Everyone's got that game they used to love but nobody else seems to remember it. This site it dedicated to those games. Check in each week for a fresh look at another hidden gem and weigh in on whether it should be remembered as a classic or not.
Showing posts with label NES. Show all posts
Showing posts with label NES. Show all posts

Wednesday, April 3, 2013

NARC


Year: 1988
Developer: Williams
Publisher: Williams
Platform: Arcade; later ported to Amiga, Atari ST, Amstrad CPC, Commodore 64, NES and ZX Spectrum
Metacritic score: Not available
VGChartz sales to date: Unknown

WHAT MADE IT GREAT
Ultra-violence is nothing new to entertainment, from modern cinema back to the gladiatorial fights of Rome it's clear that humans have a deep desire to witness bloodshed that goes well beyond our actual propensity for causing it (for most of us, anyway).  Just as old is fretting over the societal impact such violence supposedly causes.  In the 1950's there was a Congressional inquiry into whether comic books caused delinquency and Homer's Odyssey, composed sometime around 1200 BC, is best summarized as a tale of monsters, cannibalism and violent death that ends with the hero savagely murdering the hundred or so men who tried to sleep with his wife during his 10 year absence.  In one of the earliest recorded acts of political censorship the infamously sadistic Caligula attempted to ban it on account of its depravity.  NARC, a product of Williams' arcade division, was one of the first to confront this topic in video games and drew plenty of controversy at the time.  


It's no Breaking Bad, but back in 1989 this was a pretty sweet drug lab.  Look at the size of those beakers!

In many ways the game is a mashup of two distinctively 80's conventions: action films and Nancy Reagan's Just Say No campaign.   This heady concoction was then turned all the way up to 11, as evidenced by the license plate on the fake Porsche murder-machine that reads "SAY NO OR DIE".  That threat is backed up as you mow down waves of junkies and dealers to unravel a powerful cartel.  In the gritty dystopia which you protect and serve the streets are under constant threat by the drug network known as K.R.A.K. and NARC units patrol with Judge Dredd-like authority over crime and punishment. You and a color coordinated partner are given dual SMG's and a rocket launcher along with the aforementioned Mad Max mobile to clean up those streets in the most violent way possible.  You can also bust enemies when you get next to them which rewards you with more points, but it's certainly more entertaining to blow them to pieces with a rocket.  Enemies drop cash and drugs which adds on to your score at the end of each level, but the real reward is knowing your murderous rampage has made the city safe from the dangers of drugs.  Actually, your real reward is finally confronting the kingpin Mr. Big who [25 year old spoiler alert] is the massive floating head of a rejected Miami Vice villain.  


Are his initials ME, or does he actually have a framed portrait of a himself labeled "me" in case he forgets who he is?  
Underneath the extreme exterior is a fun side-scrolling run 'n gun game that feels like a mix of Contra and the classic Teenage Mutant Ninja Turtles arcade games from Konami.  The game was hard in the typical arcade way, meaning lots of cheap deaths and extremely difficult boss fights designed to suck down quarters.  The fight against Mr. Big is notoriously difficult, in part because you have to fight him while constantly resisting the urge to gauge your own eyes out.  NARC was also notable for the 32-bit processor that powered it, the first arcade game to do so, and the digitized graphics that would later be used in Mortal Kombat.  Both these factors have helped the game retain some visual appeal despite its old age.  It certainly hasn't lost any of its nightmare-inducing potential over time.  The knife-wielding PCP addict clowns are still just as terrifying as I remember, and perhaps those alone justify arming the police with an infinite supply of Porsche-mounted machine guns.  The driving segments are usually fun, but are occasionally hindered by weird design choices such as the obstacle laden streets where you first find it.  Even solo and on foot you pack enough firepower to gun down everyone who didn't just say no, which is apparently most of the city.  Seriously whatever city this takes place in makes Robocop's near-future Detroit look like friggin' Disneyland.  


This exists solely to terrorize the dreams of children


WHAT WENT WRONG
Unless the above image has traumatized you into a coma, you've probably already guessed why this game flew under the radar.  Despite its aggressively strong anti-drug policy, the game nevertheless attracted criticism because it still contained numerous references to drug use (even if all those references were "If you do drugs a militarized cop will blow you to smithereens").  When the game was ported to the NES by Rare in 1990, the instruction manual proudly proclaims it to be the first video game with a strong anti-drug message even though Nintendo insisted upon scrubbing all references to drugs from the game.  In the NES version, criminals no long drop backs of crack which implies that instead of taking down dealers, you're now just blowing away addicts wandering the streets in a drug-induced haze.  That's really more of a strong anti-rehab message, but either way the distinction was lost on angry parents.     

