance to play these games, find a way to do so (however that may be), because there are fun times to be had, guaranteed. And give my old pal “Maboo” a kick in the balls for me while you’re at it.