DuckTales (video Game) - Development

Development

Ducktales was developed and published by Capcom.

There were many differences between the beta version of the game and the final release. Many of these differences were seen in the 1990 book Consumer Guide: Hot Tips for the Coolest Nintendo Games. The levels went by different names: Jungle, Ghost House, Underground, Snow Mountain, and Moon Surface. Hamburgers were featured as a powerup instead of ice cream. The coffins in the Ghost House had crosses etched on them instead of R.I.P.(although the "NES Atlas" Player's Guide released by Nintendo retained the crosses in its stage maps) The Moon music had a much slower tempo, and the Ghost House had a completely different track. Also GizmoDuck went by his Japanese name RoboDuck.

DuckTales was also known as La Bande à Picsou in the French NES version, after the popular TV program of the same name (the French version of the DuckTales cartoon). The Japanese Famicom release of the game was titled わんぱくダック夢冒険 (Wanpaku Dakku Yume Bōken / English: Naughty Ducks' Dream Adventure). The Japanese version of the game did not feature the censorship present in the western releases of the game.

DuckTales was later ported to the Game Boy. That version features the same gameplay, music and levels with different sound and graphics. The layouts of the levels were changed slightly due to the lower screen resolution.

A sequel, DuckTales 2, followed in 1993. It didn't match the success or popularity of its predecessor, as consumers were focusing on the 16-bit consoles by that time.

Read more about this topic:  DuckTales (video game)

Famous quotes containing the word development:

    Creativity seems to emerge from multiple experiences, coupled with a well-supported development of personal resources, including a sense of freedom to venture beyond the known.
    Loris Malaguzzi (20th century)

    The work of adult life is not easy. As in childhood, each step presents not only new tasks of development but requires a letting go of the techniques that worked before. With each passage some magic must be given up, some cherished illusion of safety and comfortably familiar sense of self must be cast off, to allow for the greater expansion of our distinctiveness.
    Gail Sheehy (20th century)

    Dissonance between family and school, therefore, is not only inevitable in a changing society; it also helps to make children more malleable and responsive to a changing world. By the same token, one could say that absolute homogeneity between family and school would reflect a static, authoritarian society and discourage creative, adaptive development in children.
    Sara Lawrence Lightfoot (20th century)