If you’ve read any other VGJunk articles, you’ll know that I need some help with this whole “writing words” business. I’m not too proud to admit it, and I’m willing to seek out the help I need so long as I can get it from a cartoon mouse in a pith helmet. Thankfully, in 1993 Beam Software released a NES game called Mickey’s Safari in Letterland!
The titular Mickey is, of course, helium-voiced Disney mascot Mickey Mouse – everyone’s favourite animated rodent, unless you’re British in which case we’ve got Dangermouse, thank you very much. Yes, I’m still unable to see the appeal of Mickey Mouse, and I’ve still yet to meet a child that likes Mickey Mouse. What are you, Mickey? What is the point of you? I suppose his selling point is that he can slip easily into any number of different roles, like on this title screen where he looks more than ready to venture to foreign climes and oppress the natives for King and country. But, you know, in a family-friendly way. There’ll be lessons about appreciating the differences of other cultures and such.
Three difficulty levels are presented to you when you hit start. “Super Advanced” is rather overselling things. So is “Advanced.” Even “Normal” isn’t exactly what you’d expect. All the difficulty levels are very, very easy, because (as the title might have clued you in) Mickey’s Safari in Letterland is an educational game aimed at very young children. What joy! Delight unbounded! You can learn and have fun at the same time, education and entertainment fused into one. Edutainment, if you will. Combined with the star power of Mickey Mouse, this is sure to be a real winner.
Here’s a map. I was going to say it’s a world map, but it’s not a map of our world. Not with those continents it isn’t. The weird thing is, one of the locations is “Yukon,” which is real place on Earth. Most of the others are generic places like “pyramid,” “swamp” and “jungle,” which could be anywhere. There’s a pile of laundry on my bathroom floor that you could basically describe as a “pyramid,” but the Yukon is oddly specific. Could you not have gone with “tundra” or something, Beam Software? I’m sorry, I don’t know why this is bothering me so much. Let’s just go to the bloody Yukon, shall we?
Goofy’s going to drive Mickey to the Yukon in their their military surplus vehicle. That’s right, he’s been reduced to the role of Mickey’s chauffeur, a role that you’d think he’d be terribly unsuited for. I mean, have you seen the size of Goofy’s feet? Putting him in charge of a pedal-operated vehicle seems like an accident waiting to happen.
The latest iteration of Disney on Ice takes a dark turn as Mickey resorts to seal-clubbing for a quick profit. No, of course not, he’s going to leave this cute seal well alone while he undertakes his quest to do… what, exactly?
Why, to find gems, of course! The gems have letters on them, which is what makes this “Letterland” and not just “land.” Get near a gem and press B, and Mickey will scoop it up using the butterfly net he’s carrying. Each stage has three gems to find, and because I’m playing on “advanced” mode – that is, “medium” mode – they are not exactly difficult to track down.
As for the actual process of getting to the gems, it turns out that Mickey’s Safari in Letterland is a platformer. You jump over enemies and across platforms, with the occasional extra feature to spice things up, like these ice-slide in the Yukon stages, and you grab things things with your net. So far, so much like a great many other NES platformers, but there’s one big difference: Mickey cannot die. I don’t mean in the sense that he’s a huge global brand and beloved cartoon friend who will remain in the cultural consciousness long after you and I are dead, either. I mean that none of the creatures can hurt him, and there are no bottomless pits to fall down. The various animals that inhabit the levels will make Mickey stumble if he touches them, wasting precious gem-hunting seconds, but that’s all they do. At the very worst they might bump you off a platform, forcing you to climb back up, but as most stages in this game take less than a minute to complete even that isn’t going to slow Mickey down too much.
I’ll be honest, I kinda like this approach. Mario gets hurt when a turtle walks into his foot, Megaman can be damaged by bubbles, so it’s nice to play a game where a snowman slowly walking into you is a minor inconvenience rather than an agonising, potentially fatal encounter.
At the end of each stage there’s an ancient stone tablet for Mickey to collect, so I guess he really is travelling to distant lands and stealing their artefacts for the museum. The spirit of colonialism lives on in Mickey Mouse, but I’m sure he’s got a good reason for grabbing these things.
