NEStalgia

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NES box art for Narc, the cover of NEStalgia episode 350

350 · NARC

▶ Game info
VerdictPlay it
GenreAction
ReleasedAugust 1990
SeasonSeason 6
DeveloperRare
November 8, 2024 · 38 min · transcript available

Your mission is not going to be easy, as you will come face-to-face with enemies including the canine mutts, Das Lof Gang, Dr. Spike Rush, Joe Rockhead, Kinky Pinky, Sgt. Skyhigh, HQ Posse, and Mr. Big himself. You have two ways you can deal with them: either put a bullet in them or make arrests. Furthermore, they will try to blow you up the minute they see you. Fortunately, you're armed with a shotgun and missile launcher.

Our verdict: Play it

NARC might be the weirdest edutainment entry yet, and we said that with a straight face. Acclaim's manual calls it the first NES game with a strong anti-drug message, then hands you a machine gun and a rocket launcher. Mike, Sean and Joe spent more of this episode laughing than praising.

What's going on here

  • Sincere on paper, absurd on screen. The "Dear gamers" letter and the Acclaim chairman's quote about taking a stand are completely serious. The game has you blasting dealers, pimps, pervert clowns and meth scientists into flying limbs, which was a real shock for an NES game in 1990. Dogs shrink into puppies and run off, because the game wants to be gentle with you.
  • Busting beats shooting on paper only. Arresting earns more points, and it felt oddly good, but shooting is far more fun and the points buy nothing.
  • A strange level list. Skid row, a hotel-and-banks district that seemed oddly anti-capitalist, and Sky High Nursery, where militant hippies with machine guns guard marijuana plants you collect as evidence. The reveal of Mr. Big is a giant head on wheels in a fedora and sunglasses, who becomes a skull with a snake neck. Stay a couple of steps away and he's easy. The ending tells you to contact your local DEA recruiter.
  • Evidence for score. Each stage ends with a bonus screen tallying what you collected. A smart way to dress up a number, even if nothing rewards it.

How it plays

  • The shooting feels great, for a while. Hold the button for the machine gun, tap for a rocket. The music is driving action stuff, though the sound effects clash with it.
  • One button, two jobs. A tap jumps and a press crouches, and a jump that turns into a crouch hurts. We would have put the rocket on A and B together.
  • Everything arrives at the start. You have the best weapon in level one, so nothing builds. A riot shield or shotguns would have given the run shape.
  • A straight line. It scrolls like a beat-em-up, with a little depth to walk around enemies. Bullets are slow enough to watch coming, and the Narc Mobile driving bits are the weakest part.
  • Short. The long play runs just over 19 minutes, which we called an awesomely red flag.

Beyond the game

An Acclaim Masters TV show used the characters, and a 2005 reboot for PS2 and Xbox lets you take drugs for temporary powers.

The bottom line

Skip it. All three of us voted no on the Essential Games List. Sean loved the vibe of being the worst cop in the worst city but called the base gameplay nothing special. Joe found the first levels great fun before the problems piled up, and landed on Play it for the experience, but not essential.

Written from our conversation in this episode.

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