TaleSpin (NES Review)

TaleSpin
Platform: Nintendo Entertainment System
Developed by Capcom
First Released: December 11, 1991
Included in The Disney Afternoon Collection

So, I know this is a stupid way to do screenshots, but instead of having the emulator automatically take a snapshot every second, I prefer to manually do it myself. Any time I use an emulator, I map the screenshot capture to my controller and pump the capture button as I play. Usually I take several hundred screens per game. Sometimes it’s over a thousand. I use maybe ten of them, if that, and toss the rest. For TaleSpin, I was stunned by how little action is happening in most of them. The game felt pretty intense, and yet, very few of my pics are “exciting.” 8-bit games often have that problem, but few have it as bad as TaleSpin. So, rest assured, this is a very difficult and intense game.

In the interest of full disclosure, I should note that (1) I’ve never seen a single episode of TaleSpin. It only got one season that was off the air shortly after I turned two years old, and I never saw reruns of it that I assume MUST have aired on Disney Channel at some point. Then again, I barely watched DuckTales and Rescue Rangers, either. I might as well preemptively note that I’ve never seen Darkwing Duck either, even though it got three seasons. (2) It’s been a long while since a game’s epilepsy risk was high enough that the precautions I must take stood to affect a review, but in this case, they certainly did. The larger bosses flash my specific white-strobey trigger when you damage them. I had to sit very far away from the screen and wear sunglasses, limiting my visibility, which limited my excitement in what should have been the highlights of the game. But, I didn’t want to cancel the review, since there’s still plenty of stuff to talk about in this, the second of three TaleSpin titles I’m playing in this marathon. The first one? It didn’t go so well. Despite being a different genre entirely, and by a company with a proven track record with Disney, this might be an even worse disaster. Because, TaleSpin NES is a game that SHOULD be amazing, and it’s not.

Do you see what makes this different from other shmups?

TaleSpin has one big twist in the shmup formula and one big-big-big twist. The singular big twist is that your bullets that ricochet off solid objects.. or even enemy shields.. are still live and can damage enemies. Getting the hang of taking advantage of this helps speed along several boss battles, or makes a couple sections in levels more tolerable. Of course, the big-big-big twist is that, with the press of a button, you can flip and fly upside down. The scrolling also shifts direction too, so you fly left instead of right. This allows you to shoot enemies behind you or pick-up items you missed. In theory, flipping is primarily used to prevent you from being crushed by the auto-scrolling. It’s a great idea! Of course, this all hinges on the game actually registering that you’re pressing the flip button. Sometimes TaleSpin doesn’t. Actually, quite often it doesn’t. As in it constantly, throughout the entire game, just plain refuses to work.

The upside down plane does tend to look silly.

Yea, TaleSpin has a massive problem with responsiveness. I thought it might have been tied to maybe flipping while your max bullets are on the screen, but that wasn’t it. So I was afraid maybe it was tied to movement, but that didn’t seem to be the case. Or maybe flipping again too quickly after flipping once? Nope, that doesn’t seem to be it, either. After playing through the game a second time, I’m stumped as to why sometimes the flip button straight-up doesn’t work. Sometimes SEVERAL flip button presses go unnoticed, with no rhyme or reason. The one and only common denominator seemed to be how “busy” the screen was with environmental scenery. It’s a pretty damning mechanical hiccup, and one that was universal no matter which emulator I used. This is including my copy of Disney Afternoon Collection. By far my most common form of death was being crushed by the auto-scrolling when I would be hitting the flip button and the game would be like “fill out this form and we need two forms of identification. You’ll receive your flip in 7 to 10 business days.”

The shame is, there’s some damn clever design in TaleSpin that goes to waste because of the amount of frustration the flipping generates.