If you collected all three gems in the stage, you’re shown a quick scene of the object that the three gem letters spell out. In this case, it’s big, it’s heavy, it’s wood. Mickey gets very excited by this, frantically hopping up and down. Mickey seems like the kind of character that’d get excited by wallpaper paste or manilla envelopes, so this makes sense.
The thing is, this entire section feels completely pointless for what is supposed to be an educational game. Sure, you might teach kids simple three-letter words, but they can get that kind of learnin’ from books. Why not at least make this a mini-puzzle where you have to spell out a word using the letters you picked up? You know, something interactive? Unless that picture of a log is merely meant to be your reward for finishing the stage. I certainly hope not.
As for the stone tablets, Mickey chucks them into a machine operated by Goofy. The machine is made of paint rollers, a metal dustbin and the scavenged remains of a church organ, but what does it do? I have no idea. Cleans the stone slab, maybe? Look, Mickey and Goofy have been given a large amount of grant money for their letterology research, so you can bet you’re ass they’re not going to spend their time using hot soapy water and toothbrushes.
Once the slab is cleaned, a letter is revealed. You must then select the matching space on this alphabet chart and press A. It’s marginally more educational than a picture of a log, I’ll give you that. Impressively, Mickey has a voice sample for each letter of the alphabet, plus a few others for short phrases like his trademark “oh, boy!” They’re even recognisable as Mickey’s voice, too, which is bordering on the miraculous for a NES game.
After that, it’s back to the Yukon for another stage of snowy frolics and snowman-dodging. Or walking through the snowmen. It’s not like you need to avoid them.
That’s how Mickey’s Safari in Letterland works, (at least in Advanced mode,) then. Go through two simple platforming stages in each “world,” collect the gems and the stone tablet, put the tablet in its correct alphabetical slot, repeat for each world in the game.
The next world I visited – you can do them in any order you like – is the Caribbean. Again, that’s a real-world location, although I don’t think the real Caribbean is 90 percent enormous sandcastles with hammocks that double as trampolines stretched between them. It all looks rather nice, and as NES games go MSiLL has some good (if not quite excellent) graphics. 1993 was pretty late in the NES’s life-cycle so I suppose you’d expect it to look better than earlier games, but it’s big and colourful with some cute enemies and a lot of extra animation flourishes that help to sell the cartoon theme.
Is it just me, or is there always something slightly unsettling about seeing a human ear on its own? I find it very difficult to see a picture of a solitary ear without imagining it’s been sliced off a person’s head. Why yes, I did watch Reservoir Dogs when I was a young teen, why do you ask?
Mickey’s invulnerability even extends to monkeys dropping coconuts on his head. It’s a good job he’s wearing a helmet, a blow from a falling coconut can be enough to kill a man so who knows what it would do it a mouse. In fact, the problem of killer coconuts is such that there’s a Wikipedia page entitled “Death By Coconut,” thus fulfilling my desire for unexpected internet absurdism for today.
Onward to the jungle world, where adorable mushroom-men roam the land and Mickey uses a yawning hippo as a springboard, seemingly unconcerned by the hippo’s reputation as the deadliest killer in Africa. Mickey later use the same tactic with crocodiles, so it’s safe to assume that he’s become aware of his own immortality. He laughs in the face of danger now. Nothing, nothing can stop him.
Here’s an example of MSiLL’s presentation taking pains to be more engaging than you might expect from an educational game made by Beam Software – when walking over dangerous ground like the tops of these waterfalls, Mickey will carefully tip-toe across rather than using his usual jaunty, “I have transcended death” stride.
Things get a little more complicated in the pyramid world, where simply walking to the right won’t find you all the gems. There are multiple pathways and even hidden passages, obscured by blocks of hieroglyphics that it took me an embarrassingly long time to realise were walk-through-able. It’s a welcome mix-up of the gameplay, this sudden need to pay even the scantest amount of attention. Even Mickey looks like he’s having fun, but then Mickey always looks like he’s having fun. Mind, I bet Carter had the same beaming smile and can-do attitude when he was raiding Tutankhamen’s tomb.
