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Development:NARC (NES)

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This page details development materials of NARC (NES).

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: See if any of the listed issues/suggestions were fixed/implemented in the final version.

The source code and related development files for the arcade version of NARC were uploaded to the Historical Source Github repository in April 2021. Among the files was NARCCART.DOC, containing various comments and notes by George N. Petro (who worked on the arcade version and is listed as "GNP" in some of the aforementioned dev files) about a prototype build of the NES version.

Comments on the Nintendo NARC Cartridge		      George N. Petro  1/31/90
------------------------------------------------------------------------------

   Controls
   --------
	Joystick  - Moves the player up/down/left/right.

	A	  - Holding down this button will make the player fire
		    bullets continuously.
		    A short click will make him fire a Rocket Bomb.

	B	  - Holding down this button will make the player crouch.
		    A short click will make him jump.

        Start	  - Freezes game action.	

	Select    - Nothing.


	   The jumping and Rocket Bombing are very difficult.  The program
	does not seem to handle these very well at times of heavy action.
	Firing a single bullet also proves to be very difficult.

	   I found that I could overcome the control problems for most of
	the game. However, trying to kill Mr. Big in the wheelchair is
	very hard because you must crouch and fire a rocket at the same
	time.

   Overall
   -------
	- Some of the background artwork is not up to par.

	- Player that is behind (in two player mode) should catch up
	  to the one that is ahead.

	- Only one type of Das Lof Gang enemy appears. There are no
	  red (fast), blue (carries rockets), or green (lays and fires).

	- Crouched player should NOT be hit by standing Das Lof Gang enemies.

	- Lofs that are about to be busted then get away should walk longer
	  before they turn and fire.

	- Busted enemies should drop loot (money, drugs, bullets ...).

	- There should be an immeadiate score given for busting an enemy.

	- Loot at edge of screen cannot be picked up.

	- Dogs are relentless! They should give a break to a guy who has
	  just died.


									Page 2

	- Chopper should drop drugs when it is shot down.

	- 25,000 points should be awarded each player for destroying all
	  of the glassware in the K.R.A.K. Stop.

	- Picking up loot while driving the car should be easier.	

	- Why aren't the dumpsters moveable?

	- Not enough cars show up on the driving wave. It takes too long	
	  to get another one after you have blown yours up.

	- Dumpster man should explode if he walks over a mine.

	- Dumpster man should always be aggresive. He is not if you enter
	  his area on foot.

	- Driving wave, overall, needs more enemies.

	- Pimps should be bustable.

	- Pimp artwork is very bad.

	- In the Scrap Heap, where you pick-up the Silver Safe Card, you
	  should not be able to walk to the end until you kill all of the
	  Dumpster men.

	- Sgt. Skyhigh is a boring enemy. Make him attack in Y also.
	
	- Cash Machine on the Big Bank should spit out $$$ if you are
	  holding the Green Safe Card.

	- H.Q. Posse enemies should move in formation. Currently they are	
	  just like the smart Das Lof Gang enemy.

	- H.Q. Posse artwork is worse than the pimp.

	- H.Q. Posse, some members should fire rockets at the player, if
	  they are carrying them.


   I made it as far as the Mr. Big in the wheelchair.  I shot him out once
   and that was the end.  I feel that this cartridge is a very excellent
   interpretation of the arcade game.  It's fun to play and very challenging.
   I sincerely hope that some of my suggestions are implemented so as to
   improve the quality of the product.