The Simpsons Arcade Game
INDEX
Video Game Version (Notes by Raymond Chen)
Video Game Version (Notes by Livingston)
PC Version (Notes by Brian Bergevin)
The Simpsons Arcade Game
Video Game Version by Konami
Notes by Raymond Chen
Here's what I've gathered... I encourage any amendments and
corrections.
The plot
Smithers has kidnapped Maggie. Your mission, should you choose to accept
it, is to rescue the youngest Simpson from the clutches of the evil
sycophant.
The Players
Good guys
- Homer
-
Circles his fists like a fighter and punches out bad guys.
Yells "D'oh!" when hit.
- Marge
-
Wields a Hoover vacuum cleaner and swings it at people.
She grits her teeth when she does so.
Yells, "Oh, my!" when hit.
- Bart
-
Scoots around on his skateboard.
He can either whack people with the skateboard,
or jump over/onto people.
Says "All right, let's go for it, man!" when he picks up
a weapon.
When game starts (or when a new life is granted), Bart
zooms in in his Bartman costume.
When Bart dies, a devilishly red Bart (complete with pitchfork)
hovers over the corpse.
- Lisa
-
Swings her jumprope around like a whip.
Bad guys
Impeding your progress are thin men in purple two-piece suits and
fat guys in white shirts. Beware, however, that the bad guys are
often disguised.
Team Play
- Bart+Lisa:
- They hold hands and run around together.
- Homer+Bart:
- Bart hops onto Homer's shoulders. Bart thwacks people with
his skateboard.
- Marge+Homer:
- The wackiest of the lot. Marge and Homer grab each other's ankles
and tumble head over heels like a spinning wheel. Homer yells, "Up
& at 'em!" [incl. voice balloon]
Scattered about
Assorted foodstuffs, which increase your hit points, I assume.
Various weapons you can pick up and throw at the bad guys.
Particularly amusing weapons include...
Santa's Little Helper.
Snowball 2.
Sometimes Sherri (or is it Terri?) walks past, carrying a weapon or food,
which you can take from her.
Another interesting weapon is a slingshot, which fires rocks at the
bad guys. (Until you run out of rocks, of course.)
Game play
Level 1:
[?]
When you complete the level, you see Smithers floating away in
a hot-air balloon, holding Maggie in his arms.
Bonus round:
Players compete to see who can inflate their balloon fastest.
Winner gains bonus points.
Level 2: Krustyland Amusement Park
Milhouse wanders past.
Krusty balanced atop a performing ball. But it's not really Krusty,
it's a bad guy in a Krusty disguise.
Otto (complete with headphones) works a concessions stand.
You can take the milkshake in front of him.
Dr. Marvin Monroe works the concessions stand right next to Otto.
Inside a cage is an ape that looks like Homer.
Binky Show Hall (10am -- 7pm)
Bad guys in Binky costumes emerge from the doors.
Final obstacle: A giant Krusty-balloon.
Level 3: Springfield Discount Cemetery
Frogs in the background croak and hop around.
Ghosts descend, which turn into purple-suited bad guys.
Zombies rise from the dust.
Final obstable: A trio of particularly stubborn zombies.
After you defeat him, the cover of a crypt opens, and you go in.
Level 4: Down the crypt elevator
You are on a giant platform which slowly descends down a shaft.
Bad guys jump onto the platform as it passes floors.
When you reach the bottom floor, you wander down a hallway,
where two heavies block your path.
Final obstacle: Defeating the two goons.
When you defeat them, you go through the doors they were blocking.
Level 5: Moe's Tavern
You emerge in Moe's Tavern.
In the foyer are posters for the movie "Bart Tracy" (including
a Bart-silhouette), yet another Space Mutants movie, and
a poster for Princess Cashmere.
Barney wanders past. Belching, of course.
Maggie can be seen on the bar TV set. (Trapped inside a TV,
perhaps.)
Moe is behind the counter, on the telephone. (One guess why.)
Eventually, he finishes the call, and he just hangs around
behind the counter.
Weapons include barstools.
Video games along the back wall:
- "Aliens":
- A Space Mutant is pushed out of the way by Marge, who smiles at the camera.
- "The Simpsons":
- Three images cycle.
1. Bart's face.
2. The legend "By Konami".
3. Marge and Homer kiss.
Final obstacle: A big bully.
Attract mode
The Simpsons title sequence.
Parting clouds reveal "The Simpsons"(tm)
Pan over SNPP.
Bart skateboards out of school (no chalkboard)
Bart: Age: 10
Alias: El Barto / The Bartman
Voice balloon: "Yo, man!"
Hobbies: Instigating disobedience.
Homer leaves work. In the background is a man holding a sandwich
in a pair of tongs.
Homer: Alias: Home Boy / Home Dude
Voice balloon: "D'oh!"
Hobbies: Bowlin' a big one.
Lisa exhibits outburst of unbridled creativity.
Lisa: Age: 7
Alias: Moaning Lisa
Voice balloon: "Embrace nothingness!"
Hobbies: Wailing on her saxophone.
Marge and Maggie drive home and honk the horn.
