Where to begin? Rocky and Bullwinkle‘s not just difficult or poorly made, though it is very much those things. The game, like Uncanny X-Men or Castelian feels willfully bad, like the developers wanted the player to experience pain.
You play as either Rocky or Bullwinkle (switch between them using ‘Select’) and you guide them from one side of the stage to the next. Bullwinkle is too big and absorbs any hits he receives. Rocky isn’t much better, but he can at least glide through most of the stage. You pick up keys, you wrestle with controls, you throw bombs that won’t kill enemies because they take too long to explode. You listen to shrill, tone-deaf music, and you assume that THQ bought that Seal of Quality with dirty bribe money.
The Adventures of Rocky and Bullwinkle (and Friends, lest we forget) should have never made it past the conceptual stage. No developer should be content with a game where using a character’s special move decreases their health; where you can’t possibly avoid enemies, so you have to just absorb hits; where the game’s graphics look like three-year-olds went to town on a coloring book; where every section of the game spells “paycheck” and nothing more. Rocky and Bullwinkle is a misfire of the highest order.
PUBLISHER: THQ DEVELOPER: Radical Entertainment
RELEASE DATE: 12/1992 – (US)
ALSO AVAILABLE ON: GB, GEN, SNES