Thursday, June 4, 2026

Super FamiComplete #126: Hook

 


Title: Hook
Release Date: 7/17/1992
Developer: Ukiyotei
Publisher: Epic Sony Record (Japan) Sony Imagesoft (NA and PAL)


Hook is an interesting mutt: it is a licensed game for a 1990's blockbuster film, which in itself was a retelling of the much told Peter Pan story. This game had a host of different video game adaptations for most of the concurrent platforms that each went in a different direction, so let's see where the SNES/Super Famicom landed. 

Background

Peter Pan is one of those works that, since it exists now in the public domain yet continually appeals to children, is regularly resurrected by Hollywood. The original book/play by J.M. Barrie follows Victorian era siblings Wendy, Michael, and John as they are whisked off to Neverland, a world where children never age and are free to cavort and adventure. There, these siblings meet Peter Pan, a flying elf boy who, along with his Lost Boys and his fairy Tinkerbell, fight against a marauding pirate Captain James Hook and his dastardly crew. 


This story has been retold in movies for years, with the most famous incarnation being the 1953 Disney film. In the past few years alone, there has seemed to be a glut of Peter Pan movies. Here are a smattering of adaptations that will make you go "oh yeah that was a thing..."

The new hotness...

The late 2010's hotness
The public domain horror cash-grab.
The lore building pre-quel of course. Would you believe Hook started as an ally?!?

I mean we all know the Disney one but I just love this poster. 
This one was an NBC live show that just couldn't be saved by Christopher Walken. Notoriously bad. 


Hook is often considered one of the most successful of these adaptations. 

Hook was a 1991 Stephen Spielberg movie based around the idea of "what if Peter Pan, the eternal child prankster, grew up into a middle aged workaholic schlub and then had to relearn how to be Peter Pan?" In this story, Peter, never able to forget about Wendy, decides WAY too late to journey to our world to see Wendy, who is now elderly. Peter decides to stay, but subsequently forgets his past as Peter. He becomes a lawyer, raises a family, and then becomes the stereotypical 90's movie work monster Dad who never quite makes it to his son's baseball game. When Captain Hook returns and abducts Peter's children, he must journey back to Neverland and reconnect with his past to save the day.



The casting in this movie was pretty great. Peter is played by Robin Williams, who works extra hard to turn off his immense charm while playing the 90's deadbeat Dad, and then crank the charm up to max when playing Peter. 




Tinkerbell is played by the 90's darling Julia Roberts, who does a pretty good job capturing the lovelorn nature of the mischievous sprite. 



The cast also includes Dame Maggie Smith as Wendy...


Dante Brasco as the new leader of the Lost Boys and owner of a Triple Mohawk pompadour (seriously its a crazy haircut), Rufio...


...and then Bob Hoskins as Captain Hook's sidekick, Smee (god I miss Bob Hoskins).


 Finally, and who I think is one of my favorite parts of the movie, you have Dustin Hoffman as Captain Hook, who just shouldn't work but absolutely kills it as a manipulative, theatrical, and menacing Captain Hook.


There is a whole arc where he becomes a surrogate father to the disillusioned son of Peter, and he gets the pirates to play baseball just so he can be at the game for his "son." He then gives Peter's son a little Captain Hook outfit! Amazing.


Overall, the movie is FINE. It is chock-full of nostalgia and kid friendly action, but it can also be a bit boring for an adult. Hell of a kids movie though with some beautiful set design (the crocodile!) and a lot of weird moments throughout that: the Lost Boys eat imaginary paint food, a crazy old man who has literally lost his marbles, and there is a part where they shove a Glenn Close in drag into the "boo box" of scorpions...so it's definitely an interesting watch at least. 




