The Simpsons Video Games: The Definitive Review Part Two – The Five Simpsons Games of 1992 for DOS, NES, SNES, Game Boy, Sega Master System, Sega Genesis, & Sega Game Gear

The response to part one of The Simpsons: The Definitive Review was great, and I can’t thank everyone enough. That’s why I threw in a bonus review at the bottom of this. The bonus review isn’t a Simpsons game, but it sort of is. If you got to this review by searching for a certain earthy DC superhero, that review is at the bottom. It actually belongs with this one. So, with that, on with the reviews! In this feature:

  • The Simpsons: Bart’s House of Weirdness – DOS
  • Krusty’s Super Fun House – Super NES & Genesis, and a million other ports.
  • The Simpsons: Bart vs. The Juggernauts – Game Boy
  • The Simpsons: Bart’s Nightmare – Super NES & Sega Genesis
  • The Simpsons: Bartman Meets Radioactive Man – NES & Game Gear
  • Swamp Thing (Yes, it makes sense!) – NES

REVIEWS

For those not familiar with my way of thinking of how retro games should be reviewed, I take NO historical context into account. I don’t care how important a game was to the industry, because that doesn’t make a game worth playing today. The test of time is the cruelest test of all, but every video game must face it. I might not be here if not for Pong’s success, but I wouldn’t want to play it today. Not when there’s better options. Therefore, when I review retro games, every game gets either a YES! or a NO!

YES! means the game is still fun and has actual gameplay value when played today and is worth seeking out.

NO! means the game didn’t age gracefully and is not worth seeking out, and certainly not worth spending money on.

The Simpsons: Bart’s House of Weirdness
Platform: DOS
Released January 1, 1992
Developed by Distinctive Software
Published by Konami
NEVER BEEN RE-RELEASED

Thanks to salmonmoose for being my Troy McClure and giving me a crash course in early 90s computer monitors. I remember you from such gaming questions as “is Link mute or just shy?” and “Joycon Drift: user error or cunning plot to swindle billions?”

If any Simpsons game could be classified as “forgotten” it’s probably Bart’s House of Weirdness. I’d never heard of it before starting this project. That’s mostly due to the platform. Very few home computer games of the early 90s were played universally enough to be topics of modern gaming discussion. The ones that are tend to be upper-echelon stuff like Doom, Myst, or Indiana Jones and the Fate of Atlantis. Anything below that and forget about it. House of Weirdness certainly isn’t at that level. I bet another part of that is the confused nature of the game. It looks like it could be a point and click game. From the screenshots I saw, I was expecting something similar to Pac-Man 2: The New Adventures. But actually, Bart’s House of Weirdness is a rudimentary platforming-shooter where you guide Bart through seven very short levels. My first impressions were, jeez, this looks great! Seriously, it looks just like the TV show. Funny enough, it didn’t utilize a VGA output, even if you find a version online labeled as such. The two options players get are MCGA and EGA. The MCGA looks SIGNIFICANTLY better. That’s the one to do, trust me.

The “House of Weirdness” in question is, in fact, the Simpsons’ house. Bart is grounded and sent to his room, which acts as the game’s hub. The first six levels come in pairs of two that can be taken in any order. Defeating both levels gives you an extra power item. No matter which area you choose first, right off the bat, the problem with Bart’s House of Weirdness will become evident: total douchebag placement of baddies and Castlevania-like extreme knock-back from taking damage. Weirdness’ exploration is done one screen at a time, and its favorite party trick is having an enemy be immediately on the other side of the screen when you scroll, kicking you back to the previous screen. This happens in Mr. Burns’ courtyard, where you have literally less than a second to react to an angry goose on the other side of the screen. If you don’t, you fly back to the previous screen.

You can tell this is early in the Simpsons run, because a goose is so random.

It’s such a boring and unimaginative way of creating difficulty, but the game largely relies on it. In fact, there’s several sections of House of Weirdness where taking damage is so inevitable that I honestly believe the game is designed that way deliberately. The best example is in what should be the stage’s 3rd chronological level, “Space Mutant Madness.” And note that’s NOT the same as the stage where you go to watch the Space Mutants movie. In this level, you need a raygun to kill the enemies, which take 2 to 3 shots each. You pick up the gun in the first screen, but you only get 10 bullets per pick-up. While there’s more refills along the way, the game simply doesn’t provide enough shots in the path to the level’s goal to deal with the aliens. They’re humongous, so you can’t jump over them, and you often have to start shooting as soon as you enter the screen since the first one is right there. Again, the game is designed almost entirely around the knock-back. I tried to cheese it and just accept damage along the way, but it’s not possible. There’s just too many unavoidable enemies. Thankfully, items respawn every time you re-enter a stage, including health refills but excluding extra lives.

Bart vs. The Space Mutants II: DOS Bart.

So, obviously you have to grind-up ammo in the first screen, right? The catch is there’s a GOTCHA alien that rides in on the train tracks. When you start the level, you can dodge that alien from the direction you’re walking, BUT, you can’t dodge it from the other side. Also, getting hit by the train causes more damage than normal. Even the guide at GameFAQs notes that the only logical way to beat the level is to shore-up ammo by deliberately getting hit by the space mutant on the second screen, which does less damage than the alien on the train does, then use your invincibility to grab the ammo. Now granted, Bart’s House of Weirdness has tons of life refills (and a few extra lives that aren’t hard to get) but this is still just very dull game design that could have easily been fixed by putting more item drops along the way. On the plus side, the entire level is only 10 screens big and you get your life back in full when you complete a stage. Fitting for a game with “Weirdness” is the title, some of the decisions on when and where to add “challenge” are strange. They do lots of GOTCHAs, but they’re also very generous with health.

This is the section in question. You have to heel-toe to avoid getting hit when the level starts. I’ve never been a fan of GOTCHA! style game design. There’s nothing clever about it. It’s not something the player can reason out. It’s uncouth.

You can carry two types of items at a time. One is a form of a gun, like the above mentioned raygun or a slingshot. while the other is either water balloons or bug spray. If you’re carrying bug spray, NEVER swap it for the water balloons since they’re mostly useless. The bug spray is needed to complete several areas, but supplies along the way are limited, so you’ll want to avoid using it to kill any enemies that you can just as easily shoot with the gun-like weapons or just avoid altogether. Like the Space Mutants level above? The bug spray is the only thing that kills the robots in that level, and while the space mutants are optional to kill, the robots are not. The logic of using bug spray to kill robots is silly, but then later you fight a giant spider, and guess what you don’t use to kill it? No, that you shoot with a suction cup dart, because to hell with logical game design. Bug spray? Working on a big bug? What, do you think we’re running a preschool here?

Most of the pits are instakill. But, when you fall into the radioactive sludge in the sewer, you just get a reset with a tiny bit of health missing. There’s no consistency to the rules at all. You’ll want to play this one with save states, but don’t bother saving making incremental progress. Just save at the start of each level and use that. Deaths send you back to Bart’s room anyway.

For all my whining, Bart’s House of Weirdness has had me on the fence. In fact, as I type this, I still haven’t made my final decision on it. There’s some quality gaming to be had here. As annoying as the gotcha-like design is, the exploration is very satisfying, and hell, I even liked how short the levels are. I certainly can’t say they overstayed their welcome. I liked the variety of the scenarios, even if that variety is a little bit of smoke and mirrors. Of those first six levels, only “I Wanna Go to the Movies” has you searching to collect objects. You have to collect five coins, then jump up where it says theater admission. This is one of the two twenty-screen stages, and probably the most difficult of those original six. But, you’ll want to take it first anyway, since the platforming is limited and the super items won’t be of much help to you.

Despite what Mr. Burns is saying, this is NOT the final challenge. In fact, this is only the mid-point of this level. I get a feeling this might be a relic of an earlier build where Burns’ Mansion was the final area of the entire game. The length of this stage, combined with it having spongier enemies and more GOTCHAS! than any other stage gives “I Wanna Go to the Movies” a climatic vibe that I couldn’t shake.

The other five stages are simply a journey to the goal, which is represented by the facade of an item. In “The Quest for Maggie’s Ball” you go from your treehouse to the roof and then down into the sewers, where you hop across barrels until you reach the ball. It’s the other twenty-screen level. Completing those two stages gives you a red hat. It doesn’t actually appear on your character sprite, but having it shrinks your collision box and puts a shield where your head is, which nerfs the remaining stages by quite a bit. I recommend going into Bart’s closet next, the location of “Space Mutant Madness” which I already talked about. Walk right, shoot aliens, spray robots, watch for manholes, and get the alien cookbook. In “Too Much T.V.” you actually go inside an Itchy & Scratchy cartoon, a concept that will be recycled in Bart’s Nightmare. In this level, you can’t harm the violent cat & mouse duo and have to sprint to the finish. This was easily my least favorite stage, as it’s purely avoiding objects, and it’s not well done. The action is too fast, and the challenge isn’t logical. Like, for example, you take damage from Scratchy’s mallet even when it’s resting behind him and not being actively “swung.” Thankfully, at nine screens, this is one of the shorter levels. Finishing Space Mutants and Too Much T.V. gives you shoes that double your jumping ability.

See the mallet at rest? Yea, that’ll hurt you. The action moves so fast and frantically in this level that it’s often hard to tell what’s killing you or not. Even when Itchy & Scratch aren’t physically on screen, bombs rain down continuously in this stage, and they have BIG splash damage. It’s simply too frantic. Slowing the pace down would have made this intense by making players plot their movement carefully. This violates Hitchcock’s suspense/intensity principle. The happenings are so rapid-fire that you don’t even have time to process things like excitement or thrills.

“Grave Danger in the Basement” sees you fighting evil mothballs, bugs, the Babysitter Bandit, and skeletons, while “Secret in the Attic” has you avoiding bugs and bats before pitting you against a giant spider. Beating them gives you a pair of sunglasses that I never figured out what they do. Attic, along with Maggie’s Ball could be considered the platforming areas of the first six levels, and the level design often isn’t suitable for platforming. This becomes especially apparent in the final stage, “Adventures in Krustyland” where you must fight Sideshow Bob. This level opens with a vertical climb up a waterfall with logs. This section is so rancid that it almost ruined the game. It’s a three-screen-tall climb with logs that come out in different parts, forcing you to zig-zag as you jump. The logs barely move slower than you’re capable of jumping, causing progress to happen in teeny tiny increments. This would be frustrating by itself, but we’re just getting started.

When you make the transition between screens, there might not be anything for you to land on. The steady pace of the logs falling resets each screen. THEN, when you get to the top, you have to basically jump in place for a minute or two just to squeak out literal fractions of inches at a time to give you enough room to jump to the platform. Except, no, you have to do it twice. See, in order to beat Sideshow Bob, you need thirteen shots with a special weapon. And, what do you know? There are exactly thirteen shots in the stage, and the waterfall requires you to jump on both sides of it to get one and continue on. Any other flaw in the game I can spin in my head as gamesmanship by the designers. Not this. It’s just plain stupidity and should be either significantly nerfed or cut from the game altogether.

If you do reach the top, your reward is a brief tribute to Pitfall! It even has similar timing.

And then, in the final battle of the game, you literally cannot miss one shot on Sideshow Bob. Even worse is the fact that you have to shoot diagonally. If the waterfall is the biggest flaw in the game, the second biggest flaw is how tough it is to shoot at an angle. No jumping and shooting allowed. I couldn’t find a single satisfactory configuration for aiming diagonally. Even a keyboard didn’t work every time. That’s why I’ve been struggling so much to decide my verdict. As gorgeous as Bart’s House of Weirdness is, and it’s STUNNING for this era, it’s also one very inelegantly designed game. And yet, I was compelled to vote YES! on Bart’s House of Weirdness for three reasons. (#1) It doesn’t feel cynical at all. I didn’t get “quick cash-in” vibes from it. It has a sincerity to it, like these are exactly the types of “adventures” Bart would go on. (#2) The game flies by so quickly and isn’t really ever boring along the way, except for that waterfall part. Admittedly, that’s beyond the pale and inexcusable, but that’s the only area like that.

There’s really no way to fight Sideshow Bob without taking damage. You just have to make it to him with full health and then allow yourself to get hit once for every three shots you get on him. Miss once and you have to start the whole level over. Or, save and reload at the beginning of the fight. It’s what I did. It’s such crap design that I literally can’t believe what I’m about to do. The old me would have torn this game a new asshole. I’ve gone soft.

(#3) This is one of those instances where a game is VASTLY improved thanks to modern emulation shenanigans like save states and rewind. I wouldn’t ever want to play Bart’s House of Weirdness on its own terms. It’s too sloppily designed, and sloppiness equals frustration. If this was included in a Simpsons collection that didn’t include emulation bells & whistles, my rating would change from a cautious yet enthusiastic “you have GOT to play this game” YES! to a solid, angry “what the HELL were they thinking?!” NO! Without emulation trickery, I don’t think most people would have fun with it, or even if they did, all their goodwill would be burned away during the final level, with its miserable platforming and a boss fight that feels like an unfinished beta. Literally not allowed to miss a single shot? That’s not normally done in video games for a reason. It’s TOO MUCH, especially in a game this haphazardly designed. If you didn’t have emulation, enjoy that climb up the waterfall, because you actually do have to start the entire level again. BUT, if you have the ability to set your own terms, actually, this really is a diamond in the rough. The first six stages each successfully feel unique from one another and they’re so enjoyable to experience. And frankly, the game is a charmer. For all its many, MANY flaws, I finished this three times in the making of this review and I only got bored during those waterfall parts. This might actually be a bad game, but all I’ve ever cared about is having fun, and actually, I had a lot of fun with Bart’s House of Weirdness, warts and all.
Verdict: YES!
And seriously, indie developers: play this game. I think you’ll get inspired by it. Hey Konami?! How about a long-lost sequel themed around Treehouse of Horror?

Krusty’s Fun House
aka Krusty’s Super Fun House

Platform: NES, Game Boy, Game Gear, SMS, SNES, Sega Genesis
16-Bit Release: June, 1992

8-Bit Release September, 1992
Reskin of Rat Trap by Audiogenic
Designed by Fox Williams
Published by Acclaim
NEVER BEEN RE-RELEASED

For purposes of my sanity, I only played the SNES version past the first couple levels.

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Krusty’s Fun House, super or otherwise, is like a platformer mixed with a simplified form of Lemmings. Playing as Krusty, you have to hop around while arranging the terrain to lure a handful of mice to a contraption to be comically but sadistically exterminated. Well, that’s messed up. I’ve never said to myself “do you know what’s missing in puzzle games? Animal cruelty.” Action games maybe. RPGs for sure. But not puzzlers. It’s also one of the toughest games to review, because it doesn’t technically do anything wrong. The puzzles work, and the controls are intuitive, and it’s got a novel premise. And it’s so boring. Like seriously, this is one of those games that is just exhausting in how competently joyless it is.

Do you like waiting for elevators? You’re in for a treat, you f*cking weirdo!

The problem is obvious: the levels are simply MASSIVE, but most of the actual puzzle parts of those levels rarely are. The object of each stage is to create a pathway that leads the mice to an extermination contraption that brutally, painfully kills them. It’s okay. I think they’re alien mice. The process usually involves finding and retrieving blocks one at a time from somewhere in the labyrinthine layouts and placing them in a way where they form a staircase. The mice can only climb up platforms as high as one of their own body lengths, which is how big the blocks are. There’s also blocks that launch the mice in a straight line until they’re stopped by another wall, and blocks that are parts of pipe structures that the mice can go through. It’s not the worst premise, but levels are so absurdly big that the act of retrieving the blocks feels like busy work. Maybe it’s a personal preference, but I like my puzzle design to be tight. Here, just figuring out what exactly the puzzle is in any specific room can take a while. And you HAVE to explore, because sometimes there’s switches in the room that open up the remaining levels in the hub world.

(shrug) It’s technically okay. And boring. So very, very boring.

Krusty’s Fun House is one of those games that has a tone problem, with two gameplay genres that are at odds with each-other. The comically enormous stages seem to only exist to justify the platforming aspect of the game, but that’s the really boring part. The combat isn’t particularly exciting. You get pies to throw at enemies, but there’s no satisfaction in them. There’s superballs like in Mario Land, but you need to save those for solving the puzzles. There’s also seemingly no on-screen indicator of how much damage you’ve taken. Cobras spit at you. Lasers shoot you. You take damage from falling too high. Oh, I never died. Actually, I’m not even sure where the breaking point is when it comes to the damage. If the game tells you, it’s so subtle that I never noticed. I’m just baffled that this exists because it doesn’t do anything wrong, but it also doesn’t do anything right, either. The set pieces certainly aren’t pleasing. For a “fun house” this really isn’t very whimsical. Which, actually, I suppose that fits the Krusty the Clown character. Instead, you spend a lot of time aimlessly searching, or just waiting, either FOREVER for elevators or FOREVER for the mice. Sometimes the mechanics of the puzzle are laid out where you might have to work a single mouse at time into the contraption, then start over and redo it for each one.

I ended up putting in a password and playing later levels to see if it got more interesting. It just got more convoluted.

There’s also no way to speed up the mice. I often complain when a classic game collection is missing rewind. If a Simpsons game collection happened and included Krusty’s Fun House, I’d be pissed if fast forward wasn’t an option. This is the first retro review I’ve done in a very long time where I used it to speed up the action. This is also the first game in a long time that I didn’t come close to finishing. I had to quit, because I was afraid my Definitive Review would end here. Any other game looked good after this one. By the midway point of the second world, I hadn’t so much as cracked a smile, and if by that point the game hasn’t gotten to “the good stuff” it’s never going to. The weird thing is, nobody would call Krusty’s Fun House the worst Simpsons game, but it’s certainly the worst to review. Not bad enough to be interesting. Not fun enough to make the playthrough worthwhile. “You know, for a clown, you’re not really a lot of fun.” By golly, there really is a Simpsons line for every occasion.
Verdict: NO!

