Take on the NES Library

An 8-bit Extravaganza!

cat

APR
19
2019
0

#116 – Mappy-Land

Another one of Namco’s iconic characters gets his own land!

There’s no gradient, but a three-color title is good enough

To Beat: Finish Level 4-8
Played: 3/8/19 – 3/9/19
Difficulty: 3/10
My Difficulty: 3/10
My Video: Mappy-Land Longplay

Mappy was a popular arcade game by Namco that released in 1983. The NES received many arcade ports during its lifespan, including many other Namco classics such as Galaga and Pac-Man. Mappy did get a Famicom port but never saw an NES release. Instead, what we got was Mappy-Land, a console-only sequel that extends the formula from a score-based arcade game to an adventure game. Let’s dive in and see how that panned out.

Mappy-Land was developed by Tose. It was first released on the Famicom in November 1986. There it was published by Namco. The NES version in North America came out way later in April 1989, published by Taxan. It was also included on Wii U Virtual Console worldwide in 2015. This game and the arcade original were the only two Mappy games released in the US. Japan had the arcade sequel Hopping Mappy in 1986 and a Famicom platformer in 1989 called Mappy Kids.

In Mappy-Land, you play the role of Mappy over four different stories, most of which center around Mapico, Mappy’s girlfriend. In the first story, you are collecting cheese as a present for Mapico’s birthday. In Story 2, you gather wedding rings because Mappy wants to marry Mapico. The third story has you collecting Christmas trees for a party. In the final story, you find baseballs for Mappy Jr.’s birthday party. Each of these stories consist of eight areas, so in all there are 32 areas to clear in Mappy-Land to consider the game beaten.

Collect items, avoid enemies. Sounds simple!

This is a simple maze-chase style game with equally simple controls. The D-pad controls Mappy. You can walk left and right. Press Up or Down to use ladders. The B button lets Mappy perform a small jump. Most items are in the air and Mappy jumps to grab them, and even though B-button jumping is normally something I hate, it didn’t bother me this time. The A button is used for deploying weapons. That’s all there is to it.

The ground rules for this game are also simple, mostly following from the original Mappy arcade game. You start on the bottom left and the enemies, the cat Nyamco and his crew of Mukies, begin pursuing Mappy from the upper right. This is a scrolling game that expands several screens horizontally. The structure of each level is four floors high that are sometimes connected by ladders. Empty vertical columns often contain a trampoline at the bottom that Mappy and the enemies can use to switch between the floors. Mappy passes through all enemies unharmed while on the trampoline. You can only get off the trampoline while moving upward, and after a few consecutive bounces the trampoline will vanish until you either get off or fall through to your death. Mappy loses a life if he collides with an enemy or if he falls, except when he is either on or leaving a trampoline. You can also fall on top of a partial ladder and be okay. The goal of each level is to collect the six items from the story, then exit to the right.

Since you can’t always navigate your way around all the pursuing enemies, you have some defensive weapons at your disposal. These are displayed in a row at the top of the screen and you can collect more as you find them. Press A to use them, however you can only the item positioned at the end of the list, so the last item collected is the first one used. You start off with three cat toys. Mukies will get distracted by them allowing you to pass through them, but Nyamco is unaffected. Coins do just the opposite; they distract Nyamco but the Mukies don’t bother with them. Pots cause Mukies to faint, letting you pass by safely. Fish are thrown forward and bounce ahead, which causes all enemies to chase them.

I was able to distract the muky but not Nyamco.

Each of the eight areas has a different visual theme, a different costume that Nyamco wears, and a unique attacking weapon that shows up at fixed locations in the stages. The first area is Railroad Town and it contains pulleys. Grab one and Mappy will slide to the left, knocking out any enemies in the way. The second area is Western World and there are punching bags. Jumping into one cause it to rock back and forth for a while which knocks out passing enemies. The next area is Tropical World with fireworks. These are like bombs. Set them up with a jump and they will sit there until an enemy passes and it explodes. The fourth area is Jungle World. This area has a different structure from the others. There are no weapons here, but the level layout is a wide open space with no floors and no enemies that actively pursue you. There are trampolines strewn about, many of which are high up off the ground and slide left and right. Use these trampolines to catch and cling to vines that help you cross pools of water. You can fall safely after bouncing and you can control Mappy with Left and Right as you fall, but you must land on a trampoline after leaping from a vine or you will lose a life.

