The Incredible Crash Dummies for the NES is a licensed game from LJN, which means that it's difficult to talk about without some AVGN fan using some variation of "shit______." This is a shame, because it's actually a competent little platformer that at least tries a few things without being a mindless cash-in. Your goal is to save your kidnapped friends that were abducted by the evil Junkman, barreling through sewers, scrapyards, docks, and even the circus to find your pals while trying to keep your head. No, seriously, it sucks when you lose your head.
There are five main levels in The Incredible Crash Dummies, most of which are broken into two stages. The first is usually played as Spin, who has tires instead of legs, and is definitely the trickier to control. Spin can roll and jump, and can do a higher jump by jumping immediately upon bouncing from another jump. He has his own unique powerups in the form of rockets, which based on color send him careening about at increasing speeds, and balloons, which cause him to slowly float after jumps. He can be tricky, as he has to account more for momentum when turning, stopping, or jumping, and he bounces when he lands from a jump. Jumping immediately again must be timed correctly, or you may find yourself bouncing off the edges of platforms. He can also use a gas gun to stun enemies, an oil can that somehow allows him to shoot projectiles, a steering wheel for temporary invincibility, and a power-up that allows him to detach his torso and spin about in a state of invincibility.
Slick can use the gas gun, steering wheel, oil can, and torso spin powers as well, but he has legs, controlling much more like your typical NES platform hero. He tends to have more vertical levels to explore, and is the character with which you perform most boss fights. Both characters can have their heads blown off by bombs and certain ceiling collisions, which reverses the left and right directions on the D-pad until you find a new C-3PO-looking head to don. Heads also serve as a life bar, and you can absorb up to six hits when full. Careful use of power-ups is the difference maker in this one aside from getting used to Spin's controls, as the gas gun is extremely effective, stunning every normal enemy for a few seconds in one hit. In most cases, it's the weapon of choice, while saving your oil projectiles for the boss fights. The torso spin is also very useful for navigating areas with smashers or fire, as they make you invincible. Lastly, snagging enough cones earns you one-ups, which is good, as there are no continues.
The graphics are pretty solid on the NES, though the music sounds like it should be on a Camerica gold cart like Dizzy or something. There are nice cutscenes between levels that show the personality from the old commercials, toys, and cartoon, and the game never takes itself too seriously. Once you get the hang of controlling Spin, it's an easy little game that can be cleared in about 20 minutes, but it'll probably take a few plays to get him down pat.
There are quite a few different games with the same title on different systems, but the NES game is unique. I like it as a good little platformer, and a tie in to a fun, flash in the pan license.
Played it?