The Simpsons: Bart vs. The Juggernauts
Platform: Game Boy
Released September, 1992
Designed by Dan Kitchen & Barry Marx
Developed by Imagineering
Published by Acclaim
NEVER BEEN RE-RELEASED

Moe’s Tavern Shove Fest, one of seven mini-games that make up Bart vs. The Juggernauts that sees you trying to push the female Juggernaut, then Barney Gumble, off Moe’s pool table. This made for a good screenshot, but when I discovered the running headbutt was almost never blocked or countered by the Juggernaut or by Barney, this event became the easiest one to win quickly.

Bart vs. The Juggernauts would be the first Simpsons game that’s divided into a series of mini-games. This would ultimately end up being the direction the franchise would park in during the 16-bit era with Bart’s Nightmare (it’s up next, god help me) and Virtual Bart (coming in Part Three). The Juggernauts in question are a satire of American Gladiators, and actually, this is the first Simpsons game with writing that feels somewhat true to the show. There’s banter between Kent Brockman and Dr. Marvin Monroe between games that actually got me to giggle a couple times. As for the games, this is one of those “cartoonish sports” type of releases similar to the NES anti-classic Donald Duck/Snoopy’s Silly Sports Spectacular. I’m not a fan of the genre. I think such games usually are filled with half-baked ideas that, at best, would be more suitable for LCD type of games. Case in point, the caption below.

“Krustyland Hammer Slammer” is exactly the type of spinning plate game you’d expect to find in an LCD game, or rather, this feels like a Game & Watch Gallery “modern” version of a simpler LCD. Here, four Juggernauts slowly climb down poles, but Bart can send them back up by hitting a carnival hammer that sends Krusty’s head straight up their ass. Once again, the Simpsons predicts the future. The “hit the hammer, knock person in the ass” bit would later be used in the second Jackass movie.

Easily the best game is Dr. Marvin Monroe’s Hop, Skip and Fry, which is sort of like playing basketball and The Floor is Lava at the same time. Which, hey, I love basketball and my mother and I used to annoy my father by declaring games of The Floor is Lava (or “Love-ah” as she STILL pronounces it. Yeesh, speak American, Mom!) whenever one of his television shows bored us. “Law & Order? THE FLOOR IS LOVE-AH!” In the game, the playfield is made up of a grid of randomly changing black and white tiles. Bart has to grab a ball and hop across the white squares to cross the playfield, where a basketball goal is. Every few seconds, the entire layout of the playfield changes all at once, and while you play, two of the Juggernauts hop around the white squares. Touching them sends you flying a few squares to the side where you may or may not land on one of the lethal black squares. When you get to the other side, you can shoot the ball, but you might as well then hold the A button down and get a running start at the basket, at which point Bart will automatically dunk it. You can also hold the A button down to skip over squares. After each goal, you have to cross the playfield to grab another ball, then continue the cycle until time’s up. It’s got problems but I’d call Hop, Skip and Fry fun.

My #1 complaint is the random nature of the playfield. Sometimes it changes in a way where you’re surrounded by double-black squares on all sides. That shouldn’t be possible, nor should it be possible for, when the change happens, that the square you’re standing still on turns black. If they hadn’t done it this way, Hop, Skip and Fry might have been the best mini-game this weirdly common wacky sports genre has seen.

The other games are all problematic for their own reasons. There’s two combat focused games. One is the above mentioned sumo wrestling on a pool table. The other is just the Joust event from American Gladiators, only it’s on top of the cooling towers of Springfield Nuclear Power Plant. Neither are particularly fun to play, but “Nuclear Power Plant Bop `Till You Drop” is the weakest, as it feels like a slower, clunkier Urban Champion. “Herman’s Military Minefield Mayhem” sees you parachuting past knife throwers before having to tip-toe across a minefield and crawl under barbed wire, all while having water balloons thrown at you. I didn’t enjoy the collision detection of the minefield portion at all. A skateboarding game satirizes Gladiator’s Human Cannonball event. In it, Bart has to build up momentum on his skateboard via button mashing and dodging obstacles, then you fly off a ramp and deliver a flying dropkick into the Juggernaut.

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Finally, there’s “Kwik-E-Mart Doggie Dodge” which feels like it might have been intended to be a level in Escape From Camp Deadly that got deleted. It’s a totally normal platform game level where you have to jump over dogs and swing across pits. Even though you start the level facing right, you’re supposed to actually go left. I didn’t know this and spent fifteen minutes trying to figure out how to knock down a wall, which didn’t exactly put me in a good mood. There’s also a bonus game where you throw weights down onto a Juggernaut’s barbell. Really, none of these games are god awful by any means, but only one I’d call unambiguously fun. The rest are bland and forgettable. There’s also a system in place where you have to get a target dollar figure to move on to the next week, but the games don’t really score high enough unless you play perfectly. There’s also no ELIMINATOR type of final challenge, but it wouldn’t have mattered if there had been. Bart vs. The Juggernauts isn’t a terrible game, but like most Game Boy titles from this era, it wasn’t designed to still be fun thirty years later.
Verdict: NO!

The Simpsons: Bart’s Nightmare
Platform: Super NES & Sega Genesis
Released October 12, 1992
Directed by Hal Rushton (SNES) Harald Seeley (Genesis)
Developed by Sculptured Software
Published by Acclaim
NEVER BEEN RE-RELEASED

Again, I only did one version.

No, sorry, I don’t believe Bart Simpson would go on an adventure to get his homework back. Not even in his dreams. Suspension of disbelief gone. Verdict: NO! Bring on the next game. You know, I made that joke before I started actually playing the game. Now, I wish I had gone through with it.

The first 16-bit home Simpsons game is really five mini-games and a hub-world. For whatever reason, this is the settled-upon format for the rest of this generation, with the only traditional platformer being an Itchy & Scratchy game for the SNES. It’s as if the developers barnstormed all these high concept ideas, and decided to use EVERYTHING, only they didn’t play test anything to make sure it worked or was fun. Don’t rule out the possibility of that being what actually happened. The levels can be taken in any order, but you don’t really get full control over that order, since hub world is really about searching for the homework pages. The homework pages are caught in gusts of wind. Jumping into the pages gives you the option to choose one of two random-colored doors that take you to the nightmares. For whatever reason, the second level of Itchy & Scratchy requires a second page from the hub world. Get eight pages and that’s the end of the game. There’s no final level. Instead, you get a grade based on your score. You have to score 125,000 points to get the best ending. So, let’s look at the hub and five levels of Bart’s Nightmare individually. This ain’t going to be pretty.

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Hub World – The Streets of Springfield

In the hub world, you simply walk up and down a two-lane road, avoiding some enemies while jumping over others. You get a limited amount of watermelon seeds to spit at baddies, assuming that it even works. Sometimes I had to play FOREVER to get a page to appear. For the most part, the hub world spawns Jebediah Springfield heads, which you have to jump over to slay, and fairies shaped like Lisa that turn you into a frog. If this happens, you have to find an old lady to kiss you. When you take damage, you can blow bubble gum at the “Zzzzs” to add to your life, but only if you hit the z’s in a way where they hit your life bar. But, they scroll WITH you. It’s hard to explain but basically when you move, they move, and what do you know? They tend to linger outside the boundaries. If you jump over a basketball, you spawn a skateboard, but there’s subtle cracks in the sidewalk or various other debris that might knock you off one immediately. Oh, and school buses come out of nowhere on the street. This might be the worst hub world in gaming history. We’re off to a great start.

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Yellow Door – Itchy & Scratchy

Itchy & Scratchy enter the Simpsons’ house and try to kill Bart with various cartoon gags. Functionally, this round plays like a brawler/shooter. Both the cat and the mouse take turns running in with weapons, then retreat when you hit them once. After you repeat this a few times, you move to the next room. Along the way, you get various weapons, including a hammer, a toilet plunger gun, and even soda cans that you shake up. The problem with Bart’s Nightmare becomes obvious shortly into the Itchy & Scratchy segment: extreme difficulty. Much like with the Itchy & Scratchy level in Bart’s House of Weirdness, the action is too frantic. But I prefer the DOS game’s stage, because at least it’s not full of GOTCHA instakills. Even though you have a health bar, anything that has fire kills you in one shot. So naturally there’s a ton of background elements that do just this. The rules make no sense. A bomb can explode next to you that does a tiny sliver of damage, but an oven spits fireballs at you that kill you instantly. Oh, and the kitchen floor is slippery, like an ice level. The second page (which you start from the hub) is more of the same, only with mouse traps, more bombs, and knives as big as the screen. The only significant difference is you fight a furnace boss. This was pretty awful, with almost none of the instakill elements providing enough warning. While smashing Itchy & Scratchy with a hammer is satisfying, offering plenty of OOMPH, it’s just a sloppy half-assed brawler with bad movement physics.

Apparently the person who made this level never worked in gaming again. Good riddance.

Green Door – Bartzilla

Meet the worst game in the collection, and one of the worst video games ever made. Bartzilla is absolutely unplayable. An auto-scrolling game where you go on a rampage, only it’s next to impossible to aim your laser eyes and fire breath at ANYTHING! Helicopters and tanks fly in taking shots at you, but your lasers often go right past them, behind them, or THROUGH them. This seems to be because the obstacles are set at an isometric angle while YOU are walking in a straight horizontal line across the screen. The sheer unresponsiveness, combined with non-stop bullets and damage, led to me being unable to finish this EVEN WITH CHEATING! After twenty minutes, I gave up in despair of trying to make sense of the controls and consulted GameFAQs. Except even the literal guide couldn’t make sense of this either. I had to heel-toe my way through, rewinding frequently and mashing buttons multiple times to get the shots to actually go the direction I was pushing. Eventually, I made it to the next stage. Everyone involved in the production of Bart’s Nightmare should be ashamed of themselves for allowing this dumpster fire to reach shelves with this mini-game playing as it does.

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In the second part, you climb a building and dodge things thrown by pedestrians. Occasionally a giant Mom-thra will fly by that’s easy to avoid if you just stay near the bottom of the screen. When you reach the top, electrocute King Kong Homer and that’s the stage. This was as bland and basic as it gets, but at least it was quick and the controls, you know, responded to my commands. Oh and, when you reach the top, you have to come in from the right side because Homer is punching down on the left. I’ve never been a Crazy Climber fan, and this might actually be the worst version of that formula I’ve played.

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Blue Door – Bartman

I actually think Bartman was probably the best stage in the game. It’s good enough to reach the level of mediocre. In it, you fire a slingshot at various enemies and dodge hazards. The first three bosses are okay to fight and are probably the one and only highlight of Bart’s Nightmare. The rest of the game is pretty lazily designed and sort of awful. There’s really no PING to Bart’s bullets, but that’s fine because there’s really not a whole lot to shoot. It’s mostly Nelson, who flies in on a hang-glider. If not him, it’s clusters of rockets. There’s also storm clouds that chase you and radioactive clouds that feature TMNT-Dam-like impossible squeezes. These pretty much eroded any goodwill I had for the first three bosses. Then, the fight with Mr. Burns that caps off the whole thing is one of those uninspired “the boss dives in and you only have a split second to ping a teeny tiny bit of his health” types of battles that, by necessity, go on forever. It’s surreal that this still managed to be the best of the six games in Bart’s Nightmare by a hefty margin.

How sad is it that Mehtastic Voyage is the second best game in Bart’s Nightmare?

Purple Door – Bart’s Blood

Think of the Bloodstream level like Dig Dug……in…..SPAAAAAACE!! In it, you swim around, jab a syringe into germs, then pump them a few times to blow them up. The controls are horrible and the enemy bullets are often barely visible, which is made worse by the loud visuals in the background. When you pop the more advanced germs, Smilin’ Joe Fission icons float in from the bottom of the screen. Catch six of them to move on. If the controls were a little more responsive, and if the bullets were more visible, this might have joined Bartman and reached the level of mediocre blandness. The lack of visibility was the deal breaker on this one. It’s probably the easiest page to get, so if you’re going to attempt to beat Bart’s Nightmare, this might make a good confidence booster.

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Orange Door – Indiana Bart and the Temple of Maggie

Actually, I take it back about Bartzilla. THIS is the worst segment. I simply refuse to believe the people who made Bart’s Nightmare were proud of the finished product. This was the final insult. Here, you have to hop around various stones of various heights searching for a pathway to reach the end. When you hop on some stones, others pop-up. Jump on a stone that’s too low and you die. It’s never exactly clear what stones will raise up others, and finding yourself getting stuck with no possible move is common. Again, I decided to utilize the ability to rewind, and sometimes, even hopping around to all possible stones, I had to rewind five or six spaces backwards in order to create any potential to move a single stone forward. Once again, the controls are unresponsive, and like the Godzilla game, it’s hard to judge the angles because the action is set on an isometric plane (in this case, Maggie’s pacifier) while you’re not. It’s rare that I play a game so unplayable that it’s shameful, but everyone involved in Bart’s Nightmare should hang their heads in collective f’n shame. This is as bad as licensed games get. The first Simpsons game that feels like a cynical cash grab.
Verdict: NO!

The Simpsons: Bartman Meets Radioactive Man
Platform: NES, Game Gear
Released December, 1992
Designed by Barry Marx, Dan Kitchen, Roger Booth, and W. Marshall Rogers
Developed by Imagineering (NES) Teeny Weeny Games (Game Gear)
Published by Acclaim
NEVER BEEN RE-RELEASED

I sampled this a few years back and didn’t like it at all. I must have been in a bad mood or something, because this was pretty okay.

Part of me wonders if Sunsoft cancelled their NES Superman game (read my review of that debacle) because they knew a quickly made Simpsons NES game absolutely slayed it. Bartman works as both a Simpsons platform game AND an alright superhero game. Even though the appearance carries over from the previous two NES Simpsons games, the controls have been tightened-up. There’s no ridiculous A+B jumping, and while A-Running instead of B-Running makes a return, it just feels better now. There’s no items to fumble through. B shoots your superpower projectiles, while A jumps.. and sometimes flies. Players have to make their way through three fairly large game worlds and fight four bosses, the final one of which is a team-up with Bart’s comic idol, Radioactive Man. It really feels like they leaned on a 60’s Batman theme, and you even do Batman-style BAP! BANG! POW! karate moves when you use your punch.

If you find a power-up that looks like a flickering planet, you enter this bonus stage with floating rocks. Zap an alien with your laser eyes and it drops an icon that allows you to fly for a while. It’s really well done.

Where Bartman really shines is in its level design. The first stage is really the only one that’s a straight-forward point-A to point-B platformer. Levels 2 and 3 might contain straightforward segments, but they also contain mazes with branching pathways that are pretty joyful to navigate. No convoluted hidden pathways. Just “pick a door, any door. Whoops, wrong door, try again” type of structures. While the set-pieces aren’t exactly visually spectacular, I enjoyed the navigation quite a lot. It helps that Bartman is certainly the easiest of the NES Simpsons trilogy. By the time I beat the game I’d banked over thirty extra lives. You get five hit points per life, and health refills are plentiful. So is the ammo for your laser eyes. There’s a lot less bullets for freeze breath, but when you NEED it, the game spits out an unlimited supply. The laser eyes are basic pew pew bullets, while the freeze breath is incorporated into some of the platforming, along with a boss fight against Lava Man.

Up to this point, Bartman was doing pretty good. So, when a section where you have to use your freeze breath on falling mud monsters to create platforms popped up, I got pretty nervous. Thankfully, this set-piece isn’t overdone. You don’t have to climb up a mountain the size of Everest. One screen. Lasts a minute. Really well done.

Bartman is a fairly basic game that adds just enough pace-changing breaks in the platforming to work. A couple times it does take those breaks a little bit too far. A flying section that’s structured like a space shmup and an underwater sequence outstay their welcome, but not enough to come close to wrecking the game. Actually, this means nothing in the grand scheme of things, but my #1 complaint about Bartman is just how ugly it is. Ideally, you want a Simpsons game to be playfully colorful. This is just muddy and dirty looking, with basic backgrounds and bland textures. I think they were aiming for a gritty Batman-like noir type of platformer. Instead, it just looks sort of cheap. Thankfully, gameplay is king, and this might be the most underrated Simpsons game of them all.

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The four boss battles are pretty decent, too. They each have a gag, like punching the bad guy through a wall, then chasing them through the hole they made. That’s fun! I mean, the whole game is. It even put a smile on my face that the last boss is fought the same way you fight Ganon in Zelda – Wind Waker. Don’t get me wrong: Bartman Meets Radioactive Man isn’t amazing or anything. Hell, it’s not even so interesting that I felt the need to beat it twice, but I did sample the Game Gear version. I have concerns about the cramped screen, but otherwise, it feels identical. And this was the end of the Simpsons on the NES. Except, there’s sort of one more game in this series that most people don’t realize is actually a Simpsons game. Well, that’s because it’s not a Simpsons game. But, it does use the nearly exact same modified Bart vs. The Space Mutants engine that Bartman Meets Radioactive Man used. It was even released in 1992, making it perfect for this feature. The response to The Simpsons: The Definitive Review has been outstanding, and I really want to show my appreciation for the support. So, anyone up for a bonus review? Oh, and..
Verdict: YES!

