Showing posts with label Disney. Show all posts
Showing posts with label Disney. Show all posts

Monday, November 7, 2016

Disney's Hercules (1997)

Image shamelessly stolen from GameFAQs.
Though I haven't yet seen the film, I recognize the art style, and
while this isn't totally representative of the contents therein, at
least the branding is consistent.

During the 8 and 16-bit eras, it's no secret that licensed games were a mixed bag.  That is, a mixed bag of mostly garbage, and the occasional diamond in the rough.  For every Sunsoft Batman, there were a dozen LJN X-men games, or titles of that ilk.  The one major bright spot among all the detritus was Capcom.  Their handling of a number of Disney properties was excellent, and many of the resulting games, such as Duck Tales or Chip and Dale's Rescue Rangers on the NES were hailed as shining examples of action platform games, and are often still lauded as some of the best games on the system.  Not all their efforts were perfect, but certainly they stood head and shoulders above the competition in nearly all respects.

From what I understand, this is supposed to be representative of Hercules' home in
the film. Not sure why Tiertex thought that might make a captivating title screen...

To paraphrase another, now Disney-owned, property: "That was before the dark times; before Virgin Interactive."  At some point, Capcom lost the Disney license, and most of those properties were then handled by Virgin Interactive.  Not all, but a large share of them, were handled by VI, and resulted in a series of mostly mediocre games.  The Lion King may have been an excellent movie, but it didn't result in outstanding games.  Over time, Disney has had a number of game development houses involved in making games from their properties.  In 1997, developer Tiertex Design Studios got their shot at a new property, the fresh take on an old Greek mythology classic, Disney's Hercules.  Does this game deserve to be thrown out with the refuse of most licensed titles, or is it the diamond in the rough, made possible by Hercules himself squeezing a lump of coal until it becomes a precious gem?  Read on, dear soul.

Not sure if "Phil" is annoying in the movie, but given that he's voiced by Danny
DeVito, it's a good probability. He's annoying in the game, popping up and
offering advice in the midst of action, breaking up the game's flow.

From what I understand, this game is marginally based on the movie of the same name, an animated adaptation (I'll use that term loosely) of the Greek mythology stories of the character of Hercules.  Disney, of course, has to inject their own spin on things, so it's all very light and fluffy, but wrapped up nicely with a bow of some "moral of the story" by the end.  Basically, Hercules has discovered that he's the son of Zeus, the king of the Greek gods, and must set out on an adventure to prove himself so he can take his place among the pantheon.  For some reason, Hades sees Hercules as a threat, so he tries to foil Herc's plans, by convincing a young maiden to try and distract Hercules from reaching his goal.  Hilarity ensues, and you have a reason to wander around with the titular character, fighting all manner of creatures and completing challenges to prove your strength and worth.  Well, sort of.

See that giant dragonfly-like creature above Herc's head? Learn to kill those bad boys
quickly, or they'll drain your life bar faster than you can say, "By the gods!"

Rather than having Hercules go and take on a number of challenges as he does in the original mythos, this game sees him wandering through a number of relatively nondescript locations, fighting non-human characters, and collecting what look like milkshakes to stay healthy.  Sounds riveting, right?  Herc's only weapon is a sword, which seems odd, since he's supposed to be super strong, and may well elect to only use his fists.  You also have a "shoulder smash" move, where you can make Hercules run, and then ram his shoulder into the enemy, or a block wall to break it, but you only use that a small handful of times in the game.  There's a really awkward looking jump kick maneuver that's included in the game, but I didn't find anywhere it was actually useful, other than performing the move to watch how awkward it looks.

Hercules, mastering the most awkward one-handed rope climb ever, sword in the other hand.

Graphically, the game is a mixed bag.  They aren't overly interesting, but they're not entirely boring, either.  Some spots have decent graphics, such as scenery like large stone blocks, and some trees, but otherwise, things are a bit ho-hum.  Nothing reeks of poor design, and there's not an abundance of scenery that you can't tell isn't scenery, but nothing stands out very much.  It's just kind of blase.  That's not atypical for a Game Boy game, though at this point, just a year and a half from the launch of the Game Boy Color, many developers had learned how to really squeeze a lot out of the little handheld.  Tiertex wasn't necessarily one of them.  Animation is okay, trying to mimic that somewhat fluid Virgin Interactive style, but not quite hitting the mark.  However, because this title is compatible with the Super Game Boy, when used in that context, at least there are splashes of color, and differing motifs that change things up and keep them interesting throughout.

