Developed by Core Design
Published by Core Design
Released in 1993
With few exceptions film sequels are known to be inferior.
Popular musicians often talk about their struggle to measure up to a popular
debut with their "difficult second album". However the video game
medium seems to buck the trend. Typically the debut entry in a series is a
starting point which subsequent games build on. As technology advances and
developers get more accustomed to using it, the quality of the games we play
increases. When creating a sequel to a popular game often the mechanics of the
prequel get refined and improved. Development time is spent on optimising what
has come before rather than starting from scratch. The developer also had the
advantage of knowing what the audience and critics liked in a previous game;
which game play devices worked and which infuriated. A follow up can therefore
be skewed towards the prequel’s strengths making, in theory at least, a
stronger game.
For a sequel to exist of course what had come before must
have enjoyed some success; be it critically or commercially. Few publishers are
going to be willing to fund the continuation of a series that no one liked or
bought. This is why I was so surprised to see that a sequel to 'Chuck Rock'
existed. Amiga magazine The One claim coding on the sequel started in late 1991
with a game concept in place before the first 'Chuck Rock' game was even
finished. While the first game wasn't bad it also wasn't very good. While it
did present a few intriguing Rock based puzzles, the novelty of this wore off
quickly when they were endlessly repeated. It's hard to ignore the mediocrity
of the game or indeed forgive its underlying misogamy. It seems that my
indifferent feelings to the game were not shared by customers at the time
however. Clearly enough people bought it to warrant production to start
immediately on its pre-planned sequel.
In the first game, caveman Chuck saved his wife Ophelia from
the villainous Gary Gritter. You may recall that the uncensored version of the
ending saw Ophelia promise nights of passion to thank her heroic husband.
Clearly she's been true to her word as now they have a baby; the eponymous Son
of Chuck. With growing responsibilities Chuck has become more entrepreneurial
and customers are queuing up to buy the Rock-et cars he incredibly builds by
hitting rocks with hammers. Envious of the success he is enjoying with Chuck's
Motors, rival firm DatStone kidnap Chuck. Owner of this rival firm, Brick
Jagger, will only release Chuck if the deeds to his company are passed over.
Thankfully the heroic gene obviously runs in the family, so Chuck Jr. sets out tspoo save his father. So begins an adventure that takes the player through numerous side scrolling platform filled levels that are crowded with dinosaurs and quite frankly awful puns.
Thankfully the heroic gene obviously runs in the family, so Chuck Jr. sets out tspoo save his father. So begins an adventure that takes the player through numerous side scrolling platform filled levels that are crowded with dinosaurs and quite frankly awful puns.
Since he is a baby, Chuck Jr. isn't strong enough to carry
rocks but he does carry a club which is largely used in the same way. Not only
does it kill enemies but it is also used to move rocks a short distance and
clear scenery; allowing progression through the game. "That sounds just
like 'Chuck Rock'" notes Mark Winstanley reviewing the Amiga version of
'Chuck Rock II'. "In fact that sounds suspiciously like any one of the
hundreds of cute scrolling platform games that have flooded the games market
limiting the choice for us ". It was an observation that game reviewer
Amanda Dyson also noticed. "'Chuck 2' follows an extremely similar path to
the original. Lots of levels of mostly scrolling platformy action with lots of
cartoon-type baddies to clobber". Winstanley adds that it is "a
worthy successor to 'Chuck Rock' but not really that different [...] it’s all
very much 'Chuck Rock' with knobs on".
The knobs of which Winstanley speaks is most probably the
visuals as they are significantly better than the original game. "Graphically 'SoC' excels" he wrote
in his review. "Junior is a miniature comic masterpiece with goodness knows
how many frames of anivmation. He wobbles along as he drags his club, balances
on the club to avoid ground attacks and throws a real tantrum every time he
loses a life, complete with tears and ground beating".
There feels like dozens of layers of parallax scrolling going on behind this charming main character sprites which gives the game impressive visual depth. There's far more variety of level locales too, and you see Junior scaling a tree that's slowly sinking into fire and venturing through never popular slippy slidey ice worlds. 'Chuck Rock 2' is also filled with quite a lot of subtle flourishes that just improve the overall look. From a hazy shimming background during the Lively Lava stage, to busy foregrounds seen in the butterfly grove section.
There feels like dozens of layers of parallax scrolling going on behind this charming main character sprites which gives the game impressive visual depth. There's far more variety of level locales too, and you see Junior scaling a tree that's slowly sinking into fire and venturing through never popular slippy slidey ice worlds. 'Chuck Rock 2' is also filled with quite a lot of subtle flourishes that just improve the overall look. From a hazy shimming background during the Lively Lava stage, to busy foregrounds seen in the butterfly grove section.
The bosses are particularly impressive, mainly because
they're huge. Most fill a couple of screens and one level is actually spent
entirely on the back of a boss; something you only realise when you reach the
head end. Developer Core Design proclaimed these bosses to be "the biggest
ever in a computer game" at that time.
Artist Lee Pullen and designer Bob Churchill achieved the epic scale by
rather ingeniously repeating round circular sprites which collectively create
mass while moving individually, as a result 'Chuck Rock 2' has a look that's
similar to 'Vector Man'.
