Reviews from

in the past


Awesome little platformer, the cane pogo stick mechanic is very intuitive and fun. Excellent level design and amazing music which Capcom was known for at the time. Great length and replay due to having multiple endings and secret areas, definitely one of the best NES platformers Ive played

8.5/10

My mom was always into getting me the kid looking games when I was little.
Hopping around on a cane was an interesting mechanic. This was fun and whenever I see it now it brings back nostalgia, plus I love the show. I've played the remaster too, but didn't finish it.

You'd be hard-pressed to find much better in terms of the Disney/Capcom NES lineup. Fun pogo-jump mechanics (well, when you get it to work correctly, anyway), solid levels, a memorable chiptune soundtrack ---- DuckTales has it all. It's not that long, but what time you spend with it is well worth it. The only thing that made it better was the Remastered version years down the line.

Oh damn, I totally forgot to review this and Chip N Dale when I decided to shotgun them back to back in a day off work!

Uhhh, yeah, it's pretty good! DuckTales was always talked up in the late-2000's internet as one of the best licensed games around, but it fell into the chasm of one of those many widely beloved titles that I only sampled over my early years dabbling with emulators. It's not as good as people made it out to be, but hey, it's good! The music's toe-tapping goodness, the spritework is great, and the gameplay's pretty solid 2D action! Not without issues, mind, because I immediately got reminded why I never got too far in the title when the Amazon level effectively walled me to needing to grind for gold, and Transylvania was a kind of annoying slog, but it got better as it went on; a good platformer if you've got an hour and a half to kill, and its influence on modern platforming classics like Shovel Knight can't be overlooked.

Final 5 minutes of the game felt insanely tacked on though, like what the fuck was that final boss?

Played on an NES at 2D Con 2022, as well as FCE Ultra GX on my modded Wii. The game is hard, but if I'm feeling up to it, I may return to it someday.


The pogo cane idea remains pretty brilliant, and the music and levels are delightful

Why do you get softlocked if you die to the amazon boss
Why do you have to go to one stage to get warped to one of the other stages so that you can go through the mirror that was previously just a one-way teleport destination
Why is the last stage just one of the previous stages again
Why does the last boss fight just involve climbing up a rope with no obstacles
It's ok

jogo muito bom mas esperava um pouco mais dele

Licensed games aren’t inherently bad in theory, but a certain context to these stigmatized titles gives them their heinous reputation in the gaming landscape. They already have the perk of familiarity, and the brands that the companies tend to pick from are ones recognized by children, their most impressionable demographic. This exploitative measure by the titans of industry is always seemingly a sure-fire recipe for success in their eyes. They think that recognizability will boost the base profits compared to a new, original IP and that children will be so enveloped in the comfort of interacting with their favorite media brand through gaming that they’ll neither notice nor care that they compromised on overall quality. These greedy bastards fail to consider that a child’s intelligence, especially concerning something they spend a fair margin of mental energy towards, is of higher critical capacity than the consumer zombies the industry perceives them as being. Because the gaming industry insists on faltering with licensed games to this day, churning them out half-baked has resulted in dire consequences. To highlight the serious effects of a poorly prepared licensed game, E.T. on the Atari 2600 was so atrocious that it's notorious for (allegedly) causing the video game crash of 1983. If Nintendo hadn’t resurrected the interest in gaming two years later, gaming would be deader than the dinosaurs and also just as antiquated. You’d think the industry would’ve learned a valuable lesson from the E.T. meteor whose impact almost rendered gaming extinct but like a junkie, they dip back into the drug that almost killed them on a daily basis and continue to flirt with disaster. As I previously stated, licensed games are not chained to the realm of mediocrity, despite how many rotten examples one could list to disprove my statement. If they’re given the same love and care as any one of gaming’s homegrown games with respect for the original source material, a licensed game can resonate with any gamer past the surface point of familiarity. Arguably, the first licensed game to shed a few pounds off of the negative weight of the licensed game breed is DuckTales for the NES.