I don't remember which level this password is for, probably the 3rd of 4th. You're welcome.

In terms of music, you get the main theme from the game, which plays during the title screen and attract mode, and from what I've read elsewhere, the rest of the music is original to the game.  Unfortunately, despite there being 9 stages, there are only a couple of tunes that alternate between different levels, so you're limited to just that music.  On the upside, they're not grating or bad songs, and are a bit catchy.  If you play long enough, like I did, you may find yourself humming them.  That goes double if you play via the Super Game Boy, as the music gets an upgrade in that configuration.  Unlike a lot of games, which just add borders, and occasionally colored still images between levels, not only do the graphics get a boost here, but the music does as well.  The songs in-game are upgraded to sound more like what you'd get on the SNES, and it helps make the music more memorable.  Sound effects, on the other hand, are passable, standard fare, and little more.

The 2 levels where you ride atop the mighty Pegasus are made slightly easier by
grabbing the flaming sword toward the beginning of the level. That's not saying
much, however, because both levels are painfully easy to begin with.

In terms of gameplay, this game takes its cues from Prince of Persia more than any of its licensed Disney game forbears.  Your character moves along at a slow pace, and if you want to run, you press the direction you want to go twice rapidly, then hold that direction down.  There's one button for jump, and one for attack.  If you hit the attack button while running, you go into the running stance for the "shoulder smash" I mentioned earlier.  If you walk up to a platform that you would normally jump onto in most games, instead you press up on the D-pad to make Hercules climb up.  Otherwise, Hercules' jump is pretty short and pathetic.  This is a key factor to the game, which I'll touch on more later.  If you jump toward a vine or rope, you can grab hold, and then press up or down on the D-pad to climb.  When climbing up a rope or vine, if you hold left or right and press the jump button, Hercules will jump at a near 45-degree angle downward from that point.  You can also press down on the D-pad to duck, which you'll need to do to attack some enemies.  In the 2 stages where you fly on Pegasus' back, you have free range of motion, and just a simple punch or sword swing attack.  In Stage 7, which is the labyrinth with the Minotaur, you also use up and down on the D-pad to enter doors to different sections of the maze.  It's simple and easy to pick up, though some of the timing can be a bit tricky.  There's a delay between hitting the attack button and Hercules actually swinging or jabbing his sword, so that's a factor.  In fact, nearly all movement commands have a bit of a delay, which players will want to keep in mind.

The majority of foes in the game are animals of one type or another, like this
scorpion. PETA should have had a field day with this game in 1997.

When I started playing the game, I nearly rage quit out of frustration after my first couple attempts, thinking Disney had decided to punish fans by letting Tiertex design this game.  After learning the controls, and coming to grips with some of the game's quirkier design choices and pitfalls (quite literally), I started to understand the flow, and subsequently, began to have a little fun with it.  If you go in expecting an action platformer, you'll be sorely disappointed.  Instead, think of it as a platform adventure game with light action elements, and your perception may be more favorable.  Once I had the mindset that it was pretty far removed from the Capcom Disney games of yore, and had much more in common with the later VI-developed titles, I had a better frame of reference as to what the game wanted to accomplish.  As an adventure game, you also have a basic 4-character password system, so you can play a few levels and then go back to it later.  This is also handy, because you're only granted 1 life, and there are no continues.  If you die partway through the game, your only recourse is to enter the password for the last level you were playing and just try again.

The ONLY time the "shoulder smash" move is remotely useful is against these big
rock monster guys. It levels them to rubble in one hit. Otherwise, good luck
carving them down with a sword; that ain't happening.

I mentioned that I had some fun with this game, but that's not without caveats.  I'm not a big fan of the original Prince of Persia formula, but I understand the appeal.  I have had fun with similar games like Flashback or Out Of This World, so it works for what it is.  However, the pacing is horribly slow, the limited music selection is disappointing, the combat is rote and uninteresting, and the boss fights are all laughably easy, and not in a good way.  The only time I was challenged with the game at all, once I figured out what I was doing, was in the labyrinth level, because the map screen you're provided doesn't really help that much, and in Stage 8, which I sadly didn't complete, because there's a spot I couldn't figure out how to get past due to a "false floor" situation where you fall through a platform.  I know it can be done, but I couldn't be bothered to spend any more time trying to work out how to get past that spot, as many times as I tried crawling, running, and jumping to pass it, especially with as long as that stage is leading up to that point.  Suffice to say, though I had some measure of fun with the game, it just wasn't fun enough to warrant putting the time into it to finish.

