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Two video game adaptations of Chip 'n Dale Rescue Rangers were published by Capcom for the Nintendo Entertainment System.
Tropes used in Chip 'n Dale Rescue Rangers (video game) include:
- Ascended Glitch: In the first game, on rare occasions, thrown blocks would fly in a zigzag. It became a chargable attack in the sequel.
- 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.
- Gusty Glade: One level in the first game featured giant fans that blew you around.
- 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.
- Minecart 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.
- 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.
- 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!".
- Toy Time: The Toy Store level.
- Wire Dilemma: In the second game, the player faces a Wire Dilemma when defusing a bomb.