What game used the Bartman Meets Radioactive Man engine? I guess I already spoiled this above.

Swamp Thing
Platform: Nintendo Entertainment System
Released December, 1992
Designed by Daniel James Kitchen and Barry Marx
Developed by Imagineering Inc.
Published by THQ
NEVER BEEN RE-RELEASED

Honestly, with emulation tomfoolery, this isn’t bad.

The NES version of Swamp Thing is indeed the dizygotic twin brother of Bartman Meets Radioactive Man. They were developed side-by-side, and play nearly identically. Same engine. Same control scheme. Same sound effects. Same A-running. Same basic but acceptable platforming hijinks. In fact, it’s so close that ROM hacks exist that turn this into a fourth Simpsons NES game. And, like many Simpsons games, the #1 complaint is the difficulty. This really is a spin-off/sequel in all but name. The “twins” analogy has never been more fitting in gaming. But, if they are twins, Swamp Thing is the evil one. That difficulty curve. Yipes. 

I have two major complaints, and I can’t decide which is worse. The first is the collision is bad, and this is made worse by the inconsistency of WHEN and WHERE it’s bad. Just walking or running around, your box is a little bigger than the character sprite. Big enough that it’s VERY annoying, as stuff damages you when it doesn’t really come all that close to your sprite. But when you duck, it seems like a perfect one-to-one box. Stuff that would damage me when standing doesn’t when ducking, even though the actual distance from the top of my sprite to the offending object is exactly the same.

Actually, the brutal difficulty is mostly caused by one specific thing: hold-your-breath last-pixel jumping. They’re all over Swamp Thing, and after a while, it becomes repetitive and sloggish no matter how the pixels you’re jumping on look. It’s the same jump with the same distance nearly every time, and it gets old. While Bartman does have a few last-pixel jumps, this is negated by a game that’s much more generous with 1ups and ammo. Swamp Thing offers no such generosity. 1ups are relatively rare, you only get 10 bullets per pick-up (Bartman’s laser eye pick-ups double that), the pick-ups themselves are much more spread-out, and ammo doesn’t even carry over from level to level. Your unsatisfying punch (why did they drop the combo-animation from Bartman?) doesn’t work on what feels like over half the enemies, and your bullets are a LOT more limited than in Bartman. Hell, when you kill an enemy, whatever they drop goes FLYING in alternating directions, left or right. It’s not rare that whatever they drop ends up out of play entirely.

Not all jumps in Swamp Thing are cruel. This section, for example. Let this be a lesson to developers: this is equally, if not more exciting, than last pixel jumping. I think that nerves alone can offset any entertainment value that insane last-pixel, edge-of-ledge jumps would induce.

Unlike Bartman, which relied on mazes, Swamp Thing is mostly about hopping around massive playfields. Only one level was really “maze-like” and in that level I took a massive leap of faith when I reached a dead end, fell the length of the playfield and ended up next to the door for the last boss. But mostly, it’s just hopping up gigantic structures, hopping around a graveyard, hopping around a toxic waste dump. Hopping around a mausoleum. There’s really no memorable set-pieces because the same basic design runs through the game. At the same time, as brutal as the difficulty is, I never really got bored with Swamp Thing. With save states, I found it enjoyable enough. Nothing special by any means, but not a complete waste of time, either. Now, whether or not it feels like a Swamp Thing game or not is another question. There was apparently a Swamp Thing animated series in 1991 that ran for (checks notes) FIVE EPISODES. Which, hey, that’s four more than Defenders of Dynatron City. 763 short of Simpsons, though, as of this writing. Oh, and the theme song is set to the tune of “Wild Thing” which legitimately made me LOL. Anyway, this is based on that cartoon.

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The one and only twist is the ability to enter flowers to regain health, and at one point, I entered what looked like a cherry to roll around and avoid enemies. I didn’t even know this was a mechanic until late into the second half of the game, when a lotus-like flower appeared on screen that I entered and got a life refill. So, I started over and went searching for such things in the early stages and saw nothing. I quit searching by the time I reached the third stage. It’s a fun gimmick that’s completely underutilized. This is even considering that the third of four bosses requires you to merge with one of the four trees in the background and shake your fruits off to damage it. Come on! That’s a great gimmick and a memorable set-piece, and still, it feels like the game only scratched the surface of that potential. Gotta save stuff for the sequel, I suppose. Anyway, like so many Dan Kitchen games, this is a title that is better with modern emulation trickery. I imagine a child who was a big fan of that.. ahem.. five episode long cartoon, would have given up in despair with Swamp Thing. It’s tough. But, unlike the Simpsons, the dark tone works for it. I love the use of purples, greens, and blues. Much like its twin brother Bartman Meets Radioactive Man, it’s not the deepest game, and in fact, I’d call it “barely okay.” But, what was here aged better than most.
Verdict: YES!

Continue to Part Three: Bart & The Beanstalk, Virtual Bart, two Itchy & Scratchy Games, and Treehouse of Horrors: The Game!

The Simpsons Video Games: The Definitive Review Part One – The Five Simpsons Games of 1991 for Arcades, DOS, NES, Game Boy, Sega Master System, Sega Genesis, & Sega Game Gear

Simpsons Arcade for the.. NES. Yes, really. Oddly, it’s not a ROM hack of Ninja Turtles II, like you’d expect. It’s a “demake” completely built from scratch by NESRocks, the genius behind multiple of the best NES ROM Hacks, including IGC-Approved Goonies II: Revised. Simpsons Arcade NES is not close to ready yet, but if you want to support this project, he has a Patreon. He’s worth it. He really is one of the best makers of games in the world.

Ah, the Simpsons. I’ve never known a world where it doesn’t put out twenty new episodes a year. Its debut episode, Simpsons Roasting on An Open Fire, aired only 159 days after I was born. By the time I was 7 years old, the controversy about a crudely drawn cartoon family that cussed and fought and acted like fools had died down and the Simpsons was a bonafide institution. One so ingrained in pop culture that I don’t have a first memory of it. It’s practically been omnipresent in my lifetime, like how almost no child can cite any specific first memory of Sesame Street, Jeopardy, or the evening news. Bart Simpson saying “damn” wasn’t that big a deal and the show was now much more centered around the adventures of “Captain Wacky” Homer. In a post-Cosby Show world, they were America’s first family, animated or otherwise. It was hard to imagine why they were even controversial in the first place. After all, the Simpsons were the only family on television that went to church every Sunday. Lisa Simpson reminded us that intelligence is a virtue, and Bart almost always aspired to his better angels in the end, something many of the stuffed-shirts criticizing it didn’t do. That’s probably why it’s still chugging along nearly thirty-five years later. While the franchise has seen better days, there’s near universal consensus that the first seven or so seasons have no peer. In fact, there’s really only one aspect of the Simpsons’ early existence that most people agree wasn’t successful: its video game presence.

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By my count, there’s sixteen Simpsons video games for classic gaming platforms, which for the purposes of my retro review exploits, covers Atari through SNES, with an exception made for Game Boy Color and Advance that are basically handheld versions of the NES and SNES anyway. So, no Simpsons Wrestling, and no Hit & Run. Of these sixteen games, only one is universally regarded as being good: the coin-op. I’ve already reviewed it once, but it’s been over twelve years, so I gave it a clean slate and a second chance. In fact, all sixteen games are getting that same clean slate. I’ve never attempted to play any of these games all the way through to the end (except the coin-op). Is the Simpsons really one of gaming’s worst licensed franchises? Let’s find out, starting with the first batch of releases when the Simpsons were still brand new to television. Believe it or not, each of these games came out in 1991, with one obvious exception that I had to include for reasons you’ll see.

GAME REVIEWS

For those not familiar with my way of thinking of how retro games should be reviewed, I take NO historical context into account. I don’t care how important a game was to the industry, because that doesn’t make a game worth playing today. The test of time is the cruelest test of all, but every video game must face it. I might not be here if not for Pong’s success, but I wouldn’t want to play it today. Not when there’s better options. Therefore, when I review retro games, every game gets either a YES! or a NO!

YES! means the game is still fun and has actual gameplay value when played today and is worth seeking out.

NO! means the game didn’t age gracefully and is not worth seeking out, and certainly not worth spending money on.

The Simpsons
Platform: Arcade
Released March 4, 1991
Directed by Kengo Nakamura

Developed by Konami
Included in Arcade1Up’s Simpsons Cabinet
DELISTED ON PSN/XBOX DECEMBER 20, 2013

After replaying the coin-op I was certain I would lose 99% of the readers with this one. Thankfully, I checked Cutting Room Floor, found out the Japanese version was different, and booted it up. So stick around.

Nobody wants to be the one person who isn’t a fan of a famous game. Despite what people think, it’s actually not good for clicks. Given the fact that I worked really hard on this feature, I wasn’t looking forward to starting it off with a review certain to drive people away. I really did give a good faith effort to find the fun in Konami’s famous Simpsons beat-em-up. Besides, it’s been over twelve years since I reviewed it. I’ve changed my mind on a few games I didn’t like in my overzealous youth, so I figured, hey, maybe I’ll change my mind on this. Except, it hasn’t been twelve years since I played this. Actually, I played it with my family on our MAME cabinet less than a year ago. The kids enjoyed it, but most of my amusement came from them saying the same types of things I said when I first reviewed it. “Bart’s shirt is the wrong color! Sideshow Bob is a helper! Nothing looks quite right!” The biggest problem with the Simpsons Arcade Game is that it came out so early in the show’s life. They had very little to go on, and I couldn’t get into it. Well, it turns out, I was playing the wrong ROM. But, before I get to that, let’s talk about the “international” version. That’s the one us yankees got.

Mind you, they had no idea Treehouse of Horror was a thing when they did this.

I’m going to assume that a lot of these early Simpsons games were victims of studios rushing games through development under the assumption that the Simpsons craze was a fad that could end at any moment and they had to strike while the iron is hot. Hah. Can you imagine the show making it another 35 years on the air? Don’t be ridiculous. That’s why the arcade game shocks me. It should feel thin compared to the modern Simpsons, but it doesn’t. Instead, it features strong set pieces that feel true to the show, and a relatively decent variety of baddies that, while generic, feel like they COULD be characters. My problem has always been that the combat just isn’t that exciting. Besides the boss battles, Simpsons can be a repetitive slog to get through. The striking moves lack that satisfying rhythm to them that I feel carried the first Teenage Mutant Ninja Turtles arcade game over the finish line. I’m sure it can’t be easy to get that sensation right. Even Konami messed up the sequel to Ninja Turtles badly. At least in arcades, Turtles in Time lacked that graceful OOMPHfulness to the attacks. The Super NES port did better, but in arcades, the satisfaction of the first game’s combat was just gone, with no reasonable explanation of why. That has nothing to do with the Simpsons, but I thought about that horrible Turtles in Time coin-op a lot while playing this. Again, that oh so satisfying cadence to the button mashing must be harder to achieve than it seems.

I think the presentation is a big part of why the Simpsons is beloved. It was probably the first video game many people played that looked almost EXACTLY like the cartoon they watched. Even more than Ninja Turtles. And it IS a gorgeous game. Top notch, especially for this era. I just wish it was as fun to play as it is to look at.

SPLIT DECISION – US/INTERNATIONAL ROM

Sadly, I’d put the arcade Simpsons in the same boat as the arcade Turtles in Time. Combat lacks that sense of almost dance-like fluidity of the first Ninja Turtles game. Simpsons is a lot rougher, with no real flow to the combat. I know that fans will probably say “that’s the joke! They’re the Simpsons, not turtles that spent a lifetime studying ninja sh*t!” True as that might be, the joke is going to stop being funny long before the credits roll. To Konami’s credit, they included a lot of throwable scenery and even a few weapons. Yea, it’s funny that you can pick up Santa’s Little Helper and throw him like a lawn dart at enemies. But, by the midpoint of the game, I found the baddies tended to interrupt my attempt to use the background stuff. Even when I played with the kids this last Christmas season, I would guess two-thirds of the throwable items were lost during the act of picking them up. Well, it turns out, if I had played the Japanese version, a lot of my complaints would have been addressed. So let’s make it interesting and say VERDICT: NO! to the American version of The Simpsons Arcade. But, this review isn’t over.

Actually, I found out that The Simpsons was much closer to the YES! than most games that I give NO! to. It just needed the combat to be a little more seamless. And that happened.

SPLIT DECISION – JAPANESE ROM

The Japanese build of the Simpsons released five months after the US version, and man, did they make the most of that time. Cutting Room Floor has the details, but in short, the difficulty is toned down. I guess that explains why I just cut a blistering pace through the game. You can literally feel the difference, as even playing solo, the slog was almost non existent. Given the fact that I’d just played through the Simpsons Arcade not even three hours earlier and spent most of that play session being fairly unhappy, this should have been pure agony for me. It wasn’t at all. Part of me wonders if there’s more to it than the stuff Cutting Room Floor mentions. The combat felt a lot smoother, like my attacks had more weight and inertia to them. I can’t help but wonder if the faintest hint of tinkering to Simpsons’ collision detection happened. I just re-replayed the US version, and it was the same “this ain’t doing it for me” feeling, but the Japanese version felt fine. Maybe it’s the placebo effect, or maybe it’s a little more post-release polish working its magic. Either way, this go around, with enemies dying faster and the bosses 100% for certain having less invincible moments, I’m willing to say that Simpsons is alright.

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With the faster pace, I was able to appreciate all the things Simpsons got right. I know I said this already, but for a game that was rushed through development, it sure has some wonderful set pieces. The first level looks exactly like the TV show, and the dream sequence is so bonkers that I kind of wish they’d done something like that for the whole game. As for the boss fights, they’re easily the highlight of the whole experience. Especially if you play the Japanese ROM, where they’re just more fair and more open to finesse and strategy. And thank god for it. I went from barely not liking the Simpsons to barely be fine with it. It turns out that it’s not a bad little brawler at all.

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Even though I’m flipping my verdict, I do still think this game is crazy overrated. It’s fine, but one of the best games ever? I imagine this is one of those “you had to be there” situations that I literally cannot recreate. At the same time, I can’t believe we’ve gone thirty-three years without a sequel. There was a terrible mobile remake, but that doesn’t count. Imagine if something like Shredder’s Revenge, only the Simpsons, was released today. It’d be a license to print trillion dollar bills. If a Simpsons Collection comes out that’s based mostly around the Acclaim games, and that hypothetical compilation doesn’t include Simpsons: Hit & Run or the 2007 EA game, whoever has the Acclaim library needs to get Konami to the negotiating table and work things out. I might not be in love with the Simpsons coin-op, but a collection of Simpsons games probably needs it to anchor the set. Three decades later, and the first Simpsons video game is still everyone’s favorite. Except me, apparently.
The Simpsons – Japanese ROM Verdict: YES!

The Simpsons Arcade Game
Platform: DOS
Released in 1991
Developed by Konami
NEVER BEEN RE-RELEASED

Look at that face. Homer Simpson, on PCP, begins his rampage.

When I played Teenage Mutant Ninja Turtles II: The Arcade Game on the NES, I heard from many older readers who said they were SO EXCITED that the NES was getting a port of the coin-op. It didn’t matter at all that the final product barely resembled the arcade game they loved so much. They were happy and content with the end result. By the time the Simpsons coin-op came around, what gamers wanted more than they wanted to live to see fifty was a home port of the Simpsons Arcade Game. But, apparently Acclaim and Konami couldn’t come to terms on a home port. I mean, it HAD to be discussed, right? Ports to the SNES and Genesis would have been a license to print money. Without question they would have been more successful than Bart’s Nightmare or Virtual Bart. But, the only home ports were to home computers. Those were the only rights Konami held. I did briefly try the Commodore 64 version of Simpsons, and..

I couldn’t get the controller working anyway, but come on! I have sixteen games to play!

I stuck with the DOS version, even after it locked on me. A lock that I actually figured out the source for. Right before the boss fight with the bear on level five, after the battle with the lumberjacks, the game simply refused to continue. Homer’s jumping became much higher and now also included his “level beaten” dance animation. I was stuck, the boss wouldn’t load, and the game was over. I almost quit, but I’m sure there’s interest in this review so, screw it! I started over and chose Bart this time. I was also much more conservative with save states, and that helped me figure it out. What happened? Apparently I had scrolled past enemies that hadn’t yet been defeated, erasing them from the active game, but without giving me credit for having beaten them. Since you can’t scroll backwards, and since those enemies were no longer loaded into the game, the very next segment, the battle with the bear, didn’t load. I’m not sure why Homer’s celebration loaded into the game, but either way, I couldn’t rewind far enough back to undo it. Since I’d saved states after the enemy vanishing act, there was no possibility of unlocking the game. The second time around, I was able to deliberately lock myself, and actually, it’s stupid easy to do it. I imagine many players triggered it, especially since the final enemy of the waterfall area that caused the lock spawns much later than others. Despite the convincing graphics, you can tell Simpsons Arcade DOS is rushed and largely unpolished.