This boss is extremely easy. You move in close enough to strike, swing your sword,
then back away a step to avoid getting kicked. Rinse and repeat until enemy is dead.

The supporting character of Philoctetes, aka "Phil", is only present in still screens where he tries to give you advice, but those screens pop in at inconvenient times, and completely break up the flow of the action.  By way of example, when you jump from a vine in the first stage and are about to hit the ground, Phil reminds you to watch for enemies.  The instant you hit a button to make that screen go away, you hit the ground, and are immediately accosted by a scorpion, which you have to duck to attack.  Unless you know it's there, you will likely take damage.  There are also spots where Phil interrupts as you're about to do something, and you will likely take damage as well, such as when he warns you about incoming fireballs.  There are spots where you will take damage no matter what, because of some poor design choices, and despite Herc's awful jumping skills ("Greek Demi-gods Can't Jump"?), the first stage has several spots where, if you don't jump to the side to grab the vine and climb up, you'll instantly fall if you try to walk up to the vine and grab it.  The scenery distinction isn't entirely obvious, and unless you're paying close attention, you may miss it and fall to your death like I did 2 or 3 times before realizing what you have to do.  These annoyances don't ruin the game experience, but they certainly keep it from being a top-tier Game Boy title, this late in the handheld's life cycle.

You know what, Phil? Why don't you shut your stupid mouth! Come down here
and let's see if you can fare any better with these janky controls!

At the end of the day, Disney's Hercules is an okay distraction, but not something I would want to put much more time into.  It doesn't do anything particularly well enough, save for the Super Game Boy music, to write home about, and the awkward animation, stilted level design, and somewhat clumsy combat bring down an otherwise reasonably solid experience.  As I said, if you go in expecting an action game, you will come away disappointed.  Instead, think of it as a slow-paced adventure with platforming elements, and it fares a bit better.  Still, this isn't a game I can heartily recommend, and I certainly wouldn't pay much for it.  I paid $4 for my copy, and I'd say that's plenty.  Had I been able to do so during the time of the game's release, it would have been a weekend rental, and that $4 would have been spent to determine that it's just not a good enough game to warrant paying retail price for.  Even in today's aftermarket, I can't recommend paying much more than what I spent, even for hardcore collectors.  If you're looking for a fun game, you can do much worse, but you can also do much better.  Recommended only for devotees of the animated movie.

P.S.  As a side, note, there's a really excellent write-up about Disney's Hercules for Game Boy that I would also encourage you to read, courtesy of a site called "StarBlog".  Starboy91 writes incredibly detailed and thorough reviews of games, far more in-depth than I care to get most of the time.  I consider myself to be quite verbose, but his reviews border on novellas.  Still, worth reading if you really want that exhaustive level of content.

Friday, November 27, 2015

Bugs Bunny Crazy Castle (1990)

Image shamelessly linked from GameFAQS. I'm not seeing much that
screams "castle" here, save for the faux family crest with carrots on 
it.  And never once does Yosemite Sam fire a gun in the game.
Not once. False advertising, or just paying homage to a lovable,
idiosyncratic cartoon character from a bygone era? You decide.

Licensed properties can be a tricky beast.  If you pay for licensing rights to a property, chances are, you're not going to have exclusive rights to that property, or your rights won't cross all borders.  Your licensing rights will expire at some point, and you'll have to weigh the pros and cons of paying to continue those rights, or let them lapse.  Sometimes, the window of opportunity for a licensed property is relatively small, and you are forced to come up with a product based upon that property, in a rather short time frame.  Sometimes, the results can be less than stellar.  Such is the case with Bugs Bunny Crazy Castle.


What happened to the 'Crazy Castle' part of the name on the box?