I understand that DuckTales was a revered cartoon series in its day, an adaptation of a long-running comic book of the same name. I claim to only recognize this from a distant standpoint because the cartoon predates my existence by almost a decade and I’m not willing to immerse myself in the entirety of the cartoon’s three-season duration for the sake of research. Apparently, DuckTales revolves around pioneering Disney bigwig Donald Duck’s extended family but does not include the staple peer of Mickey Mouse in any capacity whatsoever. Instead, the focal character for this Donald Duck offshoot is his uncle Scrooge, the Scottish, anthropomorphized parallel to Ebeneezer Scrooge from the Disney adaptation of A Christmas Carol. He’s also accompanied by the colored duck triplets of Huey, Dewey, and Louie, as he’s taken legal guardianship of them. I do not know what the young girl duck’s relation is to Donald Duck or why she is helping Scrooge on his quest to travel the world and amass an abundance of treasure, but she will randomly appear as often as any of the boys in the levels. According to those who are older than me and who were fans of the cartoon series during its initial broadcast, the cast of characters along with the premise of Scrooge pillaging the world of its shiniest valuables in competition with his equally rapacious mallard rival, Flintheart Glomgold, proves that the developers certainly did their homework with the source material. I’m just going to have to trust them on that.

To assure that DuckTales wouldn’t sink into the cesspit with the rest of its maligned licensed game contemporaries, the development job was given to Capcom, one of the most well-regarded third-party video game developers of the NES era and even today. Half-assing a licensed game with Capcom at the helm was out of the question, for a lackluster release with their name printed on it would be detrimental to their stellar reputation. Even though I’m sure adapting a Western cartoon in the interactive medium was an alien prospect for the Japanese company, Capcom evidently made the wise choice to stick with what they excelled at. The following screen after selecting a difficulty option in the main menu that sees Scrooge sitting at a comically-sized computer will signal the first clear indication that Capcom crafted this game. Popularized by their iconic Mega Man series, the levels in DuckTales can be completed in a non-linear fashion (except for the African Mines which need to be unlocked with a key obtained from the Transylvania level listed above). The levels are an eclectic mix of fun, kooky themes as the ones from any Mega Man title, loosely inspired by the varied climates of real-world locations. The Amazon is a humid jungle where Scrooge channels his inner Pitfall Harry swinging on green vines, Transylvania is the interior of a gothic Eastern European palace akin to Castlevania, the African Mines are rich with healthy, brown soil, and the lofty elevation of the Himalayas makes for an appropriate snow level. Lastly (or so if the player chooses), the celestial outskirts of The Moon are pure, 8-bit bliss in every sense. What seems to meld these levels together in some sort of thematic cohesion is the fact that these areas are infamous for allegedly housing unspeakable fortunes in their deep catacombs, and most of the intrepid excavators have perished in their attempts to find it. Scrooge is obviously too foolishly covetous to heed the warning.

Besides the excellent presentation and diverse level themes, the true magic of the levels in DuckTales is how surprisingly rich their designs are. Upon selecting The Amazon as the first level to at least attempt, entering a cavern and ascending back to the surface after evading some hanging spiders eventually came around full circle back to the underground entrance. I was genuinely confused, for most 2D platformers of the pixelated eras tend to trek the player down linear pathways with the primary caveat of surviving the enemies placed as deadly obstacles along the way. Any alternate routes provided to the player ultimately lead to the same destination. The levels in DuckTales are far too small to justify offering a map, but their intricacies still interest me in seeing it charted out with some semblance of gaming cartography. Transylvania plays with the surreal sublimeness of mirrors as a means of teleportation around the castle, while Scrooge must retreat back from the straight path on the Moon and return with a gadget that blows away a rather obtrusive piece of the orbital rock to kingdom come. The game will also reward the player charitably for discovering hidden passageways with additional diamonds and health items. As for my awkward scrape in the Amazon, climbing up one of the vines instead of swinging on them as my gaming experience trained me to do brought me back on track. The extent of labyrinthian level design here in DuckTales wasn’t even a pervasive trend with gaming’s original 2D platformer properties.