Marge: Age: 34
Alias: Mom
Voice balloon: "Play friendly, everyone!!"
Hobbies: Making tasty gelatin desserts.
Maggie: Age: 1
Alias: The Baby
No voice balloon. Instead, "Suck! Suck!" effects.
The family sit on the couch. Maggie is missing.
She falls down from above, and Marge catches her.
High scores mode
The TV set. Next to each score (and initials, in the Hell Gothic
font) is a little icon of which character was being played. The first
five scores are shown, Bart's hand twiddles the TV knob, the screen
fuzzes, the second five scores are shown.
Raymond "What's a joystick!?" [8f06] Chen
HTMLized November 17, 1995 by Dave Hall
The Simpsons Arcade Game
Video Game Version by Konami
Notes by Livingston
Arcade Game Review
Yes it�s finally here. The Simpson�s Video Game can be
a thrilling ride through wonderland or an agonizing
hike through the woods depending on your strategy.
This guide while far from a magical genie lamp can
help to serve as a pathfinder to hopefully let you
avoid or at least lessen the severity of the numerous
thrashings you will receive throughout the game.
The Enemies
From corpulent yes men to solemn and sober ninjas,
Smithers has an entire cast of miscreants for hire
that will pull out all the stops to prevent you from
rescuing Maggie. Though the incarnations vary from
level to level a few basic guidelines for defeating
these baddies usually apply whenever you happen to run
into them.
1. Keep pounding on individuals
Faced with a single enemy the best course of action
usually is to turn the heat and not let up until their
lifeless corpse hits the floor. All the better since
AI opponents tend to fight only in short controlled
bursts giving your avatar the edge in swiftness. Use
this to your advantage and keep constant pressure to
prevent them from retaliating.
2. Handle groups with attack retreat tactics
Groups must not be handled in the same way as
individuals. For one thing they pack a doozy of a
punch and can as swarm small groups of heroes cutting
off any chance of escape. Instead try to cut off
isolated goons from the pack and hammer them,
retreating when the mob threatens to close in. A
favorite tactic among aficionados is the notorious
jump kick strategy. Players can constantly use the
powerful jump kick attack to knock down entire groups
of opponents perpetually leaping away from hostiles in
the process. There�s a good chance to get away with
this single attack though the early stages. Don�t plan
on it staying that way forever, the crowded upper
levels will force one trick ponies rethink their
strategy. If you have a few friends along, so much the
better. Practice rotating tasks with your comrades
between kicking the butts of the vulnerable goons and
distracting the rest of the enemy party by nothing
less then the tried and true mindless running and
jumping.
3. Watch for traps.
Early and often enemies have an annoying habit of
making dramatic and by design deadly entrances. Don�t
get caught off guard. While some of the traps can�t
reasonably be anticipated a few have a fairly obvious
guise. Learn where the pitfalls are and avoid them.
Enemy Rundown
Basic Goon
These lowlifes in business suits and ties come in
several different flavors but they all respond to you
in the same way. They�re fairly easy to handle
separately by standard attack but watch out for the
ones armed with weapons and the plentiful mobs that
abound throughout much of the game. Other varieties
like the hatthrowers are annoying especially if they
get the drop on you from a distance. No matter which
type presents itself in heated combat; don�t attempt
to change methods of defense drastically. You can
expect to jam with these guys from the beginning till
the end of the game; with the notable exception of
Dreamworld.
Fat Thug
The deluxe sized jollies on Smithers� payroll don�t
really begin to appear until the second level but once
they do start nosing into your quest you�ll wonder how
you ever lost without them. They possess a much higher
constitution then basic goons and dish out a
comparable amount of damage to boot. Even more
disturbing is a strange twirling attack some of their
kind like to pull off at the worst moments. Don�t
stand still close of fat thugs, as they have a
tendency to accidently strangle heroes in front them.
You can count on seeing these heinous villains working
in tandem with basic goons throughout the game, albeit
in lower numbers.
Themed Enemies
Unlike the characters listed above, themed goons are
usually restricted to a single related Level. There
are quite a few more archetypes of themed than basic
enemies and they are inclined to be among your tougher
foes, Remember though; many of the same rules for
basic enemies apply when facing off against these
fiends.
Downtown Springfield
Fireman
You�ll fight anywhere from 1 to 3 of these not so
civil servants near the end of Downtown Springfield.
They move relatively slowly but have a dangerous hose
attack that can knock you senseless.
Krustyland
Krusty Imposter
It looks like Krusty has finally gotten his long
overdue cameo on Simpsons merchandise, but wait! There
are too many Krustys for even a cheap theme park to
pay! That�s right, the befabled buffoons are actually
fat thugs moonlighting at Krusty Land. They seem quite
harmless on their novelty balls until they pull off an
amazing spinning trick that will knock audiences off
their feet and a good portion of your lifebar down the
drain if you don�t keep your distance.
Bongo
There can be only one Bongo, so it definitely feels
suspicious when several appear and begin flailing
their amazing extendo ears of death. The first three
�Bongos� are really wannabe basic goons but don�t hurt
the last one.