But it was the level of violence in the game that earned it the most criticism.  It wasn't the first game to give the player an automatic weapon and infinite ammo, but it was one of the first to include animated gore.  Blood sprayed from enemies when they were shot and a rocket blast would send bloodied limbs flying in all directions, not quite what we'd called realistic violence today but at the time it was more graphic then anything people had played before.  Williams seemingly knew well enough to try and skirt the controversy, as aside from the bullet holes and blood splatter across the logo the arcade flyers seem to intentionally downplay the amount of drugs and violence.  That strategy is probably what prevented the sort of all-out media backlash that greeted Mortal Kombat's commercial success, but it also ensured that NARC cabinets remained in the seedy shadows of the already incredibly sketchy arcade scene. 


Bullets, drugs and cash drop from almost every enemy but rocket ammo is very precious.   Explosions like this make it hard to not pull the trigger.

WILL WE SEE IT AGAIN
While attitudes regarding what level is violence is considered "normal" or acceptable in video games, it's unlikely NARC will ever rise from the ashes.  An attempted reboot of the franchise was launched by Midway in 2005 but it bombed spectacularly.  The game was billed as a direct reboot of the original, but the nonsensical plot was further hashed out in a vain attempt to not make the game seem balls out crazy.  Also, in a move that would have brought swift death from the original duo of Narcs the remake gave players the option of stealing the drugs they bust and using them to gain perks like increased fire accuracy.  Kind of lost the whole anti-drug message there, and it sort of calls into question the methods used to prevent the flow of apparently beneficial illegal narcotics.  Decisions such as this sparked an even more intense reaction then the original game.  Former Illinois Governor Rod Blagojevich remarked on its release "These kinds of games teach kids to do the very things that in real life, we put people in jail for.", and he should know since he is currently serving 14 years in a federal prison for corruption charges. 

The reboot was probably destined to fail regardless of any controversy because the game is a true relic of the 1980's.  The shredding theme (which was awesomely covered by The Pixies), the radical biker getup for two cops that never use a motorcycle, and the hilariously incongruous stern anti-drug warnings delivered through extreme violence are all so uniquely 80's that anyone who didn't live through the decade would probably be completely bewildered by this game.  In that sense playing the game can be an exercise in cultural anthropology, trying to wrap your head around a simpler time when machine-gun toting cops who executed drug users on sight was considered preferable to the crack epidemic.  For that reason alone it's probably worth tracking down an original copy or the version ported to PC, Xbox and PS2 in the Midway Arcade Treasures 2 collection.  The more widely available NES version was hampered by the two-button controller scheme and noticeably inferior graphics, but still made for a fun two-player game.    But if you ever happen past a NARC cabinet it's definitely worth your time to plunk down a quarter or two.  Just make sure you keep your nose clean if you hope to survive the encounter, because as we all know Winners Don't Use Drugs. 


Anyone who played an arcade game between 1989-2000 remembers this title screen.  It may have kinda sorta worked too since teen use of weed and cocaine fell slightly during this period, though meth and ecstasy usage skyrocketed so make of that what you will.
Have you played this game?  Is there a game you remember being great but no one else has heard of it?  Sound off in the comments below, and be sure to Like us on Facebook or Follow us on Twitter!

Wednesday, October 24, 2012

Little Nemo: The Dream Master



Year: 1990
Developer: Capcom
Publisher: Capcom
Platform: NES
Metacritic score: Not available
VGChatz sales to date: Unknown

WHAT MADE IT GREAT
Last week there was a Google Doodle celebrating the anniversary of Little Nemo in Slumberland, a comic strip by artist Winsor McCay that debuted way back in 1905.  In a time known for conservative Victorian principles (and yes, some casual racism) the Nemo comic strips were downright experimental in their use of perspective, color and framing to achieve an appropriately dreamlike feel.  Seeing those surrealist landscapes again filled me with nostalgia and a strong desire to consume hallucinogens, both of which inspired this week's post. 


Nemo, after dropping about 50 hits of acid, whimsically dreams of murdering father time in an elaborate visual representation of New Year's 

Capcom was experiencing a Golden Age in Platforming in the late 80's/early 90's and was applying their winning combination of bright graphics and tight controls to any license they good get their hands on.  We've all heard of Mega Man and Ghosts n' Goblins, but in what universe do DuckTales, Chip n' Dale: Rescue Rangers and The Little Mermaid all get top-notch platformer tie-ins?  And yet thanks to Capcom's incredible Mega Man engines and their fever-dream quest to license every Saturday morning cartoon in America that's exactly what we got.  And so it was that in 1990 Capcom gave us Little Nemo: The Dream Master, licensed from the Japanese anime film Little Nemo: Adventures in Slumberland which was released the previous year (it would eventually receive a U.S. release but not until 1992).  Why Capcom chose to release a licensed tie-in game in the U.S. market when it's licensed property was never released there and the source material was nearly a century old is anyone's guess, but I for one am glad they did.  