So consistent was TaleSpin’s inconsistent unresponsiveness that I have no choice but to declare it a deal breaker. How can I not? I, the player, was pressing the button that SHOULD have stopped the scrolling from crushing me. Sometimes it worked and I flipped. Sometimes it didn’t, and I died. It felt completely random whether it took or not. Since TaleSpin utilizes the auto-scrolling as a primary hazard, placing items and building stages around the risk of being smooshed by the screen, having it work every time is a must have. But, there was no methodology I could spot that would have allowed me to predict when the flip wouldn’t work. Sometimes it happened in the middle of the screen when I’d position myself to shoot an enemy behind me. Sometimes I could flip multiple times in a row with no issues. Sometimes it would work when I was a fraction of a second away from death via screen. Other times, the game didn’t cooperate when I needed to flip because the combat was behind me. I’m sorry, but that’s the ballgame when it comes to a shmup. And mind you, this is a game that is shockingly difficult for a Capcom Disney title, with some very tricky patterns of enemies and projectiles to deal with. Responsiveness is paramount, and not having it should be a deal breaker for any fan of the genre.

Come on, WayForward, remake this one too. Well, provided you fix the flip first and foremost. But seriously, there’s a GREAT shmup here.

The unresponsiveness isn’t my only problem. TaleSpin hides items in completely arbitrary spots on the stages. Sometimes I’d go to shoot an enemy and, instead, the bullet would reveal one of the hidden point items, essentially shielding them. If the items had been hidden in a way where you could logic-out their locations, I would have enjoyed that a lot more. Part of me also wishes the game had done a lot more of the maze-like level layouts. I suspect that had been the plan, but Capcom caught-on to the fact that the flip button didn’t always work. There’s several areas of the game where the level design reverts back to very pedestrian layouts, which makes me think they cut something more bold.

Credit to Capcom, who knows how to do set pieces, even in a shmup.

Otherwise, the combat in general is very nice. At the start of the game, you’re only allowed to have one bullet on-screen at a time. If you miss, you have to wait for this relatively slow projectile to pass the entire length of the screen before you can shoot again. Honestly, I really liked this part. I would have been fine if there had been no upgrades to your primary weapon. It added spice to what could have been an otherwise mundane shmup. But, you can upgrade your gun twice to allow more bullets, which makes some of the spongy bosses go quicker, but it also means you can be a little more spam-happy with your bullets. And also makes them significantly more likely to trigger a seizure. For what it’s worth, those non-photosensitive among us would probably really enjoy the fights. They’re typical for the genre, but with a Disney flavor that makes them feel fresh. I have no doubt if the flipping worked every single time, I would have really loved TaleSpin. But, it didn’t, and I don’t.
Verdict: NO!

TaleSpin (TurboGrafx-16 Review)

TaleSpin
Platform: TurboGrafx-16
Developed by Radiance Software
Published by NEC
First Released July, 1991
NEVER BEEN RE-RELEASED

Always check to see if there’s cheat codes first, Cathy. I could have probably cut the forty-five minutes of agony I spent with TaleSpin down to a more palatable thirty. Hell, maybe even twenty.

I can say exactly three good things about TaleSpin, which is sadly the very first TurboGrafx-16 game to ever get the full Indie Gamer Chick review treatment. (1) You can throw projectiles diagonally. I hate it when games don’t let you do that. This one, you can. Kudos. (2) When you game over, it doesn’t make you restart a stage from the start. You go back to the last checkpoint. It’s basically just a point reset. Double kudos. (3) It didn’t gain sentience and murder me through my monitor. Otherwise, this is easily the worst game I’ve played during this Disney marathon yet. It’s one of the most boring and poorly made platformers I’ve ever played.

For about four minutes, it’s also one of the worst shmups I’ve ever played. It might be THE worst, in fact. All the collision box and cheap hits from the platforming sections, only this time in a shmup. Oh, and there’s no variety to it and no boss fight.

TaleSpin consists of four non-linear levels, a shmup, a level where you play as Kit (I’d never seen the show and assumed his name was “Li’l Britches”) and a final platforming stage. I played the jungle level first, and it was easily the best stage in the game. By “best” I mean it barely rose to the level of “competent but bland.” A fairly basic side-scrolling type of affair notably only for the rate some enemies fire projectiles at you. There’s also a branching path for no reason. Before the start of every level, you’re told to find X amount of some random item. In that stage, it’s feathers. In another stage, it’s pearls, and so forth. I had been under the impression that was the object of the game, but it’s not. It’s just for bonus points. I didn’t discover this until the second stage. For me, that was an underwater level where your weapon seems to be a squirt gun. Yes, really.

