The Adventures of
Willy Beamish
Developer: Dynamix, a division of Serria
Publisher: Serria
Release Year: 1993
This is a train wreck.
The Adventures of Willy Breamish starts its spiral into
madness right from the intro. RADICAL guitar riffs punctuate TUBULAR images of
young Willy Beamish and his frog, shredding on guitars, skateboarding, and, uh,
his dad getting letters from the IRS. GNARLY! (After the intro, the music degrades
into crumby Genesis/Mega Drive fare. Oh well.) It’s like the early 1990s puked
into a Sega CD box, and not in that nostalgic Buzzfeed kind of way.
That's right, Iceman! I am dangerous! |
The game begins the day before summer vacation. For some reason,
Willy has brought his pet frog to school, and while the principal is blabbing
away at an assembly (on the last day?) the frog leaps up and snags his
hairpiece. The frog’s name is Horny, by the way.
I’ll wait for you to stop groaning before I continue.
Willy gets detention and the player is finally given
control over the action. You’re forced to do every little thing, from bandaging
a small cut to feeding and walking Willy’s dog. Conversations, nearly all of
which are teeth-gnashingly boring, go on FOR. EV. ER. I’ve seen livelier
dialogue in yogurt commercials.
Will Willy get his sister breakfast? Or will he...not? EXCITEMENT! |
After detention, Willy’s dead grandfather shows up, a la Grandpa Seth in Troll 2, Willy’s dog starts talking, his babysitter becomes a psychic vampire, and Willy is nearly gang raped by the cast of “Grease” before being rescued by a family of vacationing ninjas.
Maybe this game is a somber look into adolescent mental
illness, and I’m just missing it?
S'up, ghostly grandpa! (Ghostpa?) |
Too bad you won’t care about any of the selfish, stock characters.
Willy’s only concern when his father loses his job is getting the $2,500 he
needs to enter a “Nintari” competition (no Fred Savage here, unfortunately), and
every sentence out of his mother’s mouth takes feminism back at least 10 years.
The Adventures of Willy Beamish suffers from a bad case
of EXTREME attitude that plagued a lot of early ‘90s media. It even uses the
“I’ve fallen and I can’t get up” gag, which was tired even in 1993. The game
comes off like a lazy parody of suburban life in the early 1990s, but if that’s
the case, it needs to be set to “funny” in the options screen.
The goals are often as clear as peanut butter. Maybe
that’s just a consequence of the genre, but games like Maniac Mansion on NES
managed to be 100 times more intuitive than this on a system that has about as
much processing power as a toaster.
But what really kills The Adventures of Willy Beamish is pointless
trial-and-error. I guess a kid in the ‘90s with nothing better to do might have
derived a modicum of entertainment from seeing how every one of Willy’s choices
plays out, but the disjoined narrative ultimately disappoints no matter what.
And based on his or her choices, the player might be left in an unwinnable
state and have to start the game fresh. Yikes!
Finish him, Sub-Zero family! |
Also there’s ninjas.
But that’s not enough to save this abysmal offering from
being one of the worst I've ever played on any console. As our young antihero
might say, this game is so bogus.
See you next time on ABCs of Sega CD with Afterburner
III!
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