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I’ll give this to the DOS version: it looks the part. Simpsons Arcade is one of the most visually impressive coin-op ports gaming had seen up to this point. If you were a fan of the arcade original and had a quality home computer in 1991, I imagine seeing screenshots of this made it a no-brainer of a purchase. It’s not a perfect one-to-one conversion, but it’s better than anything 8-bit consoles of the era were pushing out. Not to mention that 16-bit gaming had really just started, now that the Genesis was picking-up steam and the SNES was set to launch. Simpsons DOS had to look the part, or else it would look old fashioned and outdated as soon as the SNES hit stores. Konami, developers of this port, knew Turtles in Time was coming to the SNES and would set a new home arcade standard. Actually, given the fact that there was no Simpsons console port at all, I imagine there had to be people who bought a DOS computer just to play this. Even the cut scenes are there and, despite being compressed for a floppy disk, they look good. Well, except for the fact that the scene after the bear boss has coloration that makes it look like the Simpsons celebrated Whacking Day a little too hard. I swear to God, I didn’t doctor this photo.

😶 Jesus Christ!! JESUS CHRIST!!!! IT LOOKS LIKE THEY’VE BEEN MASSACRED!

Unfortunate coloration aside, pretty much everything from the original is here. In fact, only one major set-piece is missing from the game: the elevator portion of level three, following the graveyard scene. Interestingly, the level ends when you jump into the hidden entrance in the graveyard, instead of having you fight the big and little goon boss. Instead, that boss OPENS level four, Moe’s Tavern. The stage then continues until you fight the barfly thug. So, even though the lead-up to the fight with the twin goons is gone, they left in the boss itself. I kind of admire that. The effort was there. All the weapons are here. The hammer? The slingshot? The mop? Yep. The fight with the robot mini-boss at the news station? It’s here. The letters M-A-G-G-I-E-! in the dream sequence, and the headless power plant workers? Yep, and now, the clouds that make up Marge’s head have to be slain. This, by all appearances, should be a great port!

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The Simpsons talks the talk, but sadly, it doesn’t walk the walk. The gameplay is HORRIBLE. The DOS version of Simpsons Arcade features some of the worst side-scrolling brawling action I’ve seen. This is one of those games where lining up with enemies is the biggest challenge. Thankfully, once you’re occupying the same plane as them, your attacks don’t even have to connect. Enemies have ridiculously massive collision boxes, so hitting the air a half-a-character-length in front of them will connect. As far as I could tell, this only goes one way. While your own collision box isn’t perfect, the enemies have it much worse, so you don’t have to worry about cheap shots. Not that the combat would be satisfying anyway. The OOMPH is almost non-existent in this port. Most of the animation has been removed, so you really only have one attack animation for punching, and one animation for “becoming dizzy” when you mash buttons too much. The game might retain the cartoon look, but the cartoon animation is just gone. Hell, you can’t even do the attack+jump one-hit superkill move. They didn’t include it. All that’s left is the basic attacks and jump kicks. This alone would be a deal breaker, even before I factor in the god awful enemy attack patterns.

Honestly, this means nothing in the grand scheme of things, but the mini-games were not remotely responsive to my button presses, whether I used a keyboard or a controller. MAYBE this is an emulation issue, or maybe it’s just badly made.

Enemies in Simpsons Arcade DOS are completely brain dead. The only ones that pose a real risk are the weakest bad guys, since they keep a distance and aren’t as easy to confuse into a stuttering stun-lock. But, the fat businessmen guys? I think they must have misprogrammed their behavior, because if you close the distance on them, they mostly (not entirely, but mostly) stop attacking you and just sort of wiggle while staying behind you. Annoying, this does make them a little harder to hit, but then again, they’re really no longer a threat anyway. All the “advanced” enemies are here. The fire fighters, the donuts, the bigfoots, the saxophones, the Bart devils, etc. But, most are easily defeated by either spamming jump kicks or by using the layout.

You can’t see Bart here, but that’s the point. The enemies are very easy to confuse and get easy shots on.

If there’s an enclosed area, like a wall with a corner, most enemies stop attacking AND dodging and start to just kind of wobble in their walking animation back and forth. I think what’s happening is the geometry messes with their preset attack pattern or something, since they’re TRYING to walk. I could see it in the donut section in the above picture. Since the Simpsons uses a lot of platforms and walls and buildings, there’s a lot of places you can use to trip-up the enemies. In fact, any corner seems to work, a tactic that applies to bosses as well. The third boss, most of the fifth boss, and almost the entire Mr. Burns fight saw me not take any damage at all while just teeing-off with basic attacks at the top of the screen. As a result, the bosses were some of the easiest I’ve ever seen in any brawler. They’re not as “smart” as in the arcades, so getting them stuck in a corner and going to town on them is a cinch. I never died once, on any of them. The ones that don’t go to corners can be slain by jump kicks. I could also swear that most, if not all, have had their health reduced significantly from the coin-op. As far as brawlers go, the DOS version of the Simpsons is just about as unsatisfying as any I’ve seen. It’s the pits, folks.

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Normally, I’d feel heartbroken for my older readers. But actually, I suspect that the DOS port of Simpsons was probably convincing enough in 1991 to not feel like a total rip-off. It looks spectacular, instead of being a massive downgrade like gamers were used to with the NES. Seriously, I didn’t like this game at all, but I’d much rather play it than Konami’s NES port of the arcade Ninja Turtles. Both ports are in the same boat. They weren’t the deepest coin-ops, but they were loaded with personality, most of which didn’t make the journey home. But, in the case of Simpsons DOS, it’s not completely devoid of charm, like TMNT II: The Arcade Game for the NES was. Having said that, personality only gets you so far. Video games have to be fun to play, and this just isn’t. Not without any fluidity to the combat, or enough of variety in how the attacks look. Removing most of the animation to the attacks, along with the nuance to enemy behavior and boss strategy, has left the Simpsons Arcade a brainless button mashing snore. One that probably was good enough in 1991, but nobody in their right minds would convince themselves it’s a good port in the 2020s.
Verdict: NO!

The Simpsons: Bart vs. The Space Mutants
Platforms: NES, Sega Master System, Game Gear, Genesis
Released April 25, 1991

Directed by Garry Kitchen
Developed by Imagineering 
Published by Acclaim (Flying Edge on Sega Platforms)
NEVER BEEN RE-RELEASED

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No matter what anyone thinks of Acclaim, you have to give them credit. CEO Greg Fischbach snatched-up the license for The Simpsons before the first episode even aired. A prime-time animated series hadn’t been a hit in nearly 30 years. Not since the Flintstones, in fact. But Fischbach read the tea leaves perfectly. Sadly, he followed the moment of clairvoyance with a moment of greedy stupidity when he offered directing duties to my dear friend Garry Kitchen. Oh, Garry wasn’t the stupid part. Actually, he was a good choice, especially considering how poorly received many Acclaim’s other licensed games had been up to this point. Nah, you’d want Garry, his brother Dan (even if he did make Double Dragon for the Atari 2600. *SHUDDER*) and Pitfall! creator David Crane along for the ride. They knew what they were doing. There was just one catch: Fischbach had already promised the Simpsons/Fox people that a Simpsons game would be out for the Christmas, 1990 season. The deadline was missed by a couple months. That’s why not one, not two, but three Simpsons games from the gang at Imagineering hit in 1991. I imagine any other studio would have just done a basic point-A to point-B platformer. Garry Kitchen came out of the golden age of Atari games, where the kookier the idea, the better. You cannot fault The Simpsons: Bart vs. The Space Mutants for ambition. I just wish it had polish.

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Each of the levels in Bart vs. The Space Mutants is a different fetch quest, though only the fifth and final level requires you to collect every possible example of the target item. It’s also the only level that plays out in a non-linear fashion. The first stage is the most memorable, as the mission is to remove all the purple you can find. Instead of “collecting” you have to vandalize various purple objects. Most of this is done by spray-painting them red, but even this has several variations. Moe wears a purple smock, so you prank call him using one of your coins at a phone booth, and when he comes outside to kill you, you tag him with the paint. Other objects might require you to spill them, shoot them, or scare them off. I really wish the whole “vanish all the purple” gimmick had been the sole object for the entire game. Levels 2 – 5 see players simply collecting items, and the only real variation is level four has you shooting exit signs with a suction cup dart gun. Maybe the purple gimmick would have gotten repetitive, but I still wish they had rolled the dice on it, since what replaced it wasn’t that interesting. Also, that’s two paragraphs in a row that ended on “I wish..”

There’s only one item that carries over the entire length of the game: your x-ray glasses. You have to use them to tell human characters apart from the space mutants. Basically, Bart vs. The Space Mutants is the closest we’ve gotten to a THEY LIVE! game. Just replace Bart with Rowdy Roddy Piper, and don’t forget to take all his bubble gum away. If you jump on the head of a human, you lose one of your two hit points. If they’re a space mutant, jumping on their head kills them and gives you a letter of the name of the family member that acts as that stage’s boss assistant. It’s worth noting that, in the Sega versions of the game, I never once spelled L-I-S-A in the third stage. In fact, I usually only got the L. The game just plain didn’t spawn enough pedestrians, space mutants or otherwise, for me to come close. Thankfully I didn’t need her.

That’s the thing with Bart vs. The Space Mutants: it really had so much potential, but it also didn’t have time to go through the type of fine tuning that would weed out bad ideas. The post-NES games work a little better, but they all have different quirks. The Master System/Game Gear builds give players a lot more grace with the bottle rockets. The fickle accuracy of the rockets from the NES build returns in the Genesis build, but the enemies seem to have much better collision detection. They had four attempts to make the best version of Space Mutants and none of them came even close. While the collecting aspect is usually fun, it’s the level layouts that make this first console Simpsons game too brutal to be fun. I really thought emulation tomfoolery would make it fine. When I sampled the game years ago, having save states made those first couple levels alright. I didn’t play far enough to see how punishing the third and fourth levels were. This time, I did. I only finished the NES and Game Gear versions, and if I had to choose one to recommend, I’d probably give the nod to the Game Gear, where platforms are a lot more clearly marked than the NES, and items like the bottle rockets give you a LOT more wiggle room. But, the sad truth is Bart vs. The Space Mutants isn’t a good game. Don’t worry, because this story is going to have a happy ending. Just wait.

This was the part where the YES! was lost for good. See the part I’m standing on? That’s the only solid platform. The white skeleton just behind where Bart is standing is an instakill tar pit. So why draw that? This game has all kinds of problems that you can’t fix with basic emulation features like rewind or save states.

Originally, I planned to review each of the four versions individually. But then the Sega Master System version kept crashing in the third stage and the Genesis version was too flimsy with the long-jumps for me to even consider playing past the first stage. On the Genesis, even with the extra face buttons, running is mapped to the same button as jumping. OH COME ON, really? Do you know what’s the most telling thing about the Simpsons: Bart vs. The Space Mutants? Almost nobody likes it, but nobody calls it an E.T.-like disaster, either. EVERYONE loves the concept. Bart vs. the Space Mutants, more than any game I’ve ever played in my life, is failed by a complete lack of elegance. It’s also way too difficult for its own good, made even worse by a clunky interface. I was curious how the Master System would handle item selection with no START or SELECT buttons. It’s done by pressing DOWN, since Bart doesn’t duck. It works better than you’d expect, but it’s still a clunky game. The sad thing is, the three games that followed the rushed NES game still used it as a template. That’s why they’re all in the same boat: ambitious game design but ultimately unrealized potential.
Unanimous Verdict: NO!

But, what if that potential could be realized? Almost thirty years later, it was.

Bart vs. The Space Mutants Redux
Platform: Sega Genesis
Fan-Developed ROM Hack
Originally Designed by Garry Kitchen
Remastering by BillyTime! Games

Link to Patch at RomHacking.Net

I’m very happy to include this ROM hack in this feature. I’m all about classic games reaching their fullest potential through the magic of emulation. Thanks to BillyTime! Games, I get to see all the potential Bart vs. The Space Mutants had.

Bart vs. The Space Mutants Redux is purely a quality of life ROM hack. BillyTime! Games opted not to change the level design, enemy placement, objectives, or graphics of the Genesis build of Bart vs. The Space Mutants. The only gameplay change is that levels 1 – 4 require less objects to clear the stages. I’m not a fan of that decision, but if you felt this game required too much collecting, you’ll be happy. BillyTime!’s primary focus was on revamping the controls. Redux utilizes the Genesis’ six button controller, giving it a much more slick and modern feel right out of the starting gate. Running is mapped to its own button, and you wouldn’t believe how much that changes things on its own. I really think they could have left it at that and Bart vs. The Space Mutants would have been largely fixed. But BillyTime! also completely revamped the jumping physics as well, and suddenly this is the Simpsons platforming game that everyone wanted in 1991.

Platforming-centric areas are now more along the lines of the type of physics you would expect in a Mario game.

The changes made in Space Mutants Redux don’t nerf the challenge entirely. Instead, it changes the challenge. It’s not as if the tricky jumps are eliminated. They’re just much more balanced. Last-pixel jumps are gone, and good riddance. But, you’re still forced to be mindful of the act of jumping. You skid a little upon landing, so you have to aim your jumps and be a part of the process from the approach to the lift off to the landing. Yes, the jumps are easier, but it’s not an easy game. In fact, the only reason I was able to defeat it without cheating is from all the extra lives that the original designers put in the game. So many that my reserve lives went higher than the counter itself. Also, giving players higher jumping might make hopping around buildings in the first level easier, but the payment comes due in the final level, where it’s much harder to jump under enemies. BUT, that’s not a bad thing, because it becomes the type of challenge that works within the boundaries of perfectly reasonable and logical difficulty scaling.

Indeed, the fifth level is a doozy of a stage. If BillyTime! continues to tinker with this hack, I’d say it’s actually okay to redo some of the graphics. Specifically, I think the uranium rods that you gather in the fifth and final level should glow a lot brighter. They’re easy to miss. And updating character models would be fine, too.

My expectations were Bart vs. The Space Mutants Redux would handle decently, be fun to play, but nothing special. That’s what I expected, and all I really dared to hope for. A satisfactory Simpsons game. I was wrong, because actually, Redux reveals that Bart vs. The Space Mutants had all the ingredients for a great game all along. It simply didn’t have the right movement physics or control scheme. All those platforms that annoyed me before are now breathtaking, so much that you’d swear that the designers intended the physics to be this way all along. I do think that lowering the amount of items required to beat each stage was a big mistake. I’d advise undoing that as soon as possible, and here’s why. I think if players found the collecting minimums were annoying before, it’s only by virtue of how punishing Bart vs. The Space Mutants was to play. With THESE movement physics, the collecting factor is no longer held back by demoralizing difficulty. Now, it’s a joy to explore and experience Space Mutant’s set pieces, the unique take on boss battles, and the whole They Live! x-ray specs concept.

Oh, and let it be said, I’m happy it was the Genny version that’s patched. Things like what is and isn’t a platform being too ambiguous doesn’t factor in. I think an NES remake would require a slight overall in the graphics that the Genesis version doesn’t have to deal with.

And now, with this version, the flaws that are actually based around the game design come into a much sharper focus. Like the cleverness reducing significantly after the first level. The hunt for purple objects is easily the highlight of the game. While the middle stages do feature some thrilling moments, they lack the one-of-a-kind creativity the first stage had. In fact, that’s really the only level in the game that feels like you’re playing a no-doubt-about-it Simpsons game. From prank calling Moe to seeing the sights of Springfield to skateboarding with Bart, that first level really does feel straight out of the TV series. And frankly, the “get rid of the purple” feels like the type of off-beat mission that 3D platformers would utilize when the polygon generation started. The Simpsons is famous for predicting the future, and it turns out, even the game did it. It perfectly predicts the direction the platforming genre would take in the coming years. Level 2 has one creative bit where you have to knock hats off pedestrians. That feels true to the concept of the game: Bart’s mischievousness saving the world, but the cleverness ends there. While level 5’s non-linear maze layout was quite well done, it could have been any game. I still enjoyed the maze layout. In fact, I wish there had been a couple more stages like that. At least one more, set at the school, with Principal Skinner or Mrs. Krabappel (or both) as the boss.

A *huge* missed opportunity is the passkeys for the doors in Level 5. They’re the same combination in all four versions of the game. You “get” the codes from Lisa on each floor, but you don’t need to. In fact, you can brute force guess them. It’s what I did a couple times. What would have made a lot more sense is a 3 digit combo that’s random every time. I know they’re capable of being random, because Maggie’s location changes in each playthrough. She’s randomly assigned a room in the Power Plant, and is always the last “uranium rod” you pick up. In fact, after you get all but one rod, you just have to walk up to her to win the game. Making her random WORKS. But the combos should have been too. Oh, and the graphics don’t really show Maggie with the uranium rod in her mouth. It might not be clear to most players that she’s the final piece and can’t be collected until all the other rods are found and “banked.”

I also think that the coins go vastly underutilized. As far as I could tell, they served no point past the third stage, besides scoring points. I suspect that Garry and his team had a lot of plans that they had to cut because of the time crunch. I feel bad for Garry because, like with Donkey Kong for the Atari 2600 (see Atari 50: The Games They Couldn’t Include – Part Two), he actually did a pretty good job given the time limits. He could have done a basic platformer. It was the Simpsons! The hottest property on TV at the time. Easy money. But, he knew he was better than that. He would never have done a game like Monster in My Pocket. It was beneath him. The ambition was amazing, and unlike historically maligned games, Space Mutants had potential to be amazing. This ROM hack proves it. The development team didn’t have a reasonable development cycle to work with, nor did they have access to focus testing. If they’d gotten to see kids play Simpsons, I think most of the more famous drawbacks would have been fixed.

Like many games in this feature, I’d love to see a 2020s remake. Which of course would now star Kang & Kodos.

