DuckTales 2 and Chip ‘n Dale: Rescue Rangers 2 (NES Review) BONUS – Disney Afternoon Collection Final Verdict + Rankings!

DuckTales 2
Platform: Nintendo Entertainment System
Developed by Capcom
First Released April 23, 1993
Included in Disney Afternoon Collection

Rescue Rangers 2
Platform: Nintendo Entertainment System
Developed by Capcom
First Released December 10, 1993
Included in Disney Afternoon Collection

In DuckTales 2, you can upgrade your cane. Remember the episode of House where he gets a cane with flames on it so that it looks like he’s “going fast?” It’s like that, only it actually works. Actually, DuckTales is basically exactly like House, what with all the racial stereotyping and verbal abuse of employees. Presumably a lot less pill-popping though. It’s a children’s television show, after all.

It’s not exactly Earth-shattering to call DuckTales and Rescue Rangers two of the best games on the NES and two of the best licensed games of all-time. Oddly, both games got sequels that nobody talks about. This is largely chalked up to the fact that both games were released late in the Nintendo Entertainment System’s life cycle. In the case of Rescue Rangers, very late, as in it and Bonk’s Adventure ushered in the final year of its active support. Now that we’re in the future and have access to the Information Super Highway, you’d think that wouldn’t matter anymore, but these sequels still get almost no attention. They don’t make “best of” lists, except the occasional “hidden gems” ranking. It felt a little bit like a red flag to me. Maybe fans of the originals know something I don’t. Since they used the same engine as the originals, appeared to use the same sprites, were made by the same developers, and feature the same gameplay (more or less), I was kind of figuring DuckTales 2 and Rescue Rangers 2 would feel more like expansion packs for the previous NES games.

In Rescue Rangers 2, the red ball is missing from the boss fights, having been demoted to “bonus game novelty.”

In the case of Rescue Rangers 2, it’s remarkable how much it feels like a modern DLC expansion pack made up of levels deleted from the original release. By that, I mean the levels deleted for a reason. These levels are bland, the enemies are placed in uninspired ways, and there’s an overall sense that the energy from the original is missing. There’s nine stages this time instead of eleven, but in the entire play through, there was only one single moment that made me sit up in my chair and say “okay, this is different!” It involves operating a mine cart. Even this was sloppy, as whether or not you’re “bound” to the controller of the cart was touch and go. I lost a life by walking right off the cart when I meant to use the brakes.

When this worked, it worked REALLY well, as far as 8-bit set pieces go. However, when it didn’t work, it meant death.

Meanwhile, DuckTales 2 feels like a legitimate sequel with level design that easily avoids having a “deleted scene” quality about it. A few new moves have been added. You can pull certain blocks with your cane by doing the golf swing into them, and speaking of that, you can do the golf club swing with your cane mid-jump. The jumping swing never feels “right” and was my least favorite aspect of the sequel, but at least one big hidden object requires you to do it. There’s also hoops and other assorted platforms your cane can hook onto, which is such an obvious idea that I’m kind of surprised it wasn’t in the original game. Like the original game, there’s only five main levels, one of which doubles as the setting for the final boss of the game. Really good levels, but they’ll leave you wanting a lot more. If Mega Man games can have 8 bosses PLUS Dr. Wily’s stage, why can’t a DuckTales game get over the five-main-stage hump?

You’re not just walking into walls to find secrets anymore, either.

Instead of finding the two expansions for your health capacity somewhere in the levels, you have to purchase them in a store that you visit between the levels. You can also buy 1ups, extra continues, cake that restores your health any time you want (which you use by pausing the game) and a safe that lets you keep all the gems you collect if you lose a life. While I miss finding the health upgrades in the levels, Capcom replaced them by hiding upgrades to your cane in three levels. The upgrades allow you to pull larger objects with the cane or break formerly indestructible blocks. It’s actually a cool idea that’s very underutilized here. I think it would have been better to have those upgrades be rewards for beating stages. Maybe they couldn’t come up with two more. That’s probably more likely, since they barely managed to create excuses to use the upgraded cane.

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However, props to Capcom for going all-in on level exploration and hidden rooms. Remember the two “hidden treasures” in the first game, and how it was weird to only have two hidden treasures in a game with five levels? Well, there’s only two high-valued hidden treasures in the sequel too. HOWEVER, each level also has a hidden map piece somewhere in it. You start the game with one piece, and there’s a piece that must be purchased from the store. The other five are hidden in the levels. Upon grabbing the seventh and final piece, you are immediately teleported from whatever level you’re in to the hidden area under the castle. This is a sixth stage that has a repeat of the boss from the Scotland level, but the level getting there is an entirely new one. No having to go back and forth to Transylvania, like in the first game. Well actually, you do briefly return to the pirate ship for the final battle. Again, they could have done a Dr. Wily-like final trial, but no, just a return to the pirate ship and a relatively straight walk to the final boss. DuckTales 2 rights a lot of wrongs, but it still feels like Capcom left a LOT on the table with the franchise.