The fifth area is Pirate World. This one has horizontal bars and Mappy will swing around them for a time, hitting any enemies that pass by. The sixth area is Ghost Town which also has a different play style than the other stages. This is another open area where Mappy uses a balloon to fly around. Use the D-pad to fly in any direction. Mappy is armed with an infinite use flashlight that he shines when you press A. The cats fly around as ghosts and you can vanish them with the flashlight. Here you collect keys to open a door leading to a side area. You have to find an item here that lets you pass through to the end of the stage. The next area is Seventh Avenue and it contains sticks that you bop from underneath to hurt enemies above you. I never was able to utilize these when I played. The final area is Muky Town. There are bowling balls that roll along the ground when you release them, taking out enemies along the way. Instead of going off to the right when you collect all the items, you must enter the castle door in the center. This takes you to another side area with no enemies and a new set of items. You must collect all the items here and reach Mapico at the end of the area before the level song completes. If you fail, you are awarded no bonus points but you get to repeat that part again as many times as needed without losing any lives. Complete it to earn a point bonus, then you go to the first area of the next story.

It’s nice not being chased sometimes.

As you proceed through the stories, the enemies start chasing you faster and thus are harder to avoid. Some areas also have the exit blocked, just like how I described above about Ghost Town. In that case, you need to locate the sub area that opens once all items are gathered. Inside the sub area, you have to collect another item that lets you pass through to the end of the main area outside. The entrance to the sub area is often telegraphed by a doorway in the background that you wouldn’t have otherwise noticed.

Now I’ll cover a few miscellaneous features and tips about Mappy-Land. Sometimes, the necessary sub area is made a little bit harder to find because you need to jump into the entrance. This tripped me up on one specific level. You can use both kinds of weapons together. For instance, you can distract a bunch of Mukies with the cat toy and then run them all over with the pulley in the first stage. Combo attacks like this also earn you a bunch of points. It is also possible to jump over a single enemy if you get trapped. I wasn’t aware this was possible until I re-read the manual after beating the game. Even though it’s not necessary for beating the game, I know it would have been handy to know that.

Mappy begins with two extra lives. There are no extra life pickups but you do earn a free life at 40,000 points. I didn’t score much higher than that so I don’t know if you can earn more lives or not. Dying in a level maintains the items collected, and that’s helpful for clearing some of the more difficult areas. You have unlimited continues to use when you run out of lives. You go back to the title screen but you can choose the Continue option on the main menu to restart the latest level. Be careful to manually select the Continue option so that you don’t accidentally start from the beginning and lose your progress. Mappy-Land has your back anyway in case that happens. The game features a built-in Stage Select option. You can choose to play any story and any odd-numbered area in that story. This means you can skip straight to 4-7 from the start and only have to play two areas to get the proper ending!

Some levels have you entering rooms in the background.

This was my first time playing through Mappy-Land. I only played one area during my initial cart testing. I remember reading about this game in my old gaming magazines. I didn’t get a chance to try it until I collected the game as an adult. I haven’t personally come across many copies of this game, but it is reasonably common. A loose cart sells for around $8 or so. My copy has some label peeling, so I wouldn’t mind running into a condition upgrade in the future.

I didn’t have much trouble beating this game for the first time. This is a straightforward game that you can just keep trying until you get through. There are a few tricky spots to cope with. Jungle World is cumbersome at first with the floating trampolines and unintuitive physics. If you don’t catch the vines in the right way, it is possible to fall to your doom between them. It reminds me of Spelunker but not in a good way. Some of the later levels are laid out where one of the objects you need is located on a one-way path. It can be tricky to get the enemies to cooperate so you can get through, but that’s why you have your weapons. I would take an intentional death just to ensure I could get an item in an out of the way location. This is a minor spoiler, but there’s a level where the floors are invisible unless you have a torch that you found in the previous area. If you have to continue on that stage then you are locked out of the torch altogether. While possible to navigate blind, it is really helpful to see the layout at least once before. I didn’t have to go back a level via the stage select or anything, but that was an option I might have considered if I were stuck for a long time. My longplay video was my second attempt and it went well enough. I got stuck for several minutes on 4-1, which was the only major blemish in an otherwise average run.

