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Publisher: Epic/Sony Records
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Hook

Hook

Painting by Numbers, Ocean Software, The Hit Squad, Imagesoft, Epic/Sony Records

In Hook, based on the 1991 film by Steven Spielberg, the player controls Peter Pan who is trying to rescue his children from Captain James Hook. This version differs from the version of the game by Ukiyotei. While also a platformer, the title by Painting by Numbers also includes flying levels as well as one-on-one fight scenes. From a map of Neverland, the next level to be played can be chosen via a compass-like pointer. Depending on which ones are tackled first, different paths through the game open up, but all levels must be completed before Hook can be confronted on his pirate ship. The locations include caves, forests, lagoons, towns and icy landscapes. Before each level, the fairy Tinker Bell will offer some advice on the goals and challenges to follow. The main goal in every stage is to collect a number of items, like cakes, cherries, coins or peaches, and sometimes a special item like a clock, a tooth and a musical horn. Only when all items have been picked up the level exit will open. Between Peter and the exit there will be various enemies, depending on the type of level: pirates, ghosts, dragons, monkeys, snowmen and many more. To defend himself, Peter can use a sword. Once he has picked up some thimbles, Tinker Bell will start following him, and by using up a thimble he can also send out the fairy to attack. Collecting marbles is also important, as these allow Peter to float along pixie dust, which allows him to reach areas otherwise out of bounds. Lost health is replenished by picking up food. Besides the standard platforming levels, there are also underwater areas. In these, Tinker Bell isn't available to help, and having to swim makes it more difficult to get around. This version is a side-scrolling platform action game, in which Peter Pan can fly and swim Enemies include Hook's henchmen, as well as ghosts, zombies, and monkeys that throw bananas at the player. A map of each level is provided to the player. The player must collect items in order to proceed to the next level. Instructions are provided to the player before each level, and Tinker Bell appears so she can provide the player with hints. Tinker Bell also has the ability to revive the player if all health is lost. The game includes a two-player option. The NES and Game Boy versions are nearly identical to each other. The NES version has 16 levels, while the Game Boy version has 27 levels.

Platform
Smart Ball

Smart Ball

Game Freak, System Sacom, Sony Imagesoft, Epic/Sony Records

The game involves going through 8 stages (broken up into two parts each) of side-scrolling action. At the end of each stage is a boss monster that must be disposed of. Jerry moves by sliding across the ground and can latch on to walls and climb them. Jerry can also jump, stretch out to cling to ceilings, and also move at a faster pace. Jerry can consume balls that he finds during a stage and can then fire them out of his body at enemies blocking his path. Enemies can also be defeated by jumping on them and then flattening Jerry's body on them. Also, there are flowers that contain items for Jerry to collect. Items include life, which refills health, a 1-up that adds an extra life, and a seed, which will grow a climbable beanstalk when planted. If the player collects the scattered letters that appear in every stage that spell out the name Jerry, the player will earn two extra lives.

AdventurePlatform
Tokoro-san no Mamoru mo Semeru mo

Tokoro-san no Mamoru mo Semeru mo

HAL Laboratory, ISCO, Epic/Sony Records

An action platformer game by Sony label Sony Epic Records that was only released in Japan on June 27th, 1987. It is named for and features the real-life Japanese celebrity Tokoro Jouji. Tokoro-san no Mamorumo Semerumo is an action platformer that stars real-life Japanese musician/comedian/voice-actor Tokoro Jouji, a.k.a. George Tokoro. Armed with a water pistol with a finite supply of water, Toroko-san must make his way across various levels either shooting or avoiding the various enemies along the way. This game has some notoriously poor game design, such as ammo replenishing items being hidden, which means the player needs to shoot randomly to find them which simply depletes their finite ammo supply even faster. If the player takes too long in any one world, a massive vision-obscuring storm will roll in and make the game considerably more difficult to play. The game, however, does feature an early example of a non-linear stage selection progress as different paths become available after defeating each boss.

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