Teacups
Ever hate that nausea you got from those stupid teacup
rides? Ever throwup because they didn�t shut the dumb
thing off quick enough? Ever wanted to bash those
dinky cups to itty bitty pieces but some nitwit
operator was watching? Well if you answered yes to
any of the above it�s your golden opportunity for some
payback. Ridden by fat thugs the cups aren�t really
that hard to break. Provided you got the hammer from
Milhouse. Be careful for their sudden charge attacks.
With so many cups around at once it�s quite easy to
get crushed in-between them.
Springfield Cemetery
Sheet Ghost
These unearthly apparitions are actually basic goons
dressed for a night out in the Springfield Cemetery. A
single blow will usually send them tumbling to their
more down to earth embodiment. Otherwise they lower
themselves from trees with increasing regularity to
bludgeon the unwary in a flurry of ethereal limbs.
Zombie
The now decayed corpses of prior Springfieldians
appear in two separate forms. Three if you count what
looks like it once was a female. The lighter easier
kind basically waits to be kicked down while the
darker slimier ones jump around and burrow beneath the
soil (where you can easily see them move).
Springfield Park
Lumberjack
Appearing in Springfield Park the Burly Lumberjacks
aren�t only in the forest to drive forward the cruel
destruction of our natural resources. They also carry
impossibly large logs, which serve as nice clubs and
battering rams.
Homerbear
Bearing a striking semblance to Our Favorite Family�s
patriarch, in appearance, intellect, and odor, the
Homerbears usually browse peacefully on the donut
trees and beer springs dotting the land. However when
startled they tend to get a little irritable, and
exclusively attack (surprisingly) the heroes with the
rambunctious glee only a creature of the wilds could
muster. One interesting thing to note about these
enemies is a perchance for slumber even in the midst
of a raging battle.
Dreamworld
Saxophones
You can try to relax and listen to the sweet melodies
of these musical monstrosities but the edges of the
notes that gush out of them are a wee bit too sharp.
These instruments love to frolic while airborne so
you�ll have to jump frequently to reach them.
Donuts
Odd, Homer never met a donut he didn�t like until he
came upon these cranky fellows. They heave miniature
pastries out at heroes and a fair amount fly in via
angel wings so you better watch the skies of
Dreamland. A good bit of pounding should reduce these
lumbering delicacies into the passive foodstuffs of
the real world.
Bart Imps
Fugitives from the celestial schools of Dreamland;
these demons love to hover and buzz around the cloud
valleys pulling pranks on the oblivious and intrepid.
Their wings make reaching a chore and they cast
searing bolts of lighting in every direction. Luckily
Bart Imps only appear as enemies on a single occasion.
Radiation Suits
These walking implements of nuclear energy management
customarily fall apart with patience but can still
carry on a fight with several limbs missing. Watch for
the one with the ubiquitous carbon rod.
Studios
Ninjas
Appearing in two forms the ninjas make a very
spectacular debut on the side of evil. The blue ninjas
are your run of the mill martial arts experts. The
lighter colored ones hurl sharp ninja stars and vanish
in and out of sight.
Bosses
Appearing at the end of each level the bosses are
mainly distinguished from minions by their bigger size
and cheesier attacks. The fighting style of a boss is
usually defined by a basic move and one or more
�specials�. Getting hit several times by bosses is
practically inevitable but there are specific ways to
avoid slamming in more tokens then necessary during
encounters. Remember the key is to attack and retreat
at the right times. Also the color of the boss can
help you determine the relative damage sustained, if
he�s flashing red he�s about to fall.
Wrestler
Special: Arm Thrash
Who would have thought that a pro wrestler would
actually want a fight on his hands? This 500 pound
bozo drops in around the end of Downtown Spring field.
Not particularly bright, but his attacks alternates
between generic punching and a strange limb thrash the
can send you flying across the screen. Wrestler�s one
weakness however is his aversion to the immodesty of
partial nudity. Try to dish out several hits when his
shorts fall down running away before he can return the
favor.
Krusty Blimp
Special: Bounce
What better way to celebrate the end of a day at the
Happiest place on Springfield then with the giant
Krusty balloon? In all honesty though gigantic balls
of helium controlled by a demented terrorist don�t
exactly fit the traditional definition of a genial
guest. Watch for the hands; if they move, get out of
the way. The bounce special is especially damaging but
can be avoided by the fleet of foot. Moving in back of
the balloon seems to help evade some attacks but as
usual, is not foolproof defense.
Dynamic Duo
Special: The Whip
No, Smithers doesn�t have a contract with Batman, but
he�s patched into a set of worthy impersonators. Met
in Downtown Springfield and fought with at the
entrance to Moe�s Tavern, Simpson�s own equivalent of
Dumb and Dumber are definitely not a pair to
underestimate. Both have sturdy primary attacks but
the larger Lackey tends to always fall first. Which
ever one you decide to go after, make sure to
concentrate on, otherwise you�ll be faced with a
�whip� special which on the flip side opens the group
up for attack.
