Two PlatformGame adaptations of ''WesternAnimation/ChipNDaleRescueRangers'' were published by Creator/{{Capcom}}. Developed by the same team that worked on the ''VideoGame/DuckTales'' game (and also worked on the ''VideoGame/MegaMan'' series) for the UsefulNotes/NintendoEntertainmentSystem, the games were released in 1990 and 1994. Here Chip and Dale get through the levels by picking up and throwing things, including each other in CoOpMultiplayer.

Both games will be re-released for UsefulNotes/PlayStation4, UsefulNotes/XboxOne, and [[UsefulNotes/MicrosoftWindows Windows]] (via UsefulNotes/{{Steam}}) as part of ''WesternAnimation/TheDisneyAfternoon Collection'', which also includes both original ''[=DuckTales=]'' games, ''[[VideoGame/TaleSpinCapcom TaleSpin]]'', and ''VideoGame/DarkwingDuck''.
!!This game provides examples of:

* AdaptationalVillainy: DTZ, the shapeshifting alien from the episode "Dale Beside Himself," did try to get Dale stuck in space, but he wasn't really evil, he just preferred staying on Earth. In the game, he's a recurring mook working for Fat Cat.
* AmusementPark: The setting of three levels in the second game: [[ItsAllUpstairsFromHere the Clock Tower]], [[{{Tomorrowland}} Future World]], and [[TheWildWest Western World]].
* AnimalsNotToScale: Both variants. Outside of some bosses, every enemy in the game is roughly chipmunk-sized regardless of species, including cats, mechanical bulldogs, weasels, and, most bizarrely, rhinos. On the flip-side, [[FinalBoss Fat Cat]] is downright enormous in the first game, taking up most of the screen.
* AscendedGlitch: In the first game on rare occasions thrown blocks would fly in a zigzag. It became a chargable attack in the sequel.
* BigBoosHaunt: The haunted warehouse stage in the second game.
* BonusStage: After each level in both games.
* CartoonBomb: Can be found in some stages and used as a weapon.
* CrateExpectations: 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.
* CreatorProvincialism: In the Zone A of the first game, there's ''ninja flying squirrels'' attacking you, despite the game taking place in the U.S. and not having no relation with Japan other than the developers being Japanese themselves.
* DirectionallySolidPlatforms: In both games.
* DownTheDrain: Both games feature their own sewer levels.
* EdibleAmmunition: Apples serve as particularly heavy ballistics.
* FastballSpecial: During co-op mode in the second game, you can pick up your partner and perform a charged throw to launch them at enemies like a chipmunk missile.
* FriendlyFireproof: Somewhat averted. While players can only stun one another in co-op mode by throwing objects, it's possible to ''indirectly'' harm your partner by tossing them into enemies.
* GustyGlade: One level in the first game featured giant fans that blew you around.
* InvincibilityPowerUp: Via Zipper, who also homes in on every enemy on the screen.
* MacroZone: "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, such as Fat Cat's Casino, where the slot machines and tables appear human-sized.
* MercyInvincibility
* MineCartMadness: In a western-themed level in the second game.
* MobileShrubbery: 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.
* OneUp: In the first game, these come in the form of flashing stars that waft onto the screen once you've collected 100 flowers. In the second game, they're often placed in hard-to-reach spots.
* RatchetScrolling: Used for puzzles in some stages, such as finding a way to obtain a not so obviously accessible 1-up without letting it scroll off the screen.
* RescueThePrincess: 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.
* ShipLevel: The ship stage from the second game.
* ShoutOut: In the first game, the first stage is based on the episode "Catteries Not Included", and the final stage is based on "Adventures in Squirrelsitting".
* SchrodingersGun: In the second game, the player faces a WireDilemma when defusing a bomb. Any choice turns out to be the right one, though one causes the screen to flash white with a boom, [[FissionMailed then revert back as one character says "Just kidding!"]]
* SkippableBoss: In the first game, entire levels can be ignored depending on what path the player chooses.
* SlippySlideyIceWorld: The refrigerator stage from the second game.
* SuperDrowningSkills: All water, either standing or from faucets, hurts, with deep water counting as a BottomlessPit.
* SuperNotDrowningSkills: ...Except during the boss battle in the park stage of the first game, which takes place entirely underwater.
* TimedMission: You've got 3 minutes to make it through the refrigerator stage in the second game before you're turned into a munk-cicle.
* ToyTime: The toy store level in the first game.
* WireDilemma: In the second game, the player faces a WireDilemma when defusing a bomb.
* TheUnfought: Fat Cat in the second game.