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Video Game: Chip 'n Dale Rescue Rangers

Two Platform Game adaptations of Chip 'n Dale Rescue Rangers were published by Capcom. Developed by the same team that worked on the DuckTales game (and also worked on the Mega Man series) for the Nintendo Entertainment System, 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 Co-Op Multiplayer.

This game provides examples of:

  • Adaptational Villainy: 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.
  • Amusement Park: The setting of three levels in the second game: the Clock Tower, Future World, and Western World.
  • Animals Not to Scale: 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, Fat Cat is downright enormous in the first game, taking up most of the screen.
  • Ascended Glitch: In the first game on rare occasions thrown blocks would fly in a zigzag. It became a chargable attack in the sequel.
  • Big Boo's Haunt: The haunted warehouse stage in the second game.
  • Bonus Stage: After each level in both games.
  • Cartoon Bomb: Can be found in some stages and used as a weapon.
  • Crate Expectations: 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.
  • Directionally Solid Platforms: In both games.
  • Down the Drain: Both games feature their own sewer levels.
  • Edible Ammunition: Apples serve as particularly heavy ballistics.
  • Fastball Special: 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.
  • Friendly Fireproof: 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.
  • Gusty Glade: One level in the first game featured giant fans that blew you around.
  • Invincibility Power-Up: Via Zipper, who also homes in on every enemy on the screen.
  • Macro Zone: "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.
  • Mercy Invincibility
  • Mine Cart Madness: In a western-themed level in the second game.
  • Mobile Shrubbery: 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.
  • 1-Up: 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.
  • Ratchet Scrolling: 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.
  • Rescue The Princess: 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.
  • Ship Level: The ship stage from the second game.
  • Shout-Out: 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".
  • Schrödinger's Gun: In the second game, the player faces a Wire Dilemma when defusing a bomb. Any choice turns out to be the right one, though one causes the screen to flash white with a boom, then revert back as one character says "Just kidding!"
  • Skippable Boss: In the first game, entire levels can be ignored depending on what path the player chooses.
  • Slippy-Slidey Ice World: The refrigerator stage from the second game.
  • Super Drowning Skills: All water, either standing or from faucets, hurts, with deep water counting as a Bottomless Pit.
  • Super Not-Drowning Skills: ...Except during the boss battle in the park stage of the first game, which takes place entirely underwater.
  • Timed Mission: You've got 3 minutes to make it through the refrigerator stage in the second game before you're turned into a munk-cicle.
  • Toy Time: The toy store level in the first game.
  • Wire Dilemma: In the second game, the player faces a Wire Dilemma when defusing a bomb.
  • The Unfought: Fat Cat in the second game.
BonkersCreator/CapcomDarkwing Duck
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