I had a fun time playing Mappy-Land, though it’s not without its issues. The graphics are simplistic but detailed enough with the different backgrounds and costumes for Nyamco. They might be nice for 1986 standards but not as great by 1989 when it reached the NES. I liked the music and how there was a different song for every area. They even brought back the original Mappy song for one of the sub-areas. The controls are easy to learn and use. The gameplay is okay but it gets repetitive. It’s not a terribly long game, but 32 levels of being chased around simple mazes is quite enough. The mechanics drag this game down a little bit. Mappy can fall from any height after bouncing off a trampoline and be fine, yet if he takes a tiny fall of a ledge he dies. But you can fall onto a half-ladder with no trouble. The rules don’t really make sense, but to be fair, neither does passing through deadly enemies on the trampoline. The Jungle World is the worst offender here, trying to flesh out some platforming that doesn’t fit the style of this game. Ghost Town with the floating balloon does it much better. The game is a little bit janky overall. I haven’t sold the game well here, but I had fun playing it and I appreciate its modest difficulty and some nice touches along the way.

#116 – Mappy-Land

 
JAN
04
2019
0

#105 – Felix the Cat

Felix the Cat, the wonderful, wonderful game.

A lot of folks have their eye on ol’ Felix.

To Beat: Reach the ending
Played: 10/28/18
Difficulty: 2/10
My Difficulty: 2/10
My Video: Felix the Cat Longplay

I’m starting to get a little worried that I’m running out of easy NES games to play.  Felix the Cat is another example of a solid platformer game that can be beaten with no prior knowledge in an hour or two.  Perhaps I never realized the NES has a bunch of easy platformers.  I have already beaten such games as DuckTales, DuckTales 2, Chip ‘n Dale Rescue Rangers, Puss ‘n Boots, and Wacky Races, all within the first 20% of this project.  Let’s see how Felix the Cat stacks up against those titles.

Felix the Cat is a cartoon character created in the late 1910’s.  Felix was either created by the cartoonist Pat Sullivan or his lead animator Otto Messmer.  His first appearance was in the short animated film Feline Follies in 1919 before he was even named Felix.  The cartoon cat’s popularity waned in the late 1920s in part due to making a late and poor pivot to movies with sound.  The Felix the Cat comic strips lasted in various forms from 1927 through 1966.  He also had a TV series from 1959 to 1962 produced by Joe Oriolo, who would go on to obtain the full rights to Felix the Cat in the 1970’s.  There have been a scattering of films and cartoon shorts related to Felix the Cat throughout the 1990’s and 2000’s.

Felix the Cat managed to get a single video game.  Felix the Cat was released on the NES in North America in October 1992 and a PAL release also in 1992.  A Famicom release in Japan appeared to have been planned but was cancelled.  A Game Boy port was released in North America and Europe in 1993.  It features the same game play but with fewer levels.  Hudson Soft developed and published the NES game.  The Game Boy version was developed by Hudson Soft as well but was published by Electro Brain in North America and Sony Electronic Publishing in Europe.

He’s a mischievous cat.

Felix the Cat is a straightforward platformer game.  The story is just another version of the typical trope.  The evil Professor has captured Kitty Cat and wants Felix’s Magic Bag of Tricks.  Felix of course uses the powers available from the Magic Bag to go and rescue his girlfriend.  The game takes place over nine areas, including multiple rounds per area.  You win the game when you clear all nine areas and save Kitty Cat.

The controls are what you expect from a platformer game.  Use the D-pad to walk around.  The A button jumps, and the B button attacks.  You can press Down to crouch for dodging, but it doesn’t make your attacks any lower.  The manual says you can hold Up and jump with A to jump higher, but it doesn’t work.  You don’t really need a higher jump anyway.

The primary gimmick to this game is that Felix has many different weapons he can produce out of his Magic Bag.  Felix can only use one of these at a time.  The default weapon is a punching bag which is a short-range attack.  By collecting hearts and powering up, Felix undergoes a short transformation and either changes his outfit or his gear, enabling him to switch up attacks.  One upgrade gives Felix a top hat and he can radiate a circle of stars that damages nearby enemies.  Other transformations give Felix a vehicle to ride in and some projectile attacks.  The effects of powering up depend on which level you are in.

The locals are angry and you must fight back!