Well, this proves that this game doesn’t take place in the human world, what with all the ancient pharaohs being mice and ducks and whatever the hell Goofy is. Is Goofy a dog? My confusion stems from Goofy looking nowt like a dog, you see.
It was at around this point in the game that something occurred to me: this game isn’t bad. Sure, it’s not very engaging to anyone over the age of six thanks to its complete lack of challenge, but there’s the core of decent platformer here. Mickey controls fairly well, his movements and jumping physics are sensible and predictable, there are a few gameplay sections that would fit nicely into a “proper” platformer. Yes, I’d say that with a little work and the removal of Mickey’s invincibility you could make a perfectly acceptable 8-bit platformer out of Mickey’s Safari in Letterland. I doubt it would ever reach that top tier of true classics – it’s a bit too stodgy and predictable for that – but I’ve certainly played worse NES platformers that weren’t intended as edutainment for the wee bairns.
There’s a forest world, as mandated by Videogame Law. It’s got all the usual features of a videogame forest world: blue skies, lots of greenery, precious widdle woodland creature, trees with the haunted expression of someone having their soul sucked out of their arse by a demonic vacuum cleaner.
Here’s another minor animation flourish: whenever Mickey has crawled through one of these tunnels he gets up and dusts himself off. It’s cute. The first time. The second time, less so. By the fifth time, the few seconds Mickey spends wiping himself down have extended into an unending chasm of misery, time itself seemingly warped by a cartoon mouse’s desire for a clean shirt. This is also true whenever you fall from a high place: the fall won’t hurt Mickey, but after seeing the same unskippable animation of him hauling himself back up to his feet for the thousandth time you’ll wish it bloody hurt him.
There’s one water fountain shaped like Goofy in the game. Just one. I suppose one is all you need. Who made this, and why is it in the middle of the forest? I assume Goofy made it to satisfy his rampant vanity, but then dumped it in the woods after the (fully deserved) mockery that he received for making a water fountain in his own image.
The final world is the swamp, complete with the cabin from the Evil Dead movies. I’m looking forward to seeing Mickey decapitate Minnie with a shovel.
The rotting shacks and dilapidated paddle steamers mean it’s difficult to play this stage without whistling “Duelling Banjos” to yourself at least once, which brings me to the game’s soundtrack – it’s definitely above average, and almost exactly what you’d expect from a Mickey Mouse platformer. Not amazing, and not likely to haunt your memory after you stop playing, but chirpy and tuneful. MSiLL is really trying hard to get me to like it, and honestly I think it’s sort of working.
As I was jumping around and grabbing these gems, it occurred to me that Mickey is the wrong choice of Disney star for this game. I feel I should really be playing as Scrooge McDuck. Sure, Scrooge is more likely to keep the gems and stone tablets for himself than donate them to the museum, but I still think he’s be a better fit for this kind of adventure. Every day he’s out there making duck tales, after all. What’s Mickey usually doing? Being cheerful and kind to his friends? That’s not that kind of attitude that gets ancient civilizations ransacked, now is it?
In the end, I managed to overcome Mickey’s innate niceness and finish all the stages, delivering the slabs to the museum as promised while an alphabet of gems bounces along the bottom of the screen. Goofy receives no credit for his role in this task. That’s it, the game’s over. In the interests of completion and because I’m willing to suffer for you, dear reader, I went back and played through the game on the “hardest” difficulty setting. In that case there are four or five stages in each world, meaning you have to collect a slab for all twenty-six letters. The only thing that changes at the end is that there’s a credits roll with the names of the staff. Goofy remains unappreciated. It was not worth the extra effort.
