Action 52 Spay-shull'

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The intro doesn't really force you to pay attention like the paws of a Cheetahman grabbing you from one side of a television set, yanking you to the other.

52) The "Action Gamemaster"

I swear to God the quotes up there are there as the manual intended to present the game, and it's not some stupid indication of irony. Anywho, here we are, at the final game. We've trudged through dam nearly 51 of thiese things and it's almost over. I can honestly consider myself a genuine Action 52 survivor after this one. How was it you ask? Bad, of course, but not as bad as most testimonials would lead you to believe. Oh, wait, I'm not done yet. There's still one more chance for me to test HIV positive as a result of rollin' with this crew.

Upon selecting game number fifty-two, you are given almost every impression this is the crown jewel of Action 52. Actually, you are given such impressions beforehand since the game's protagonists, the "CHEETAH MEN" (once again, not me, the manual, sorry guys) based on how they appear everywhere except the front cover of the box. Hell, there's even that shitty comic book that came with this thing. Now, I say almost every impression because it has no special title screen like Ooze (5) does, and like I reckon Alfredo (9) and Jigsaw (49) also do.

How is it, you ask? How do you think it is? Terrible of course. Granted, it won't test the limits of human tolerance like some of this collection will, but it certainly doesn't merit a 51-game warm-up act even if there if nothing about this warm-up act that does anything to intentionally upstage the main attraction. I'm exactly confident it's even the best game on this collection.

Okay, it starts with an unavoidable cutscene. No other games have this feature thus contributing to my thesis that this is in fact the one game upon which Active Enterprises actually expended effort and energy. It really looks pretty good, in NES terms at least. You see, the "CHEETAH MEN" are out to get some bad guy, and they need the help of the "Action Gamemaster." So what do they do? One of them reaches out from the television set and pulls "Action Gamemaster" (yes, all these quotes are really annoying me too) in. They then tell him he has nothing to worry about, they're going out to kick some ass.


This is the very last image you'll have not tarnished by game-mixing horror.

Huh? Couldn't the "CHEETAH MEN" just have told our apparently gaming guru their intent without laying their grubby, shitty paws on him? Also, why not leave him with his video game controller, where he has a better chance of aiding them in their quest. Of which, you would, by the way, have no knowledge before reading the comic book, which more people dumb enough to have played through this collection probably did so via their local Blockbuster, and that peripheral shit has quite a low percentage of survival in places such as this. And you're gonna have to sit through this lame, nonsensical introduction every time you fire this baby up, which should only be once. Actually, never, but once if you feel you threshold for pain isn't high enough.

And then the game starts. The manual is phrased in a way that promises you'll see all the enemies from the previous 51 games. All of them. Granted, the enemy cast for some of the games consists of one monster and palette swaps of it with no other differences. But then, some games have two enemies, and a few games even have three enemies! With an average of two enemies per game populating The "Action Gamemaster", you reach a total of over 100 enemies, something the skilled craftsmen who made Final Fantasy probably couldn't do. And here, Active arrogantly decides to take a stab at it. I'd say before packing your game with all sorts of adversaries, it's probably best to master simple gameplay commands like running and jumping. This is kind of like attempting to polka dance before developing legs.


This would explain why he was so much bigger than everybody else in that one game.  Of course, this won't necessarily stop them from including those deadly microscopic, gun-toting little shits anyway.

This isn't the end of arrogance on this topic. All these enemies from all these games can only have one purpose: to give the gamer a whimsical feeling of nostalgia upon walking through the game. This comes with the implication the gamer has played all 51 games before it, like me, and well enough to appreciate these references (not generally like me). To prove that this melting pot of shitty game references has no other purpose, we reach the most infuriating aspect this revisitation of adversaries. What was obvious designed to be a glorious, nostalgic romp through nostalgia is actually a cringe-inducing mish-mash of ugly, lazily drawn graphics, clashing enemies and environment, and yes, recognition/nostalgia. And screen slowdown. You think you can squeeze a cast of enemies in your game without having moments where a dozen need to be on the screen at once? Of course, nobody <i>wants to remember Action 52 unless they're doing so for personal gain.

And then the game beings. It plays like a cross between Double Dragon, Super Mario Brothers, Slashers and Ooze. Much, much more of the last two than the first two. It admittedly doesn't suffer terribly from the exhaustively-stated problems exclusively found in Action 52 games, but they're here and lightly forgivable. The graphics are detailed for an NES game made in 1987 and stuff tends to make sense about 40% of the time. As far as gameplay is concerned, well, you control the three "CHEETAH MEN." Aries, the fast one, mans the first two stages. With him, the game is actually very playable, and you'll be making progress in a world of moderate artistic competence and marginally smooth gameplay. Aries moves regularly and smoothly. If you can get past all those cameos from other games without wincing to death, it's actually very playable.


This is the exact moment I said good riddance to Action 52.

Then we reach stage three and it all goes to hell. In stage three, you assume control of Hercules. Of course, there's no way to control a character named Hercules and not be the baddest ass ever, right? Well, he's a big (target) one, that's for sure. His main banes are that he has more jumping issues than that freak from Non Human (27) and that he can't attack at something unless it is two inches in front of his feet, which is Action 52 land, is nearly a foot closer than it has to be to score damage. He's also slow as sin: if Aries, the fast one, moved regularly, this lumbering lugnut moves like a slower version of Mount Rushmore.

If you play far enough to reach the fifth level and take control of Apollo, you either have imperviousness to offensively bad imagery or you're a massive idiot. I think I prefer to combine the two and say you're too dumb to notice when offensive imagery surrounds you.

 

Yup, Aries, Hercules and Apollo's triumphant march into the sunset/clumsy stumble into obscurity be the "Fin" signal to this here Action 52 Spay-shull.  Thank God almighty.

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