Let me clarify - I'm not saying Kemco-Seika had a limited amount of time to develop the game because their rights to the Bugs Bunny license were under the gun.  No, I'm saying, due to the resurgence of the popularity of the Looney Tunes franchise during the mid-late 80's, there wasn't a lot of time to waste in maximizing that potential before the 'tude explosion of the 90's came about.  Not that Kemco could have seen that coming, but a sense of urgency should be a factor in developing a game with any licensed property, because you really never know whether something is going to be popular next year or not.  The prevailing thought is, strike while the iron is hot.  In Kemco's favor, they did.  On the downside, they should have taken more time with this game's development.


Before each stage, you get a quick check on where you're at,
and it tells you which stage, how many lives you have, and your score.

By now, most people who are more than casually familiar with retro gaming should be familiar with the Angry Video Game Nerd, and his feud with Bugs Bunny.  Many have seen the video where he incredulously plays 5 games in the Crazy Castle series, to some disgust and frustration, followed by several sequences of the Nerd, and Bugs Bunny, duking it out in the most awkwardly hilarious choreographed fight sequence this side of 90's late night TV.  What some might not know, however, is that the Crazy Castle games are an interesting case of licensed property usage, and how that translates across different regions.  The original Famicom game was called Roger Rabbit, and starred the titular character from the movie.  However, Capcom had the rights to all the Disney franchises in North America, so it came to the US as Bugs Bunny Crazy Castle.  When the game was ported to the Game Boy, Kemco of Japan had already lost the licensing rights to Roger, but they still had Disney rights in Japan, so the game came to the Game Boy as Mickey Mouse.  However, in the US, Kemco still had the rights to the character, so the North American Game Boy release was also titled Bugs Bunny Crazy Castle.  Funny how that stuff works, right?  In any event, the Game Boy game was pretty much a straight port of the NES game, with a graphical downgrade, but retaining the same level design and music.


"Oh my stars, look at all the carrots! Ripe for the picking!"

Bugs Bunny Crazy Castle is a puzzle platformer.  You walk up and down staircases, crawl through pipes, and go up and down stairs through various doors, to reach multiple levels within each stage so you can collect carrots.  Along the way, you have to avoid one of several "enemies" within the game: Yosemite Sam, Daffy Duck, Wile E. Coyote, and for some reason, multiple Sylvester the Cat instances.  One touch, and it's curtains for Rocky, erm, I mean Bugs.  You do have a limited ability to attack, either by picking up a single-use boxing glove you can throw at a foe, or by pushing one of several stationary objects into an enemy.  These include wooden boxes, buckets, a 10-ton weight, and of course, ACME safes.  Each object has different weights, meaning when you kick them, they'll move different distances, based on their weight.  In other words, kicking the bucket makes it go very far, the wooden box less far, and the 10-ton weight the shortest distance.  Some levels also have a bottle of "invisible ink", but instead of just making you invisible, it also makes you invincible for a short time, so any enemy you touch in the limited time it's active, will instantly die and go "poof!"  Once you obtain all the carrots within a level, you receive a 1-up and advance to the next level.  After each level, you're given a 4-character password so you can continue where you left off.  That password is strictly to reach that stage, however - it will not record your score, or the number of lives you have.


"Nyeaaaaah, I better hurry before that stupid cat catches me!"

In terms of the game's visual aesthetics, they're okay.  Bugs, as well as his foils, all look recognizable, and they animate decently as well.  The death animation for Bugs is amusing, and seeing each of his nemeses fall on their back as they're defeated is satisfying.  The game does mix up locations a bit, sometimes incorporating stairs, sometimes incorporating pipes, an occasionally both, but the design is quite minimal, which is reminiscent of Super Mario Land, and other early platformers on the Game Boy.  The backgrounds are totally devoid of any level of detail, so the focus is on the platforms, pipes, objects, and enemies on display.  It's nothing fancy, but it gets the job done.  Everything is rendered well enough so as to be recognizable.  Unfortunately, there's a fair bit of sprite flicker going on.  Sometimes Bugs will flicker, sometimes the enemies, and sometimes the objects you can kick, or the carrots will flash.  What's really odd is that, if you're standing in just the right spot, those objects will flicker perpetually until you move again.


I think Bugs is just a LITTLE too excited about collecting all the carrots.