As you go through the levels, you will find tokens shaped like Felix’s face.  For every ten of these you collect, a heart appears that you grab to power up.  When you do this, the game displays a series of ten small hearts in the upper left corner of the screen.  This acts as your timer for the powerup as they slowly dwindle away as you play.  For every five Felix tokens you collect, you will create a few milk bottle powerups.  Each of them restores two hearts to your meter.  Collecting a heart also fills up your meter.  As long as you keep a steady pace through the stages and keep collecting tokens and powerups, it is not too difficult to remain powered up.

Felix does happen to be pretty fragile.  One hit from an enemy or falling into a pit loses a life.  This puts you back to the default state.  Levels have checkpoints at arrow signposts and you go back there when you die.  Powerups are great in that they also act as a shield when taking damage from one of the bad guys.  When you are powered up and take a hit, you simply drop back a level.  Many stages provide Felix with three distinct levels of powerups which gives you some leeway if you make a mistake.  I found that I played slowly and conservatively at the start, and then got progressively more aggressive and quicker once I knew I could take damage and still be alright.

Each of the nine areas in the game can have multiple rounds.  Levels are straightforward left-to-right affairs with some verticality to them as well.  The last round in the area ends with a large magic bag.  Stand on top of the bag and press Down to enter the bag and go to the boss fight.  The bosses in this game are simple and take just a few hits to beat.  You then earn a nice point bonus and move on to the next area.  Sometimes you are treated to a small cutscene where you take a phone call from the evil Professor before pressing onward.

You can descend into the magic bag to get prizes.

You can also find the large magic bags within individual levels.  Some are on the main path and others are found high up off screen that you can reach through platforming or bouncing on large springs.  Enter these bags to go to a bonus room.  These rooms consist of several Felix tokens and contain an exit magic bag.  Leaving the bonus area can sometimes drop you off further ahead in the level.

There are other types of stages than just platforming levels.  There are swimming levels, flying levels, and even a space level.  There are different transformations you get to support these other stage types.  For example, you can fly in an airplane or man a hot air balloon.  In these levels you have to keep pressing A to stay afloat or to swim around.  Variety never hurts in a game like this.

Extra lives are very easy to come by in this game, even though there are no extra life pickups to be found.  For every 100 tokens you collect, you earn a new life.  Collecting a heart while fully powered up gives you an additional Felix, and you also get a life for every 50,000 points.  If you can get through the first area or so without taking any damage, you are well on your way to stocking up for the rest of the game.  Should you run out of lives, you can continue up to three times.  Continuing places you at the start of the current round, which is a slightly worse position than a normal death.

Cats aren’t afraid of water if they have a submarine.

I have played and beaten Felix the Cat once before as part of the Nintendo Age weekly NES contests a few years ago.  It was a one-life contest and I got near the end on my first life over just a few tries.  I went ahead and beat the rest of the game then just to see what was left.  This is a later release that is uncommon.  I have owned a few copies of the game cart.  Two I bought at local game stores.  One cost $12 and the other cost $10.  They were selling for $30-$40 at the time so it was a no-brainer to pick them both up.  I acquired a third copy as part of a mega haul of games I found on eBay late in 2014.  A loose cart of Felix the Cat now costs upwards of $60.

I didn’t have any trouble beating Felix the Cat again.  This is an easy game to beat for the very first time playing if you are any good at platformers.  There are quite a lot of areas and the levels themselves seem to go on and on at times.  It feels that you are making progress for most of the game, with a few sections that seem like they will never end.  Some parts of the game do take some careful play to clear effectively, but by then you probably have a huge stash of lives to burn so it’s no big deal.  I think the game takes about an hour to beat if played blind, maybe longer that that if some of the later sections cause some problems.  My longplay video took a little over 45 minutes with a little over half a dozen deaths.

Felix the Cat is a good NES game but isn’t anything special.  The game plays and performs very well.  The graphics are cute and nicely animated.  Felix has a lot of expressions in all his movements and attacks.  The controls are spot-on and handle properly through all the movement variety the game has to offer.  The gameplay is solid but nothing more.  Don’t get me wrong, the game is good, it’s just that it feels so ordinary.  This is the kind of game that you can shut your brain off and mindlessly play.  You’ll have a good time doing it for the first or second time, and then there’s not much reason to go back to it.  I bet some players get bored of it and quit partway through.  From my perspective, it’s hard to have a problem with a game that plays great and is just a bit bland in gameplay. 