Another reason why providing a map in DuckTales would be unnecessary is that the player will ideally become familiar with the layout of the levels organically through repeated visitations. Still, I wouldn’t classify DuckTales as an example of the typically onerous “NES hard” label. If games like Ninja Gaiden and Contra are diamonds, DuckTales is a firm Zircon. It would probably alarm many to learn that DuckTales provides zero continues after the player exhausts all three of their lives, a rather steep disciplinary tactic for the game to implement. However, I’m not clamoring for a password system because DuckTales balances the austerity of a typical NES game with plenty of perks to avert one’s untimely fate. Ice Cream and cake literally rain down from the sky to heal Scrooge, a diabetic’s nightmare coming to life that relieves the Scottish duck of his wounds he cannot afford not to subside. Because health items are constantly generated by what is practically divine intervention, DuckTales is perfectly accommodating to stave off the strict penalties of failure.

Even with health items stocked aplenty, this aspect of the game design in DuckTales does not guarantee that the player will easily skate through the game. One finicky facet of DuckTales is the controls. Despite his advanced age, Scrooge manages to compete with all the other platforming characters competently in terms of mobility. In fact, Scrooge’s pogo technique where he hops on enemies from above with his cane was such a distinctive ability for a platformer character that Scrooge could patent the maneuver and reap royalties from all future games that would ape it. Knowing Scrooge, he’d do it in a heartbeat. What a character that is obviously spry and nimble needs a walking cane in the first place is a mystery to me, but I digress. While pogoing off of enemies is a unique thrill, the issue is that it is Scrooge’s only means of offense. Scrooge cannot bat his fine piece of woodworking anyway but downward in the air. Boulders and other debris can be swung upward like Scrooge is swinging a golf club to hit enemies from afar, but these are only in convenient circumstances when the game provides such supplementary objects. Being restricted to the pogo move in most scenarios makes for awkward encounters with a good handful of enemies, getting damaged unfairly when all Scrooge needs is the ability to swipe his cane like a sword.

Fortunately, all of the bosses in DuckTales are accommodating to Scrooge’s offensive restrictions. At the end of each level, fighting a boss will earn Scrooge the primary treasure. Because each of the bosses, ranging from the yeti to the giant rabid rat, leave themselves vulnerable by halting momentum after hopping around, they should be dispatched easily. Unfortunately, the consistent ease of boss battles extends to the final one against Duckula and Glomgold. My dissatisfaction stems from the second portion where Glumgold reveals himself and Scrooge has to race him to the “ultimate treasure” on top of a towering column because all Scrooge has to do is touch it and the game is complete. While we’re on the subject, the entire final section after completing all of the levels in DuckTales is quite underwhelming. A message from Glomgold states that if Scrooge wants the treasures back, he’ll have to return to Transylvania, catapulting Scrooge back to the Gothic manor. I assumed that the final boss and level were a completionist bonus and that I overlooked some sort of hidden artifact that unlocks the route to the game’s true ending. Instead, the last section is sincerely just traveling through Transylvania once again without any alterations whatsoever. Referencing Mega Man again, Capcom is the king of crafting fittingly epic final levels in their games, but DuckTales managed to falter nonetheless. A stressed development time could be the culprit, perhaps.

DuckTales isn’t merely a rare example of a licensed game that succeeded. DuckTales is one of the shining examples of a 2D platformer game that cements the legacy of Nintendo’s first foray into the console market. Does it still exhibit some unflattering jaggedness associated with this early pixelated era of gaming? It certainly does but to its credit, all of the highly regarded original IPs of the time are just as guilty. While on equal par with the other NES classics on its negative aspects, what makes DuckTales stand out above its peers with more gaming credibility is its exquisite level design and its tasteful approach to the difficulty that numerous NES games struggle with. A plethora of fresh mechanics that DuckTales helped popularize changed the course of gaming for the duration of the sidescroller generations, and the fact that these innovations came from a licensed game is truly a marvel to behold.