Well, it finally happened. I played an edutainment game that doesn’t feel lazily put-together, utterly pointless or downright insulting. Don’t get me wrong, there’s very little of educational merit in this game, and certainly nothing that you couldn’t get out of a kid’s book for (at the time, certainly) a fraction of the price. However, Mickey’s Safari in Letterland is a game made for very young children that I can actually imagine very young children wanting to play. It’s got a very solid gameplay core with plenty of attention lavished on the presentation, and the fact that Mickey cannot be harmed means even the youngest can play it without getting frustrated – and if they do learn anything along the way, that’s a bonus. Am I recommending that you go out and play it? Oh my, no. You’ll be bored almost immediately. But we can appreciate MSiLL for what it is, even if it doesn’t answer the most pressing question of them all: what is the point of Mickey Mouse?
Showing posts with label beam software. Show all posts
Showing posts with label beam software. Show all posts
02/03/2017
14/11/2012
THE PUNISHER (NES)
Okay, let's get right to the heart of the matter here. Who's being punished? Criminals, villains and the occasional jazz musician. How are they being punished? With bullets, mostly. And just who is doing all this punishing?
That'll be The Punisher. He's all about punishing things, and Beam Software's 1990 NES shooter The Punisher will provide The Punisher with ample opportunity to mete out all the punishing punishment his stony heart desires, punishingly. You know when you see a word repeated so many times it starts to look artificial, as though it had crawled in from a different language altogether? Yeah, that happened pretty quickly with this one.
If you're not a fan of comic books or the straight-to-DVD movies they sometimes inspire, this is a game about Marvel Comics' angriest vigilante. His name, as you may have guessed, is The Punisher, and he looks like this.
Wait, no he doesn't - I don't think I've ever seen The Punisher looking quite like this before, a giant skull surrounded by fireworks and suspended from a bright pink harness while another head floats serenely above and a barrage of laser fire rains from the sky. It is not, I feel confident in saying, the Punisher's usual look. However much he resembles the cover of a Duran Duran album, The Punisher is Frank Castle, a Vietnam vet whose family are killed in a Mafia hit gone wrong. To deal with this trauma, he starts wearing shirts with a whacking great skull printed on them and shooting any and all criminals he comes across. He's a mixture of Batman, Judge Dredd, Rambo and anyone who harbours a disturbing revenge fantasy, so it's a safe bet that we won't be rounding up villains to offer them counseling and rehabilitation.
First things first, let's select a mission. Our choices are a ninja sitting in an uncomfortable chair, a terrifying hybrid of pizza and man, or a tank. I think I'll start with pizza-face, as that's where my cursor was.
Before each mission, The Punisher offers up a little speech on the task in hand. Who's he talking to? Himself, presumably. He's not the type to have many friends. Our first task is to "scatter Jigsaw's pieces," which I guess means we'll be facing Jigsaw, one of The Punisher's few recurring villains.
Yup, this one's all about the guns. The Punisher is a shooting-gallery type affair, rather like Wild Guns or Cabal. Enemies pop up, you move your crosshair over them and press fire, they're killed by the sudden introduction of high-calibre justice into their bodies. You can also move The Punisher himself left and right along the bottom of the screen to avoid the bullets fired at you, but because he's a big, bulky lad it'll take some practise and will frequently be impossible. Luckily Frank's wearing a nice thick layer of plot armour, and for someone with no superpowers he can absorb quite a few gunshots before he's killed.
The game really couldn't be more simple. Because you're The Punisher and you're as mad as a box of frogs, anyone who you encounter on your trip through the docks is a valid target. There are no innocent civilians to save here, because in The Punisher's eyes no-one is innocent. It's a good job there isn't a stage set in a primary school.
Frank hasn't come to the docks to check out the vibrant fishing industry, of course - he's on his way to prison.
Makes sense: if you're looking for criminals, prisons are your best bet. This is a colourful, completely unguarded prison where every inmate has a gun, but Frank's not interested in the finer points of the correctional system and he treats the whole thing as a glorified carnival game. Enemies pop out at you from all angles - leaning out from darkened corners, dropping down from the ceiling, calmly walking across the screen without a care in the world, like these dopey blue-clad chaps.
