Chip, chip, chip and chop, rescuers! Chip, chip, chip and chop, the best! If they intervene, there is no need to be afraid, the villains must flee!…

The opening song of Chip and Chop: The Rescue Guardians holds a special place in the memories of a generation of young viewers. Those of us who had to wait seven days to see a chapter of under 30 minutes that aired at a very specific time, by the way. Thankfully, Chip ‘n Dale Rescue Rangers, the NES video game that Capcom created to emulate the iconic Disney Club series, made the week fly by. Especially for those of us who had two controls and a brother to share adventures, pranks and fun games with.

Rightly crowned with DuckTales, considered by many to be the quintessential 8-bit platformer, the Blue Bomber Company pulled a short and simple platformer out of a hat; but that shone with its own light in the playable. However, what really made it special was its hilarious multiplayer. And it is that our pair of Rescue Guardians started the adventure without a weapon as such, but they could shoot almost anything in their path and in any direction. You might even poke and stun your play partner!

Because in Chip ‘n Dale Rescue Rangers, not only will you have a blast going through the sensational level design or facing colorful and memorable enemies, but – one way or another – during the development of the game it will be inevitable to touch your nose the other player. Intentionally or unintentionally. Which leads to heated crate wars, giant apples and gummy balls crashing across the screen.

And it so happens that the brilliant object launch system that Capcom designed for the occasion was not only revolutionary and offered a lot of play, but it’s still a joy. Not because there are complex labyrinths between one stage and the other, but because each small section of each level is synonymous with action and emotion intended to be enjoyed by all viewers. With additional laughs for two players.

Chip ‘n Dale Rescue Rangers was perhaps born to keep the hook of the animated series and it’s clear that it knows how to lean on the Disney license for the player to appreciate; But its way of providing fun through this pair of mischievous acorn eaters lies not only in how the adventure unfolds on screen, but also in inviting players to enjoy it and repeat it countless times to ensure that no game is like the other.

Chip and chop to the rescue!

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For the Rescue Guardians, there are no big or small problems, only solutions. Intrepid Chip and cheerful Chop run a tiny but effective detective agency. A small and diverse group of rodents, but the truth is that their cases are usually pretty special too. Especially the ones they just received.

As reported by Gadget, the agency’s little mouse inventor, who has her own cult in real-life Russia, little Mandy just lost her kitten. Deploying their entire operation, the Rescue Wardens begin to scour the city in search of clues, encountering a number of mysterious mechanized enemies along the way and the usual henchmen of Malacara, a cat gangster with whom they had more than one disagreement .

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What does this robot army have to do with Malacara’s henchmen and the disappearance of Mandy’s kittens? The quest for answers will take Chip and Chop through a total of 11 levels, set in relatively everyday scenarios that, given the small size of our heroes, offer plenty of wiggle room when it comes to traversing end-to-end and bottom-to-bottom above. .

Chip ‘n Dale Rescue Rangers hit shelves in the summer of 1990, practically coinciding with the premiere of the television series’ second season, although, to keep up with the habit, it will arrive in PAL territories a year later. By all accounts, this was a very sweet moment for an NES that was far from facing its demise against the Brain of the Beast, was still making great games, and had owned half the world. Or at least in the West.

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In any case, Chip ‘n Dale Rescue Rangers was a well-deserved sequel to DuckTales’ extraordinary success, in which Capcom took full advantage of the Disney license and continued the premise of offering simple adventures for all audiences, perhaps with a fair duration too, but extraordinarily replayable .

Visually, Chip ‘n Dale Rescue Rangers combined the use of small, very agile sprites with detailed and highly interactive settings, although its artistic strength lies in the compositions of Harumi Fujita, who has provided us with some of the best Capcom tunes from more than ago 30 years and has recently returned to video games participating in titles like Streets of Rage 4. Quite a privilege.

And at the helm of the project is none other than Tokuro Fujiwara, who directed Commando or Ghosts ‘n Goblins and produced some of the first games in the Mega Man saga – definitely one of the company’s most inspired creators at the time. And while its story included some particularly severe gameplay and difficulty, Chip ‘n Dale Rescue Rangers made it clear that its masterful touch wasn’t in its cruelty to the player, but in the way it offered genuinely intriguing challenges.

One of the best dual controller 8-bit Nintendo experiences

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Basically, reading the Chip ‘n Dale Rescue Rangers manual was mesmerized by the drawings. Capcom’s game didn’t have or need any tutorials, and what’s even better, before you face the first final boss, you already knew everything that can be done in the rest of the game. Its level design guides you through the adventure without getting frustrated or taking you by the hand. Dropping clever aids when he’s playing, yes, but you’re free to explore.

To be fair, Gadget occasionally gave you a hint when defining some sort of storyline between stage and stage. For practical reasons, this was not very necessary: ​​it was enough to remember that you had to reach the other end of the screen and after three hits you lost a life.

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Unlike most platform action games, however, our protagonists didn’t have a weapon or power-ups to confront enemies with. Otherwise, they could pick up almost anything on screen and throw it at enemies and in any direction. Wooden boxes, small explosives, giant metal blocks, fruit… even the other player!

Each object has unique properties, so the apple will limit our mobility since it is very heavy, while the metal blocks will fall to the ground. Something practical since we can use them to create structures such as stairs and bridges. And not only that: we can also stock up on the crates (up to the Metal Gear), shoot at ground level and, with a little skill, even activate mechanisms.

Well, the really fun part is what happened when you combined this grappling and throwing mechanic with the experience of playing with two controllers:

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  • Let’s start with that, because just like we attack enemies, we can throw items at our allies to leave them stunned and unprotected for a short time. But here comes the curious thing: with a minimum of reflections, it is possible to catch and keep and even return the object. Encourage fun wars of crates and other stuff between players at any time.

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  • But it is also possible to lift and carry our adventure partner on your shoulders. Something practical since we can help smaller players to go through the most complicated areas, although in general this also serves to throw the other player into traps, free falls and enemies.

The same complicity, rivalry and laughter from the television series successfully manifests itself in the video game in every little section of every level. And although there are areas to avoid and more complicated sections than others based on many clichés, from a tricky climb, to retractable platforms, to electric and jumping traps; It’s also possible to beat the game in less than an afternoon. Even in less than an hour

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In fact, in Chip ‘n Dale Rescue Rangers there is no option to save the game or enter passwords, but there is a world map that allows us to choose a route and more or less set the duration of the game It is not mandatory to go through all the scenarios , and while it’s not possible to go back to those already overcome, it’s appreciated that the route breaks with linearity when it comes to offering more variety and additional replayability.

Not that it was a particularly short game for its time, mind you, but the difficulty level was very good so even the little ones could finish it.

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