------
Attribution: https://erockreviews.blogspot.com

Antigua gema plataformera del NES

Ducktales es un juego basado en la serie de dibujos llamada “Las Patoaventuras”, lanzado en 1989 y desarrollado por Capcom para la NES. En el juego, encarnaremos al Tío Gilito en una de sus aventuras para conseguir varios tesoros para hacerse aún más rico.

Desde el minuto 1 se nota el sello de Capcom en este juego, para empezar, podemos recorrernos los 5 niveles en el orden que queramos (Amazonas, Transilvania, Minas Africanas, el Himalaya o incluso la Luna) y para seguir la música está genial. He de mencionar que no todos los temas son tan buenos como el principal, pero el nivel es alto, la música le va como anillo al dedo a este juego.

El diseño de niveles es curioso, ya que el gameplay trata de explorar cada zona y encontrar todos los tesoros posibles antes de enfrentarnos al jefe de la zona. Si no escudriñamos todas las esquinas, es posible que terminemos el nivel y nos dejemos bastantes tesoros.

Aunque esta idea puede recordarnos un poco a Wario Land, el gameplay no tiene nada que ver. El tío Gilito puede saltar y rebotar sobre su bastón, además de usarlo a modo de palo de golf para destruir o lanzar algunos bloques que se encuentra por el camino. Las mecánicas son originales desde luego, tanto que me ha costado un poco acostumbrarme a ellas, y eso ha hecho que no disfrute del primer nivel. Una vez pasado este período adaptativo, ya empezamos a movernos con soltura y a disfrutar el juego, que en el fondo no es demasiado difícil.

Gráficamente juego se ve bien y corre prácticamente sin bajón alguno y con poco parpadeo. El diseño y animaciones del tío Gilito están bien, personalmente me han gustado bastante, aunque hay que admitir que técnicamente las animaciones son más simples a las de Land of Illusion por ejemplo.

Ducktales es un juego al que puede que te cueste acostumbrarte, sobre todo si nadie te explica antes los controles, pero una vez entiendes cómo funciona es muy disfrutable.

Capcom was knocking it put of the park sonically on the NES

Actually really fun.
Varied locales.
Sure, at the end of the day you are helping a rich old white duck get richer, but at least you have fun doing it.

This was nice. Extremely short game, but it's just fun to play. The pogo mechanic is a lot of fun, and it's a nice and simple game. Good difficulty level too. It's was kinda hard at the start, but after getting used to the mechanics and learning the levels, it wasn't all that hard. Also the banger music and pixel art was really nice and charming!

The pogo mechanic did feel a bit odd at times, like sometimes I just wouldn't pogo and I didn't know why, but that wasn't very common. Also not being able to pogo off enemies during your i-frames was a bit annoying. But after learning to deal with that it was fine. Anyways, good game!

It's a great platformer that nails the visuals from the cartoon. Coupled with an equally cheerful soundtrack, and a nice variety in levels, it's easily one of the strongest platformers to come out of the 8-bit era.

Dude, DuckTales on NES? Still a total blast! Jumping on Scrooge's cane like a pogo stick never gets old, and those levels are just packed with secrets. The music's catchy as heck too – sometimes I still find myself humming that Moon theme!

This game's got awesome music and super fun levels, but man, that damn pogo stick!

>play first level
>finally reach a checkpoint after god knows how many deaths to cheap-ass bees
>guy offers to take me back to base
>accept to see what it does
>he takes me back to the hub and I have to start the level over with no benefit except respawning the seemingly useless money pickups (there's like 150K worth)
>why does he even exist
>game over and lose my money anyway (no saving)

>reach checkpoint again
>ignore the guy this time
>two screens later, a giant statue tells me I need to pay it 300K to pass, twice as much as is in the level

dropped

The only good nes platformer

The game is easier than the contemporaries and is pretty fun. The controls are tight and feel floaty enough. The more exploratory levels are cool but sometimes is kinda annoying having to repeat a level.

i love hopping about as an old rich man who is a duck!