They're either supremely brave or incredibly stupid, and you'll be seeing a lot of them as you make your way through the game, strolling onto the killing fields with the nonchalant walk of Shaggy from Scooby-Doo and all the survival instincts of a moth in a lightbulb factory. These guys must be The Punisher's bread-and-butter - in a world where Norse gods, super-powered mutants and planet-eating aliens are forever doing battle, someone has to take care of the regular human criminals who barely know which end of a gun is which. I can't see The Fantastic Four stooping to the level of these common street punks, but The Punisher is just the man for the job and these mooks won't know what hit them. The coroner will, though. It'll say, right there on his report, that bullets hit them.
So, I was travelling through the prison and shooting the bad guys, and it was all very jolly if a little unspectacular. Then I heard a noise. There had been no background music up until this point, but now I could hear a strange, tootling melody. After checking I hadn't become hypnotised by the carnage and started humming to myself, I noticed the source of the music
It was some guy, sitting on the prison floor and playing a saxophone. Before you ask, I have no idea. He doesn't do anything, he just sits there and blows his horn while men drop like flies around him. There doesn't seem to be any reward for letting him live, nor is there one for killing him. Well, not unless you count the noise he makes when he dies - given the limitations of the NES's sound chip, shooting the sax man produces an eerily accurate recreation of the sound of a newly-perforated jazz musician breathing his final breath into a saxophone. Again, I have no idea what's going on with this, but these guys pop up in most stages, always just sitting there and playing the same tune.
Oh good, a situation I can grasp. This is Jigsaw, and he's not happy about The Punisher's reverse prison break. He hops around in the distance, shooting his pink balls at you...
...until he gets bored of gunplay and jumps in close for a spot of fisticuffs. Your fire buttons are changed to a punch and kick for these close-range encounters, but the basic premise is the same - move left and right to avoid Jigsaw's attacks and clobber him when you get an opening. It shouldn't take you long to put him down, and stage one is complete.
I guess Jigsaw won't be a recurring villain any more.
That's the basic flow of The Punisher - you pick a stage, which is split into two areas of normal pop-up target shooting and random blues solos, plus a boss fight. Clear a stage and you're taken back to select another, until you've cleared them all. For my second choice, I went with the man in the chair.
Now I'm on the mean city streets, which are a lot like the docks except with fewer frogmen and more bags of garbage that look like hideous organs excreted from some foul creature beyond man's reckoning. You can see them on the top-right of the screenshot above, and as a rule in The Punisher, if you see something, you should shoot it. This game has an impressively destructible gameworld for a NES title - windows are smashable, walls can be riddled with bulletholes, manhole covers flip over and sacks of rubbish can be blown apart. Many items even have multiple stages of destructibility, and on the whole your ability to wreck everything you see is one of The Punisher's strongest points.
The graphics? Not so much. The developers clearly decided that The Punisher would be a good chance to try out every colour in the NES's palette and in every conceivable combination, and the results sometimes get a little... abstract. Take the screenshot above, for example. What am I looking at here? Twin rivers of purple goo that are flowing around an extremely narrow building while two Coke bottlecaps hover in the sky? The enemy sprites don't fare much better, with most of them being only recognisable as humans because they're moving and firing guns. I mean, look at this guy:
I feel like I should be plugging his face into some obscure and rarely-used computer port as I take the small stack of casino chips he's holding in his gargantuan hand.
I will say that I like the way they drew the angular blue portrait of The Punisher that's used when he gives his pre-level speeches, though. That's got a bit of style to it, at least.
Definitely not stylish is the boss - I know I'm not really one to follow fashion, but I think I can safely say that painting your boxy helicopter neon pink is off-trend at the moment. This is where The Punisher's difficulty took a sudden and frustrating upward swing, which is unsurprising given that you're fighting a helicopter while on foot and out in the open. Nice battle strategy there, Frank.
Your first task is to destroy the rocket launchers under its wings, because those things can wipe out your health in seconds. Then you have to wait for the pilot to open the cockpit and throw a grenade at you so that you can shoot him in the face. No, I don't know why he didn't just fly away either. Maybe he hadn't reached these lessons in his helicopter training yet, and now he never will.