When it came to licensing games for Hook, the shotgun approach was chosen, where for each type of console or platform a different designer was chosen and essentially a completely different game was created. My personal favorite, since it is the only other one I've played,  is the Irem developed arcade beat-em-up that very loosely follows the story of the game. It has some nice sprite-art through being fairly repetitive and by-the-numbers. You fight Captain Hook a bit too much: in one specific instance you fight a genie, which should be cool, except he turns into two Captain Hooks. 


There is also a point and click adventure for the PC, and then a whole suite of various action platformers for the Game Boy, Genesis, and otherwise that are all relatively unique games. 




And this is the category that Hook for the Super Nintendo falls into, this one developed by Ukiyotei as their premiere game. They were a niche developer who only developed a few titles and ports of established licenses and properties before most of its staff emigrated to SNK. Their most unique title is the absolute hidden gem, and second game developed, Skyblazer for the SNES. Skyblazer is an absolutely gorgeous action platformer known for its detailed giant sprites, setting within Indian mythology, and for generally being a pretty good game. You can actually see the through-line from Hook to Skyblazer: both main characters have similar sprites, both feature flying as a key part of platforming, and both have lush and colorful visual design. 




The Game

Hook is pretty by the numbers as far as platformers. You have 11 stages laid out on a relatively attractive world map, and it makes it clear you are retaking the Lost Boys' island home from the pirates inch by bloody inch. The first stage is you reclaiming your place as "the Pan" from Rufio in the Lost Boys' hideout, and you then travel across a whole wealth of environs which are not featured in the movie before ending the game at Captain Hook's ship "The Jolly Roger."

Peter, from the jump, looks like what you'd picture from Peter Pan, though he really doesn't move with the sprite-like grace I'd associate with with eternal boy. He walks at a ponderous pace, and it takes time and a flat stretch of ground for you to build up some momentum to start running. You can jump too, but your jump is also quite slow moving. Every so often, you will come across Tinkerbell, who will fill up your "fly" meter, and allow you to move omnidirectionally and with a bit more speed for about five seconds. 

Peter is generally equipped with a sword, earned after defeating the first boss, Rufio,  which also allows him to shoot energy blasts (you know, that famous Peter Pan super power). If Peter takes damage though, represented by a lifebar of leaves, he then drops his sword and is equipped with a short range dagger. 






The game's enemies are either the Lost Boys initially, but then a mixture of random animals and a horde of different pirate types. There are pirates balancing on barrels, pirates swinging on ropes, big strong men pirates, and then of course your run on the mill scalawags. The game really likes to fill the screen with enemies of various types, slowing the game down even further as you methodically remove enemies since you can't easily avoid them. 

Most of the stages are traditional left-to-right affairs, but the ability to fly means that you will also traverse up and down these slight maze like stages. This isn't as bad as many European or Western studios in terms of platforming mazes, and it isn't like you are searching for specific items, but sometimes the way forward can be a little difficult to parse. There is some attempt at stage variety, like a dark cave where the lights flicker on and off, or an auto-scrolling stage or two, but honestly this game is very by the book. You could tell the developers were trying their hardest to come up with a variety of locations while adhering as best they could to the film. There is a snowy mountain, a treetops level, a rocky cliffside, etc. 

Some stages do end in a boss fight which are pretty darn simple. The first boss, Rufio, just tries to lunge at you, and dies in a couple hits. There are also a bevy of strange pirate contraptions, my personal favorite being the boss of the ice mountain, which is a pirate launching balloon bombs at you that you have to pop at the right moment so they land back on the boss. My favorite boss, just in terms of fun design, is Smee who is made up like the protagonist of Joust: riding an ostrich and trying to lance you with a spear. The final boss, a two phase boss fight against Captain Hook, is a bit of a let down. His first phase is painfully easy, and his second phase just allows him to shoot his hook at you. 

Honestly, this is a pretty blase platformer, but some of the details do add a bit of flair to an otherwise drab experience. You really don't kill enemies, but instead make them inert by disarming them. Each enemy generally has an animation where they have been disarmed and then surrender. Peter, when defeated, turns back into a middle aged schlub and falls to the earth with no magic left. It also really helps that the sprite work and background art is really quite lush and colorful; it doesn't quite save the game or make it a classic, but it really helps make the game stand out. 