This licensed Disney game is actually pretty good?

I only finished it on easy mode, maybe one day I'll finish it on normal, but I don't know, it's a good game, but because it's not from my childhood like the Magical Quest trilogy, I find it a bit difficult.

Update: Ok, I finished the game on the other difficulties and about them, there isn't much to say, the only thing that changes is the fact that on difficulty it lets the bosses last up to 5 or 6 hits to die. Well meh to be honest.


Really a very good game. NES DuckTales clearly belongs to an era where licensed games could be as good as those belonging to big name franchises, and no wonder, because this game was developed by Capcom. What impresses me most about the game is how polished and well designed it is for the year it came out, it's not a hellishly difficult game despite being released in an era where it was almost the norm to have high difficulty, and even the level design and mechanics are quite good.

The coolest thing about the game is its gameplay, as it is as if they made a game around controlling a character with a Pogo Stick, both to jump higher and to eliminate enemies, and as silly as that sounds it turns out to be something very fun and that is what makes this game so memorable. The game is short, as it only consists of 6 levels, but each level offers something different in terms of theme and structure, quite similar to a Mega Man game, as even we can choose the order. The variety is good, as we can visit the Amazon, the Himalayas or even the castle of Count Dracula-Duck, each place with a good musical theme (a song even transcended the game). I like how some levels have alternate routes that lead us to secret treasures or upgrades that increase vitality.

Although the only problem is that this game has no password system, so if you lose all your lives you will also lose all your progress and you will have to start from the beginning and replay all the levels from the first one. I don't think this is a big problem, as the game is not very difficult and the levels are short, but I can see how this can be a problem for many, because ultimately there will be a lot of trial and error in the process, at least until you get used to how to play and the structure of the levels.

Conclusion
Yes, it is clearly one of the best NES games, with a unique gameplay and proposals, as well as being a good enough game by its own merit and not for being a clone or trying to imitate another game. If you like NES games and you have never played it, it may be worth a try, it may give you a nice time as it gave me a good time, it was fun.

[Played on Retron 5 with the original cartridge]

I haven't played DuckTales in a very long time and I have to say it's still just as great as the last time I played it. I have no real familiarity with the cartoon beyond a couple of episodes of the original series, so none of my enjoyment was derived from that. This is just a really really good game, certainly to be expected since this is a Capcom NES title.

This is certainly a game built around exploring for treasure. You're always given plenty of time to roam around and look for secrets, and there's certainly a lot of hidden gems. Yet this never gets overwhelming. You're not required to find many secret items to complete levels and finding the actual end-level bosses is no issue. Really, I can see a lot of Wario Land in this, and that's something I highly respect.

I think my only real issue might be that it's pretty easy. Thankfully DuckTales has 3 difficulty options to choose from, and the difficult option is perfectly fine. I don't actually remember much of what in particular makes the difficult option the hardest, but it certainly felt more challenging, as I was usually close to dying by the time I got to a boss, and that made figuring out patterns a lot more fun (because when you do, the bosses are nothing).

Really, you have no reason to NOT add this to your collection. This is a must-have title, like plenty of the other Disney titles, and plenty of the other Capcom titles.

8/10


Played a lot of Ducktales back in the day, mostly because it played pretty solid and yet was much different than anything else out there. Very similar feel to playing a Mega Man game.

Another classic. For a long time, I didn't really get the hype behind this one. But one time while trying to play through, it just... clicked. Now I think it's great!

This was just a cute little game. Not hard in the slightest which is unusual for an 8bit game. The level design was mostly well done, even if some enemy placements were a bit annoying.

I don't know if this game would be as fondly remembered though it it wasn't for the Moon level theme. Especially since no one ever seems to remember DuckTales 2 exists.

RG35XX

The Pogo Mechanic is alot of fun. Also getting the best ending requires alot of exploration. Some of the best Music on the NES also. Dagobert really does it here