Next up is Colonel Kliegg and his tank, but before you get to him there's another battle through the docks, followed by a shootout in the wood-panelled Valhalla that is... this area. I'm not sure where I'm supposed to be, gunning down criminals in a mystifying mix of a 70's car dealership and a large box depository. At least there's plenty in the background to shoot, and shooting everything you can see in The Punisher is often rewarded with items. Power-ups are hidden behind destructible objects, and they range from health and ammo pick-ups to a faster-firing assault rifle and extra grenades. Yes, your weapons have a finite supply of ammunition, which is unfortunate given that the game exerts a lot of pressure on you to hold down the fire button and spray bullets all over the place like an incontinent elephant. If you run out of bullets, however, the game doesn't end: the punishment for your wastefulness is that your gun fires at a much slower rate until you find some more ammo. Thankfully that doesn't take long, and in general The Punisher is pretty generous when it comes to power-ups.
Here's Kliegg's tank. It's not a very impressive tank to look at, but the rounds it fires can kill you pretty much instantly so, erm, don't get shot? I don't know what else I can say, The Punisher has really boxed me into a corner by taking on a tank with nothing but an uzi. Oh, and a few grenades. you can throw grenades with the other button - the one that isn't "fire," I mean - and instead of going where your crosshair is pointing, they travel directly up the screen from where Frank is standing, killing anything that gets caught in their explosion. You can find a power-up that swaps your grenades for a shoulder-mounted and aimable rocket launcher, which is nice. I could have done with something like that while I was fighting this tank. Instead I just died a lot and, because there's only an absolutely tiny period of invincibility offered to you between lives, I generally died immediately afterwards too. Time to fight something squishy and vulnerable, like a ninja.
A shocking display of intolerance from Frank Castle as he prepares to remove all ninjas from the streets of New York, and I've got the horrible feeling that "ninjas" is a code word for "anyone a bit foreign-looking". If I lived in the same city as Spider-Man I'd keep my sentiments about wanting to get rid of all super-humans to myself, but I think we've already established that The Punisher is nuttier than a performance of One Flew Over the Cuckoo's Nest reenacted by cashews with faces drawn on them.
Hey look, a new background and a new type of enemy! The background is a sewer, which is going to be problematic for anyone in New York who wants to flush their toilets because I shot every single pipe I saw full of holes, and the enemies are ninjas. Not very good ninjas, either - they hop around a lot, but that doesn't make them any harder to kill. If I was part of an ancient clan of mysterious shadow assassins, (and I'm not saying I'm not,) I'd be trying to organise a mass boycott of videogames because 99% of the time they portray ninjas with all the menace of a pyjama-clad man who thinks he can solve any problem by jumping like an idiot.
The boss ninja jumps around a lot, too. Crotch-first, mostly. There's no animation here, he just travels through the air locked in that one position, his curiously oversized legs outstretched like the claws of a grotesque crane-machine from an especially dingy arcade. The prize? The Punisher’s head, firmly nestled between those ninja thighs. I'm sorry, I take it back, can I fight a tank again please?
This boss fight is almost identical to the first fight against Jigsaw, except when the ninja gets close he uses his almost-unavoidable sword attacks to kill you. The disparity in challenge between the stages themselves, which are tough but generous enough with the power-ups to see you through, and these boss fights is a real sour note in a game that's hardly bursting with a rainbow of quality gameplay to start with.
With the ninja dead, I'm down to the last stage. The boss is called The Assassin. I think he might be an assassin.
As I'm near them end, I should probably talk about the gameplay of this revenge-fantasy-stroke-carnival-sideshow blastathon. Or should I? There's not much to say. Move crosshair, pull trigger. You know how it works. It's okay, I suppose - enemies pop up in a wide enough variety of positions to keep things somewhat interesting, the non-boss areas are challenging without being unnecessarily brutal even if it can sometimes be impossible to avoid taking damage. The controls are fine, if a little jittery. That said, I'm currently suffering from a particularly nasty cold so as I sit here, wrapped in a duvet and surrounded by a sea of empty Lemsip packets, I have to wonder how much of that was down to me. On the whole, though, it's a decent shoot-em-up that's hampered by stages that drag on for too long, graphics that occasionally veer into the indecipherable and bosses that snatch away any trace of fun the game might have offered as soon as they appear.
