Publisher: Vic Tokai
Genre: Action/Adventure
Year of
Release: 1989
Date Reviewed: 3-7-98 ("Old Era")
We've seen it
happen all too often. A game is released with a lackluster interface, limited
action, and a stupid plot, simply because its producers thought creating a
"funny" game was sufficient to draw the appreciation of consumers (does the name
"Bubsy" ring a bell?). Thankfully, Clash at Demonhead was not one of those
games. Why? Because its producers prioritized making an "entertaining" game
above making a "funny" game, rather than synonomizing the two. They gave the
player an involving, entertaining world and a vast interface. They made their
humor both blatant and subtle. They made the game worth playing, not simply a
bastion of immature humor and stupid catch phrases. And, in the end, we were
left with an exceedingly entertaining and enjoyable NES game.
The plot of
this game centers around Special Agent "Bang" (no real name or surname is
offered, but Nintendo Power took the liberty of making one up in their review of
the game), who is getting some much deserved R & R after the completion of
his latest mission. Bang's headquarters contacts him, and informs him that he is
needed (Bang is, after all, his organizations greatest asset.) It seems
Professor Plum (his name is no coincidence), the inventor of the "Doomsday Bomb"
(a device capable of annihilating the entire world (probably invented for
political reasons)) has been kidnapped by a group of rebels whose base is
located near "Mt. Demonhead". Bang suits up, and begins his bizarre quest in the
foothills of Demonhead.
The action of this game is superb, and not
lacking of the game's whimsy. At face value, it is fairly standard -- Bang runs
around and destroys things before they can kill him. That much does not change
throughout the game. However, the instruments used in that effort can change
greatly, once the player discovers the "Super Shop." "Super Shop" is a supply
store, run by a stout man with a mustache, that carries a hodgepodge of things
that will make Bang's life much easier. There are the boots, which increase
Bang's jumping ability and running speed. There is the jet pack, which allows
Bang to fly and/or hover. Also, there is the Aqua Lung, with which Bang gains
the ability to breathe underwater. And finally, the Super Suit, which permits
Bang to swim in lava (which is a necessity in Clash At Demonhead, believe it or
not) and climb icy walls, in addition to increasing the strength of Bang's gun.
Also, there are items that enhance the gun in various ways (i.e. causing it to
fire in four directions at once.) There are also "Shop Calls" and
"Microrecorders." "Shop Calls" do just what their name implies -- they call the
Super Shop and bring it to you, literally by dropping it out of the sky (though
it's not as outlandish as I am making it sound). Microrecorders contain the
passwords through which one can continue the game -- a necessity in the
distinctly non-linear world of Clash at Demonhead.
The land that Bang
must assail consists of the area surrounding Mt. Demonhead (and eventually the
mountain itself), divided into around forty routes. Each of these routes are
populated by a smattering of corny enemies, many of which include hopping things
with propellers and stupid expressions, gun turrets with eyes, heat-seeking
missiles, and strange hulking things that require more than one shot to destroy.
In addition to the standard enemies, there are seven "governors", whom Bang must
defeat in order to acquire seven medallions (or so he was told by Tom Guycot,
the man he presumes to be the perpetrator of this whole twisted kidnapping.) As
Bang encounters these governors, as well as a cast of kooky allies and the
occasional neutral creature, he begins to piece together the purpose of
Professor Plum's kidnapping, though he is often led on countless side trips that
include rescuing the wise hermit, and defeating an ancient demon. Still, there
is the pervasive feeling in this game that Bang has absolutely no idea what he
is supposed to do, which is, in truth, part of the fun, and obviously
deliberate. Many of the characters talk in riddles, and are of a significance
unbeknownst to Bang until after the fact. The plot of Clash at Demonhead truly
brings to life the whimsical world in which it is set.
As for graphics,
Clash at Demonhead is pretty basic, though it allows for different facial
expressions from the same characters -- a feat rarely achieved (or attempted,
for that matter) in its time. The graphics in the action sequences are colorful
and suitable to the nature of the game. Everything in this game is, graphically,
as it should be.
The music is where Clash at Demonhead suffers most.
While the songs are not necessarily bad, there is little variety among them.
Most of them are fairly basic, and sound similar, albeit not identical, to
previous compositions. In addition, the sound effects used in this game's score
are generally shrill and rather irritating. The primary instrument in the game's
unofficial main theme sounds similar to a smoke alarm -- unfortunate considering
that the score itself isn't all that bad.
It is an unfortunate drawback
that this game is more enjoyable muted than with sound, but a negligible one. A
holistic examination of Clash at Demonhead makes it clear to one that this is a
carefully constructed game, and, in most ways, a triumph.
My Score: 8.5
Falling into a pit will send
Bang to the bizzare icy underworld here pictured.
We can all learn from Bang's
example that a vital part of communication is being a good listener. Evidently
appropriate facial features are not.
A comprehensive course in
cartography is advised before playing this game.
Whether human or strange gun
turret, spitting is not acceptable public behavior.
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