Drunk
Special: Flambeau Gas Cloud
Thankfully not Barney but some other unknown dimwit
will crash your orgy of booze and fun at the end of
Moe�s Tavern. The killer breath of gas is bad enough
but the flames that emit from his mouth can literally
burn you to a crisp. Like most other bosses he will
let his guard down during a signature taunt giving you
a chance to go on the offensive.
Bear
Special: The Tumble
Nature should have never let this freak out in the
wilds of Springfield. Apparently unwilling to make
reparations to the forest fauna�s tarnished image of
docility he�s quite adept at dismembering the bipedal
Simpsons limb from limb with his claws. The most
dangerous card he has to play however is an awesome
rolling special that interestingly enough is one of
the more difficult moves to avoid. Anyways, after
beating the snot out of Smokey�s cousin you�ll reveal
a fat thug hiding inside.
Bowling Ball
Special: Spiral, The Bowl, The Twist, Bounce
Mr Big Kahuna of the Alley makes a special appearance
as the honcho of Dreamland. The ball enters several
stages depending on the amount of damage it has taken
and the attacks grow deadlier with each. Eventually it
will develop several strange appendages that seem to
spontaneously whip around the screen. Another unique
feature of this boss is its substantial arsenal of
specials. The ball can spin its arms and dash
gracefully from side to side making it very difficult
to avoid indeed. The most dangerous specialty of all
though is the Bounce in which it leaps high into the
sky and hurls itself down. Watch for the shadow, if
you�re on top of it when the ball lands search your
pockets for another quarter..
Robot
Special: Gamma Ray
Hands down one of the cooler bosses, the man of Steel
comes with an alien slug that despite the appearance
of being an enemy is actually the key to defeating the
walking can opener. Being a disciple of yoga the robot
often likes to bend and lengthen its arms quite a bit
longer then their normal length. Give a wide berth to
this boss when it begins its special, anyone caught in
the blast gets fried.
Smithers
Here�s a chance for all opponents of alternative
lifestyles to wreak their long awaited sweet
vengeance. Unfortunately it ain�t easy. Not a quite a
great fighter himself Smithers packs an impressive
array of explosives that he will unfortunately use as
the brunt of his attacks. Residing on the final level
it befits Smithers to also be a much different
character then his bygone minions. The main disparity
is his small size that paradoxically enough increases
his agility and makes scoring hits a test in patience.
These abilities of course are played to the hilt with
his method of attack. One of his favorite tactics is
dashing to and fro like a jackrabbit launching
handfuls of bombs all across the screen. These bombs
obviously will eventually detonate for some additional
damage. His cape besides being an additional eyesore
doubles as a weapon against any who stray too close.
What it all adds up to is an opponent that will be
difficult to tag with any regularity. Luckily the
lapdog isn�t quite invincible, train yourself to spot
the moments when he halts, although he will offer
significant resistance they are the only reliable
times to hit him.
Burns
Special: Surface to Surface Missile Strike
So it all comes down to this. One on one, man to man,
mono y mono with the sinister taskmaster of
Springfield Nuclear. Well maybe with a friend or
three. Seriously though life is much easier if you
have a few amigos to bash with Burns. Being a
gentleman of high upbringing he does not believe in
the filthy commoner aspects of hand to hand fighting
and to that end has instead come equipped with a
three-ton exoframe. Among the many features of this
modern day contraption are razor sharp claws, blinding
speed and Ay carumba even a fully functional STS
rocket launcher! Obviously being pitted against a
steel leviathan armed to the circuit boards with the
weapons of warfare, it stands to logic that a great
deal of effort should be put into avoiding his
charging attacks. Burns also isn�t for the casual or
the impatient. Believe the rumors, for a senile old
reptile he sure can take a beating and also give one
too. What�s that you say? Burns giving? It�s true, he
will donate several bruises, wounds, and sometimes a
headache but it ends there.
The Heroes
With all the evil scum in afoot in Springfield it�s a
wonder the place doesn�t collapse into anarchy. What
we need is a hero, well actually four heroes. Ok, ok
two heroes and two heroines. We need four people to step
directly into villainry�s diabolical path � no not the
Fantastic Four; it�s our Favorite Family no less. Homer,
Marge, Bart, and Lisa have all jumped at the opportunity
to enlist to stop Smithers and his wicked henchmen once and
for all. Only the strength of this family stands between
the malevolent mogul Montgomery Burns and the complete
destruction of their fair town or at least an expensive
vacation to Bali.
Homer
Interests: Eating, Watching TV, eating some more,
pretending to enjoy Lisa�s poem about a young disillusioned
salesman fresh out of school mmmmm school of Fresh salmon.
Weapon: Ole� Slugger
You usually couldn�t count Homer to be up for an adventure unless
beer or donuts are involved. Yet, when the nefarious Smithers
snatched his youngest daughter our very own bumbling oafish
patriarch made the instantaneous conversion from couch tomato
to bon fida fighter, a true accomplishment all to itself. Of
course the fact that he doesn�t know that fighting is a form of exercise
can�t hurt. A true trencherman, Homer just loves to wade into groups of
enemies and slug it out with only his bare fists, which oddly enough may
be the only sort of weapon easy enough for him to learn. You can keep your
edumicacion� Homer knows all he�ll need to defeat Burns is a little hard
work and courage. Now if he could only bribe someone else to do it.