That’s why I’m happy I played this redone version of Bart vs. The Space Mutants. It doesn’t change the game. The game was fine. BETTER than fine, actually. It just didn’t play well. It reminds me of the history of basketball. When James Naismith first invented the sport, it was played with peach baskets that required a ladder to retrieve the ball when a goal was scored. It took them a while to cut a small hole in the bottom of the basket, so the ball could be poked-out with a stick. It took TEN YEARS for them to replace the basket with a hoop and a net, and then SIX MORE YEARS to cut the bottom of the net so the ball just fell through. Even if the first version was deeply flawed (it was also full contact, and very violent), the concept was unmistakably fantastic, with so much potential. That’s why I’m so happy for Garry Kitchen, who gets credit for inventing a great game. And credit where it’s due to BillyTime! for cutting the hole in the net. Redux is a fantastic effort by fans of the game who saw the same potential everyone else saw in Bart vs. The Space Mutants. They just took it one step further and said “let’s unlock it!” And they did, and it’s awesome. This, ladies and gentlemen, is why ROM hacks are real games.
Verdict: YES!

Bart Simpson’s Escape from Camp Deadly
Platform: Game Boy
Released November 1, 1991
Designed by David Crane, Mark Klein, & Barry Marx
Developed by Imagineering 
Published by Acclaim
NEVER BEEN RE-RELEASED

Excellent likeness of Nelson there. I’m not sure why everyone’s eyes are so bloodshot.

Do you know what’s weird? Escape from Camp Deadly came out almost a year before the famous Kamp Krusty episode. It even has the same basic plot: Bart has to deal with a summer camp that tortures kids. Isn’t that all summer camps? This take on the Simpsons is much more basic, with simplistic level design and repetitive action. For the most part, you walk in a straight line, jumping over pits or across logs on a river. You can climb trees, and occasionally a boss-like encounter is up in tree houses, but you’ll spend most of the game just walking right and occasionally turning around to throw a weapon. There’s a handful of caves that feature obstacles to dodge, but again, they’re as flat as a pancake. Variety is nice, but it doesn’t feel different enough because it’s just so straight-forward.

The caves are the best part, as they offer the most challenge. Not that Camp Deadly is a hard game. See those donuts in the status bar? That’s your health. I didn’t even need to bother with cheating in this one. I had so much health built up that I think I could have left the game unpaused and taken an extended bathroom break and not died.

Sometimes Lisa appears and gives you boomerangs, which work the way boomerangs ought to: -1 to your inventory when you throw one, then +1 if you catch them on the return. I just wish the level design was much more exciting. I think the problem stems from the decision to use large, cartoonish sprites. On one hand, it’s the Simpsons, and I’m sure there was pressure to look the part. On the other hand, when you factor in the floor, Bart is nearly 1/3 the height of the screen. It doesn’t leave a lot of room to create complicated levels. It makes me appreciate the Game Boy Batman‘s decision to use a much smaller character sprite. As silly as it looks, it allows for a lot more gameplay. You can see the problem play out in those limited instances where Camp Deadly does more than just walking right across the ground. It’s so cramped. They should have called this Cramp Deadly!

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It’s not that Escape from Camp Deadly is bad. It really isn’t, because frankly, there’s not enough game here to actually fall to the level of bad. What’s here is limited and bland. Just the same series of enemies falling in from the sides that are little more than cannon fodder, with the same types of jumps or the same types of enemies to fight and/or dodge. And, thanks to an overpowered health bar, there’s no stakes at all. It’s not until the final stretch that it feels like you’re not just playing a glorified LCD game. The climb up Mt. Deadly was a very welcome change of pace, but it comes far too late. Which isn’t to say that there aren’t some clever bits. The food fight levels stand out, as you collect food and throw it at the bullies that run at you. But, you have to eat the food if you throw one in the presence of the cafeteria monitor. Of course, like much of the game, this area is one flat horizontal pathway. I thought it was fine the first time, because I’d never seen a challenge like it before. When it happened a second time, with the same flat, repetitive hallway, the novelty had worn off. I imagine a child in 1991 who was a big Simpsons fan would have enjoyed this during an otherwise boring car trip, but this never had a shot at surviving the test of time. Hell, I don’t think it could have survived the test of next year in 1991.
Verdict: NO!

The Simpsons: Bart vs. The World
Platform: NES, Master System, Game Gear
Released December, 1991
Designed by Dan Kitchen, Roger Booth, & Barry Marx
Developed by Imagineering (NES) Arc Developments (SMS/Game Gear)
Published by Acclaim
NEVER BEEN RE-RELEASED

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Bart vs. The World is a more traditional platformer than Bart vs. The Space Mutants. Which isn’t to say it’s unambitious. Whereas the first game was focused on trying to recreate Bart Simpson-like mischief in the 2D Nintendo space, Bart vs. The World is more about creating memorable set-pieces. It’s also yet another game that predates what would be a staple of the Simpsons TV show: globetrotting. Yes, Bart went to France in a season one episode, but the makers of this game had no idea the show would eventually feature over twenty more trips abroad for America’s first family. In fact, of the game’s four themed locations, the Simpsons have gone to three of them: China, the Arctic (the movie sent them to Alaska! IT COUNTS!), and Hollywood. The only one they haven’t visited is Egypt.. and yet, the episode with bible stories features ancient Egypt, making Bart vs. The World 4 for 4 in predicting future episodes.

You would assume that the “Egypt” stages would be typical oasis-style sand and palm trees. Oh no. You’re going through pyramids and flying past the Great Sphinx as Bartman.

If you don’t care about getting the good ending, Bart vs. The World is simply about finding the exit in each stage. Instead of just being a “scroll right, jump over pits” type of platformer, World requires exploration to find the exit of each of the nine stages. A few are maze-like, and most require intense precision platforming. My biggest complaint with World is that the controls and jumping physics from Bart vs. The Space Mutants are back. It makes ZERO sense now that you don’t have to shuffle between items to complete the various tasks and mini-games. B button throws weapons while A button jumps. So far, so good. But then, holding A after jumping is the run button, and if you want to do long-fast jumps, you have to press A & B together. Come on, guys! No! Tradition states that B runs! Super Mario Bros did it, and it worked fine! If they did this to accommodate the weapons by not costing a player one piece of ammo, it didn’t work. You often accidentally throw your weapon anyway when attempting the long jump. Besides, there’s plenty of ammo just laying around. So much, in fact, that I’m pretty sure I finished every stage with a surplus. They might as well have done the Adventure Island thing where once you find the weapon, you keep it until you die, with unlimited ammo. It wouldn’t have hurt the game at all, but with the levels designed around precision movement, the A+B jumping hurts a great deal.

I mean, look at it! This would be tricky enough without fumbling between two buttons.

What’s most frustrating is that the levels are actually pretty fun. The sightseeing concept works wonderfully, with such highlights as skateboarding down the Great Wall of China, floating on icebergs that you speed-up by jumping up and down on them, or throwing on a cape and flying across the Great Sphinx as Bart’s superhero alter-ego, Bartman. The platforming is tricky, so, for this review, I used save states to effectively give myself infinite lives. By the time I reached an extended section in the ninth level where I had to jump across a series of RIP markers in a mausoleum, I was good enough to not need to cheat anymore. I got the hang of it by the third stage, which is the endless series of tiny ice platforms pictured above. Of course, I got the hang of it because that level overdoes the identical shafts of platforms that are all measured out the exact same distance. I called it “platform spamming” and my one and only complaint about the level design are those two sections. The same pattern of platforms is repeated, and it becomes so tiring after a while. There’s nothing remotely clever about it. I know the Kitchens are better than this. These two segments go on FOREVER, without any twists. It made me long for the climbing areas in Wizards & Warriors, because at least that varied-up the distance and angles of the jumps. Each of these segments just copy-and-pasted the same set of jumps, over and over and over and over and over and over and over..

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If you want the good ending, you have to search for a hidden Krusty the Clown trinket in each stage. Even though the sprite is the same, Krusty heads aren’t 1-ups like the previous game. They’re also not the “trinkets” as I call them. The trinkets are more like trophies branded with the cantankerous clown’s likeness. Well, actually the 9th and final trinket is just the same Krusty head icon, only it’s green now. Pretty lame, Millhouse. Each of the nine hidden items are unlocked by a different means. Thankfully, there is some help, as each item is tied to finding a member of the Simpson family in the stage, so when you find them, the trinket is nearby. The only one that gave me trouble was the 7th one, where you have to fly up to the Great Krusty Sphinx and smash Homer’s fingers. Getting all the trinkets opens an extra stage in the Hollywood world that’s so memorable that I can’t believe they hid it behind a strict unlocking requirement. You literally leave the filmstrip at one point. It’s awesome!

It even works a sort of puzzle into the design, as this opens up one of three possible areas, only one of which has the exit.

SPLIT DECISION – NINTENDO ENTERTAINMENT SYSTEM

Really, if not for the rough jumping physics and awkward control scheme, I think Bart vs. The World would be remembered as one of all-time classic licensed games on the NES. Okay, so those two spam platforming sequences sucked. There’s no point in pussyfooting around it: those segments were terrible. But, that’s a small portion of what is an otherwise really enjoyable experience. The boss fights against various relatives of Mr. Burns are decent enough, at least on the NES, and the third one even features a clever bit where, instead of jumping on his head or throwing something at him, you pull the string on his flying carpet. That put a smile on my face. I won’t argue that Bart vs. The World is a masterpiece. It’s got problems. But, its reputation as being the best of the NES Simpsons trilogy shouldn’t be considered a default win. There’s a fun game here, and while it doesn’t reach its fullest potential, Bart vs. The World on the NES is certainly still worth a look today.
NES Verdict: YES!

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SPLIT DECISION – SEGA MASTER SYSTEM

Bart vs. The World on Sega platforms has a LOT of issues. First off, I would have done the Game Gear version but the ROM wouldn’t load. I was fine with that after playing the SMS port. This version’s Krusty Trinkets unlock NOTHING. I think a big part of that is Sega’s ports of Bart vs. the World are missing entire levels. The games seemed identical at first, and I figured with Sega’s superior graphics, this version would be the clear winner. The first gameplay change happened in the iceberg level, where you no longer have to destroy the igloo to find the Krusty Brand Ice Cube. In fact, it’s just sitting there. There’s no secret to revealing it. Weird. Then came the pyramid stage. Or rather, didn’t come. The pyramid stage that I enjoyed so much in the NES game isn’t in the Sega versions at all. What? Of course, that meant no hidden trinket for that stage. And then, the Mausoleum platform-spam area of the second Hollywood level was also missing. Now, that section was ridiculously repetitive and overstayed its welcome by several factors. Deleting it SHOULD be a positive thing, except that’s where the trinket was hidden in the NES stage. I spent an hour searching both the game and the internet for the new location. Even Cutting Room Floor doesn’t mention the NES levels deleted in Sega’s ports, but several YouTube commenters seemed to confirm my findings: there was no trinket. Not that it matters, because there’s no unlockable third level to world four, either.

The ending to Bart vs. The World on the Sega Master System in its entirety.

Given the fact that the unlockable stage is easily worth the effort in the NES version, I was pretty peeved about the pointlessness to the Sega versions of the trinkets. It off-set any gains that were made by deleting the game’s most tedious section. What sealed the Master System’s fate is how badly two of the bosses play out. Both the first and fourth boss fights require you to jump up and throw your ammo at them. For whatever reason, on the Master System, the act of throwing mid-air is incredibly unresponsive specifically during these two fights. It seemed to be the only time that happened, too. After the first boss fight saw me jumping without the attack button registering, I found myself checking other games just to make sure my controller wasn’t worn out. When I found out it wasn’t, I made a point of jumping up and throwing my weapons at other points in the game, just to make sure it worked. Sometimes it wasn’t even deliberate and instead a side effect of the ridiculous A+B jumping. The game had no problem wasting ammo when I needed to make long jumps, but during those two boss fights, which REQUIRE you to jump up and throw to hit the bosses at all, it didn’t work most of the time. As a result, those boss fights each took me significantly longer than their NES counterpart, and were just frustrating more than fun. That was the final straw for me. Deleting levels on a “more powerful console” is ridiculous enough, but I draw the line at total input unresponsiveness.
Sega Master System Verdict: NO!

READ THE OTHER PARTS!

Part Two– The five Simpsons games of 1992, including the first SNES Simpsons titles: Krusty’s Super Fun House and Bart’s Nightmare! Plus NES/Game Gear’s Bartman Meets Radioactive Man, Bart’s House of Weirdness for DOS, and Bart vs. The Juggernauts for the Game Boy. Part Three Virtual Bart for the SNES, along with Itchy & Scratchy’s games for the SNES and Game Boy. In fact, Part Three will be Game Boy heavy, with Bart & The Beanstalk, Itchy & Scratchy’s underrated mini-golf game, and Game Boy Color’s Night of the Living Treehouse of Horrors.

Monster in My Pocket (NES Review)

Monster in My Pocket
Platform: Nintendo Entertainment System
Released January, 1992
Designed by Shiro Murata & Etsunobu Ebisu
Published by Konami
United States Exclusive

NEVER BEEN RE-RELEASED

Konami games often look glitchy in screenshots. It’s because their techniques create graphics that look great in animation but poor in screenshots. Monster in My Pocket looks fine, but it’s certainly one of the lower-mid-rung games in their lineup.

Monster in My Pocket was a short-lived toy line that was like M.U.S.C.L.E. with monsters instead of wrestlers. Like Dynatron City, there was a failed TV pilot (which they cover the failure by calling it an “animated special”), and an NES game. This one is by Konami, who was the obvious choice for this. I imagine MIMP creators Morrison Entertainment Group did their research and decided the Castlevania people would be PERFECT for their game about bite-sized monsters. You can’t fault their logic, but sadly for them, Konami completely phoned this one in. I think Konami assumed this was a media franchise aimed at little kids, so they built the game accordingly. I’ve played plenty of NES releases that I guess are made with younger kids in mind, but I don’t have to guess this time. It’s baby’s first horror game. That’s the only explanation that makes sense, given the circumstances.

This could have just as easily been a Honey, I Shrunk The Kids game. Replace Dracula/Frankenstein with the boy and girl from the film, and the monsters with bugs. Boom, Honey, I Shrunk The Kids. It’s not even much of a stretch, really.

Konami was capable of creating amazing gameplay and awe-inspiring set pieces by this point. Monster in My Pocket has NONE OF THAT. It’s a shockingly bare-bones platformer with the only real twist being a double jump. You have one attack, and one attack only. There’s no weapons. There’s no power-ups. There’s no items beside a single type of health refill. The level design is incredibly basic, with only two “moments” that change-up the gameplay formula: a brief section where you run down a staircase rail and a brief section where you ride a crane. Either of those could have easily happened in any game where the concept isn’t being small. Hey, I think the idea of tiny creatures having an adventure in a giant-sized world has legs, but it can’t carry the game all by itself like Konami seems to believe it would. It’s just a facade. We, the player, know that it’s just the background theme, which in the limitless world of video games can be made to look like anything. You could replace the background visuals in Monster in My Pocket with any other theme and it wouldn’t change a single thing, because Monster in My Pocket just doesn’t do enough to make you feel small.

Hell, some of the level themes don’t even lend themselves to the concept. The caves that make up the final stage are a gaming staple, and it comes with having no sense of scale at all. I have no idea how big Dracula could or couldn’t be by looking at this. But even when it does have scale, it’s not like the gameplay is better for it. It put the mildest smile on my face when I had to hop-up a chain link fence, but that smile quickly vanished, because that’s the gag in its entirety. You’re only small because the background graphics say you are. Nothing in the gameplay does anything clever to make the concept feel consequential.

Besides completely botching the theme, I can honestly say that Monsters in My Pocket does nothing wrong. Which is not to say it’s good, because it’s not. Ironically for a game that’s about being tiny in size, it’s too short. At only six normal-sized levels, I think the average gamer will only need around 30 minutes to finish it. Combat is okay, but nothing special. You just sort of swipe at enemies with your hands, creating a “force wave” in front of you. It’s satisfying enough at the start, but when you realize it’s the ONLY thing in the entire game, it gets old quickly. In fact, by the midpoint of Pocket, I was often opting to instead leg it. The only thing players are given to break-up the monotony is the occasional oversized item to throw at enemies. In the first level, it’s keys. Which is really confusing the first time you play it. Keys are the universal gaming symbol of having doors to unlock. Here, they’re just generic crates to throw. Reusable, though. If you wish, you can keep picking them up and tossing them at more baddies until you get bored with them. Which you will.

I’m getting bored again just looking at these screens.

What irks me is it didn’t have to be this way. You can choose to play as Dracula or Frankenstein, but both play identically. Talk about a missed opportunity. A quick check of the toy franchise shows that there’s literally hundreds of figures. Even by 1991, when this went into production, the variety was staggering. Only having two playable characters that have identical skills, attacks, and jumping was, frankly, a little lazy. This seems to have been done for the sake of co-op, so neither player would be stuck with “the bad one.” With the sheer variety the figures offer, why not give players four to six characters? Or maybe have a different character with different abilities for each stage? Or maybe even a Mega Man-like adventure with six to eight characters who then join your party when you beat them? Konami was literally handed a license to go nuts and they turned in one of the least imaginative platformers they’ve ever done. It’s shocking, frankly. They really did make a children’s Castlevania game, only with none of the fun parts of Castlevania. Or, if not Castlevania, they were trying to do for the platformer what Ninja Turtles did for the brawler. Either way, this is one boring game, and one I think even little kids will grow tired of.