It’s a rather stylish and attractive end result. "The bosses are the most impressive I've ever seen" Dyson claimed in her review. "The bosses in 'Chuck [Rock] 1' were very big and pretty but they were basically just large sprites with minimal animation that glided and twitched in a not particularly special manner. In 'Chuck [Rock] 2' they really seem alive - different bits of their bodies move at different times and more or less the entire bodies are animated in some way."
It’s a rather stylish and attractive end result. "The bosses are the most impressive I've ever seen" Dyson claimed in her review. "The bosses in 'Chuck [Rock] 1' were very big and pretty but they were basically just large sprites with minimal animation that glided and twitched in a not particularly special manner. In 'Chuck [Rock] 2' they really seem alive - different bits of their bodies move at different times and more or less the entire bodies are animated in some way."
The audio is also far better than that found in the original
game. According to the credits the music was composed by Martin Iveson and
Nathan McCree; although it was predominantly McCree who created the melodies heard
by console players. "We both worked on 'Chuck Rock 2' McCree tells the
Maximum Power Up Podcast.”[Iveson] did the Amiga version and I did the Mega
Drive version, so quite often we would work in tandem like this. He was
enjoying himself as was I; we were both doing what we loved to do." According to McCree, at the time composers
had to write their game music in less than three weeks and they also had very
little direction. "I was never told to do anything at Core Design. It was
a case of "Nathan we need some music for a game, this is what it is, off
you go!" It was totally up to me and Martin as well. We had total free
reign on everything, it was a real luxury." Renowned Mega Drive composer
Matt Furniss was often called on to port Mega Drive music to the Master
System." If I liked the original music, I’d convert it faithfully. Some
examples would be 'Chuck Rock II' 'Leander', 'Mr Nuts'" he admits.
"If the music wasn’t that great - I’d compose new music better suited to
Sega’s audio hardware". It's hard to imagine a better audio endorsement.
To say 'Son of Chuck' plays entirely the same as its
predecessor would be unfair. While it's very similar there are additional game
play ideas in 'Chuck Rock 2', even if they themselves are hardly original. Like
the apes of ‘Donkey Kong Country', Junior can ride on the backs of animals including an
ostrich, a turtle and a goat.
There are also various mini games between levels which are far better than the typical fare that pads out 16bit games. "Usually these are pretty second rate affairs that seem to have been added because there was some space on the disk" said Amiga Power, reviewing the identical home computer version of 'Chuck Rock 2'. "These [mini games] are actually quite good. Not good enough to stand on their own, that would be too much to expect, but they perform the task required of them - to provide a bit more variety." Other level specific quirks have been done dozens of times in other games, but at least in 'Chuck Rock 2' they also break up the monotony of walking from the right of the screen to the left.
The Spooky Cave level for example limits the player’s view to a
spot light around Jr.'s illuminated club. "By their nature, platform games
tend to be a bit samey" claimed Winstanley. "But, there's enough
little touches in this to make you laugh [...] a big thumbs up".
There are also various mini games between levels which are far better than the typical fare that pads out 16bit games. "Usually these are pretty second rate affairs that seem to have been added because there was some space on the disk" said Amiga Power, reviewing the identical home computer version of 'Chuck Rock 2'. "These [mini games] are actually quite good. Not good enough to stand on their own, that would be too much to expect, but they perform the task required of them - to provide a bit more variety." Other level specific quirks have been done dozens of times in other games, but at least in 'Chuck Rock 2' they also break up the monotony of walking from the right of the screen to the left.
It's an enjoyable game to play while it lasts, although
'Chuck Rock 2' takes little more than an hour to complete on repeated plays.
That's even factoring in the additional levels that only exist in the Mega
Drive version, although according to some critics these added little to the
game. Swedish magazine Sega Force even felt the 8-bit version of 'Chuck Rock 2'
were superior for not offering the Mega Drive's "filler material". In
a preview article Core Design claimed the game was "twice the size of the
first game and a hundred times more exciting". However according to Amiga
Power "all this adds up to is about 16 levels which doesn't sound that
many compared to games with hundreds of screens."
'Chuck Rock' was a decidedly average game and while 'Chuck
Rock 2' plays faster, looks nicer and has better music it really doesn't do
enough. Some critics felt equally underwhelmed." This is an update rather
than a real sequel" suggested Amanda Dyson in Amiga Format. "Players
of the first game might well feel they'd be just as well getting out the
original and playing it with a sheet of psychedelic coloured cellophane over
the screen to give the graphics a new look. The main market for the game is
going to be those who bought the first one. And if you liked that, this is, in
almost every way a tangible improvement."
I wonder if the fans who justified the creation of this
sequel were satisfied. Although the characters appeared in 'BC racers' the main
series ended with 'Chuck Rock 2'. This suggests any success the first game
enjoyed was eroded by its marginally better sequel.
Based on the second game improving on the first, 'Chuck Rock
3' may well have been the best in the series, but even then it’s doubtful it
would have reached the lofty heights of the majority of Nintendo’s platformers.
Core Design went on to produce half a dozen 'Tomb Raider' games so the
developer wasn't shy about revisiting past success. At least this series
deserved sequels.
Where did I get this
game from?
Like 'Chuck Rock' I got this game in a bulk buy bundle but
unlike its prequel I was surprised to see the name on the cover. I had no idea
the first game had a sequel. Of the two it's this game I would return to, but
it's doubtful I ever will prioritise it over a hundred better platformers.
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