Bosses like this thing, possibly the shittiest-looking robot I have ever seen in a videogame. I don't need to tell you that he's a real pain in the arse to fight, so let's just take another look at this boss and really focus in on how bad it looks. It's wearing bell-bottoms, for chrissakes. Its arms appear to be made of red liquorice rope. The colour and the eye-slot make it look like a Transformer that goes from robot mode to postbox mode. I don't care how many times this thing killed me, (and it did,) it could kill all humans and it'd still be lamer than the lamest Go-Bot and that's not an insult I would throw around lightly.
But wait, there's one final stage left as The Punisher faces off against his most treacherous foe - a giant thumb with a human face! Or, you know, The Kingpin, Marvel Comics' biggest crimelord both in terms of crimes committed and body mass. This is the problem with basing a game around The Punisher, you're never going to finish with a final boss as iconic as The Joker or Doctor Doom or something, you're stuck with The Kingpin who can be a perfectly interesting villain in the comics but he's not really a good fit for a videogame (or aeroplane seats).
For his final speech, The Punisher has broken out into full-on beat poetry mode. Go on, imagine fingers clicking and a double bass being plucked in the background as you read this aloud:
They laugh at the law
From behind office doors.
The Kingpin will learn.
Don't laugh at me!
"That's outta sight, daddy-o!" said the patrons of the coffee shop where Frank Castle was reciting his latest ode. The patrons are then gunned down.
Cold black, red garbage bag,
Machinegun mohawk man.
Shoot a medikit,
Restore your hot-pink soul.
Forget writing about videogames, I'm moving into the lucrative and popular world of online poetry!
Ouch, that was a bit sarcastic even for me.
Obviously this final level is more of the same, the same city streets, the same flickery graphics, the same saxophonist sitting in a doorway while bullets bounce of the brickwork around him. Nothing has changed, and The Punisher has long-since run out of steam. It's just a bit too samey, with very little to the gameplay and certainly not enough to stretch it out over this many stages, but at least it hasn't been overly painful to play.
Here we can see the referee that The Kingpin has brought in to make sure our final battle is all above-board. What? That's actually The Kingpin? I don't believe you, bring him closer so I can get a better look.
Okay, it is The Kingpin, although I'm still not sure why he's dressed like a football referee. Maybe match fixing is his latest criminal enterprise, maybe he volunteers to officiate at matches for local underprivileged kids and The Punisher caught him on the way back, I don't know. What I do know is that this boss fight is just like all the other mano-a-mano battles, except The Kingpin hits a lot harder. I assume this is because he's nine feet tall and built like an oak wardrobe, but whatever the reason you've really got to stay well out of his reach when he comes close because his two-fisted punch will destroy you. Other than that, just avoid his bullets as best you can and throw grenades if you have them.
Before we leave this boss fight, I'd just like to share with you the face The Kingpin makes if you sock him in the jaw.

It's the NES sequel to Punch-Out that we never got!
With crime eradicated, The Punisher is free to engage in his favourite pastime: shooting holes in walls and then standing in those holes whilst looking menacing.
It's not a very rewarding hobby.
The Punisher, then. Easy to sum up as a generic point-and-shoot adventure that would have probably been more fun as a lightgun game, but it's less easy to say whether I enjoyed playing it. It was... okay, I guess? It occupies that spot perfectly equidistant from "fun" "dull" and "frustrating," the spot that makes this game an exercise in blandness but not quite the painful kind, not quite the blandess that makes you want to fall asleep or smash your controller. Give it a go if you really like crosshair-based shooting games, avoid it if you don't.
Of course, if you're really desperate to play a game starring The Punisher, you should try Capcom's arcade beat-em-up of the same name. It's a better game in every regard, unless you're really into shooting innocent saxophone players.
Labels:
beam software,
ljn,
marvel,
NES,
punisher,
Shooter,
the punisher
Subscribe to:
Posts (Atom)