The music is quite fine too!



Ads and artwork




Final Verdict

It is okay and apparently a collectors item (I'm going to stop giving prices as that really dates the blog as value lately has really shot up), and as far as licensed games go it is definitely sitting at a comfortable average as far as experience. It just really is nothing special, and just moves a bit too slowly. Next time we will either cover North America's July 1992 adaptation of a board game, or a gambling game!

Saturday, July 12, 2025

Super FamiComplete #125: Dinocity

 



Title: Dinocity (NA) Dinowars: Kyouryuu Oukoku e no Daibouken 
(Translation: Dinowars: Dinosaur Kingdom Paint Adventure)

Release Date: 7/17/1992

Developer: Irem

Publisher: Irem

Another game that I have played in the past due to renting it as a kid, but haven't really played it since and my memory of how it plays is very slight.  This is side-scrolling platformer that also had some internet notoriety due to jokey Youtube reviews, and Irem is a company with a bumpy track record, but I am also partial to platformers of this vintage, so who knows how this will end up! 

Background

I have said it before, but the best part of writing this blog has been finding the connections between these games and the weirdest people or pieces of media out there, and Dinocity is a gem in this regard. This is a game based upon a movie I have never heard of: Adventures in Dinosaur City, a 1991 United Kingdom made for TV movie that utilizes make-up and human piloted puppetry that looks very similar to the 1990 Ninja Turtles movie. 

There is a lot to unpack on this poster, but I will leave that to you reader.


The movie follows a couple of earth kids, Timmy and Jaime, who get sucked into a the fictional world of of their favorite animated television series, Dino Saurs, through 90s super science chicanery. This world is ruled by an overclass of anthropomorphic dinosaurs let by the tyrannical Allosaurus Mr. Big, who commands a gang of neanderthals called the "Rockies."  The two teens work with a couple of dinosaur rebels, Top and Rex, in order to overthrow Mr. Big's regime. 

This movie looks wild in terms of design, and you know it is that good type of cheap where they only had the budget for designing dinosaur heads and hands versus full body outfits. A lot of hoodies and leather jackets for these dinosaurs; there is some of that "kids love tough dudes with hearts of gold" design in this movie. Also I love that they seem to be in the same grungy dystopia as the 1990s Mario Bros. movie.









For a child of the 90s, Dinosaurs were really in the cultural water even before Jurassic Park blew up their popularity to the mainstream, and there were a bunch of B-movies and cheap television series of this ilk: Prehysteria! (the movie with the tiny dinosaurs that come to life), Dinosaurs (the supremely upsetting sitcom that couldn't decide if it was for kids or adults), Land Before Time, or We're Back! A Dinosaur's Movie (the movie that realized old carnivals were scarier than dinosaurs). I think the entertainment realized that if they could translate dinosaurs to the screen successfully, then they would have a winning intellectual property on their hands that would both put buts in seats but also sell a ton of toys and merchandise, as eventually realized by Jurassic Park. 

And hoping to cash in on the obvious clout from this movie was Irem, who was hired by Smart Egg Pictures, the creators of the film, to make this game. The game follows the same rough story, but the look of the game is much closer to the Japanese box art for the game than the aesthetic of the North American box art, which hews closer to the look of the movie. 

We have encountered Irem already on this blog before, with Super R-Type, and we will several times over after this game. They were quite a prolific video game developer throughout the 80s-90s and up until the early 2010s, and while they are still a company, they mainly develop Pachinko games now. 

Game

Dinocity is an action platformer of the same ilk as Plok or Smart Ball. You play as one of the two children riding one of their respective two dinosaurs. If you play as Timmy riding Rex, then you only have a close range melee punch attack, while if you play as Jaime riding Top, you can throw little darts at a distance. Rex makes up for the fact that he has no range by being able to attack much quicker than Top and her projectiles. For my playthrough, I chose to play as Jaime, and found it to be a much easier experience. 