Homer Specials
Special Caption: Unknown
There�s a lot to be done out there and everybody knows Homer isn�t gonna
do it all himself. So every once in a while he gets the opportunity to
team up with another member of the family to wreak some serious damage.
Homer + Marge: Wheelbarrel
Who needs a wheel barrel? With this wild rendezvous our two lovebirds can
hurtle and knock down scores of opponents in a few crazy seconds.
Homer+Bart: Unknown
Homer+Lisa: Unknown
Bart
Interests: (According to file at Springfield Juvenile Detention Facility)
Inciting riots, Molotov cocktails, cheating polygraph tests.
Weapon: The Faithful Skateboard
Bart Simpson, need we say more? Springfield�s own ten year old menace is back
for another escapade ready to paint the town red and wreak his very own patented
brand of chaos on the unsuspecting SNPP goons. We all know El Barto is a solid
fighter and a favorite choice among players, but using his cherished skateboard
as both transportation and a weapon he can become a veritable whirlwind of
destruction. Add that on to a crew cut and we have a guy almost too cool for
your average game. Though always an unstable rogue, Bart makes a valuable if
unlikely additional to the forces of good.
Bart Specials
Special Caption: Unknown
Bart may prefer playing solo hombre but he�s not above calling in the big guns
in a particularly sticky situation. Teaming up with various other family
members he can try out several different weird and wacky combos to psyche
out the opponent all the while inflicting several times more damage then
when alone. Don�t get him wrong though, Bart may enjoy a good double team
fight but he wouldn�t be caught dead in any �family activity�. That sort
of stuff�s bound to start rumors.
Bart+ Homer: Unknown
Bart+ Marge: Bart hops on Marge�s shoulders and knocks down enemies with his skateboard.
Bart+ Lisa: Red Rover
A very amusing special; the kids link hands and dash madly about the screen clothes lining
opponents as they go. In a rare show of civility badman Bart can join up with his sister
for a devastating special that can knock opponents down with frightening speed.
Lisa
Interests: Thought provoking novels and dissertations by leading British authors and
humanitarians, grassroots crusades against injustice, pony riding
Weapon: Jump rope
Though the smartest girl in Springfield abhors violence in any form the thought of
Maggie in Burns� vile clutches is enough to make Lisa forsake the pacifist�s ways
and take up her trusty jump rope in the name of justice! As a staunch feminist
Lisa�s eager to prove herself every bit as capable of taking on Smithers� minions
as any man in the family (Yah! Take that you male chauvinist pigs.). And why not?
With all the same basic moves speed and jump power comparable to other members
Lisa�s definitely indispensable not only for words of wisdom but also for her
fighting prowess.
Lisa Specials
Special Caption: Unknown
Although her dreams of global harmony have yet to come to fruition they can be
partially realized in the mutual respect and cooperation needed to pull of her
specials. By discarding the shackles of hate and prejudice that cloud the true
spirit of mankind Lisa can join together with family to triumph over the
unfeeling Montgomery Burns. Maybe, just maybe someday in the future she can
take the values learned from these collaborations and apply them in life to help
her vision of tolerance and foresight manifest to reality.
Lisa+Homer: Unknown
Lisa+Marge: Unknown
Lisa+Bart: Red Rover
Every advocate of justice needs a break from the worries of world conflict. While
she�s not demanding universal equality one of Lisa�s favorite pastimes is to join
with her brother and run headlong into battle mowing down entire groups of opponents.
Marge
Interests: Spring cleaning, Defensive Baking, HouseSponge Weekly
Weapon: Discount Vacuum Cleaner
Ever the voice of caution Marge rounds out our fighting family by providing gentle
guidance and compassion, while also making sure no villainous henchmen are roughed
up too badly. She�s even brought her vacuum along to make sure a mother�s duty of
keeping her community clean of both dirt and evil never goes neglected. The fighting
ought stay sensible and a fresh change of clothes must be ready whenever the need
calls. If Marge doesn�t do it, who will?
Marge Specials
Special Caption: Unknown
One of the foremost things on a mother�s mind is to find ways of getting her family to
work together. Why not make the best of a bad situation and cooperate while fighting?
Marge has cooked up a variety of signature specials that make teamwork both useful and fun!
Marge+Homer: You�ve gotta give Marge credit. Homer�s rather��elegant� size makes
anything involving dexterity a trial in patience. He has however, managed to put his finger
on this hilarious move that�ll have the star struck couple racing through Springfield with
blinding speed wheelbarrow style.
Marge+Bart: Unknown
Marge+Lisa: Unknown
Maggie
The Homer�s pint size bundle of joy (not the donut bag) carries in her mouth the gem
Burns values most. A gigantic ill-gained diamond, hey, he may be filthy rich but he
isn�t above stealing. One problem, there�s a little girl that won�t let it go.
Smithers will stop at nothing to make sure that this precious jewel gets delivered
even if he has to deal with the baby attached to it. Too bad, a family just as
determined stands in his way.