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Oh, and it ends on that laziest of tropes: a boss rush! Only this boss rush has no health refills between the first five bosses in the sequence. Thankfully, you do come back to life immediately after dying. It’s padding, plain and simple. Again, it’s not that Monster in My Pocket does anything wrong. But, it is proof positive that all the talent in the world doesn’t mean anything if you don’t apply it. There’s nothing memorable about Monster in My Pocket. That by itself is frustrating, because you know Konami is capable of so much better with these themes and characters. It’s so basic that you’d think this came out a year before Dracula’s Curse, not two years after. Or, to further put it into perspective, this came out just after Super Castlevania IV. Inexcusable. Monster in My Pocket is as shallow as the flop sweat it seems to be covered in. I’m not mad at you, Konami. I’m just disappointed in you.
Verdict: NO!
And why the hell is this an NES game? Shouldn’t it be a Game Boy release?

Defenders of Dynatron City (NES) and The Cheetahmen (NES & Sega Genesis) Reviews

Defenders of Dynatron City
Platform: Nintendo Entertainment System
Released July, 1992
Designed by Gary Winnick
Developed by Lucasfilm Games
Published by JVC
NEVER BEEN RE-RELEASED

Cheetahmen and Cheetahmen II
aka Game #52 in Action 52

Platform: Nintendo Entertainment System & Sega Genesis
The Cheetahmen Release Date: 1991 (NES) 1993 (Genesis)
Cheetahmen II: Work-in-Progress Prototype “released” in 1996

Developed by Active Enterprises (NES) Farsight (Genesis)
NEVER BEEN RE-RELEASED

Pictured: Defenders of Dynatron City. That is one ugly game.

Sometimes, I don’t really want to chain myself to a bad game long enough to actually write-up a review. Today, I found Defenders of Dynatron City, and then about an hour later, I quit Defenders of Dynatron City having never made it out of the first level. It comes from the co-creator of Maniac Mansion, and boy oh boy, is this awful. If you’re curious what a game review about a game so bad that I couldn’t stick it out to the end would look like, well, this is it. This soulless 1992 NES title was supposed to be part of a massive media rollout about a new team of superheroes. They had planned the whole nine yards, including six Marvel comics that actually did come out, a children’s animated series, and presumably action figures, lunch boxes, and this very NES game. I just watched the pilot for the TV series, produced by DIC, and it’s absolutely dreadful. A cynically bad origin story with characters pathetically desperate to be TOTALLY RADICAL, DUDE! in order to appeal to children. It’s got a DUMB GUY and he shoots his head off! And it’s got a girl with a buzzsaw for legs, and it has a dog except it’s green and it flies. And then, f*ck it, the inorganic toolbox just comes to life and becomes the smart one. Ain’t that quirky? It’s so forced and insincere, with some of the worst writing I’ve seen in any children’s show from this era, making it brutal to sit through. But, I can honestly say the game is a lot worse.

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Dynatron City is a pseudo-brawler type of action game where the biggest challenges come from a confusing navigation system, and the act of lining-up your attack with enemies. You start with four superheroes, but you can swap them out with two others along the way. It doesn’t matter who you use, because enemies only register damage if you’re on one very narrow plane of existence in front of them. Naturally the enemies tend to wobble up and down, especially as you get deeper into the level. The object to navigate the city within a VERY strict time limit and defeat all the waves of enemies. This is the first retro review I’ve done in a long time where I didn’t finish the game. Frankly, I didn’t try. Dynatron City doesn’t deserve it.

“He’ll be like our Michelangelo! The dumb, fun loving one. I’m telling you, the kids will throw away their Ninja Turtles. They’re going to LOVE Jet Headstrong!” Oh, and as a fun aside, the villain, Doctor Mayhem (oh my god, did they take all of five seconds to come up with these names?) was originally voiced by none other than Christopher Walken. Then, after they recorded the voice, they FIRED HIM and replaced him with someone more “villainous” sounding. Presumably they then tugged on Superman’s cape and then told Michael Jordan he needed to work on his jump shot.

It doesn’t look good. It doesn’t sound good. The combat, when you actually CAN score damage, doesn’t have a nice crunch to it. It’s so flimsy and ugly and unlikable. LucasArts, subsidiary of one of the most famous fantasy filmmaking studios, really put out a game this visually bad? And the characters aren’t fun to use. The best is the buzzsaw lady. She’s the only one that makes sense, since she runs fast and her attack has range. You’re on a VERY tight time limit here. Using the slow main character, Jet Headstrong, will lead to you timing out. Oh, and the game encourages exploring and then penalizes you for doing it with that timer. Really, the timer is the ruinous element. It was straight-up dumb to put this type of design on such a short timer, or any timer. It’s not a risk/reward thing. It’s just thoughtless.

Allowing players to swap with the SELECT button would have helped a teeny, tiny bit. But, nah. START and SELECT both do the same thing.

Would it have really been that hard to make the map make sense? Instead of going down streets, why not just have blocks, and then a map that’s grid-based? Or would it have been so bad that you can pick up an item for another character and just assume they got it, instead of forcing players to pause and swap characters? Not that it matters. When you base your entire game around rushing through combat, then deliberately dick players around by making the combat as sluggish and frustrating as possible, you are a waste of mine and everyone else’s time. Look at this sh*t! I try not to assume bad intentions or “review developers” here, but this wasn’t some fly by night operation. A LOT of money and resources went into this. Did those making this game play this, see how impossibly hard it is to line up your attack with enemies, enemies who are LITERALLY RIGHT IN FRONT OF YOU, and say “this is fine!”

And please note that the “specific plane of existence” rule only applies to you, the player. The baddies can hit you from many more angles. It’s not fun. It’s not challenging. It’s intentionally frustrating. Which, hey, at least one aspect of Dynatron City succeeded as it seems to have been intended to be that way But, given how transparently desperate this franchise was to appeal to kids, you would think the video game that this whole endeavor seems to have been banking on would try to be appealing to all ages and skill sets. Instead, it’s a complete slog, with some of the worst combat of any action game on the NES. You ever seen Action 52? The notoriously unplayable collection of lazy games that retailed for a couple hundred bucks? Dynatron City looks like one of those games! And it’s every bit as cynical as the Cheetahmen games from that series. Dynatron City is one seriously ugly game, with bad graphics, ugly character models, and ear-ripping music. This has to be one of the worst NES games out there. I really wanted to play this more, but given that enemies get even more evasive as you go along, along with the strict timer and the sprawling map, and I just decided that I owed this as much effort as it made. Which is to say, none.
Defenders of Dynatron City Verdict: NO!

The fact that the cynicism of this entire property made me think of Cheetahmen says it all. You can imagine grown-ups in 1992 saying “KIDS WILL LOVE THIS! IT’LL BE LIKE NINJA TURTLES, ONLY BIGGER! EASY MONEY!” I got the same vibes from Wild West C.O.W. Boys of Moo Mesa, but at least Konami didn’t phone that sh*t in. So, let’s take a look at Cheetahmen, which was released to both the NES and Sega Genesis. And honestly, does Cheetahmen look THAT much worse than Dynatron City?

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Cheetahmen was the flagship title in Action 52, a notoriously grift collection of fifty two games that retailed for $199.99 in 1991 dollars, or roughly $460 in today’s money. It was sold on the value, because instead of paying $30 to $50 for one game, you were paying $200 for 52 games. It was marketed specifically at gullible parents, because the people who made this were complete bastards. None of the games had anything resembling effort or quality. Each was probably coded in less than a day, with one exception. Cheetahmen is your flea market Ninja Turtles highlight of the set. It genuinely feels like the type of off-brand toy you’d find at a thrift store. It’s humanoid animals that do kung-fu crap. What more could your parasitic little crotch goblins want? I know it’s probably mean of me to say that Dynatron City feels like it shares the same cynical DNA, but it absolutely does. In fact, the best thing I can say about Dynatron City is that it couldn’t be part of Action 52 on account of the fact that it actually works. Like all the other games in Action 52, Cheetahmen is a badly coded, often not-working, and damn near impossible to play crime against gaming.

Saddam Hussein is one of the enemies, because he’s one of the sprites in one of the other 52 games. And no, I’m NEVER reviewing the rest of Action 52. At least on the NES. It’s a waste of my time. I might do the Genesis version at some point because at least that seems to have had something resembling effort.

I’m sure fans of LucasArts will lose their sh*t for me saying it, but I was close to saying Cheetahmen was better than Dynatron City. The only thing that stopped me is that Dynatron City, as bad as it is, isn’t fundamentally broken and Cheetahmen, you know, is. In fact, I don’t even think it’s possible to finish it. I couldn’t get past the fifth level, where you’re a giant sized sprite that shoots arrows, and you get swarmed by heat-seeking enemies that aren’t in your attack range until they hit you. There’s absolutely zero effort to make this a decent game, and it combines with the rest of Action 52 to be truly gross. Parents were conned into spending $200 for 52 “games” that would rank at the bottom 52 in quality on the entire NES platform. AND, that’s even assuming the games work! While playing Cheetahmen, the game got frozen from the act of pausing, though that wasn’t consistent. Neither was the collision detection. Levels just end without any warning. So do boss fights. I wasn’t disappointed at all when I couldn’t finish the fifth level. After twenty minutes with this thing, I was ready to do anything else with my life. Like suddenly I found myself staring at my toilet and saying “I wonder what a swirly feels like? I bet it’s actually a relief when the flushing part happens!” Totally nailed that one.

Cheetahmen is game #13 on the Sega Genesis version of Action 52, and it’s actually worse than the NES one, in my opinion. At least the NES version has an Ed Wood like campiness, even if you have to ignore that because it’s a product made with bad intentions. The “improved” Genesis version is just boring. Punching has basically no range. The first level, which is the only one I would play, has cheap enemy placement and one-hit deaths. Also, you die from falling too far and there’s too much graphical noise blocking most of the action. It’s every bit as lazy and cynical as the first Action 52, and dressing it up in a working engine and nice graphics doesn’t change that. The best thing I can say about it is that the game didn’t crash.

A lot of people have found humor in Action 52. I find it to be morally reprehensible. It was aimed directly at exploiting one of the more expensive hobbies children can have by presenting itself as an incredible value for their parents. The last game your child would ever need. Do you know who bought Action 52? Well-meaning parents who loved their children with all their hearts. And sh*tty people preyed upon that. It’s disgusting. The only thing that’s funny about the whole situation is Cheetahmen II. These chucklef*cks actually thought they had such a good thing with this Cheetahmen concept that they started thinking “FRANCHISE!” Now THAT is laughable. The developers had to be the most clueless mother f*ckers alive to look at how the first Cheetahmen was coming along and think they had anything of value. The game never actually got an official release, but 1,500 copies were discovered housed in Action 52 cases. Those are now a highly sought collector’s item among Nintendo fans. It’s more or less the same game with character sprites too big and enemies too small. It’s inept and awful, and I can’t believe anyone would spend the type of money that could score you a quality used arcade game on it.

Cheetahmen II. Just think, they had a third game planned. (shrugs) Civilization was a mistake.

My favorite quote comes from Conan O’Brien, and I’m paraphrasing here: “I hate cynicism. It doesn’t lead anywhere.” He wasn’t whistling dixie. That’s why the games of today’s feature rubbed me so wrong. They don’t feel like they came from a true place of creative merit. They feel like ploys for quick cash that vastly underestimate their audiences. It doesn’t matter if it comes with a multi-company synergistic campaign, like Dynatron City’s rollout, or if it’s the type of shady, money-grubbing operation that birthed Action 52. Kids can detect heartless cynicism. They might not know what it means, but they know it when they see it. Do you know who is a lot less likely to recognize it? Their parents. One the tragedies of growing up is that the majority of us will lose our ability to detect bullsh*t along the way. I consider myself to be a pretty cool person. I mean, you know, relatively speaking. But, I’ve found out that I’m just as guilty. I have two nieces and a nephew who are all preteens. I have managed to embarrass each one of them at least once by misjudging what they would or wouldn’t find “cool.” That’s why products like Dynatron City or Action 52 get attempted in the first place. It isn’t the kids buying this crap. It’s their parents. That’s why you have to give credit to the children of 1992. They’re the ones who rejected Dynatron City from the moment it was born. So, to all you game developers out there: listen to your kids. They know what’s what.
Cheetahmen Verdicts: NO! to all of them.

The Flintstones: Surprise at Dinosaur Peak (NES Review)

The Flintstones: Surprise at Dinosaur Peak
aka The Flintstones II

Platform: Nintendo Entertainment System
Released October, 1993
Developed by Taito
NEVER BEEN RE-RELEASED

Barney was always the real star, anyway.

Flintstones: Surprise at Dinosaur Peak is one of the three games in a trilogy of Taito NES games, along with Little Samson and Power Blade 2, that are worth a buttload of money. All recent copies listed on eBay sold for around $1,300. It’s one of the reasons why I can’t help but wonder if Taito is leaving a lot of money on the table by not putting out a collection of their Flintstones games. At first, I thought maybe they would be too generic, but then I played Surprise at Dinosaur Peak. It retains the engine from the previous game, Rescue of Dino & Hoppy. Fred’s sprite and various poses are virtually identical, as is his club attack. So, you can imagine my surprise that everything wrong with the first game has been cleaned-up here. Collision detection is improved enough that your club doesn’t clip through enemies, and it now feels like it has real world weight behind it. And, they even added a reason to charge up your club, as a fully-powered strike now creates a rumble that shakes the entire screen. As a result, the combat is very satisfying in Dinosaur Peak. It’s one of many elements that makes this not only the superior NES Flintstones game, but one of the most underrated titles on the entire platform.

Sports are back, only this time there’s no superpowers to be won. You really are just getting 1ups this time, I think. There’s only two events, with hockey going first and basketball returning for the second. I literally couldn’t believe they brought back basketball, almost identically as it was before. Except, this time you can do a running jump shot. If you time it right, it almost looks like a dunk. Oh, and this time around, each game is divided into two 30 second halves with Fred going first and Barney second. These are terrible, and since there’s a pause every time a score happens, they take a LOT longer than 60 seconds. If Dinosaur Peak gets a re-release, I sort of hope they cut these.

The biggest change is the addition of Barney. They couldn’t have implemented this better, as pressing select instantly swaps Fred and Barney. No special effects. No puff of smoke. No delay at all. In fact, there’s a couple moments built around this. Fred’s ability to grab most cliffs and pull himself up returns for the sequel, a maneuver his neighbor can’t perform. Instead, Barney can hang from wires or poles, then pull himself up and stand on them for a brief moment. He can even jump once he pulls himself up. Fred can’t do any of this, and there’s moments in Dinosaur Peak where you have to pull yourself up a wire with Barney, then jump up and swap to Fred mid-air in order to grab a cliff. It’s actually a lot trickier than it sounds to pull-off, which is why I’m thankful that type of design doesn’t show up until the end of the game. I should also note that the final sequence before the last boss requires some of the most precision movement I’ve seen, so you’ll want to practice. Thankfully, this go around the gameplay is smooth and the controls are damn near perfect. If there was a flaw in the last game, chances are it’s corrected for Surprise at Dinosaur Peak.

There’s even a brief shmup sequence that takes you to the final couple levels. A lesser game would have leaned too hard into this, but the Flintstones II’s shmup stage is over really quick, making it an enjoyable distraction.

Most of my complaints are really minor ones. Barney’s slingshot weapon is nowhere near as fun as Fred’s club, nor is there really any point where it feels like it’s necessary to use. Dinosaur Peak does a remarkably good job of mixing the platforming elements equally between Fred moments and Barney moments, but that didn’t carry over to the combat or enemies. Admittedly, I was fine with that since the club is so much more satisfying to use anyway. While the level design in general is consistently good, it never reaches the heights of true greatness. As much as I enjoyed Flintstones II,  it never once managed to produce a single moment that made me sit up and go “wow!” It’s a game stuck in cruise control, and perhaps the best thing I can say about it is that it’s that rare game where the cruise control doesn’t drive it right off a cliff. That’s a minor miracle itself, because the bosses are very generic and the set pieces are unmemorable, except for the aforementioned shmup portion that’s really a glorified mini-game. Really, the most remarkable thing about Flintstones is that it proves the previous Flintstones had potential to be one of the best games on the NES, only the lack of polish wrecked its chances. This Flintstones realizes the potential and becomes one of the best platformers on a console defined by platform games.

This donut is actually a relentless chaser and an instakill nightmare. Dinosaur Peak made being chased by a killer tire a thing before the 2010 horror classic Rubber made people afraid to get their tires changed.

Easily my #1 complaint is the sudden extreme difficulty spike that happens right before the final boss. After nine stages of relatively breezy platforming hijinks, the game introduces a malevolent tire that relentlessly chases you through a series of narrow corridors. There’s spikes everywhere, and while they don’t instakill you, your damage animation will take long enough that the tire, an instakill element, will certainly catch you. It’s not a short segment, either. It goes quite a long time, culminating with an astonishingly brutal final stretch. In it, you have to use Barney to climb up a shaft of tightropes, THEN switch to Fred to smash rocks in your way THEN switch back to Barney to climb the ropes again. The last boss in the next room is a cakewalk compared to this crap. It’s one of the most frustrating and difficult precision movement sections I’ve played recently. Up to this point, I think Flintstones II was right up there with Wacky Races in the “excellent game for children under 10” category, but that final area makes me second guess that, as it doesn’t allow any room for error. I think the average child will probably need a lot of help getting through it. I had built up 16 lives by this point, and hell, I’m pretty okay at this gaming thing. I ended up burning through all 16 lives and ultimately ended up reloading a save state. I literally couldn’t believe how overboard they went with this! You can almost hear the developers say “let’s see the little bastards get through this!”