The goal of each level is to traverse a series of courses, which are usually geometry mazes or one of several platforming gimmicks, to make it to one of the two exit doors. The basic exit door will lead you to the next course, while the trickier to reach exit door will allow you to skip a course or even hit a bonus stage. Eventually, you will face a boss fight, and you move onto the next overall stage of a total of six. Checkpoints are generally pretty generous, but otherwise you can take two hits before dying, and losing all of your lives leads to a game over and starting from the beginning. This is one of those games where you want to find a way to horde lives as quickly as possible. 

The difficulty of the game is something I am torn on. On one hand, this is a pretty competent platformer; generally when I died in the game, I was always able to see where I messed up and what I could do differently next time. On the other hand, there are a lot of little design decisions that make it feel cheap in some of the lives it steals. The stage uses a ratcheting scroll, so anytime you move the screen forward, you can't return to previous parts of the stage. Several times, this meant that I couldn't get back to the ledge I needed to jump from again, and then had to run out the time. Other times, if it was a vertically scrolling stage, it means the bottom of the screen becomes a killzone. 

The platforming itself is pretty fair, though there are some parts where you will most likely die the first time through just not knowing that "oh this platform I jumped on is going to start to dip. and now I can't make the jump forward, and the screen ratcheted so I can't jump back, and okay now I am sinking into this pit I guess." There are some recurring stage motifs and platforming challenges that repeat several times (it must be stated that there are no real themes to each of the overall stages, but instead a group of course themes that they game cycles through) that are pretty fun. One type of stage has you riding on dinosaur bone roller coasters, another has you riding a spinning wheel as it goes along a track, and then there are these castles that have shifting blocks that you have to climb. Overall, some nice variety in the types of challenges, though I will say these do seem very similar in design to other platformers that came a little before this game (especially Super Mario World)

Another weird bit o' platforming is that you sometimes have to let the child you are carting around off your back so that they can open up paths for you. The teen companion has a higher jump, and you will need them to hop onto higher platforms to let them down for your dino. 

The game's enemies are judiciously placed and do not tend to respawn which is a nice reprieve from the Eurotrash platformers of this era which tend to just throw everybody at you at once. There are some levels that are built around clearing enemies quickly, such as a couple courses which place you in an enemy filled hallway that you have to traverse quickly before a guy with a stone wall crushes you. Overall, combat is fine; you can jump on enemies to kill them too, though some enemies take a bunch of hits to kill. I will say your character's sprite is both tall and wide, which makes you quite an easy target for enemies that fly at you from the diagonals. 

I will say that the game is a really colorful and appealing looking game. The sprite art, while not the best in the biz, is quite cute and charming. I like it much more than the vibe of the movie and the North American box art. 








Finally, the bosses are pretty simple in that they just have one or two attacks that they repeat in a pattern. The designs are really quite strange for some of them too. 



The music is really quite farty, whistly, and just not good. My wife asked me to put the game on mute when I was playing it. 




Final Verdict
Overall this is a very okay platformer. The game is definitely missing something that would make it a fondly remembered game; it is a little too punishing with sending you back to the start, but with save states it was breezy. It is missing other things like power-ups or upgrades that were common in other platformers at the time, so you never feel like you have any extra tools aside from your reflexes and memory to combat the challenges of this game. These would not only help you tackle the challenging platforming, but also provide a much needed variety to the gameplay when you have to keep playing through it to progress. 

If you have a love for this vintage of platformer, by all  means check it out, otherwise it's probably okay to forget this one. 











Super FamiComplete #126: Hook

  Title: Hook Release Date: 7/17/1992 Developer: Ukiyotei Publisher: Epic Sony Record (Japan) Sony Imagesoft (NA and PAL) Hook  is an intere...