Showing posts with label 1993. Show all posts
Showing posts with label 1993. Show all posts

Monday, October 10, 2011

Ren and Stimpy: Stimpy's Invention


Platform: Sega Genesis
Developer: BlueSky Software
Released: 1993
Genre: Platformer

The Story
Stimpy has built a new invention, the Mutate-O-Matic! It's purpose? To mutate disgusting garbage into delicious food! Ren is skeptical about this strange machine, so in order to show off how awesome it is, Stimpy turns it on full. Unfortunately this causes an overload which makes the machine explode, scattering the parts all over the place. In order to keep it from causing lasting damage, the intrepid duo must seek out the various parts, reassemble them, and then shut the Mutate-O-Matic down for good.

The Game
Most everyone who lived during the 90's will remember The Ren and Stimpy Show, an influential cartoon on Nickelodeon that led the way for future weird cartoons (such as Spongebob Squarepants) and future "mature" cartoons (such as Beavis & Butt-head). Its popularity (with the viewers, if not with Nickelodeon itself) brought about the creation of several video games, including a few after the show went off the air.

The Characters
Ren Höek is a depraved chihuahua with an eye for the ladies, a mind for the money, and a temper for anything and everything that annoys him. Which is anything and everything, but particularly his buddy Stimpy.

Stimpson J. Cat is a dimwitted cat whose only real smarts are for inventing weird ass shit. He's jolly, good-natured, and basically nothing like Ren.

Not that you really need to know any of this, since their characterization from the show is hardly used in this game in any significant way past being a general frame for the setting.

The Writing
There isn't any, really. There's the setup at the beginning, then the rest of the game is just running around to various random places to collect invention pieces. There's no real plot or humor or anything, just cartoonish action.

The Gameplay
From the options menu, the player can choose to play as either Ren or Stimpy, but it hardly matters considering you can switch between the two at any time while playing the game, and they don't really have any difference in style except for the purely aesthetic. Their moves may look different, but in most cases they function exactly the same. Both characters are, in fact, playable at the same time, and whichever one you're not playing as will simply follow along with you . . . for the most part.

Basically, the double character play is shit. If you want to do a ranged attack, for instance, you have to have the other character near you. I played Ren most of the time, which meant said attack was Ren grabbing Stimpy and squeezing him so that he'd hork out a high-speed hairball. If Stimpy is even just a few millimeters away from Ren, however? Short range attack. I can't express just how annoying it is to be trying to take down a target that's heading at you, you're brimming with confidence that you can take it out before it becomes a threat, but Stimpy moves just a little bit to the left and you get hit because Ren's puny little flyswatter can't reach all the way across the damn screen. Pretty much half the game was spent popping the air uselessly like this.

Having to rely on the other character is also annoying for various hurdles that require both of you to jump up on something, particularly the fire hydrants in the City level. It takes Ren and Stimpy both to make the hydrants propel you up to higher levels, but in many cases you'll jump up and the other character won't. And you try to jump and jump and jump in a futile effort to get them to jump too, but all they do is just stand there and blissfully ignore you.

If you have a buddy to play with, taking control of the second character, this may ameliorate some of these problems . . . but given the way first and second players of video games tend to cooperate, I kind of doubt it. And anyway, it's not like there aren't enough problems concerning just the stuff that you can do without the second character. Trying to grab onto ladders, pipes, and other climbable things is a horrific experience, relying on you pressing up at the precise nanosecond you enter the precise nanometer of actually climbable space. And jumping . . . hoo boy. I won't say it's exactly a deal breaker for playing the game, but it's still a fair bit inaccurate, and even after I got used to it I ended up overshooting my target several times when Ren or Stimpy got just a little bit too enthusiastic.

Overall, for a platformer, the game doesn't do platforming very well.

The Challenge
The hit detection in the game is rather wonky, so you can't really tell when something getting near you is actually going to hurt Ren or Stimpy. It's pretty much the same problem as the ladders mentioned above, only applied to the enemies, and I think the main reason it's a problem is the cartoony look imposed on everything. Of course, it's got to look cartoony 'cause it's based on a cartoon, but unfortunately this really works against it because most everything has poorly defined boundaries as a result. This makes things a bit more challenging than they would be otherwise as a result, more of that false difficulty so common in (poorly made) games of the time.

The level in which Ren and Stimpy puff themselves up like balloons is annoying as hell, particularly since the other character suddenly becomes solid and can either block your path or bump you into bad guys. Even more frustrating is that they also don't help whatsoever except to pick up items along the way, which they'll only do incidentally, never on purpose. So whatever limited usefulness they may have been in other levels becomes completely negated in this one.

Furthermore: FUCK YOU, BICYCLE LEVEL.

Basically, whenever the game tries to change up the formula from a standard platformer, it fails and fails hard. The new mechanics feel horribly out of place and end up being even more frustrating than the already poorly designed regular mechanics. As a result of these changes they become the most difficult parts of the game, but purely because they're crap design.

And then what do I get for all my troubles? A crappy instrumental version of the "Happy Happy Joy Joy" song with accompanying bouncing ball karaoke that's off in its timing. Fuck that noise.

The only saving grace is that it didn't take very long to beat. Just a few hours, really. Stimpy's Invention is just one of those games that isn't particularly hard to beat, but every setback feels twenty times more frustrating than it should and there's so little in the way of reward to offset that frustration.

The Sights
If there is one spot where the game excels, it's in the looks department. Said looks may have made the hit detection go all awry, but they're still pretty good. It's got the feel of the show down pat, and it's a rather pretty game overall.

The Sounds
For the first little while trying to play the game, I thought there was a problem with my emulator because the sound wasn't coming on. I thought I'd fixed the problem, but then I learned that the problem was with the game, not with the emulator or the ROM itself. My sources tell me that every once in a while the sound simply won't be there, even if you're using one of the original cartridges. I'm fairly certain that emulating the game may have made it worse, however, as I had to reset it around ten or more times regularly before the sound finally popped on.

But then when it did start up, I almost immediately felt sorry it had. The background music wasn't particularly bad, but the sound effects were. Especially egregious were the fart sounds in the balloon level. I mean really, there are plenty of non-annoying fart sounds they could have used, surely. Why pick the ones that stab me in the ear in a way reminiscent of mosquito buzzing?

The Bottom Line
Honestly, I never really enjoyed the Ren and Stimpy cartoon. I don't hate it or anything. It's just not really my thing. But the fact that the game is Ren and Stimpy was one of the least disappointing things about it in the end. Poorly made from one end to the other. The only real enjoyment I got out of it was the pretty graphics and slapping Stimpy around like it was going out of style. YOU STOOPID EEDIOT!

Saturday, June 19, 2010

Sonic CD


Platform: Sega CD
Developer: Sonic Team
Released: 1993
Genre: Platformer

The Game
For one month every year, the Little Planet, home of the Time Stones, appears over Never Lake. Intent on harnessing the power of the planet and its stones, Dr. Robotnik takes over the place and starts doing his mad scientist thing. Sonic, as the designated hero, zips his way up to Little Planet and starts kicking robot booty.

Sonic CD (or Sonic the Hedgehog CD when its mama wants to make sure it knows it's in trouble) is the product of an interesting set of circumstances. It was developed by good ol' Sonic Team, the group responsible for making most of the Sonic and Sonic-related games in existence . . . but only part of Sonic Team. Yuji Naka, one of the most prominent members of the team, had himself a fit, grabbed up a bunch of the best and the brightest from Sonic Team, and went over to the US to start working with Sega Technical Institute on developing Sonic the Hedgehog 2. Naoto Oshima, the actual creator of Sonic, took what was left of his team and started developing Sonic CD.

Originally, the two were supposed to be the same game, but eventually they branched off from one another (quite wildly, I'd say) and became their own thing. So how does the CD side of the equation hold up? Well, let's see.

The Characters
Sonic the Hedgehog is the same rude blue dude as always, the somewhat callous but still heroic figure who beat Robotnik once and aims to do so again. The tools at his disposal are his super speed, his cutting quills, and a new figure-eight extra fast running move that was not in the first Sonic game and has never, to my knowledge, ever been seen again. He just revs up his legs in a figure-eight cycle and then blasts off. Whee!

Dr. Robotnik is the goofy but still somewhat threatening evil genius bent on dominating all in his path and turning everything and everybody into robots. He appears at the end of the third zone in each area with a new mecha monstrosity with which to smash, slice, crush, or puree Sonic.

Amy Rose got her introduction here in Sonic CD, though for American audiences she was renamed "Princess Sally", I suppose because Sega thought that American kids wouldn't understand why Sonic would have a love interest that wasn't Sally from the animated Sonic series made by DiC Entertainment. The fact that Sally and Amy look look absolutely nothing alike besides both being female didn't seem to deter them. Anyway, Amy is a young pink hedgehog with a complete and utter crush on Sonic, though Sonic does not return her affection in any way whatsoever. Her entire purpose for being in the game is to follow him around in a couple of the early stages while cartoony hearts float around her head, then get abducted by Metal Sonic.

And speaking of Metal Sonic, he's Dr. Robotnik's newest creation, a machine shaped like and (almost) as fast as his namesake. He is the primary antagonist in the Stardust Speedway level, in which he and Sonic compete against each other in a deadly race.

Besides these four, there are the usual array of evil robots trying to drill, saw, spike, or beat Sonic to death and - if you save them from a nasty Metal Sonic hologram - a bunch of happy, peace loving animals that bounce about the screen, forcing the player to consider if those mushrooms they ate just before starting the game had gone bad.

The Writing
What writing there is I cannot fault. It's a pretty interesting setting . . . a tiny world in temporal flux. Sadly much of the rest is pretty much boilerplate. An evil twin (albeit a very cool one), unrequited love, bid to take over the world, so on and so forth. Structuring one entire zone into a race was fairly inventive for the time, tho', so good on 'em for that.

The Gameplay
First off, let me say that I am a complete and total old school Sonic fanboy. The first one I played was Sonic 2, and almost every 2D Sonic I've played has made me quite happy. So it was that I sat down with Sonic CD with the expectation that I was going to have more or less a pretty good time. But . . . I didn't.

Oh, it was alright, I suppose. There were some interesting ideas going on in the game. But overall I found myself constantly frustrated, and it wasn't until I was almost finished that I realized why.

See, Sonic - both the character and the game series - is all about speed. Wooshing around like a maniac, grabbing rings and kicking 'bot butt. It really goes without saying, but I'm saying it anyway, and the reason I'm saying it is because Sonic CD isn't about speed.

It was when I was jumping from an inconveniently situated pit to an inconveniently situated ledge to another inconveniently situated pit et cetera in the Metallic Madness level that I came to this realization. One of the gameplay conceits of the game is that Sonic's temporal state on Little Planet has some leeway. If he touches a lamppost marked "Past" or "Future" and then keeps up his top normal running speed for a certain amount of time without stopping, he will shoot into either the past or the future where the zone layout is a bit different, the enemies are altered (or, in some cases, no longer present at all), and Sonic can make the future better by destroying the robot manufacturing machines in the past, thus eventually going on to get the Good Ending. Because of the need to run without stopping in order to time travel, the stages are built specifically to be a hurdle in this process. Even in areas where there aren't any timeposts nearby, there are little obstacles in the way that will keep Sonic from reaching and maintaining his top speed for very long.

Thus Sonic in Sonic CD is slow, and my brain rails against the entire concept.

Now, I like a thinking game as much as the next braniac. I rather enjoy puzzlers, games that test my wits and force me to figure out the optimal positioning to do whatever it is I need to do to proceed. But that's not what I play Sonic for. I don't go to McDonald's for their Chinese food, y'know? So it is that this game in which I have to pick out a good spot for an extended run, clear it of enemies, find a timepost, and hang on to the charge long enough to pull off a temporal jump just so I can go on a scavenger hunt instead of just blast through from beginning to end doesn't feel like a Sonic game at all. The entire gameplay mechanic has been toppled by a new paradigm of level design built to accommodate a new story element, and it bothers me.

I understand, of course, that this was actually very early in the game and it wasn't known at the time that Sonic 2 would pretty much forever place its stamp on all future Sonic titles, pushing the whole speed thing even further, perhaps even to ludicrous levels. Maybe if I had played Sonic 1 first and then went straight to Sonic CD, I would have been able to handle the change and even come to prefer it. But things didn't happen that way and I'm looking back at the game from the standpoint of being used to Sonic moving so damn fast that he leaves the screen at times because the camera simply can't keep up.

But I think you all get the point, so I'll stop harping on it. Instead, I'll go on to say that the temporal jumping is rather nifty and I found myself trying to make the leaps even when I didn't actually do anything ending-altering with it. The music and scenery changes enacted by those leaps made it worthwhile enough for me.

I also found the shrink ray areas in the last stage to be absolutely delightful. Running around as teeny tiny Sonic was both a blast and utterly hilarious. I kind of wish they'd had those rays in more areas of the game.

While I may not have enjoyed Sonic's new paradigm, I totally dug Robotnik's. Instead of just finding different ways to wail on him, you have to instead find different ways of getting to where you can wail on him. Eh . . . that sentence might not make too much sense right now, but you'll get it when you actually play the game. Just trust me, it's interesting.

I also liked the special stages, though I was a bit rubbish at it at first. I finally got the hang of it and got my first Time Stone, however, so yay me!

The Challenge
Even though they slowed things down a bit and put more environmental dangers in the way (hell, I'd say 75% or more of the game was entirely environmental dangers with only a handful of 'bots thrown into each level just to make things interesting), it's still a Sonic game in many other ways, and I've been playing those for more than half my life. I pretty much blasted right through it, with only the last stage giving me any sort of real trouble. Relative Sonic newbies might find it a bit harder, but not terribly so, I don't think.

The Sights
I read somewhere that Sonic CD was one of the only games on the Sega CD that looked worth a damn, and now that I've played a couple of other Sega CD games, I can definitely see where they're coming from. The game doesn't really try anything fancy (most of it would look right at home on the Genesis), and where it does it keeps the fanciness pretty understated. The result is deceptively simple, hiding subtle beauty wherever you look.

Once again I praise the special stages, and I was almost shocked at just how good their pseudo-3D look came off. Also wonderfully done were the animated sections at the beginning and the end of the game. Very reminiscent of animation in the Sonic OAV from way back, and I'm kind of curious now whether or not it was made by the same people. Not curious enough to actually look it up, mind.

If there's one place this game does not disappoint, it's in the looks area.

The Sounds
Dreams Come True, the composers of the music from the first two Sonic games, has spoiled me. Every bit of music in the series gets compared against the masterpiece that is the Sonic 2 soundtrack especially . . . but this does hold up well on its own rights. I liked the main theme - Sonic Boom by Pastiche - especially and may be playing it every once in a while and humming it to myself in the shower.

I've come to understand that the soundtrack I heard while playing the game isn't the original, and that there was some big hullabaloo over the change when it was first released over here in the states. I might end up joining the haters if I ever hear the original Japanese soundtrack, but for now I'm quite happy with what we got myself.

The Bottom Line
I want to like this game. I really really do. But I just can't get over my own preconceived notions of what a Sonic game is and isn't supposed to be. If it were something completely different, like a fighting game or an RPG, then maybe it wouldn't be a problem, but it's just too close to a regular title in the series for me to not see the differences.

Still, it's a gorgeous game, the music's pretty cool, and there are some few gameplay changes that I can get behind, so I'm gonna grade this one "well above average". I did beat the game but haven't gotten the Good Ending yet, and I find myself not entirely disgusted with the idea of giving a Good Ending run another try later on.

Thursday, May 27, 2010

Shadowrun (SNES)


Platform:  Super Nintendo
Developer:  Beam Software
Released:  1993
Genre:  Action RPG

The Game
Jake Armitage is having a bad day.  But most days in which you die and wake up in the morgue aren't going to be your best, and that's just the situation in which Jake has found himself.  Unable to remember exactly what happened to him, he has to follow a thin trail of clues in order to figure it all out.  As he makes his way around the Seattle Metroplex in the year 2050 he has to dodge all of the people trying to kill him a second time, find help wherever he can get it, learn the path of a shamanic magician, and take down a couple of megacorporations to bring a conclusion to his adventure.  Just another day in the life of a shadowrunner.

Shadowrun is based on the popular pencil and paper RPG system of the same name.  Set in the only somewhat distant future, corporations more or less rule the parts of the world that the remnants of the sovereign nations no longer hold (and some of those chunks as well) and magic has returned to the world.  Shadowrunners are mercenaries willing to do virtually any job for the right price, finding profit by slipping through the cracks of civilization and doing the jobs the corporations aren't willing or able to dirty their own hands with directly.

The Characters
You can hire on other shadowrunners throughout the course of the game, but the only main protagonist is Jake himself, and he only speaks a few times, making any determinations concerning his character fairly difficult.  At the very least he seems prepared to finish the job he's been given and do the right thing when it comes down to it.

The bad guys - primarily taking the form of Drake, a dragon in charge of his own little corporate empire - are usually distant and cranky, but they're undeniably evil because . . . well, I guess they just are, dammit.  It's really a black and grey morality at work here.  The best baddie is undeniably the Jester Spirit, however, with his sadistically amusing dialogue and interesting character arc.

