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NES box art for Dr. Chaos, the cover of NEStalgia episode 138

138 · DR. CHAOS

▶ Game info
VerdictSkip it
SeasonSeason 4
DeveloperMarionette
PublisherFCI
September 25, 2020 · 48 min · transcript available

The warp zone experiments of the brilliant Dr. Chaos have gone horribly wrong. They've unleashed armies of bloodthirsty creatures, trapping him in his remote research facility. Now only his brother Michael can rescue him.

To succeed, Michael must brave a haunted house filled with vicious monsters. Can he fight his way through dangerous passageways? Track down the concealed weapons? Find the secret vials of strength? And assemble the ultimate weapon, Canbarian?

SHOW NOTES

Dr. Chaos Longplay

The Real Dr. Chaos

Our verdict: Skip it

Marionette made this for FCI in 1988. You play Michael, who walks into a house to fix the mess his brother Dr. Jin Chaos made when his interdimensional warp gate let monsters in. Only Mike and Sean played this one. It has one genuinely scary idea, and the game around it is a slog.

What works

  • The title screen. Blood drips, Dr. Chaos is written in blood, and a skull pops up through the O. It is very metal, though it doesn't seem tied to the game.
  • Open doors. In the first-person rooms, leave a door, window, closet or drawer open, go to another screen and come back, and there is a random chance a giant Frankenstein or mummy type has appeared. Castlevania isn't scary next to that. Mike's first playthrough lasted 50 seconds before a goofball came out of a door and bashed his head in.

What doesn't

  • Instant respawns. Mice and bats turn into bubbles and come right back, all game long. If a Goomba did that, we would think the game was broken.
  • The first-person menu. You hold a button to pick open, get, go or hit, when the game could tell from the cursor. Hit only works on things that aren't marked for it, so you hit everything and hope. Some doors just say "No way!" until you have collected more stuff.
  • Finding the first warp zone. The manual says to find the warp zones, which turn out to be doors and windows, but not where. Nintendo Power had to answer where the first item, the ultra space sensor, is in issue seven.
  • The warp zones. Underwater, jungle and rocky levels are a fresh change of palette, and the bosses look great. But jumps are stiff, attacks are punchless, and falling off sends you back to climb it all again.
  • Power-ups as keys. The air helmet is only there so you can reach the underwater zones, and nothing changes how you play the way Metroid does. After each boss you walk back through the whole zone, across 11 warp zones. Mike only got to about warp zone 4.

Worth knowing

You can ask for a password at any time, which the manual calls "discontinue." Search for Dr. Chaos online and you get a man with that name before the NES game. We couldn't find anything else Marionette made.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Sean liked the style and the chasing enemies but called it mediocre at best. Mike's vote pointed to confusing design decisions in the first-person mode and the warp zones: long is fine, but not when long means tedious.

Written from our conversation in this episode.

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