The bonus area is one of the best parts of the game, too. Nice.

Since the best aspect of DuckTales 1 was the level design and how exhilarating it was to find the hidden trinkets, I’m really happy that it plays such a big part in the sequel. I sort of wish it didn’t immediately kick you out of the level when you find the seventh one. Also, you actually do have to get the seven map pieces before fighting whatever is your fifth boss, since it would appear the game takes you immediately to the final battle against Glumgold after you get the five primary treasures from beating the bosses. It’s sloppy, especially for Capcom, but otherwise, there’s nothing about DuckTales 2 that makes it a lesser game than the original. The level design is stellar and, despite using the same engine as the original, it worked in a few puzzles and surprises along the way. Besides Little Samson, I can’t think of any NES game that got the shaft worse than DuckTales 2. Okay, so the soundtrack isn’t as good, but that shouldn’t matter when the gameplay is quantifiable better. This is probably the best “hidden gem” on the NES.

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I wish I could say the same about Rescue Rangers 2, but it’s just not as good as the original. Besides being able to pick up stunned enemies and use them as weapons, the one and only added move (at least that I could find) is being able to power-throw the crates if you get a running start. That sounds like a fine idea, but in practice, the amount of times I found it useful were few and far between. You can’t jump and throw a power shot, nor can you angle it in any direction but straight forward, and any deviation besides walking straight forward takes away the power. Since most enemies, you know, move, moments where I was able to build up the momentum for a power shot without falling off a ledge, walking into another box (or an enemy), or having the enemy simply jump out of range were so rare that I spent the entire forty-or-so minute run time questioning why they even bothered with this move. Most enemies die from one normal hit anyway, and the ones who don’t? Well, it’s fun to pick up stunned enemies and throw them at the next baddie. There’s no point in the game where several enemies are in a row, either. It’s one of the most worthless video game moves ever invented.

The throwing of stunned enemies was, admittedly, very fun.

What’s most notable about Rescue Rangers 2 is all the stuff removed from the original formula. The map is gone. The salt and pepper shakers are gone, but then again, so are the apples and other heavy objects that the shakers make lighter for you. On the other hand, a positive removal was most of the indestructible metal boxes. They were so overpowered that they all but ended the challenge for the original game, but in Rescue Rangers 2, they’re a true rarity (and there’s even a gag where one gets taken from you via a magnet). It’s weird they made these changes but kept the “ducking into a crate and letting the enemies walk into you to kill them” thing that severely nerfed the first Rescue Rangers. Oh, and the red ball you fight the bosses with that was SO FUN to use is gone. You fight bosses with crates or other assorted debris. Decent bosses, mind you, but they all lack that feeling of BIGNESS or finality that the first game did better than just about any Capcom Disney game. Hell, maybe better than any NES game.

The best “set piece” isn’t really even a set piece. The most fun I had in Rescue Rangers 2 was using the baseball, which is thrown in a high arc, like a lawn dart. I almost wish they had eliminated the crates entirely and instead required players to carry a single item through the levels like this. THAT would have been cool and different and made up for the ho-hum level design. Some ROM hacker ought to get on this idea. Dear NES development community: I freely give you the idea of a Rescue Rangers game where you have to manage a single item across whole levels with no crates or other throwing objects. Make me proud!

Bosses were never DuckTales’ strong suit, so the fact that DuckTales 2 has a couple marginally decent bosses is actually a really big improvement. I even died fighting one of them (the pirate ship’s boss), as opposed to DuckTales 1, where I think I took two or three hits of damage total the first time I ever played it (this doesn’t count Remastered, where the boss fights were scaled-up to the level of OMG awesome!) I only died against one boss in Rescue Rangers 2, and like what happened with the mine cart, that was largely due to haphazard design. Rescue Rangers 2 is just a fundamentally forgettable game. The level design is much more conservative. The enemies aren’t as menacing. The themes for the levels are mostly a big step down. In the first game, there’s multiple unforgettable characters and moments. I’m having trouble remembering anything in the sequel AND I JUST PLAYED IT! Besides the mine cart, the biggest twist is one stage runs on a three minute timer., and I beat that level with over two minutes left on my first attempt. Admittedly, I figured the game would cut it close and so I bolted for the exit, ignoring enemies and items, but it turns out, there was no need to rush.

