Chip 'n Dale Rescue Rangers (video game): Difference between revisions
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Two video game adaptations of ''[[Chip 'n Dale Rescue Rangers (animation)|Chip 'n Dale Rescue Rangers]]'' were published by [[Capcom]] for the [[Nintendo Entertainment System]]. |
Two video game adaptations of ''[[Chip 'n Dale Rescue Rangers (animation)|Chip 'n Dale Rescue Rangers]]'' were published by [[Capcom]] for the [[Nintendo Entertainment System]]. |
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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. |
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* [[Ascended Glitch]]: In the first game on rare occasions thrown blocks would fly in a zigzag. It became a chargable attack in the sequel. |
* [[Ascended Glitch]]: In the first game, on rare occasions, thrown blocks would fly in a zigzag. It became a chargable attack in the sequel. |
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* [[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 |
* [[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—disposable wooden crates and stackable metal ones. All small enough for a chipmunk to lift. |
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* [[Directionally Solid Platforms]]: In both games. |
* [[Directionally Solid Platforms]]: In both games. |
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* [[Gusty Glade]]: One level in the first game featured giant fans that blew you around. |
* [[Gusty Glade]]: One level in the first game featured giant fans that blew you around. |
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* [[Macro Zone]]: "Naturally tiny character for whom every zone is a Macro Zone" variety. |
* [[Macro Zone]]: "Naturally tiny character for whom every zone is a Macro Zone" variety. |
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** The game has a rather odd scale |
** The game has a rather odd scale though. Some of the levels (particularly the ones where you interact with human-sized objects) make it look like the characters are ''much'' smaller than chipmunks, more to the scale of insects. |
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* [[Minecart Madness]]: In a western-themed level in the second game. |
* [[Minecart Madness]]: In a western-themed level in the second game. |
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* [[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. |
* [[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. |
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* [[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]]'' game (who also worked on the ''[[Mega Man (video game)|Mega Man]]'' series) made this one, it's no surprise. |
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* [[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. |
* [[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. |
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* [[ |
* [[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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* [[Toy Time]]: The Toy Store level. |
* [[Toy Time]]: The Toy Store level. |
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* [[Wire Dilemma]]: In the second game, the player faces a [[Wire Dilemma]] when defusing a bomb. |
* [[Wire Dilemma]]: In the second game, the player faces a [[Wire Dilemma]] when defusing a bomb. |
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{{reflist}} |
{{reflist}} |
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[[Category:Nintendo Entertainment System]] |
[[Category:Nintendo Entertainment System]] |
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[[Category:Chip N Dale Rescue Rangers]] |
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[[Category:Video Game]] |
[[Category:Video Game]] |
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[[Category:Chip 'n Dale Rescue Rangers]] |
[[Category:Chip 'n Dale Rescue Rangers]] |
Latest revision as of 00:50, 9 November 2020
This Work page is a stub. You can help All The Tropes by expanding it. If you have checked or updated this page and found the content to be suitable, please remove this notice. |
Two video game adaptations of Chip 'n Dale Rescue Rangers were published by Capcom for the Nintendo Entertainment System.
This page needs a better description. You can help this wiki by expanding or clarifying the information given. |
Tropes used in Chip 'n Dale Rescue Rangers (video game) include:
- 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—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.
- Macro Zone: "Naturally tiny character for whom every zone is a Macro Zone" variety.
- The game has a rather odd scale though. Some of the levels (particularly the ones where you interact with human-sized objects) make it look like the characters are much smaller than chipmunks, more to the scale of insects.
- 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.
- 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, then revert back as one character says "Just kidding!".
- Toy Time: The Toy Store level.
- Wire Dilemma: In the second game, the player faces a Wire Dilemma when defusing a bomb.