Too bad nobody bought this. The sequel would have seen Baloo take a flamethrower to do battle with the sun.

To the game’s credit, it paid-off the absurdity of bringing a squirt gun to an underwater level by having it be the worst weapon in the history of video games. Not only is it unresponsive, (along with movement in general in this specific stage) but it doesn’t do a whole lot of damage. This was such a bad level that I nearly had a panic attack when I realized I was barely two stages into a game so awful that it feels historic. To TaleSpin’s very limited credit, this was as bad as the game got, but it’s pretty damn bad AND I had to go back and replay it because my first session had a logistic problem: I spent a lot of time trying to avoid ALL the fishes when some of them are benign. Of the normal looking ones, only the brown ones damage you because they’re really blowfish who swell up when they approach your massive collision box. As if they weren’t bad enough, the game has these massively spongy crabs that nibble at your collision box. I suffered my first of multiple GAME OVERs here.

There’s electric eels too that you can usually duck under. The crabs? I’d be impressed if someone could avoid taking damage from them.

You’ll note that I’ve been saying that enemies attacked my collision box instead of Baloo himself. Well, that’s because TaleSpin’s collision detection is some of the worst I’ve ever seen. Your box is absolutely massive, and the boxes for enemies and their projectiles are too, which combine to make avoiding damage a living hell. Seemingly the only thing that doesn’t have huge boxes are YOUR projectiles. I was often stunned by how lazily done the collision is and how they seem to have understood this and placed enemies to target THE BOX, and not the sprite. I made a couple examples. Take a look at this.

It gets even worse when you get to Kit’s stage. Even though he’s physically smaller, he seems to have retained a collision box that matches Baloo’s. Also, in that stage, there’s no attack. TaleSpin TG-16 becomes an avoider-game for that level. Thankfully, it’s just a lazy series of ramps that seems tailor-made to avoid enemies comfortably. That is, until it climaxes with an enemy that I honestly don’t believe there’s any way to avoid taking damage from. You just can’t leap high enough, even with Kit’s ability to use a parachute, to avoid this guy. In this screenshot, I’m being hit.

Allegedly there’s health refills in the game in the form of gold bars. I finished the whole game and, to the best of my knowledge, I never found one single health refill. I scored several free lives and, in the (terrible) bonus stages I even scored a couple extra continues, but I never saw a health refill. In every stage BUT this one, I defeated literally every enemy I came across, and they never really dropped anything besides the bonus times that are only worth points. Your health doesn’t refill between stages, and if not for the fact that the game offered continues, there’s no way I’d have finished TaleSpin. This isn’t merely old-school janky. This is a mechanically broken game. There’s also no personal touch to it. When you enter a section where boxes are thrown at you by enemies, the arrangement of where the enemies are placed is repeated several times for the full hallway. No charm. No tact. This is not a game made with love. It’s a game made because Radiance was probably the lowest bidder.

Shere Khan isn’t the last boss. What the hell?

If you were to pretend that this didn’t have overly-heavy jumping, feathery combat, and some of the worst collision detection I’ve seen in a platformer, TaleSpin would just be boring anyway. This offers NOTHING besides very rudimentary platforming high jinks. I feel sorry for those TurboGrafx-16 owners who didn’t get to play the Disney offerings on Sega or Nintendo. The shoddy play mechanics, unresponsive and sluggish controls, and the way damage is handled makes TaleSpin stink of a game that was rushed through development without a hint of polish. It’s an ugly game, too. One of the worst looking TG-16 titles I’ve seen so far, and I played through the TurboGrafx-16 Mini. Burn this one in the red flower.
Verdict: NO!
Oh god.. they did the Darkwing Duck game on the TurboGrafx-16 too.