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Only a complete hater would call Chip ‘n Dale: Rescue Rangers 2 a bad game. It’s not bad. It just feels like a step down from the first game. Actually, a really big step down. The levels aren’t exciting in the same way the original game’s were. I’m confident that nearly any player who experienced both Rescue Rangers titles for the first time back-to-back would rank most of the sequel’s levels on the bottom. It’s telling how fun the basic Rescue Rangers gameplay is that it’s still an okay game (see Mickey’s Dangerous Chase for an example of the formula being outright bad), but even hitting enemies with crates feels less thrilling this time EVEN THOUGH THE CRATES break on impact. The satisfying WOOOSH sound design of slaying baddies is replaced with an incredibly underwhelming “ppf” sound. Oh, the WOOSH is still there, but it’s limited to when you daze an enemy. Why’d they do that? Eh, Rescue Rangers 2 is finebut I can totally understand why it never became a big deal.
Rescue Rangers 2 Verdict: YES!

For the first time, an NES version of a DuckTales boss got me. I lost a life fighting Quackbeard. I don’t know if that’s its name, but it’s DuckTales, so I’m guessing so. (Checks) Apparently no, it’s just called Cap’n. That’s lame.

The game that really got screwed historically was DuckTales 2. It’s just a better game than the original. Yep, I went there. It’s more bold with its level design. Its bosses are (marginally) more cunning. There’s a LOT more hidden stuff. Even the controls are improved. Transitioning to and from the pogo hopping is so much smoother this time around. It’s why the jumping golf swing stood out so much. It’s the only janky element left. Otherwise, DuckTales 2 is the superior DuckTales game and one of the biggest casualties of the 16-bit era. If this had come out a year after the original, I have no doubt in my mind it would be universally regarded as the best Disney game by Capcom on the NES. A lot of late NES games got done dirty by being ignored in the face of 16-bit gaming, but none got quacked-over quite like the sequel to DuckTales, a great game that nobody talks about.
DuckTales 2 Verdict: YES!

DISNEY AFTERNOON COLLECTION
BONUS FEATURES

I know they couldn’t use a picture of an NES controller, but wow, this looks like the bumper for a cartoon series in 1990 got drunk and threw up on your monitor.

Disney Afternoon Collection has TONS of bonus features. There’s a gallery that includes box art, concept art, advertisements (that usually feature the same art from other galleries) and even a few references to the Game Boy ports of these games. The Game Boy references are actually annoying since those versions of the games aren’t included. Hey, I didn’t like DuckTales at all on the Game Boy and I’m not even going to bother playing Darkwing Duck, TaleSpin, or DuckTales 2’s GB ports, but having them would have added value even as a curio. Disney Afternoon also allows you to listen to the full soundtracks for the games, and holy crap, I appreciate it because it confirmed to me how bad the soundtrack for DuckTales 2 is. It’s one of the worst soundtracks for a quality game ever, and you would NEVER expect that from Capcom. I have a tin ear so nobody should listen to me about anything music related, but seriously, this soundtrack is BAD. Awesome feature though.

I wish there was a lot more behind-the-scenes stuff for the games, but what’s here is, you know, fine.

Along with the absolutely essential button mapping, the two biggest features are a time attack mode and a boss rush mode for each game. Both features have online leaderboards that allow you to watch replays of any recorded run. Awesome. I’m not so much into speed running, but I’m left gobsmacked by how good some people get at cheesing games. If you’re not into speed running and just want to own the six Disney Afternoon NES games, you’ll have the option to rewind and use save states. It’s one of the best versions of rewind I’ve seen in a collection like this, too. Just hold the button down and you can go back as far as you want. That’s how it should be. Awesome. For all the special features, I’m crediting $10 in value to Disney Afternoon. I’d credit it more, but half the MSRP is the max value for a retro collection.

FINAL VERDICT ON DISNEY AFTERNOON

The full game is going to get a YES! either way, but I’ve set a value of $5 per quality game because that’s usually where I put NES games at. At $5 per quality game, it needed just two out of six games to get a YES! for me to recommend Disney Afternoon Collection. If you read this review, you already know it won, but for the record, the final tally was:

YES!: 4 – $20 in Value
NO!: 2
Bonus Value: $10
MSRP of Disney Afternoon Collection: $19.99
Final Value: $30
Final Verdict: YES!

DISNEY AFTERNOON RANKINGS!

It’s still a game about two billionaires fighting over $5,000,000 worth of stolen plunder.

  1. DuckTales 2
  2. Chip ‘n Dale: Rescue Rangers
  3. DuckTales
  4. Chip ‘n Dale: Rescue Rangers 2
    **TERMINATOR LINE**
  5. Darkwing Duck
  6. TaleSpin