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NARCBy: The J Man
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Just say no - or else! If you were an 80s gamer, you've probably heard of this arcade classic. Or, you might remember its three-second cameo in the original Teenage Mutant Ninja Turtles movie (I, for some reason, do). The plot is simple: NARC casts you in the role of the world's two most badassed narcotics commandos out to clean up the streets. If you thought Chow Yun-Fat was excessive in his methods of crime busting, you've never seen these guys. With a machine gun in one hand and a rocket launcher in the other, it's your job to carve through waves of drug dealers to get to the final corporate cause of all the drugs on the street and the ultimate drug kingpin himself: Mr. Big. I love 80s justice! NARC in the arcades was the first truly hyperviolent title, and would set a profitable precident for Midway/Williams to exploit later with Mortal Kombat. It cloaked the obvious carnage in a mildly unenforced anti-drug message, featuring the first time I recall seeing the "Winners Don't Do Drugs" splash screen from the FBI, and I suppose, the suggestion that doing or dealing in drugs was going to get you blown away by the cops. But simply casting dealers as "the bad guys" wasn't enough to mitigate parents' ire at the content of the game, and certainly contributed to the ongoing debate of "should we really let our children play these games?"
Though it looks like a side-scroller, NARC actually plays more like a vertical shooter such as 1942. Your primary concern is not so much shooting bad guys, as it is shooting bad guys while dodging bullets. You've got to use shooter tricks like never staying in one place, and quickly moving up and down the screen, to last very long at all. You won't die in one shot, but you could easily use up all your lives by the end of the first level if you're not careful. Despite being a pulp comic caricature of the infamous "War on Drugs," and thusly pretty apparently about drugs, most drug references are removed from the NES version. Marijuana leaves and syringes are no longer pickups, instead, all drugs are covered by a single, nondescript baggie. A semi-bonus level where you rush through a greenhouse and collect rows of cannabis plants for destruction and points is altered to picking up a handful of what appear to be simple evergreen trees. A gang known as K.R.A.K. is now known as K.W.A.K, and the introductory level briefings in the NARC car are noticeably scaled down.
The controls are easy to use, but more constrictive than they probably should be. Dodging gunfire can be a little hard, due to both the speed of your movement and the difficulty in telling where bullets are within the depth of the street. Otherwise, moving around, aiming, and shooting are all pretty straightforward and accurate. The B button controls the guns. Holding her down sprays the machine gun like a champ, double-tapping it unleashes a rocket. Switching between the guns is very clean, and there's not the expected "tap for the rocket but get the machine gun" problem. The A button crouches and is only good for shooting the vicious dogs you'll run across. Otherwise it just kinda makes you move slowly and get shot in the head. Double-tapping the A button makes you jump, which is equally underused. Sound is pretty cool. The effects aren't amazing, but mostly clear for the NES and well-placed. Guns sounds like guns, and you get the cute little pickup riff when you snag some drugs or bust a pusher. There are different themes for each level which sound nice and generally keep quietly to the background. They don't get in the way, which is good. The digitized voices and screams are removed, of course, but the game doesn't lack too much without them.
NARC NES isn't as impressive as its bigger counterpart, but that's to be expected. At the very least, Williams would want to drive gamers back to the arcade, and it would make no sense to outshine that in the home version. But while the feeling of taking on hordes of bad guys, and the number within the hordes themselves, has been clearly diminished, the home version can still be rather fun. Two-player is great as well, and you and a friend can tear through the game pretty speedily while watching each other's backs. It's certainly worth playing through to the end, which you were quite unlikely to do in the arcade. The plot, as it is, starts to kick in once you get to the later stages and closer to Mr. Big. As a boss... well let's just say he's an arcade classic, and drug money can buy some pretty amazing things. -reviewed 4/5/02 - game copyright 1990 Acclaim
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