Grandpa
Back in the good old days life was bland, TV was sensible, and people and stuck with
old fashioned potatoes and hickory. Only those folks without a grain of sense in
their noggin� went off on em� wacky adventures. So why has the rest of Simpson
family gone on the lam for this bunch of hogwash? Grampa will never know, nor
will he ever be able to understand what good all this high living and excitement
will do for the young uns. Though Grandpa�s a no go, he�s with the family in
spirit.
The Simpsons Arcade Game
PC Version by Konami
Notes by Brian Bergevin
How to get it
No, you can't buy this game anywhere. It came out in 1991 and has long been
overshadowed by more complex games. But several Simpsons fans make it available
on the internet for free downloading. Run a search on the engine of your choice for
"Simpsons arcade game download" and you should find at least a couple of sites offering it.
(If not, try asking on alt.tv.simpsons to see if anyone
can help you out.) It comes zipped as a 1.4 mb file, which you should unzip into a folder
named "data." From there, run the configure program and then simpsons.exe, and you're off
to Springfield.
Summary
The PC version of the arcade game is a pretty faithful
adaptation of the original Konami arcade machine. Maggie has been
taken hostage by Smithers, and it's up to Marge, Homer, Bart, and Lisa to
rescue her. The PC version supports one or two players, and features 8
levels of sideways scrolling action. Players must dispatch various bad
guys, and each level ends with a particularly tough villain.
System Requirements
Not very much. It's an older game, and ran just
fine (albeit a tiny bit slow) on my 4 MB. 386 system. Allows for keyboard
or joystick control, and does seem to support some sound cards,
although how well the sound works is beyond me. (If downloaded from
the Simpsons Software page, a glitch prevents normal installation. Make
a directory entitled "data," and unzip the arcade.zip file into that directory.
Then run "simpsons" from the data directory and all should work fine.)
Players
Unlike the four player arcade machine, the PC version supports
only one or two players at a time, and does not offer the "team play"
feature, where the players could team up (i.e. Bart on Homer's
shoulders) to battle enemies. In a two-player game, both players play at
the same time, but are unable to hurt each other.
Players may choose to be Marge, Homer, Bart, or Lisa. Marge attacks
by swinging her vacuum cleaner, Homer punches, Bart does wheelies
on his skateboard, and Lisa uses her jumprope as a whip. All four
characters can also jump up in the air and land on enemies as well.
When a player runs out of energy, they fall down exhausted into what
looks like a beach chair, and lose a life. A new character in a superhero
costume flies onto the scene (e.g. Marge in a "Wonder Woman" sort of
outfit), and play resumes.
Attract Mode
The attract mode is similar to the arcade version, and
closely resembles the opening credits of the show. ("Simpsons" logo in
the clouds, Bart flies out of school on his skateboard, Homer knocks off
work at the plant, Lisa in band practice, Marge and Maggie in the car, the
family sitting on the couch as Maggie drops down from the ceiling, the
Konami logo displayed on the t.v.)
High Scores
Are shown on the t.v. set in the Groening font, scores 1-5
first, then 6-10. An icon next to the score shows the character that was
being played at the time.
Game Play
The game begins with a short animation that sets the stage for game
play. The Simpsons are walking down the street in Springfield when
Smithers, wearing a cape, smashes through the door of the Springfield
Jewelers after robbing it. Smithers bumps into Homer, and a large
diamond goes flying into the air, landing in Maggie's mouth. Smithers runs
off with Maggie as a horrified Simpson family looks on.
Each of the 8 levels begins with a "title card" showing the name of the
level and a short animation featuring "Binky" from Matt Groening's "Life in
Hell."
Level 1: Downtown Springfield
(Binky roller skates in carrying a boom box radio)
Play takes place on Main Street in downtown Springfield. Players are
confronted by numerous tall men in purple suits (2 hits defeat them) and
a few fat guys in pink suits (3 hits). Along the way, players also
encounter two firefighters with water cannons that look vaguely like
Chief Wiggum. Sights along Main street: Springfield Jewelers, the Rusty
Barnacle restaurant, Noiseland Video Arcade (with a poster in the
window for "Simpsons- New Game"), the Springfield Pet Shop, and the
Springfield Fire Department. At the end of the level, Sherri (or Terri)
walks by with a hamburger that gives the player who eats it additional
energy, then the players confront a wrestler (Rasputin, the Friendly
Russian?) on a bridge to end the level. Once the wrestler is defeated,
the players jump for joy as Smithers floats by with Maggie in a Krusty hot
air balloon.
Bonus Level: Players race to inflate a balloon of their character's
head using a pump. First one done earns an extra life.
Level 2: Krustyland Amusement Park
(Binky juggles)
In the Krustyland Amusement Park, players again battle the pink- and
purple-suited enemies, as well as a couple of Krusty's balancing on large
beach balls. (Hit the Krusty's three times, and they fall over, revealing
that they are actually a bad guy in a Krusty costume.) Otto and Dr.