#105 – Felix the Cat

 
OCT
02
2018
0

#97 – Chip ‘n Dale: Rescue Rangers

If you ever wanted to throw a friend, here’s a great way to do it!

Ch-Ch-Ch-Chip and Dale!

To Beat: Reach the ending
Played: 8/12/18
Difficulty: 4/10
My Difficulty: 3/10
My Video: Chip ‘n Dale: Rescue Rangers Longplay

We are almost at 100 NES games into this project, yet somehow this will be the fourth Disney Afternoon NES game on the list already. Sure, I handpicked DuckTales to round out my first ten games, but then TaleSpin followed quickly after. DuckTales 2 was beaten just a few months ago. I did not watch much of those cartoons in the Disney Afternoon lineup, but I sure played a ton of Chip ‘n Dale: Rescue Rangers over the years. Time to play it again and document it all!

Chip ‘n Dale: Rescue Rangers was an animated series from Walt Disney Television Animation. It was created by Tad Stones and Alan Zaslove. The series technically started with a preview episode that aired in August 1988. The full series began on the Disney Channel in March 1989 with a 13-episode run in its first season, which included that preview episode. Season 2 ran 47 episodes from September 1989 through May 1990. The first five episodes of the season were initially created as a standalone movie named Rescue Rangers: To the Rescue. The third and final season was an abbreviated five episode run from September 1990 through November 1990. Reruns were aired as part of the Disney Afternoon from 1990 through 1993.

Chip ‘n Dale: Rescue Rangers is one of the few releases to launch near simultaneously in both Japan and the US. Both the Famicom version, named Chip to Dale no Daisakusen, and the NES version were released June 1990. The PAL version would wait until December 1991. There was also a port to the Playchoice-10 arcade machine. Capcom both developed and published this game. Chip ‘n Dale: Rescue Rangers was included as part of the Disney Afternoon Collection compilation released in 2017.

Small cutscenes progress the story.

Chip ‘n Dale: Rescue Rangers is a side-scrolling platformer. The Rescue Rangers work together to find their neighbor Mandy’s missing kitten. Chip and Dale go hot on the trail and fend off a bunch of mysterious robotic enemies. It turns out to be a distraction as their enemy Fat Cat captures Gadget, one of the Rescue Rangers. Now the remaining Rescue Rangers have to work their way through several levels to find and defeat Fat Cat. Simply reach the ending of this story to beat this game.

At the start of the game you decide if you want to play single player or two-player mode. In single player you then get to pick if you want to control either Chip or Dale. Both play the same so just pick the one you like more. In two-player mode, player 1 is Chip and player 2 is Dale. Two-player mode is simultaneous play which I have found is a big draw to this game.

The controls are normal platformer controls. You move around with the D-pad and press A to jump. You can control your fall with the D-pad for good old precision movement. Hold Down to duck low, and if you press A then you will jump down through ledges. The B button is used to pick up and throw objects. Normally you will throw crates but there are other things you can grab. Push into the crate from the side and press B to pick it up. You can move around like normal when holding a crate. Press B to throw the crate sideways the length of the screen. You can hold Up and press B to throw a crate straight above your head, like you have super strength. If you duck while holding a crate you will hide inside of it. You’ll see your character’s eyes peeking out. While hiding like this, enemies can walk right into the crate and take damage, acting like a shield of sorts. If you throw the crate while hiding you will throw it low across the ground. In the two-player mode, you can throw crates at each other, stunning your partner briefly. You can also pick the other player up, carry him through the level, and throw him around. Press Start to pause the game, and press Select to also pause the game and bring up a status screen.

Always carry a crate along.

A little information is on-screen during play, and the rest of it is shown on the status screen. The top of the screen shows your health meter in the corner. You get three hearts of health and damage from an enemy causes you to lose a heart. In this game there is no way to extend the maximum health meter. There is also a C or a D displayed above the health depending on if you are playing as Chip or Dale. The status screen from pressing Select shows your character portrait along with the number of lives, flowers, and stars you have collected.

There are powerups and collectibles you can find. Flowers are the most common item you will see all the time out in the open. Meanwhile, stars are usually found hidden behind a crate. Once you collect either 100 flowers or 20 stars, a 1up star will float into play from the side of the screen. You can occasionally find 1up stars hidden in crates. You can tell the difference as 1up stars flash colors and normal stars do not. Health-restoring acorns can also be found in crates. Normal acorns restore one heart and blinking acorns restore all health. While not a powerup, I want to also mention the metal crates. You can’t throw these, but you can pick them up, drop them, and stack them to build makeshift stairs.

