“Peter Pan controls as though he is constantly moving through a mass of syrup.”
– from the full review, which you can read here.
You know it is not a good sign when the instruction manual begins with five pages of warnings as to the use of the cartridge, the console, etc. Seriously, I have never seen anything like it, it is amazing stuff.
I have tried to understand Hook by putting myself in the mindset of its creators. I have tried to imagine conceptualizing this game, sitting in a room with other developers and talking about the ideas we will incorporate into this movie-license cartridge.
Then I have to wonder: Why would I choose to make this an item-collecting game? Why would I not focus more on the collision detection and movement mechanics? What is with the random metal detector usage (seriously?!) and some of the worst water graphics in human history?
I understand that making a video game can be very difficult, and involves a lot of hard work, but… am I the only one that believes some of these 1990’s developers could’ve just used a bit more common sense, especially when so many other NES games at the time were simply so much better?
Read The Full Review For: More gameplay screenshots, something about Tinkerbell being drunk, and some great (if I may say so) analysis of where this game stands in comparison to the NES platformer library.
NES Gameplay Tips for Hook: Do not try to attack enemies, just avoid them. Remember, there is no time limit, so just keep exploring every inch of the stage. If you die, do not fear, there are infinite continues, if you include the title screen option. Persevere, I guess, but really you should just probably play something more fun.
Screenshots, anyone? Anybody?