Marvin Monroe are manning concession stands. At two points, Santa's
Little Helper runs by, and you can pick him up and throw him at the bad
guys. Milhouse walks by carrying a mallet you can take from him to
whomp the bad guys. (Once you take the mallet, it's yours until you pick
up something else or lose the rest of the current life you are on.) Then
you face four pink guys in tricky spinning teacups, and some purple
suited guys that throw their hats at you Oddjob-style. There's a
Homer-esque gorilla in a cage in the background who will knock you over
if you stand too close. Near the end of the level, you will have to defeat
three Binky's (actually, more bad guys in Binky suits) that appear from
doorways near the fun house, and more mallet wielding pink guys before
Sherri brings you another burger. Then, you face off against a giant
floating Krusty balloon that tries to smash you between its arms. Hit it
twenty times and it explodes, blowing a hole in the boardwalk and
dropping you down into the bushes below.
Level 3: Springfield Discount Cemetery
(Binky dressed as the Grim Reaper)
Hot on the heels of Smithers, you drop down into the cemetery. More
purple guys, including a few carrying Molotov cocktails or umbrellas, and
a couple of guys hanging from the trees as ghosts. Then you get into
the graveyard and have to battle several sets of zombies that look like
Mr. Burns. At one point, you can pick up a slingshot that fires about 10
rocks before disappearing. Beat all the zombies, and the crypt opens up,
allowing you to enter . . .
Level 4: Moe's Tavern
(Binky in tuxedo with a martini; he takes off his
sunglasses and his eyeballs spin)
Right at the beginning of this level, you have to defeat two bad guys.
One, which looks like Bart in an oversized suit, sits on the shoulders of
the other one (perhaps a much slimmer Homer, also in an oversized suit),
and is occasionally flung at the players on the end of a long string. Hit
them enough times and they separate, allowing you to polish them off
individually. Then you're into Moe's proper (or at least an upscale
version of Moe's.) Posters for Princess Kashmir and "Bart Tracy" hang
on the wall as you go after more purple and pink guys, including some
purple guys with brooms that can knock you over from a distance. Moe
is talking on the phone behind the bar. Nearing the end of the level, you
see several small pool tables (one with another slingshot on it), a roulette
wheel, and arcade games in the background including a Simpsons
arcade machine (complete with four coin slots and four joysticks). At
the end of the level, you duke it out with a punk rock-ish character that
looks like a bald Mrs. Botz, who breathes fire and can knock you over (or
scorch you) with her breath. Knock her unconscious and you jump for
joy before walking off.
Level 5: Springfield Butte
(Binky in lederhosen standing on a cliff)
Smithers is on the run and tosses Maggie into a "floaty" in the river. In
hot pursuit, you traverse the ledges, caves, and waterfalls of the cliffs
of Springfield. There are more purple and pink guys here, as well as a
couple of Homer-Bigfoots to contend with. At one point, Nelson walks
by with a slingshot you can take from him, and you can also pick up
Blinky, the three-eyed fish to throw at someone. Crossing over a
waterfall, you come to a plateau where two strange looking cowboys
(?) attempt to hit you with telephone poles. Sideshow Bob walks by with
a turkey on a cart that you can eat for more strength. You can also pick
up Snowball 2 (who is yellow for some reason) to throw at your
enemies. The last obstacle is a giant grizzly bear who frequently rolls up
in a ball and bowls you over. Hit him enough times and he flees while
Maggie floats by on the river. You follow her, only to tumble over the
waterfall and land unconscious, with the rest of the family, on the
riverbank. Then it's on to . . .
Level 6: Dreamland
(Binky in a nightcap waves a wand as stars float
around him)
In a nighttime world in the clouds, as a Krusty-like crescent moon looks
on, the players battle some nasty donuts (with arms and legs), phantom
clouds that look like Marge and knock the players over with their hair,
flying saxophones, radiation suits that continue after you even when you
knock their heads off, and a handful of flying "Bart Demons" that fire
lightning at you. Learning to jump is essential to taking care of the
saxophones and demons. The final battle is against a large, angry
bowling ball. Hit it ten times and it grows arms to try and grab you, hit it
ten more times and it grows legs to try and jump on you. Ten more hits
and it scatters into colored balls, and you're done. (Watch for Springfield
Elementary and the Simpson house in the background.)
Bonus Level: Wake yourself up from the dream by smacking yourself in
the face with a gloved hand. First character awake gets and extra life.
Then there is a brief animation of the family looking on in shock as a
helicopter (presumably with Smithers in it) descends onto the studios of
Channel 6.
Level 7: Channel 6
(Binky is riding a t.v. camera on a boom)
Inside the studios of Channel 6, there are more pink- and purple suits. In
the background, an announcer (it doesn't look like Brockman, though) sits
at an anchor desk in front of a graphic that reads "Missing Maggie
Simpson"). There's also a King Kong cutout in the background, among
other things. Eventually, you come to a soundstage of an orange lunar
surface. Wander onto the set, and you'll have to defeat a large robot
that shoots laser beams at you. Smash the robot to pieces and continue
on, only to be confronted by a band of ninjas that hurl throwing stars or
nunchuks at you. (Ah, yes, ninjas. Now we're into familiar arcade
territory.) Defeat them all and you get to the final enemy, an Eskimo-ish
looking person with a pikestaff who bounces around on one foot. Knock
him silly, and you're onto the final battle at . . .