In the audio department, the game takes a pretty minimalist approach.  There are a small handful of music tracks in the game, that rotate between levels.  I do like that they didn't stick with a single track for a large batch of levels (Nail 'n Scale, I'm looking at you), but it would have been nice to have a few more tracks to help break up the monotony a bit.  Still, the music itself is bouncy and fun, and is fitting for the game.  Speaking of monotony, the sound effects available here are pretty sparse as well.  There's no sound when Bugs goes through a pipe, and only basic sounds when you use the boxing glove, knock an object on the floor, pick up a carrot, or kick something into an enemy.  Whomever at Kemco did the sound design for this game, kind of phoned it in.


You can escape a situation like this by going down the pipe, but
watch out - the Sylvester cats can, and often will, follow you through.

As for the gameplay, this is where things start to get dicey.  Controlling Bugs takes some getting used to.  The chief complaint leveled against this game is that you're controlling Bugs Bunny, but you can't jump.  For those who bought the game new in 1990, and didn't know it was a port of a Mickey Mouse game (which meant 99% of buyers), the prevailing though would have been that a game starring a rabbit who couldn't jump was just broken.  Once you get past that notion, other problems begin to emerge.  The enemy AI is highly unpredictable at times, so sometimes you'll get through a level with very little danger, and other times, you'll be bombarded from all sides, and may seem to beat a level purely through dumb luck.  Some things are consistent, such as Sylvester being the only enemy that will go through pipes, Daffy Duck using stairs, and both Yosemite Sam and Wile E. Coyote being stuck to the level/layer they're on, but otherwise, the enemy patterns aren't very obvious.  You can find yourself cornered very quickly, with no recourse except to die and start the level over.


One really nice feature of this game is the password system. The game's
4-character passwords may be the shortest in video game history.

In the larger levels, with long staircases or pipes that span a greater distance than the size of the screen, taking those paths becomes a crap-shoot each time.  It makes perfect sense that once you enter a pipe, you continue through it until you reach the other side, but not so much with stairs.  Once you get started up or down a flight of stairs, you're committed to that action, and if you run into an enemy, tough luck.  You have to watch the enemies closely, and time your pipe and stair traversal specifically, hoping beyond hope that the enemy doesn't suddenly turn around and greet you at your destination for instant death.  The other frustration with the controls is, when you have a flight of stairs going down, and another flight going up, both within a few pixels of one another, the only way to ensure you're going up is to stop pressing the direction on the D-pad you want to go (i.e. left or right), and start holding Up on the D-pad to guarantee you'll go up the stairs.  The Castlevania games work the same way, but it's implemented a bit more cleanly there.  Here, it feels clumsy and half-baked, when coupled with the flaw that you can't stop on the stairs and turn around.  Had they tightened that up, it would have made the game less frustrating.


All I have to do is wait for Yosemite Sam to pass by, and I can sneak
down and get that carrot. What a maroon! What an imbecile!

Not that the frustration means much, aside from the obvious fact that, when playing through this game, Bugs Bunny is going to die.  In fact, Bugs is going to die A LOT.  If you're playing strictly to play through and win each level, it's not a lengthy experience.  Sure, there are 80 levels to play, but with a password for each level, combined with unlimited continues, you can keep hammering away at a level until you figure it out, or are lucky enough with the enemy AI that you can sneak past them to get that last, hard to reach carrot.  The real problem is, since design elements in this game hearken back to design concepts from classic, single-screen puzzle platform arcade games, playing for score is next to impossible because the enemy patterns are hard to pin down.  Some levels I blew through in a single try, but a few of the levels took me 10 or more tries, and a fair number of those were levels with a lot of opportunities for cheap deaths.  Combine cheap deaths, less than stellar control, and other issues, and you have a game that isn't doing itself any favors in the fun department.


Where did Bugs go? Oh wait, it's that horrible sprite flicker you see
when you grab the bottle of invisible ink, that's all that's going on.

Despite all of its flaws, Bugs Bunny Crazy Castle can be a fun game, as long as you take its flaws into account, and understand that playing strictly for score is a losing proposition.  I had fun throughout the 5-6 total hours of gameplay I had to dedicate to completing the game, and if you're a fan of puzzle platformers, or old school single-screen arcade games, you might get a kick out of this as well.  I wouldn't recommend it if you're trying to find the "cream of the crop" of Game Boy titles, but it's good for a few laughs.  I picked my loose cart up for $4.95, which, for the limited amount of gameplay available, might be slightly on the high side.  Still, you can spend $4 or more on much worse titles in the Game Boy library.  Ultimately, I would say if you have a friend or relative with a copy of this, try before you buy.