Actually, the Haunted House before this was a tricky one too. In it, you have to hit switches that briefly open doors, then sprint to them while not stopping for even a moment to do battle with ghosts that can be stunned but not killed. A few sections in this stage took me multiple attempts to finish. BUT, I don’t think a player is likely to die on that level. That wheel gauntlet at the end, on the other hand, is so cruelly brutal. I don’t understand what they were thinking. Perhaps this is one of those cases of “rental proofing” that I’ve heard about, where difficulty is ramped up in order to assure children can’t beat a game in a single weekend rental. Well, except for the fact that they didn’t produce many copies.

Even with that wheel section, I would call Flintstones: Surprise at Dinosaur Peak one of the all-time most underrated NES games. I’m now officially operating under the assumption that the post-Super Nintendo era of the NES was secretly a second golden age for the console. And instead of continuing this Hanna-Barbera marathon, I’m now much more interested in exploring this. What’s most heartbreaking of all is Flintstones II is so rare that it carries that wallet-busting $1,000+ value. That tells me that NES fans in 1993-94 likely never got to play it. Sure, anyone can use an emulator these days, but that doesn’t help an NES owning child in the mid-to-late 90s, does it? Dinosaur Peak deserved to be one of the titles that ushered the NES officially into gaming’s past. A wonderful title to remind everyone why the Nintendo Entertainment System was the savior of console gaming. It’s really good, and as a member of the NES’ most popular genre, it should have been celebrated as one of the final standard bearers of arguably the greatest gaming platform of all-time. That Flintstones: Dinosaur Peak is instead famous only for its holy grail rarity is a bonafide gaming tragedy. Hey Taito, it’s time for a compilation. Here’s your anchor game.
Verdict: YES!

The Jetsons: Cogswell’s Caper! (NES Review)

The Jetsons: Cogswell’s Caper!
Platform: Nintendo Entertainment System
Released December, 1992
Directed by Isao Matono
Developed by Natsume
Published by Taito
NEVER BEEN RE-RELEASED

“Stop playing your own game on the job! You’re having another seizure!”

And yea, before I get to the review, I have to note that if you are photosensitive in any way, you probably should not play The Jetsons on the NES. Every boss has violent strobe effects when defeated, as does every instance of activating a switch that reverses gravity, which happens several times. There’s multiple other areas where the same violent flashing effect happens. These days, with my medications and the precautions I take, it’s rare that I have to stress about a game giving me a seizure. So, it’s pretty telling that my father felt compelled to literally yank the controller from my hand while physically blocking my view during the final boss fight. Because gravity-flipping factors in so much, the final stage has a LOT of strobes, but the moment you enter the boss chamber, the NES Jetsons starts to strobe continuously, to the point that it doesn’t stop until the credits start to roll. Literally, as you jump straight from that sequence to the end credits. It’s so excessive, unnecessary, and reckless even by 1993’s standards. I have never heard of any game that strobes contiguously for the entire final boss, a strobe that continues after it’s defeated, where you then have to make your Metroid-like escape. Had the Jetsons come out during the NES’ prime, I’m certain some child would have discovered their epilepsy directly from this game. It’s THAT bad. If this were to get a re-release, there’s no way even a disclaimer would be enough. The game would require alterations. No modern publisher would allow this much flashing. Here’s the video, and needless to say, BIG EPILEPSY WARNING! Thank you to my nephew T.J. who finished the game for Aunt Cathy.

Now then, game review. Jetsons is one of many games that rode the coattails of Chip ‘n Dale: Rescue Rangers, building an entire platformer that’s based around picking up and throwing crates at enemies. As much as I love the first Rescue Ranger, those aren’t as strong of coattails as you would think. Look no further than the game I believe started life as the Game Boy version of Rescue Rangers, Mickey’s Dangerous Chase. Or, if we’re being honest, the second NES Rescue Rangers was kind of a disaster. If done right, crate-throwing will assure satisfying combat for the full length of an NES platformer that lasts an hour or two, but you still need fun level design and stand-out set pieces to make it over the finish line. You also have to assume that the game doesn’t have technical issues, and Jetsons does. As a post SNES holiday release, I’m guessing that Isao Matono, the man who led Flintstones: Rescue of Dino & Hoppy and the Jetsons’ Game Boy release, felt pressure to push the graphic capabilities of the NES so that it didn’t look too old fashioned now that the 16-bit era was well underway. The result is a game with a consistently chuggy frame rate, albeit one that never devolves into full-blown slowdown.

It looks great in still images.

And Jetsons IS a looker, but it doesn’t remotely succeed in replicating the look of the show at all. Instead, Cogswell’s Caper has a rough hand-drawn appearance with so many sharp edges to the sprites that it looks more like the cartoons of my childhood from the 90s and early 2000s. That look, combined with the less-than-smooth frame rate gives Jetsons an almost homemade vibe, like a big fan of Rescue Rangers tried to make their own sequel to it. That said, the box combat isn’t a complete rip-off of Rescue Rangers. You only throw screen-length line-drives like Disney’s rodents when you jump up and throw the box. Otherwise, George Jetson sort of bowls the boxes along the ground. Thus, aiming in general takes much more effort in Jetsons. You also lob boxes in a way similar to Simon Belmont’s axe from Castlevania games. Several boss battles seem tailored to this style of throwing. Overall, the combat works, especially with the BAM graphic from the Flintstones NES game returning, only this time, the OOMPH is there.

Talk about extra effort. When you meet Elroy at his school, kids are playing basketball. If you get the ball and throw it at the hoop, the ball makes the same BANG that happens when you hit enemies and then falls down through the hoop. It doesn’t do anything, as far as I could tell, but it’s a nice touch. Meanwhile, the Detroit Pistons are going to see this review and be like “quick, when is this Jetson guy set to be born? Maybe we can pick him up in the second round!”

Jetsons features nine full levels, plus a handful of “event” type stages. While I’m the latest in what seems to be a long line of critics who compared Jetsons to Rescue Rangers, I actually think this does set pieces better. There’s several memorable sequences in Jetsons, including a flying sequence set during one of Judy Jetson’s rock concerts, and a race against giant gears that were both really exciting. Both these segments run out of gags really fast and go too long, but they still manage to be welcome changes of pace. At the same time, I’m disappointed that the Jetsons often forgets its supposed to be “futuristic.” Half of the stages are archetypal of the platforming genre with little in the way of Jetsons-like gags, with the exception of the occasional (and seizure-inducing) anti-gravity sections. Unlike the Game Boy release that did such a good job of incorporating the anti-gravity into the level design, I feel it’s just a gimmick here with little to justify having it at all.

Reverse-gravity boots are also one of five superpowers you get during the game, though it’s baffling why they decided to do that. Whenever the level design utilizes reverse-gravity, there’s always a switch to activate it first. Giving to players whenever they want is beyond stupid. It’s even worse because the sky is functionally a pit, and if you use the boots when there’s no ceiling, you die. I never felt a need to use them.

I suppose the argument could be made that the baddies being robotic or aliens fits in with the Jetsons setting, but those types of things aren’t that special in the land of video games. Not that the Jetsons couldn’t do the clichés like lava or gardens, but it doesn’t do enough to make it feel like you’re in the universe of the franchise. Like, for example, a giant spider fight happens, even though it really doesn’t thematically fit with the Jetsons. Thankfully, a couple factory-based stages feel quintessentially Jetsonian, and I can’t stress enough how much that rock concert scene really did feel almost like a music video on the NES. My gripe is that it just doesn’t consistently maintain the theme. At times, Cogswell’s Caper feels like it could have been based on any cartoon series. But, overall, Jetsons offers enough enjoyable settings and surprises to never be boring. I don’t know if I’d call it “clever” but the stages are well made and the enemy placement is spot-on, along with the placement of the crates that are used for the combat. The boss fights stand out as well, with that battle against Cogswell being pretty enjoyable. Really, this is a pretty underrated game. I’ve noticed a lot of post-SNES 8-bit games tend to be. Bonk’s Adventure got no love either. The NES seems to have had this low-key prime of life after the Super NES launched.

The flying stage goes about a minute too long, but it’s not bad.

The biggest flaw in the Jetsons involves the five “superpower” types of items that are accumulated over the course of the game. Four of them are completely useless, while the first one you collect is insanely overpowered. Using the powers requires you to collect pills (yes, really! Jetsons is basically a pharma-game) with each power taking a fixed amount of points to use. Except the previously mentioned gravity boots, which cost 1 point per second. They’re one of four useless items. There’s an invincibility shield that takes a whopping 20 points to use (pills are picked up 1 at a time, max 99) for a pitiful 3 to 4 seconds of invincibility. There’s a screen-clearing bomb for 10 points, and finally a platform that you can float on that vanishes as soon as it hits anything. It’s so clear they were taking a cue from Mega Man’s dog, only the powers all lack the NEED to use them. Well, except the first item you get. It’s a drone that, for 5 points, will kill any one enemy on screen. It works to do one damage per hit on the bosses and can nerf the challenge significantly. I’d have used it a lot more, but like the Game Boy release, SELECT goes unused, so you have to pause the game to activate your powers. Why not use SELECT, then hold UP and press B? I’ll never understand why so many developers from this era did that.

Speaking of Mega Man, the battle with Cogswell is remarkably similar to various NES battles with Dr. Wily. He even has three forms in his spaceship. AND, like the Mega Man games, it’s a fake-out, as there’s one final level and boss after this that I can’t comment on as I didn’t get a chance to play it due to epilepsy concerns.

As rough as it is, Jetsons is a far superior game to the Flintstones: Rescue of Dino & Hoppy. I don’t think it’s the best of the NES Hanna-Barbera games, as I think children would probably enjoy Wacky Races more, especially since that game seems tailored more for younger kids via its low difficulty. Jetsons requires much more precision platforming and has some pretty intense moments. It’s not an elegant game by any stretch, but it is a pretty dang fun game from start to finish. And yet, I can’t help but wish that the NES game was just a bigger version of the Game Boy release. That game felt like a truly inspired effort that built around the superpowers the different characters have. Jetsons NES gives you all these powers and no reason to use them. That could have been costly if not for the fact that the level design was solid enough and had just enough set pieces to allow the excellent combat to do the heavy lifting. It’s strange too, because Flintstones: Rescue of Dino & Hoppy had a much more professional appearance about it. It felt like a big tentpole release that didn’t quite live up to the effort. Jetsons feels sloppy as all hell, with graphics that look hand drawn in Mario Paint. Yet, it’s the better game of the two. In fact, it’s not even that close. I don’t know what it says that, as good a time as I had, I still wished this played more like its Game Boy counterpart. This whole Hanna-Barbera gaming franchise is weird. Anyway, fun game, but lose the strobe lights.
Verdict: YES!

The Jetsons: Robot Panic (Game Boy Review)

The Jetsons: Robot Panic
Platform: Game Boy
Released October, 1992
Designed by Isao Matono
Developed by Taito
NEVER BEEN RE-RELEASED

HEY.. this ain’t too bad at all!

The first big surprise of my Hanna-Barbera marathon is that the Jetsons on the Game Boy is a very good game. Not quite great, but for the hour it lasts, likely less, it’s a pretty decent platforming romp that incorporates the entire Jetsons family. Except Astro, which is baffling. They couldn’t come up with one more level for the dog? He’s such a good boy, too! The rest of the family are all given one level to shine, along with their own unique superpower, except George Jetson, who gets all three. Before you play as him, you can take the Elroy, Judy, and Jane levels in any order. All four Jetsons can pick-up and throw crates, and although it’s not as satisfying as Rescue Rangers, enemy placement and especially puzzle design is based around the crates, making it work. They did a pretty good job in overall level design. Elroy’s the only one who has a projectile. He can throw a ball that takes out enemies, with my only real complaint being that it doesn’t have satisfactory OOMPH. Also, his stage is mostly auto-scrolling, pausing only when you enter rooms that contain health refills or heart containers. I’m not the biggest fan of auto-scrolling, and while it’s never bad by any means, Elroy’s stage is the most basic and uninspired in the game. Thankfully it seemed like it’s the shortest of the game’s five stages

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Then the Judy and Jane stages happen, and Robot Panic makes the leap into the upper-tier of licensed Game Boy games. Literally! Judy’s special power is anti-gravity boots. Not only do the boots allow her to walk on the many spikes in her level without taking damage, but in many areas you can walk across the ceiling. There’s even puzzles that involve picking up boxes so that when you reverse the gravity in the room, you have enough clearance to get to the door. Jane, meanwhile, gets a jetpack. Both Jane and Judy’s powers have limited fuel, which becomes problematic, especially when their powers transfer to George for the final two levels. The turd in Jetson’s galactic punch bowl is that you have to pause the game and manually select the powers, watch the character blink a few times, then unpause and continue. Since Judy and Jane’s powers use fuel that relatively slowly refills, you don’t want to leave their powers on (especially Jane’s jetpack). It’s frustrating because the Game Boy has a select button that goes completely unused, when it would have been much more efficient to act as a real-time item select. It doesn’t ruin the Jetsons but it does slow the tempo down.

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If not for that one mistake, I dare say Jetsons would be in the pantheon of OG Game Boy platformers. Solid, responsive play control, surprisingly decent graphics, and level design that fully embraces the superpowers with lots of clever layouts lifts Robot Panic into the discussion for best licensed black & white Game Boy release. It goes without saying I had low expectations for this one. Boy, was I wrong. Even the short length doesn’t bug me. I don’t really want to be stuck with any Game Boy action game that long. Give me forty minutes and four out of five really good stages over twenty stages that wear out their welcome any day. Jetsons maintains consistently entertaining level design from the start of Judy’s stage and never lets up. It even features an alright (if unspectacular) boss fight that was well done enough that I regret they didn’t roll the dice on putting bosses for the other characters. How come nobody talks about this one? The Jetsons is one of the most underrated releases on the Game Boy and might be the best thing to ever come out of the entire franchise!
Verdict: YES!

The Flintstones: The Rescue of Dino & Hoppy (NES Review)

The Flintstones: The Rescue of Dino & Hoppy
Platform: Nintendo Entertainment System
Released December, 1991
Developed by Taito
NEVER BEEN RE-RELEASED

I’ll say this for Taito’s first crack at the Flintstones: there’s some damn gorgeous sprite work. I’m not entirely sure why they drew some of the Asian enemies in the Chinese themed stage to be literally yellow. Surely this was not cool even in 1991. If Rescue of Dino & Hoppy gets a re-release, it’s going to need someone to go in and change the appearance of the enemies.

The first Flintstones game didn’t release on the NES until a couple months after the Super NES launched in North America. In fact, it barely made it out in time for Christmas the year most NES children were probably hoping Santa brought them the upgraded Nintendo console. If not, Rescue of Dino & Hoppy isn’t the worst consolation prize. Actually, it’s not a bad game by any stretch. Over the course of its one hour or so playtime. There’s only one brief section I consider to be genuinely bad. A literal sliver of a single level that takes maybe fifteen, twenty seconds to complete. That’s pretty impressive for a platform game from this era. The problem is none of the rest of the game rises above being just alright. By golly, this really is an authentic Flintstones experience!

Even the name is bad. Given the heavy emphasis on the hanging mechanic, the name could have been “Fred Flintstone Hangs Around.” I haven’t really watched all that much of the show, so I thought Hoppy might be the name of the saber-toothed cat that throws Fred out of the house. No, it’s the family pet of the Rubbles. Why didn’t they make the game “The Rescue of Pebbles & Bamm-Bamm?” Hey, I like animals as much as the next person, but come on!

The big hook to the game is Fred’s ability to hang from and pull himself up most (but not) ledges. With the exception of moving platforms, all of which can be grabbed onto, the general rule is that a ledge that comes to a point is the one that can be held from. However, there are enough exceptions to that rule that it makes judging what can and can’t be hung onto a little frustrating. Also frustrating is pulling yourself up. You just hold the button and press up, but it doesn’t always work as fast as you’d want it to. This goes back to the “only bad section” I talked about, where you have to climb a vertical shaft that’s rapidly filling with instakill lava. For the life of me, I thought I was doing something wrong in this part and that there was some kind of “quick pull” technique I was unaware of. I wish I had looked it up, because I would have discovered there was a lot more to this Flintstones adventure than I realized.

Superpowers are won by playing three identical games of 1 on 1 basketball. I figured I was winning free lives or coins or something. I think I was half paying attention during my first play session. Oh, and I want to note that I was impressed that they actually worked in a jump shot mechanic AND that Fred flicks his wrist on the shot. I’m gushing over Fred Flintstone having good shooting form in a thirty-two year old NES title’s basketball minigame, and people think I’m some kind of ogre?

I didn’t know that there’s three superpowers I actually did unlock, but I didn’t know I had them. Hey, I never paused the game to discover them. Not that I was missing much. All three superpowers cost coins to use once you have them, so only one of the superpowers is generally useful: the high jump, which allows you to spring off a dinosaur high into the sky for five coins. The other two, a pair of wings and scuba diving equipment, are pretty much worthless because each flap of your arm besides the first one when you activate the powers costs you four coins. In the case of the wings, they’re theoretically useful to save you if you mistime a jump and aren’t falling to your doom, but the only time I tried using them, I died anyway because I didn’t have enough coins to get back up to the platform. In the case of the scuba gear, I never found a single situation where it was useful.

Cost to use the wings? Four coins per flap. Cost to Fred’s self esteem for dressing like a choad just to rescue the family pets? Incalculable.

