Saturday, October 16, 2010

Review: TaleSpin (NES)

Having just reviewed Capcom's DuckTails game, their take on TaleSpin seemed like a fitting companion piece. The two have a lot in common, visually and structurally, despite fitting into totally separate genres. While they both seem to be marketed towards kids, the difficulty of TaleSpin doesn't dwindle as soon as you figure out how the core systems work. In fact, TaleSpin relies on pattern memorization and quick reflexes to a degree that will challenge most first time players.

TaleSpin is a side-scrolling shooter that requires you to dodge enemy fire, pick-up money and cargo, and defeat a boss character at the end of each of the 8 worlds. The game starts you in a frustratingly underpowered position, allowing you only one shot at a time, and clunky maneuvering capabilities. It's worth stomaching the first level and collecting enough money in the process, because you can use the cash to upgrade between stages. I found that getting the rapid fire gun as soon as possible made the gameplay much more pleasant to work with.

Even with an engine upgrade, the movement controls can feel sluggish from time to time. As a nice touch you can press A and flip your plane around backwards, making the screen scroll left instead of right. Unfortunately you can't flip while moving up or down, stunting the fluidity of an entertaining genre alteration. In general, every game mechanic is a bit of a chore to use until outfitted with the proper upgrade, at which point that device becomes enjoyable. I understand this concept as an incentive builder, but it's killing replay value for me because I know I'll have to drudge through those early stages if I want the game to become fun again.

I appreciate the challenge that TaleSpin throws at you, particularly with some of the boss encounters and the well-hidden bonus worlds. The final boss was the most satisfying and arduous to take down, which is just how I like my action games to end. It's a plane vs. plane dogfight followed by a battle against an immense airship. In order to supe up your flying machine to a level that can compete with these tyrants, it's helpful to gain access to secret bonus worlds. These minigame stages let you rack up points and extra lives with ease by simply piloting around an enemy-less area, popping balloons. Hunting down these locales encourages you to swap between left and right scrolling often to fully explore each area's nooks and crannies.

TaleSpin's flaws end up denting the overall experience, but certainly not rendering it undrivable. Even more so than DuckTales, TaleSpin demands your respect, as it's not to be taken lightly despite it's cartoon tie-in.

:screenshots from Giant Bomb:

Friday, October 15, 2010

Review: DuckTales (NES)

Thinking about the broader concept of DuckTails as a "thing" is a bit mind-boggling. Nonetheless, numerous strings of duck-related cartoons and merchandise poured out of Disney in the late 80s and early 90s. The culmination of this has to be the point where duck-branding seeped into the real world as a professional hockey team. Considering all of this, Capcom's DuckTales game for the NES seems pretty understated and an example of a game that rises above the cash-in tendencies of most licensed fare.

In the game you play as Scrooge McDuck, crotchety mansion dweller and greedy treasure seeker. In an action-platformer style, you cruise through 5 levels, collecting precious gems, uncovering hidden treasures, and defeating several bosses. From the outset you're given a choice of which of the 5 levels you would like to begin with. The non-linear approach is pretty striking, though there does seem to be a planned progression to the levels in their given order, since the designs do gain slight complexity later on in the Himalayas and on the Moon. All in all, the path doesn't matter too much as there's just a cakewalk of a boss in each that needs to be defeated to get the special prize for each world.

The traversal does take some getting used to though. You can jump, but can't kill enemies by simply jumping on them Mario-style. In what is actually a needlessly complicated motion, in mid-air you can press and hold B and down, and Scrooge will start hopping on his cane like a pogo stick. Now you can stomp enemies, reach higher platforms, and open chests, and you'll keep hopping as long as you hold B. It's a fun twist on gameplay that had become pretty conventional, even if getting into the hopping animation takes a little more effort than it should.

I had a hard time making it through DuckTails at first, and was disheartened when I read reviews claiming how it's so easy. I don't think I approached this game with proper respect though, as the change-up in control scheme will make this feel like a different kind of game, and it takes getting used to. That said, once you do get it down, and figure out where the bosses are, the difficulty ratchets down tremendously and I found myself blazing through the entire game in no time. There are higher difficulty settings to add more challenge, but it becomes clear eventually that this game was probably meant for the younger set.

As a kid's game, DuckTales is really fantastic, but even without that qualifier it's pretty fun. There's a lot of exploration to undertake if you want to collect as much money as possible instead of simply conducting speed runs. The game seems like the type of thing that would have entertained me for hours back in the day, scouring print-outs of maps and hearing rumors at school about secret passages. In 2010 the brevity of the adventure keeps it from having Zelda-esque immersion, but consider how much more you're getting out of a licensed DuckTails product than what you were reasonably expecting.

:screenshots from Giant Bomb: