Chip 'n Dale Rescue Rangers (video game): Difference between revisions

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* [[Anticlimax Boss]]: While the game as a whole isn't too hard, a number of the bosses (including [[Big Bad|Fat Cat]]) barely move at all, and are highly predictable.
* [[Ascended Glitch]]: In the first game on rare occasions thrown blocks would fly in a zigzag. It became a chargable attack in the sequel.
* [[Crate Expectations]]: The first game had crates as a primary means of defeating enemies (either by throwing them, or hiding inside and waiting for an enemy to trip over it). They came in two varieties -- disposablevarieties—disposable wooden crates and stackable metal ones. All small enough for a chipmunk to lift.
* [[Directionally Solid Platforms]]: In both games.
* [[Gusty Glade]]: One level in the first game featured giant fans that blew you around.
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* [[Minecart Madness]]: In a western-themed level in the second game.
* [[Mobile Shrubbery]]: You can duck while carrying a box to hide from enemies. The presence of blinking chipmunk eyes on the box does not give away your presence, amazingly enough.
* [[No Problem With Licensed Games]]: The first game is one of the best licensed games that came out for the NES. Considering the same team that worked on the ''[[DuckTales (1987)]]'' game (who also worked on the ''[[Mega Man (video game)|Mega Man]]'' series) made this one, it's no surprise.
* [[Rescue the Princess]]: The main plot of the first game is to rescue Gadget. This notably doesn't start till after you've beaten the first level where the goal is to find a lost kitten (which it turns out was Fat Cat's way of distracting you), and the game goes on for three more levels after you rescue Gadget.
* [[Schrödinger's Gun]]: In the second game, the player faces a [[Wire Dilemma]] when defusing a bomb. Any choice turns out to be the right one, though one causes the screen to flash white with a boom, [[Fission Mailed|then revert back as one character says "Just kidding!"]]
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