The game puts  you in control of Nemo as he adventures through Slumberland to rescue King Morpheus from Nightmare Land.  Naturally this all plays out in Nemo's dreams, and each level has a visual style that uses bright colors and fantasy environs but also a slightly dark and twisted feel.  The look pays homage to the classic comic strip's ether-induced visual style and stands as one of the best-looking NES games ever produced.  Seriously, if you aren't hooked from the first levels towering kaleidoscopic mushrooms then you must be a DEA agent.  The 8-bit soundtrack also helps to convey an otherworldly feel that suits the game's setting and themes quite well.


If Nemo's been eating that amanita muscaria it's no wonder he's having these dreams

The actual gameplay is extremely challenging, which is to be expected of anything based on the Mega Man engine.  Hidden across each of the 8 levels are a number of Golden Keys which are needed to unlock the level's end, but it's not clear how many keys you need until you reach the end and see the corresponding number of locks.  Enemies are plentiful and highly lethal, and Nemo's only weapon (for most of the game anyhow) is a bag of candy.  In fact, you actually can't hurt the enemies at all with the candy, only stun them in place momentarily to leap over them.  Some animals can be tamed (drugged?) with the candy allowing you to...uh...wear them like a skin suit.  Aside from being deeply disturbing, this grants you the ability of that animal such as digging in the mole skin, leaping in the frog skin, or flying in the bee skin to name just a few.  Most animal skins also grant you increased health and the ability to attack enemies, so you'll want to spend most of the game getting your Hannibal Lecter on.       


That bee skin is so helpful you won't stop to question why this is what Nemo dreams about
WHAT WENT WRONG
It's a licensed tie-in to a property over 100 years old.  Alright, so it's actually a tie-in to a popular anime that was only a year old at the time but that film wouldn't get a release outside of Japan until two years after this game hit stores.  That meant in most markets people hadn't seen anything related to the Little Nemo property since the 1930's, well before most parents at the time had even been born.  To say the property was unknown is an understatement, so Capcom needed to treat this like an original IP if they wanted it to sell outside Japan.  That means making a case to the consumer what this game is and why they should try it.

Of course, Capcom did not do this.  I can't remember any marketing for this game although a YouTube search did pick up this utterly bizarre commercial:



I've played this game off and on over the past two decades and still have no freaking clue how this commercial connects to the game beyond the occasional schizophrenic flashes of in-game footage.  They make the game seem like something based around Nightmare on Elm Street, with Capcom sending middle-management and Jesse Eisenberg through your neighborhood at night to tap into your secret fears.   Nowhere in that commercial is the slightest inkling of the lighthearted ethereal setting contained within the game.  They've taken a game filled with bright, colorful landscapes and show only the bleak final level in nightmare land.  If it wasn't for the box art at the end you wouldn't even know this is an ad for a game at all.  

And oh, how Capcom does love to screw up it's box art.  While it didn't approach the epic terribleness of Capcom's North American release of Mega Man, the box art for Little Nemo screams "kiddie game".  Seeing it juxtaposed with that frenetic horror show of a commercial only underscores how poor a choice it was for a game that is genuinely difficult even for an avid gamer.  I can only imagine how many crying 5-year-olds were subjected to constant deaths in an acid-trip landscape because their parents saw this on the shelf and picked it up.  It's no wonder I originally found this game at a garage sale for one dollar, those parents must have thought they were unloading some ancient cursed relic on me.  


Not even the offer of a free Mega Man sticker is worth the uncomfortable looks you get handing this to the cashier

WHAT IF IT CAME OUT TODAY
I've got to assume that just as few people know the Little Nemo brand today as in 1990, so for all intents and purposes this would still need to be treated like an original IP.  That's even more problematic today then back in the early 90's thanks to the massive budget (and therefore risk) involved in producing AAA titles.  Publishers aren't willing to let a developer gamble millions on an unknown entity when failure means bankruptcy.  Fortunately for gamers willing to step outside their comfort zone, we are in a brave new era of indie gaming.  Operating on shoe-string budgets with skeleton crews, these developers can take risks on ideas and styles the conservative corporate studios won't touch.  

In fact, indie gaming has led to a full-fledged revival of 2D platformers which not long ago had been all but left for dead.  Heavily stylized and simple yet brutally challenging games like Limbo, Braid and Super Meat Boy selling millions of copies across multiple platforms.  Little Nemo could fit nicely in this niche with only a few modest updates to graphics and audio.  Holding a 7.9 average rating on IGN's community reviews (and landing at #68 on their 100 top NES games list) it's clear that current gamers find plenty to like about it.  What isn't clear is who owns the rights to this property.  As this game was licensed on the 1989 film rather then the original comic strip it's doubtful even Capcom has the rights to re-make it anymore.  The good news is that the copyright is so old it should soon be entering public domain.  That leaves open the opportunity for some enterprising programmer to give us another trip through Slumberland.


"Oh, I see you've already helped yourself to our mushrooms.  Look Nemo, I should have mentioned this earlier but..."  

Have you played this game?  Is there a game you remember being great but no one seems to have heard of it?  Sound off below in the comments!


Get it here!