Hey! You forgot the Power Glove!
I had such a memorable time (for better and worse) taking down the NES incarnation of Jason Voorhees last month that I see no reason to let my killer killing streak end there. Next up in my crosshairs is everyone’s favorite extra crispy child murderer, Freddy Krueger!
This is typically the part of the review where I’d question the wisdom of adapting an R-rated horror franchise to a gaming platform pitched squarely at minors. The Springwood Slasher was well into the high camp Max Headroom phase of his career by 1990, however, and not even us kids were taking him all that seriously anymore. It’s tough to inspire real life nightmares after you’ve guest hosted MTV and covered “Wooly Bully” on your novelty record, you know? That said, this relatively tame action-platformer still had the potential to be much more controversial than it was. Early builds of the game saw the player controlling Freddy himself as he bumped off hapless teenagers. It’s easy to understand why developer Rare and publisher LJN ultimately changed course and reversed these roles.
Similar to LJN’s Jaws and Friday the 13th, Nightmare presents as a more-or-less genericized version of the basic scenario that defines the movie series. Ghostly psycho Freddy is butchering the children of Elm Street in their dreams as revenge against their parents for burning him to death years back. There are no specific supporting characters depicted who would tie this game to any of the five films released prior, although several key locations and concepts appear to have been lifted from the fan favorite third installment, Dream Warriors. The player assumes control of an unnamed teen who’s looking to end this reign of terror by gathering up Freddy’s bones, which are scattered all over the neighborhood for some unknown reason, and burning them in the furnace situated in the basement of the local high school. While I tackled it alone, Nightmare actually allows up to four players simultaneously via the Four Score and Satellite multitap accessories. If there’s any other platforming game from the period that attempted such a thing, I can’t name it. Four people trying to do pinpoint platforming all at once on the same low resolution screen? Sounds like a recipe for sheer chaos to me. I’d love to try it out someday.
If you’re one of the many who despised Friday the 13th for its arcane and often poorly-documented strategy gameplay, I have good news for you: A Nightmare on Elm Street is much closer to the conventional idea of what an NES game should be. It doesn’t get much simpler than seven linear stages of increasingly difficult pit jumping and enemy bashing. The only potentially confusing element is Elm Street itself, which acts as a hub area. Fortunately, there isn’t much to it. Finish one stage and you’ll need to trek down the road to the next one and press up to enter its front door. Since only one door is ever active at a time, there’s a minor trial and error element as you try out different buildings.
Levels are broken up into multiple side-scrolling segments, each of which tasks you with collecting a requisite number of bones in order to unseal the exit. You’ll eventually reach the boss room and face off with Freddy, who assumes a variety of strange and occasionally goofy guises to combat you. Beating him earns you access to the next level. It also grants you an extra life. Make the most of these, as this is the only way you can add to your initial stock of twenty. Run out and it’s back to the title screen.
In a nod to the cinematic Krueger’s oneiric onslaughts, Nightmare includes a sleep mechanic. The red “Zzz” meter at the top of the screen represents your hero’s wakefulness. It slowly decreases with time and allowing it to deplete fully shifts the action to the dream world. The artwork takes on a darker tone here and enemy health is doubled. Level layouts and monster spawn points don’t change, it just becomes harder to kill things.
You can avoid transitioning to the dream world by picking up the coffee cups present in most stages. You may want to pass on the caffeine, though. Counterintuitive as it seems, the benefits of being trapped in Freddy’s domain arguably outweigh the dangers. Only when sleeping is your rather pathetic default character able to utilize the three powered-up dream warrior forms. There’s an athlete, a ninja, and a wizard. They all offer superior jumping ability and projectiles to replace the puny punch that normally serves as your sole means of attack. Dream world baddies take more hits to kill, sure, but you no longer need to be within arm’s reach of them to deal your damage. The advantage is yours.
The designers must have realized this, so they threw in one final hazard unique to the dream world: Periodic mini-boss engagements with Freddy. These are always preceded by a chiptune interpretation of the spooky “One, two, Freddy’s coming for you…” song from the movies. They should function as potent incentives to stay awake. In practice, the fights are far too easy and hardly fit for their intended purpose. No, it’s still smarter and more interesting to remain asleep, if you ask me.
If this all sounds pretty decent, that’s because it is. I was pleasantly surprised by this one, especially considering that it’s long been dogged by the usual “crappy licensed LJN game” reputation. It’s nothing mind-blowing and it absolutely has its shortcomings. The collision detection leaves a lot to be desired at times, with some of your shots passing straight through enemies harmlessly. It punks big-time out at the end by falling back on a boss rush in place of a unique final boss. Above all, it isn’t remotely scary. If you look past the fact that it includes a few Freddy sprites, the experience isn’t any more unsettling than the average Castlevania outing. Friday the 13th, for all its clunkiness, baked some real tension into your high stakes cat-and-mouse game with Jason.
Still, this is a perfectly adequate second string contract work with a smooth difficulty curve, a fun gimmick in the dream warrior abilities, and a sublime soundtrack by David Wise of Donkey Kong Country and Battletoads fame that’s almost certainly too good for the material it supports. A Nightmare on Elm Street likely won’t set your world on fire, or even your boiler room, but it won’t put you to sleep, either. I hope….