Archive for November 4th, 2012

GameSpite Journal 12: Quackshot

After Mickey’s ordeal in the Castle of Illusion, Quackshot is Sega’s second big Disney game. While Mickey’s game was a dreamy adventure with a fairy-tale-like atmosphere, Sega looked for other inspiration for Donald’s first 16-bit appearance. Since the short-tempered duck wouldn’t really fit into Castle of Illusion, the developer obviously not only looked at the famous stories of Carl Barks or Don Rosa, but the Indiana Jones films most certainly left their impression on the minds of Quackshot’s creators.

Instead of rescuing the usual damsel in distress, Donald goes on a good old-fashioned treasure hunt spanning half of the globe, starting from Duckburg and ranging from Mexico to India, from Norway to Transylvania. Every time Donald reaches a certain checkpoint, he can call his nephews in their biplane to take him to another place. That’s an important feature, since Sega implemented some light adventure elements. Donald often needs certain keys or items to proceed and these are usually found in other, far away places.

Donald’s most important tool is his specialized gun that shoots three different sorts of ammunition. There’s a five-way popcorn-shot, a slow, explosive bubble, and a multi-colored toilet-plunger. While the first two are only available in limited quantities and have to be regularly replenished, the plunger is not only a unlimited and upgradeable, but also very versatile: Shoot it against a wall, and you can stand on it. Shoot it to the underside of a flying enemy, and you can hold onto it and cross wide chasms. This versatile tool gives Quackshot a very unique playability and set it nicely apart from its contemporary contenders.

While the game mechanics were very fresh and original, it was really Quackshot’s graphics that stood out when it was released. Quackshot impressed with huge, detailed sprites, often surprisingly subtle colors and some very beautiful backgrounds. While a halfway-experienced player could finish Quackshot in two or three hours, the platforming became pretty tough in the later scenarios. The last stretch before the final boss frustrated players when reaching this point for the first time. Just like in Indiana Jones’ third movie adventure, Donald has to cross a seemingly invisible bridge to reach the chamber, where the treasure rests. This is accomplished by many, many short, very careful jumps. In comparison to said bridge, the battle against the knightly protector of the treasure is pleasantly easy.

Looking back on Quackshot today, one is really surprised at Sega’s audacity. Quackshot borrowed a few settings and set pieces from Indiana Jones, and Donald himself exchanged his trademark sailor suit for Indy’s classic fedora. Luckily, George Lucas and Steven Spielberg didn’t seem to mind Sega’s lovingly crafted tribute to their hero, so Sega was spared from having to change their game á la The Revenge of Shinobi. Nevertheless, a re-release of Quackshot today is pretty unlikely, due to Sega’s expired Disney license. Apart from the original 16-bit cartridge, there is also a Japan-only Saturn collection of Sega’s 16-bit Disney games. Both are worth tracking down. Rarely has there been such a fresh and original take on a licensed Disney character.

Article by Tomm Hulett


GameSpite Journal 12Quackshot

GameSpite Journal 12: Sonic on Game Gear

You can’t really deny that the Sonic series has seen better days. While the cycle of hope and betrayal has continued with each new Sonic release for well over a decade, many fall victim to it time and time again. That much is easy to understand; the Genesis and Mega Drive games, divisive as even they may be, have spin-dashed their way into our collective nostalgia, and for many that will never truly go away. So while it seems that Sonic’s future never really panned out, what about his past? What would Sonic and his stupid friends have been like on, say, an 8-bit system? What you might not realize is that, in the same way recent years have given us a sub-series of middling-to-competent handheld games, this very same thing was happening during Sonic’s own golden era. Whether you remember them fondly or not at all, Sega’s Game Gear had its own parallel universe for its flagship rodent.

Actually, to say that these games constitute a handheld series isn’t quite right; the first three titles (Sonic the Hedgehog, Sonic the Hedgehog 2 and Sonic Chaos) actually had Master System equivalents, and if you were to grab these games on the Nintendo Virtual Console, you’d be playing those versions. The differences between the two versions are generally minor; mostly graphical alterations necessary to accommodate the different screen sizes, and some minor tweaking to the level design. If you grew up in, say, Europe or Brazil, you’ll likely remember these versions over their Game Gear equivalents, as the Master System was much more popular in these locations than in the States. Then again, if you’re a child of North America, you might not have even know the Master System was a thing until you read this paragraph.

These parallel games share many traits with their 16-bit brethren; Sonic 1 in particular shares a few stages and background tunes with its big brother, while rings and Chaos Emeralds are strewn throughout, and even snowboards make it into the mix later in the series. However, each game also tries its hand at some new things. Sonic 2 offers what might be Sonic’s first foray into hang gliding; Chaos makes it a point to let you choose whether to play as Sonic or wind down the difficulty with Tails; and Sonic the Hedgehog: Triple Trouble shows that it’s not above introducing more lamentable characters to the Sonic pantheon with Nack the Weasel, whose sole reason for being is to make special stages intolerable.

Regrettably, one thing these 8-bit outings were unable to steal from the main series is the sense of speed; while each game in the series became slightly faster—and by the time they released Triple Trouble, borderline-enjoyable—Sonic suffers from being squat, awkward, and, frankly, just too slow. Further, issues that plague most Sonic games like surprise enemies, bottomless pits, and other difficult-to-avoid impediments to speed are all just as rampant here as they can be in Sonic’s worst console moments.

A final trait that these 8-bit Sonic entries share (aside from confusing and disappointing Sonic fans well before Sega handed Shadow his first firearm) is that their music is fantastic. Particularly memorable is the music from Sonic 1, composed by Yuzo Koshiro, who also composed for the Streets of Rage and Ys series.

At this point, it’s pretty well known that Michael Jackson was in some manner involved in the soundtrack for Sonic the Hedgehog 3 over on the Genesis, but what you might not know is that Janet Jackson’s “Together Again” shares some uncanny melodic tones with the theme to Game Gear’s Sonic the Hedgehog’s Level 2 Bridge Zone theme. Go ahead, YouTube it. Whether intentional or not, it’s interesting to note that the link between the Jackson family and Sonic’s score doesn’t stop at the Genesis level, and lends credence to the theory that this series of games are in fact relics from another universe not at all our own.

Article by Luke Osterritter


GameSpite Journal 12Sonic on Game Gear