Level 8: Springfield Nuclear Power Plant
(a green Binky glows)
Smithers descends in the purple "Krusty Toys" helicopter and runs into
the plant. You follow behind, walking down the hallways of the plant (no
enemies here, you just automatically walk) and into Mr. Burns' office.
There, Smithers flits around, spreading bombs that explode if you get too
close. Hit Smithers a few times, and he's knocked unconscious.
Suddenly, the back wall crumbles and out steps: Mr. Burns in a giant
robotic radiation suit. Smack Burns a few times and you knock the legs
off his suit, but he grows tank treads and continues fighting, now firing
missiles at you. Keep at him, and his treads blow up, but he grows a
hovercraft cushion and continues. Hit him some more, and you start to
crack the helmet area of his suit, and eventually break it open to reveal
Burns on some sort of bulldozer-type machine. Continue bashing him,
and eventually you knock him out. Burns stands there helplessly as
Maggie appears at last.
Then there's an animation of Maggie putting a pacifier in the mouth of an
unconscious, prone, slack-jawed Burns. Next is a picture of the reunited
family with a pulsating, multi-colored background. Then we see the
family from behind, walking along a moving sidewalk in the hills above
Springfield, as the lights of the city twinkle below. Credits for the game
appear in the sky, although the names of just about everyone involved in
the game defy simple pronunciation. The last credit "Thank You for
Playing" appears, and the family starts to shrink into the distance, but
Homer turns, winks, and flips a diamond over his shoulder.
That's it. Game Over. It doesn't matter if you were on your last legs had
4 more lives left. You're done.
Sound
There's an occasionally disjointed, somewhat annoying
soundtrack throughout the game. I turned it off with the F8 key, and was
much happier. I don't know if having a worthwhile sound card in your
computer makes it better, or if the voices from the arcade game are
duplicated.
Tips
I'm not much of a game player, but here's what I can offer. First, it
appears that there are a predetermined number of enemies that must be
defeated, and you get one point for each hit with no other bonus points,
so you can track your progress towards the end of a level or the game
by knowing the benchmarks of each level. Here they are (with a point or
two margin of error):
Level 1: Ends at 67 points.
Level 2: Ends at 178 points.
Level 3: Ends at 269 points.
Level 4: First bad guys defeated at 284 points, level ends at 395 points.
Level 5: Ends at 491 points.
Level 6: Ends at 633 points.
Level 7: Robot destroyed at 691 points, Eskimo killed at 749 points.
Level 8: Burns defeated at 839 points, game ends.
Other observations
Marge appears to be the easiest character to use.
She has the longest attack range, Lisa also works fairly well. Bart
appears to have the shortest range, but he's the best jumper it seems.
In almost every level, there is a tree that you can hit, causing two apples
to fall. Eat them to gain more energy.
The mallet is the ultimate butt-kicking weapon, delivering the effect of two
hits each time it is used on someone (thus dispatching purple guys in one
blow and cutting the time it takes to kill final enemies in half). Don't pass
up a chance to get it, and if your life is running low when a mallet is
nearby, you might want to sacrifice yourself so you can grab it with a
full life instead. Mallets are available in Levels 2 and 5. The slingshots
are also good, but have limited ammo. Avoid picking up anything else
(rocks, soda cans, Santa's Little Helper) while carrying a weapon, as
you can't get it back afterwards.
The toughest parts of the game (to me anyway) are the pink guys in
teacups on Level 2, the bear on Level 5, much of Level 6, and of course,
Mr. Burns on Level 8. My advice on each of these:
Teacups: Make sure you get the mallet from Milhouse. Stay away from
the enemies, and use your jumping prowess to get near them. Bring
down the mallet as you get near the end of your jump. If you play the
angle right, one hit from the mallet will take care of them.
Bear: Stick and move. Knock the bear down near the top of the screen,
and while he's recovering, move directly down. Hit him again, move up,
and repeat. Don't stay on his horizontal level, otherwise he'll roll over
you. If you stay fairly aligned vertically with him, you can minimize the
damage he'll do.
Level 6: To defeat the donuts, find the areas where you can walk into
little "alcoves" in the clouds (e.g. the area just to the left of the Springfield
Elementary sign) using the "up" key. Stand there, face the open area,
and just fire away. Wait for the donuts to walk into your line of fire. This
minimizes their ability to get to you. To get the saxophones and demons,
just jump as high as you can, fly to the opposite side of the screen, and
keep pressing your fire button. Repeat back and forth 'til they're all gone.
Burns: This just takes persistence and a lot of time and energy. Stay
near the top of the screen and try to chase him into a corner. Then just
pound away. He's not tremendously mobile, and will stay at about the
same horizontal level. If he escapes behind you, jump to him, and
continue.
Happy Playing!
Brian Bergevin
(co-counsel to Lionel Hutz)
May 26, 1998
|