While characterization in this game isn't exactly deep, it's still there.  Virtually every NPC and PC you meet has their own distinct voice, all speaking with different accents, turns of phrase, and attitude.  Some of them - like Norbert, my favorite little maniac dwarf shadowrunner - are actually pretty damn entertaining at times.

The Writing
The story is a mildly complex plot that holds up pretty well, even if specific motivations are rarely called into question.  There are a few good revelations and a couple of decent twists . . . nothing great, but enough to keep a player interested and entertained.  In the end and despite a few oddities here and there, it definitely gives the feel of a typical Shadowrun adventure.

The dialogue is where the writing really shines, however.  As mentioned before, each character has their own particular way of talking, meaning you won't get bored chatting up four or five people with identical speech patterns.  The writing also has a good bit of clever wit about it . . . one of the runners you can hire on is a shaman named Dances With Clams, and he makes ocean references from time to time.

One thumb up.

The Gameplay
The game works on a point and click interface that would have been more at home on a PC than on the SNES.  Examining, manipulating, and picking up things isn't really so bad, but having to hit a button, move the cursor over, and then start spamming the button some more whenever one wants to initiate combat is a little bothersome, especially since no one else - including any runners you may have hired - aren't bound by any such restriction.  You also can't move Jake around while any of the cursors (manipulate, attack, magic) are active, meaning that while your enemies are free to go wherever they want while they're filling Jake with lead, Jake has to stand rooted to one spot while he returns fire.

Also unfortunate is the dialogue window.  While talking to people, you receive certain words and phrases that you can repeat to them for more information or tell to other people to get more info or advance the story in some way.  The unfortunate part is that after a while you collect an exorbitant number of keywords, and unless you already know exactly which ones will and won't get a response, you have to go down through the entire list, one word at a time, until you find just the right one or two that will make things proceed.  And if you forget or miss that one little word somehow, you might go nuts trying to figure out what you did wrong and end up starting the whole process all over again.  I remember that the first time I played this game, I was stuck in the first section for what seemed like hours all because I somehow missed saying "Lone Star" to this one guy tucked off the back office of a building.

Still, it's not too horrible.  The system is, overall, workable.  The karma system is okay.  Basic, not too deep, but it does its job.

The Challenge
I've played and beaten this game several times before, but even knowing exactly where I needed to go and exactly what I needed to do when I got there, it was still fairly challenging for me.  I'd like to take this as a hallmark of a well-balanced game, that it can be challenging (if not as challenging) for veteran players and newbie players alike.  It helps keep one from getting bored with it too easily.

The Graphics
For the most part, the graphics are beautiful, showing off worn-down slums and shiny, glittering office buildings alike with wonderful style.  The overall map of the game is pretty small compared to most SNES games, but it makes up for it by making each section of that map unique, a collection of greatly varied environments from a car-lined junkyard to a Gothic cemetery to high-rise offices to underground computer labs, with almost no cloning of rooms whatsoever.

Where the graphics fail is regarding small clickable objects, a common problem with a lot of early point and click adventure games.  One of the first items you're supposed to pick up is a scalpel from the morgue Jake wakes up in.  Unfortunately, the scalpel is only about three pixels long, so it takes a little trial and error to even discover that it's something you're supposed to take unless you already know what you're looking for.

The Music
I love the music in this game.  It's got a kind of "rock noir" sound to it a lot of the time, and I found myself quite often singing along with the catchy background tunes.

The Bottom Line
I'm an avid fan of the Shadowrun setting, having been playing and GMing it off and on since high school.  I can't say I'm horribly impressed with this particular outing . . . I'm not particularly fluent in the first edition version that this game is apparently based on, but I'm still fairly certain that a lot was cut out or changed in the transition.  Prickly little things like a very shallow stats system and having a character use magic and cyberware without any sort of detriment.

Still, I don't hate it, either.  It plays pretty well and is a decent diversion for a slow afternoon.  Let's just call it middle of the road and leave it at that.

Friday, May 7, 2010

Goof Troop


Platform:  Super NES
Developer:  Capcom
Released:  1993
Genre:  Puzzle-based Action Adventure

The Game
While out on a relaxing fishing trip, Pete and PJ get kidnapped by dastardly pirates and carted off to the nearby island of Spoonerville.  Goofy and Max give chase, determined to save their neighbors.  To do so, they have to work their way across the island, solving puzzles and whacking pirates across the noggins with barrels, potted plants, or anything else they can get their grubby mitts on.