Large treasure boxes may hold special items. You can find full-health acorns inside them sometimes. You can find a powerup with the letter P on it that helps you carry heavy items. There are some things like large apples that you can pick up but they slow your movement and you can’t jump as high. When carrying an apple you can see Chip or Dale visibly sweat because it’s so heavy. With the P powerup you can carry big items the same as normal ones. Boxes may contain a hunk of cheese that lures fellow Rescue Ranger Monterey Jack. He will go after the cheese while knocking a hole in the wall that opens up the next screen. The best powerup is Zipper, another Rescue Ranger. He provides temporary invincibility and knocks out all your enemies for you while it lasts.

Choose your own adventure!

You jump right into the action after the initial story sequence in a new game. The end of this level is when Gadget gets captured. After a message from one of the characters, you get to choose the next level you want to play from the map. Each area is identified by a letter of the alphabet, and you can fly your plane to the one to want. Of course, you have to beat a level before you can pass it on the map to the next one.

At the end of each level before the map screen, you get to play a bonus game. This is a single-screen platforming segment with a few crates that have items inside. You want to find stars and 1up stars here if you can, but the bonus game is over so quickly that you have to be intentional on where you want to look. In two-player mode this is especially devious as you can stun the other player with thrown crates, losing precious bonus time in the process.

The levels themselves are mostly straightforward platforming. There are locations where everything is large in contrast to your small size. You can run around library books or jump over steaming pots in the kitchen. Some stages have interactive elements. For instance, you can turn off streams of water in the way by jumping on top of and turning the tap. You can also hit switches with crates to turn things on and off. The path of the level may take you in any direction, but you always stay on track and the screen doesn’t scroll to let you backtrack.

Turn the tap to shut off the upper valve also.

Most stages end in a boss battle. Instead of the bosses dropping throwable items, you get a single red ball used to attack. This ball acts like the crates but it is permanent. Throw it into each boss five times to defeat it. The ball always rebounds off the wall and flies backwards before dropping to the ground after its next collision with one of the sides. This is so you can’t lose the ball behind some of the larger bosses in the game.

You start the game with three lives. You can play when the status screen shows zero lives remaining, so you always have one more life than it appears. The same thing happens with continues. You can continue up to three times from the start of the stage where you died. Before your last continue, the Game Over screen will display “Continue 0.” I think it’s nice to have what feels like an extra continue just in case you need it!

Chip ‘n Dale: Rescue Rangers was a game I’ve owned since I was a kid and I have played through the game countless times. We did not own this new, but it sold well enough that there were a lot of second-hand copies floating around. I don’t recall how I got my first copy but I have had a few other copies I bought within game lots on eBay. As a popular, yet common game, it always sells for around $10-$15.

This huge boss is probably some kid’s toy robot.

I have played a lot of this game, but I hadn’t played it recently. I liked the idea of trying to beat the game without dying, but this time I just wanted to beat the game well enough to move on to the next one on my list. I died four or five times in my run and I didn’t get too far in before I died the first time. It’s not a great outcome, but I’m satisfied with it. I made sure to play all the stages. Poor Area E gets ignored by just about everyone since there’s really no reason to play it due to its location on the map. I wanted to give it part of the spotlight during my playthrough because it’s a good level like the others.

Chip ‘n Dale: Rescue Rangers is a great NES game suitable for any collection. It has colorful and detailed graphics, peppy music, responsive controls, and fun levels. The enemies and traps are interesting with some creative behavior and interactivity, and the boss battles are well made. The levels are in some unusual but clever settings and they really suit the game well. My only gripes are that the game feels a bit too short and the game difficulty is mostly easy. A few of the levels can be skipped over entirely making for an even quicker game if that’s what you want. These are minor complaints. This is an excellent game made even better by supporting two players. Games like this tend to make me crave more of it, but lucky for me there’s an NES sequel coming up someday. I haven’t yet played Chip ‘n Dale: Rescue Rangers 2, nor do I know much about it at all, so I am very much looking forward to playing it!

#97 – Chip ‘n Dale: Rescue Rangers