Retro Video Game Review: Lunar Pool (NES)

Overall Rating: 2.5/5 Stars

Lunar Pool is a billiards simulation 8-bit video game created by FCI for the Nintendo Entertainment System (NES) console. In a similar vein to other titles such as Magic Darts or even Rec Room Games for the Wii, can an 8-bit cartridge bring the player such a tabletop experience in a satisfactory manner?

Gameplay

The gameplay of Lunar Pool is very straightforward. Even the instruction manual sums up the controls on one page, the rules on another, and the options screen on a third, forming a very short booklet. Essentially, the player can pick one of 60 different tables (“rounds”) to play on, and even alter the friction. Then, after choosing whether to play against a human or a computer, play begins.

Basically, pressing A hits the cue ball in a direction indicated by a cursor, of which position can be shifted with the control pad. The power of the strike is determined by a meter of balls that is constantly filling up and emptying, though at a controllable pace. The actual rules are a bit relaxed; for example, while scratches occur (when the cue ball happens to go into one of the pockets, the shot does not count), the player does not need to pocket the eight numbered balls in any particular order.

What puts this a step beyond a typical pool sim is the option to alter the friction. Affecting the physics can create differing skill sets needed to be successful; for instance, although it may sound radically ridiculous to put the gravity extra low, as if it would make it easy since all the balls would inevitably roll into pockets, this actually greatly increases the challenge level since avoiding a scratch becomes a devastatingly intense calculation. On the opposite end of the scale, increasing the gravity creates an anxious, patient sort of match.

There is no tournament mode, there are no unlockables, and all sixty tables are available right away. That is it. Lunar Pool is completely there for the player, 100%, bare and vulnerable, naked and exposed, with nothing to hide. This is odd for a video game, even if not totally unique, and perhaps only aptly suited for similar simulation-type carts.

Graphics

This game is a fan of flashing colors: The text on the title screen flashes through a modest spectrum, the cue ball and its corresponding cursor flash back and forth between black and white, and a couple other elements blink in and out of existence, such as the turn indicator. This is a questionable graphical decision, as it may not actually enhance the experience, but certainly is present as a flashy additive, literally.

Otherwise, the visuals are not exactly outstanding. The background looks like the pockmarked, cratered purple surface of an alien planet, which is not appealing, even if it does fit the “spacey” feel the developers were going for. One interesting note: The balls do not have true animated roll (see: Marble Madness) but rather seem to simply glide across the screen, as though they are flat air hockey pucks instead of true billiard balls. This is actually somewhat enjoyable, and perhaps was an intentional effect; then again, maybe it was also just representative of laziness.

Sound

The sound effects are minimal, with an innocuous clinking sound to represents colliding balls and a satisfying plunk for pocket entries, but the music is the high point. The background track hits a harmless roll, effortlessly going through a few bars before repeating. At some portions, like the title screen, FCI manages to push the hardware and sound chips into some fun low blooping notes, reminiscent of classic sound showcases like Pin*Bot; well, admittedly, not quite that good, but reminiscent.

Originality

Well, this is definitely not the only pool sim on the NES console, but none of the others have a choice for friction or so many weird choices for tables with different positions for the pockets, some of them rather imaginative. Other than the choice of friction, choice of tables, and the contrived quasi-sci-fi atmosphere, this is fairly standard fare. With the shrug-worthy effect of offering all possible options and stages up front, with nothing really to earn but a high score, replay value is totally dependent either on two humans feeling uniquely competitive or one being a total completionist dork looking to complete every round and pick a favorite. This is a definitive two and a half stars out of five rating.


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