Goof Troop the game, for the uninitiated, is based on Goof Troop the cartoon series, which was part of the 90's Disney heyday, back when both their TV shows and animated movies didn't suck major balls.  It was part of the same great lineup of Disney TV toons as Darkwing Duck, The Little Mermaid, and Aladdin, the last two of which (in my own personal opinion) managed to equal or even outshine the movies they spun off from.  How the big D's TV branch went from creating top notch entertainment like this to making crap like Cinderella II: Dreams Come True (originally the pilot for a TV series which got nixed, bumping it to direct-to-DVD) is beyond me.

The Characters
Goofy is . . . well, Goofy.  I think we all know Goofy.

Max, Goofy's son, is thankfully here the younger, fun-loving TV version and not the whiny emo teenager brat from A Goofy Movie.

Pete is Goofy's greedy, sour neighbor and (often backstabbing) sometimes friend.  When it turns out that the pirates kidnapped him because they mistook him for their long lost captain, he milks it for all its worth, ordering the pirates about and generally living it up.

PJ is Pete's kid and Max's best friend . . . and about the only thing he does in this game besides get kidnapped and then later saved is worry briefly what's going to happen to him and his dad if the pirates figure things out.

And finally there's Keelhaul Pete, the real captain and the final boss of the game, who's mighty unhappy with the impostor who's shown up in his absence.

Oh, there's also a bunch of pirates, who are trying to stop Goofy and Max, as well as the peaceful villagers of Spoonerville island, who . . . man, I dunno.  I figured they were there to give hints and clues and advice or whatever, but mostly they just spout needless exposition.

The Writing
Very simple, very basic, but surprisingly true and authentic to the show.  The only dialogue and narration is in short cutscenes at the beginning and end of the game as well as between each stage, but I can see what little there is being used if they'd actually had an episode of Goof Troop about pirates kidnapping Pete and PJ.  The characters are in character the whole way, and that's pretty cool.

The Gameplay
Pretty damn good, I must say!  And not just for a licensed product, but just as a general game!  I'm as shocked as anyone might be!  That's why I keep using these exclamation points!  Wow!

The game is primarily puzzle based, trying to figure out what combination of tools (wooden planks to close up small gaps, bells to make the pirates follow you, grappling hooks to grab things, stun pirates, close up large gaps, etc.) you need to get past an area, or what order you need to kick blocks around into the holes so that doors will open.  There's some minor inventory management puzzles, as you can only carry two items at a time, which are surprisingly not annoying and are relegated mostly toward the end of the game, where they add a little more challenge.

There is action involved, what with the pirates that are coming after you, but oftentimes said action is part of the puzzle as well.  Some doors won't open until you've defeated all the enemies in the room, and the game will force you into coming up with inventive ways of dealing with the pirates instead of just straightforward bashing their skulls in.

All in all, big thumbs up!

The Challenge
There were a few puzzles that had me scratching my head for a few moments, but for the most part everything - both action and puzzles - was easy and quite simple.  This is unsurprising and perfectly understandable, however, as the game was almost certainly created primarily for younger children, for whom it would provide a good deal more challenge.  And even though I zipped through the game with little to no problems, I was having more than enough fun that the low difficulty was entirely forgivable.

The only point where I actually did find myself sitting up and taking notice was the final battle against Keelhaul Pete.  It still wasn't all that hard, but he's a mean old bastard, that's for sure.

The Graphics
The design of the characters and rooms was great, marred only by spotty textures.  Being a game based on a cartoon, I think that it would have benefited much more from having mostly flat colors, similar to the visuals in The Legend of Zelda: Link to the Past.  The pseudo-realistic feel that they seemed to be trying for didn't really work out so well.

Still, it wasn't an eyesore or anything.  I probably only noticed because, y'know, I was trying to pay attention to that kind of stuff for the review.

The Music
Catchy, pleasant, and inoffensive.

Y'know . . . Disney music.

The Bottom Line
Wow.

I really didn't expect to like this game, but I do.  I really really do.  Looking it up on Wikipedia after beating Keelhaul Pete revealed that it has a cult following, and I can see why.  It's simple, fun, and potentially addictive.  It doesn't fall into the same trap as most other licensed games, as well, that being to just make a crappy little half-made game and slap an already existing property onto it.  Capcom could definitely have made this game with original characters and no one would have known the difference, but the fact is that both the Goof Troop setting and the mechanics of this game work rather well with each other, making it where two things that are perfectly good separately have been combined to make something great together.