To the Taito’s credit, they were all-in on the hanging from ledges mechanic. Every single level is built around using this for navigation, start to finish. If you’re going to use a movement gimmick to stand out, Flintstones is proof that you really ought to stick with it, through thick and thin. The hanging carries the game over the finish line, because god knows the combat doesn’t. You would think bludgeoning your enemies to death would be satisfying, especially since it has an accompanying POW! impact bubble with each landed strike. But, the combat in the first Flintstones NES game is kind of awful. The collision isn’t sprite-for-sprite accurate, and it’s not rare for your swings to go right through an enemy. Even worse is that they seem to be given a lot more latitude in hitting your collision box than you do with them. It’s never a deal breaker, but the club feels oddly feather-like and lacks the OOMPH that I desire from such a weapon.

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Sticking with the sub-weapons makes more sense. There’s three, and all are useful at various times. The axe is straight out of Castlevania, thrown in a big arc that goes high in the air before coming down. The slingshot is a straight-forward long range weapon, and then there’s the egg. It’s a literal screen-clearing bomb, and yes, it works on bosses, though with them, it takes a few hits. In fact, I used it to beat all three forms of the final boss. The club can be charged up, but I never really found it all that useful. There’s a couple basic enemies that move slowly and are so ridiculously spongy that I genuinely, no joke, think they only exist to finally give the players an excuse to charge-up the club. Oh, and I used it on the ice level’s boss, but only because I ran out of coins. The bosses also suffer the same collision issues the basic enemies have. Usually, games like this need the bosses to be satisfying to fight. Flintstones is weirdly the opposite: the level design, set pieces, and the small handful of one-time special events carry the day, while the bosses nearly burn away all the goodwill. They’re boring at best, and far too spongy. The collision is mediocre and the movement is slightly sluggish, but it’s not bad, either. Flintstones NES is one of those games that is right in the middle, just above the divider line.

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At only eight levels, one of which doesn’t even have a boss, Rescue doesn’t last long enough to wear out its welcome, and there’s a couple unexpected set pieces that put a smile on my face. The fact that they worked in some cartoon gags, like Fred ducking by his head retracting into his shirt? That’s cute. It’s a sweet-hearted game and it’s okay. The best thing I can say about the Flintstones is that kids who didn’t get to upgrade to the NES had one decent, visually spectacular (by NES standards) game for the 1991 holiday season. While playing Rescue of Dino & Hoppy, it was really clear that Taito wanted to do for Hanna-Barbera what Capcom had done for Disney with titles like DuckTales. In a way, they completely succeeded, since Hanna-Barbera has always been a poor man’s Disney. Sorry fans, but it’s true. Not that their product is bad, necessarily, but they’re always in Disney’s shadow. That’s the case with the Flintstones. It’s fine. It’ll do, but it’s not in the same league as the best 8-bit Disney games. Assuming this really were a Disney game, it’d be a B-Tier one, above Adventures in the Magic Kingdom but below Mickey Mousecapade. In a sense, the Flintstones is one of the most accurate licensed games ever. It’s a b-lister game for a b-lister media franchise.
Verdict: YES!

Flintstones, The - The Rescue of Dino & Hoppy (USA)-240522-141432

Barney Rubble is clearly high on peyote here. “I told you not to eat that cactus, dum-dum!” Oh and that’s NOT Pebbles & Bamm-Bamm. That must explain why Wilma is in her mourning dress. The kids were probably eaten by a dinosaur while Fred was having his adventure. That also explains Barney turning to drugs. Thank god the review is over, because this is starting to go to the dark place.

The Flintstones (Sega Master System Review)

The Flintstones
Platform: Sega Master System
Released November 1991 (1988 on Home Computers)
Adapted by Paul Marshall
Published by Grandslam Entertainments
Released Only in Europe

NEVER BEEN RE-RELEASED

That green thing above Fred’s head is the paintbrush. I never understood half the jokes in the Flintstones. Logically, the joke that they use living animals to replace electronic appliances makes sense, right? The humor is supposed to be they’re the MODERN stone age family, with all the conveniences a typical nuclear family of the 1960s has even though they don’t have electricity. Instead, animals are their electric can openers, garbage disposals, or laundry machines. In fact, that’s the Flintstones punchline in its entirety. Why a living paint brush though? Why is using an animal more convenient than a stick with hair? Do the Flintstones need the satisfaction of knowing, when they stare at their living room wall, that an animal suffered SO MUCH to make it that color? It’s funny they use an animal that lives under their sink as a garbage disposal, in part because we really used to stick pigs in our outhouses and rain shit down on them. They loved it! They never ate better! But Michelangelo didn’t take one of the piglets and use it to paint the Sistine Chapel! At least when it was still alive. I can’t say with certainty The Last Judgment wasn’t painted with the snout of a dead piglet, but he was definitely not using a living one. It’d squirm too much!

It’s rare that I play a game so bad that I think the developers should be ashamed of themselves, but that’s the Flintstones for the Sega Master System, and presumably the earlier 1988 home computer games that this version copied. An absolutely atrocious, lazy licensed game that has no soul at all. It’s divided into four segments. First, you paint a wall. Do I even need to go on? It’s not even a fun video game type of paint the wall, either. You have to catch the paintbrush, because, well, Flintstones. Then, you have to dip the paintbrush in the paint bucket, which you cannot move. Then, you put some paint on the walls. Then you repeat this step until the wall is done. The challenge is a strict time limit, moving a ladder into the right place, and the fact that Pebbles escapes the crib and draws on the bottom part of the wall, ruining your work. The collision detection makes no sense for where your paint will be, and this is made worse by the fact that your brush runs out of paint really fast. Also, it still consumes paint to do a portion of the wall you’ve already done. It’s awful, but once I figured out that Pebbles being out of the crib too long doesn’t lead to a fail condition, I won pretty quickly. I just painted the top part of the wall and most of the bottom while she sat there doodling. Then I dropped her in the crib, caught the paint brush, and finished the bottom. This was so boring that I’m half surprised level two wasn’t “now watch it dry!”

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The second level is a very quick drive to the bowling alley that lasts under a minute. Over the course of a few screens, you have to hop over rocks. The collision is god awful and the timing is weird, but it’s over with fast. Then, an actual full-sized game of bowling is the third level. It’s one of the worst bowling engines I’ve ever experienced. At the point of impact, the balls and pins are replaced with a BAM graphic. Even when the ball is being delivered right into the pocket, the head pin and other pins COULD be left over. Even with this problem, once you find the sweet spot and the right amount of left hook and power, getting a strike is easy. In my first full game, I had a 230. It should have been a 220, but whoever made this doesn’t understand how bowling works. The 10th frame has a max of three balls. Not complicated, right? Except when I played the tenth frame, I got a strike, a 9, and then got the spare.. and it gave me another ball. Are you kidding me? By the way, the object is to beat Barney’s score, and he’s a terrible bowler. I won 90 to 230. It wasn’t even close, but it might actually be entirely random. While I was learning the mechanics, at one point Barney had a double strike and was neck-and-neck with me. Once I understood what I was doing, I couldn’t miss and Barney couldn’t hit. What a bizarre game.

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After all this, the game suddenly becomes a terrible platformer. Flintstones’ home computer roots show here, as it’s along the same lines of the type of sloppy, unpolished shovelware that my older readers had to slog through to find the rare quality games on their Amigas or Sinclairs. You make your way up a shaft, dodging enemies and compensating for gusts of wind. There’s a helmet that, once you grab it, you don’t even have to bother dodging the nuts and bolts that try to crush you later. Grab Pebbles and bring her back the way you came and.. that’s the whole shameful game. I have played some doozies at Indie Gamer Chick, but Flintstones might be the most cynical. I got the distinct impression this version of the Flintstones was not a game anyone wanted to make. There’s no heart to it. There’s no polish. What little extra effort there is to be like the cartoon is undone by atrocious gameplay. Anything resembling charm is entirely dependent on the connection to the show itself. Like, hey, Fred does his tippy-tingle-toes approach before releasing the ball in bowling. That would be commendable if the game was good, but it ain’t, and so that effort becomes obnoxious instead. The best thing I can say about the Flintstones is it looks the part, but that actually takes on a sinister vibe when the gameplay is as horrendous as it is here. They knew what they needed: the license and the graphics to look enough to get kids to pester their parents to buy it. That’s cruel, isn’t it? The Flintstones is the rare game that’s so bad that it’s borderline evil for it.
Verdict: NO!

Little Nemo: The Dream Master (NES Review)

Little Nemo: The Dream Master
Platform: Nintendo Entertainment System
Released September, 1990
Designed by Tatsuya Minami
Produced by Tokuro Fujiwara
Published by Capcom
NEVER BEEN RE-RELEASED

The object is to find the keys. The meta object is to avoid throwing your controller through the screen.

Capcom was able to do some amazing things with the 1983 hardware standard that was really created only to be able to run a convincing version of Donkey Kong. By 1990, they were releasing instant classics like Mega Man 2 & 3, DuckTales, and Rescue Rangers. It’s one of the hottest hot-streaks in the entire history of gaming, so much that a game like The Little Mermaid sticks out so much more because it’s this oddly subdued and kind of boring blip on the radar that’s so clearly on a lower level than the highs they were reaching. I mention that because one game often lumped in with the hot streak is Little Nemo: The Dream Master. It’s one of the most famous NES games, and maybe their highest profile NES game that never got a re-release. And I don’t get it at all. Little Nemo is one of the absolute worst NES games I’ve played yet. A title that has no redeeming value from a gameplay perspective. Sure is pretty though. Well, I mean, assuming you overlook the endless flicker. And then it’s mostly just stark colors in the background. In fact, I’d say this has the most overrated graphics on the NES. Most of the settings are pretty dull and there’s only one set piece that stands out. It’s not ugly to look at, but it ain’t all that either.

I would not have been able to use the bee suit if autofire wasn’t an option. Christ, and I thought the arcade version of Balloon Fight was bad.

You have to search levels for six to seven hidden keys. Well, at least to start, and “searching” isn’t always involved. The sixth level just puts the six keys right next to the exit. You can barely jump and there’s no ropes or ladders to climb. The only “advanced” move you can do is swim. Otherwise, to navigate, you have to use a variety of animals that you put to sleep by feeding them candy. Candy famously being something that puts you to sleep. The implied drugging of animals should have been good for a laugh, but actually playing Little Nemo: The GHB Master is agony. Oh, and everything kills you, INCLUDING the animals that you pacify with your roofies. There’s even a window between feeding them the third and presumably lethal piece of candy and the moment they actually finish swallowing it and slip into a coma where you can still be damaged by touching them. Without the animals, Nemo gets no offensive move until the last couple stages. You can stun enemies by throwing candy at them, but I only found this useful two or three times over the course of the game, especially if there’s no animals around. Capcom usually does such a good job with enemies, so it’s downright shocking that the combat is so boring and so needlessly cruel in Little Nemo.

This is one of those games where spikes are instakills, no matter how much life you have left. Oh, and see that little evil dandelion seed? They all but ruin the game.

What’s truly remarkable is that every opportunity Little Nemo has to ping a cheap shot on players is taken. Enemies are always placed in a way to assure that you will take damage, especially the dandelion seeds that heat-seek you and continuously rain from the sky in several sections. There’s no elegance at all to the enemy design, placement, or combat in Little Nemo. No finesse. No balance to it. It feels like a sadist said “wouldn’t it be funny if we put this enemy here?” Not really, because it just makes the whole game miserable to play. Often with the old NES games that people call “Nintendo Hard” I can at least see some redeeming quality that makes me understand why someone would convince themselves it was a good game. You know, when they were children. Battletoads has some good fisticuffs and amazing OOMPH for a two-button NES brawler. Batman had fun combat and, well, it’s Batman. But Little Nemo? I literally have nothing positive to say about this one. Having decent-to-good graphics becomes obnoxious when the gameplay is as terrible as Nemo’s is.

I quit the US version and switched to the Japanese one on the off chance that maybe it was easier, even though Cutting Room Floor didn’t mention it. Some games have easier versions in different regions, most famously The Adventures of Bayou Billy (which I reviewed in my Definitive Review of Zapper/Super Scope games). Sadly, this one was not such a game. The only difference was a couple characters had cigars in their mouths. By the way, in the train stage you need six keys to unlock the door, but it gives you two at the start and two at the finish. Between those two points, the train ride itself, which is the entire stage, offers up five keys. You can actually finish with nine. As far as I could tell, this is the only stage that does that.

The levels themselves aren’t particularly well made. Besides the train level as seen in the above picture, the stages are sprawling, but in a way that makes them feel underpopulated and empty. The one and only consistent theme is dickhead enemy placement. Wherever you have to climb, make a jump, or change screens, enemies will be positioned in a way where you’ll almost certainly take damage. The animal helpers that have means to attack are basically worthless, with the exception of the frog. With it, you can jump on enemies in the classic Mario hop ‘n bop tradition. The others might as well not have an attack at all. The giant gorilla’s punch barely extends beyond its body and has a big recovery delay. The same with the hermit crab, and if you do miss, you end up buried in the sand. Usually if I tried to play offensively, I was just as likely to take damage. This is mostly because your hit box apparently becomes MASSIVE, while enemies, well, aren’t.

And then you have moments like this one, where the animals walk away from you and hide where you can’t get to them WHILE other enemies continue to attack, and you might have to wait quite a while before they actually move back to a useful position. In fact, usually if there’s an animal close by, there’s some kind of targeting enemy zeroing in on you while you’re trying to subdue the animal. The evil dandelion seeds, or these birds dropping eggs on you, or tadpoles if you’re underwater. It always takes three candies to put an animal to sleep, and usually the area where they’re located is closed in and cramped. Remember, the animals hurt you if you touch them. There’s so many no-win situations. I’m guessing maybe 0.1% of all players ever beat this fair and square and most “fans” are fans in the sense they played it for a single rental, maybe two, made it to the second world, third at most, and quit. Unless they had a Game Genie or used the level select code.

The collision might be the worst of any popular game I’ve played. For me, the most telling section in the entire game is when you have a mouse with a mallet that can break through special blocks, but the blocks seem to have a single pixel of vulnerability that isn’t in the center. Even standing right in front of them, the hammer often just plain doesn’t work. It just clips through the breakable blocks like they’re a background wall. At first, I thought they were. I spent a while looking for the right blocks, because it was just unfathomable to me that even the worst Capcom game could mess up such a commonplace gaming trope as “breaking a block that’s in your way with the special block breaking item.” You know, that thing that’s so common, even from games of this era, that it’s a cliché? Well, the first blocks were the right blocks. The breaking block mechanic is just broken. I had to sort of jump at the blocks from an angle to get the collision to register. There’s tons of NES games that could do the “break a block” mechanic. How could they not get this right? This is basic stuff to screw up. I walked away from Little Nemo with the impression that the people who worked on this game didn’t want this assignment and simply didn’t give a sh*t how it turned out.

Right through the blocks.

It really speaks to how popular Capcom was during this era that even Little Nemo: The Dream Master can be famous for being a fun game. I do have a question for its fans: did you actually play this for more than a rental? Did you ever make any progress at all? Without using a Game Genie or Level Select code? Because I kept waiting for this legendary game to show up, and all that happened was one GOTCHA after another. That is, when the world isn’t just a dead maze of spikes or “puzzles” that involve breakable blocks that don’t want to break. Even after the keys are ditched and the combat is opened up, it’s not like you spend most of your time fighting enemies. You still need the animals, which means you’re mostly not using the scepter. Instead, that’s saved for the three spongy, lazily-designed boss fights. Capcom usually does great boss battles, but these are more about sponginess and hard-to-hit attack patterns. Oh, and you have to charge-up the scepter for maximum effect, because of course you do. I have never been more baffled by a game’s popularity than Little Nemo’s. It’s never fun. Not even a little bit. In fact, it feels like the brakes are slammed every time the potential for fun presents itself, as if the developers said “whoa, whoa, let’s not do it like that. Someone might enjoy this!” The big hook, the use of the animals, is subdued and dull because they aren’t really aren’t useful for anything but temporary transportation. You don’t feel empowered in them. It often feels like you’re just opening up whole new ways to take cheap shots and lose lives.

To be honest, I expected the dandelion seeds to rain down on you during the last boss. I don’t know what it says about Little Nemo’s design that the three bosses couldn’t compare to a basic enemy.

This is the one time where I’m completely convinced that nobody actually likes Little Nemo and that they only say they do because critics gave it high marks. That includes other critics, some of which place this on “best of NES” lists. Are you f*cking sh*tting me? I just refuse to believe anyone had fun with this, but nobody wants to be the one standing alone saying otherwise. The attitude seems to be hey, if you’re not having fun, it’s probably your fault you’re not, right? After all, everyone else is having a good time. Why aren’t you? It couldn’t be because the game is impossibly difficult, or that the level design is really empty and boring, or the collision is god awful, or that some mechanics just plain don’t work, or that taking over a fairly large variety of animals isn’t anywhere near as enjoyable as it seems like it would be on a paper, right? Actually, yea, all those things are true and it’s okay to come out and say it: Little Nemo is Capcom’s worst NES game that doesn’t involve Micronics, and hell, I’m willing to say it’s their absolute worst 8-bit game. At least Ghosts ‘n Goblins has a fun theme to it and is remarkably true to the coin-op. Little Nemo doesn’t have that going for it, nor is it so inept that it’s actually kind of funny, like 1942. Little Nemo is the terrible game that walks like a masterpiece, and I absolutely f*cking despise it.
Verdict: NO!