THE LUCKY DIME CAPER
review | MASTER SYSTEM
1991 was the year Donald Duck would finally emerge from the shadow of Mickey Mouse, at least in the gaming sphere. The sumptuous Quackshot would prove a Mega Drive classic. The Lucky Dime Caper showed SEGA hadn’t forgotten the Master System, either. The game would showcase the 8-bit format’s technical capabilities in fine style, with a seven-level platforming adventure built around stunning presentation and devious design.
Huey, Dewey, and Louie need rescuing. That’s the crux of the opening three levels, which can be tackled in any order, and once Donald’s sprung them from captivity, his true goal is made clear. He must first locate the nephews’ lucky dimes, scattered across three further locations, before tackling a seventh and final level to retrieve Scrooge McDuck’s Number One Dime from Magica de Spell. The Lucky Dime Caper is far tougher than Quackshot. This may have been a conscious decision to align the game with similarly challenging 8-bit competitors DuckTales and Mega Man, but those looking for a comfortable, youngster-friendly experience will find a lot of frustration lies in wait. Donald can only withstand a couple of hits, and as you regularly find yourself restarting levels, you’ll find three lives feels very fragile.
One of the prettiest games on the Master System, TLDC exhibits inviting, colourful levels and wonderful sprites
Its presentation remains a shining achievement, as SEGA devised one of the most vibrant, beautiful-looking Master System games ever released. Impressive storytelling scenes keep things moving, whilst the sprites are tremendous, a real highlight. Unsurprisingly, Donald’s the star of the show, gorgeously animated and with a raft of scenario-specific expressions, such as shivering in the South Pole and wilting around lava. The game shows its fun side with his snorkelling antics in the odd, rare underwater screen, whilst his mallet swinging animation is similarly awesome. There’s an extensive array of Disney foes, including snakes, piranhas, possessed pottery, slippery seals, and arrow-firing bandits. The bosses look amazing, too: huge sprites so impressive, they wouldn’t have seemed out of place in a Mega Drive game. Furthermore, the music is lovely too, lending an intrepid, adventuring vibe to proceedings that’s identifiably Disney in its stylings.
The levels showcase adept technical design, and make fairly imaginative use of the settings. The opening three are the best, set across the Americas. The Northern Woods plays like a staple (albeit it challenging) introductory level, with spiders, beehives, and wandering mushrooms to avoid, as well as immediately putting the player’s platforming chops to the test with ample leaps and rope swings to negotiate. It’s a tricky opener, but a good way of acclimating to the controls, and things only get tougher from here. The Great American Forest has Donald crossing treacherous rivers on the backs of turtles, hopping from branch to branch across trees; it’s an infinitely better-realised take on a similar theme employed in the earlier DuckTales: The Quest for Gold. The South American Andes level marks the longest and sternest test of the opening trio, set amid Incan architecture and trap-laden temples. The standout element here is an impressive scrolling effect that sees Donald running down a hill, pursued by boulders.
The levels showcase adept technical design, and make fairly imaginative use of the settings. The opening three are the best, set across the Americas. The Northern Woods plays like a staple (albeit it challenging) introductory level, with spiders, beehives, and wandering mushrooms to avoid, as well as immediately putting the player’s platforming chops to the test with ample leaps and rope swings to negotiate. It’s a tricky opener, but a good way of acclimating to the controls, and things only get tougher from here. The Great American Forest has Donald crossing treacherous rivers on the backs of turtles, hopping from branch to branch across trees; it’s an infinitely better-realised take on a similar theme employed in the earlier DuckTales: The Quest for Gold. The South American Andes level marks the longest and sternest test of the opening trio, set amid Incan architecture and trap-laden temples. The standout element here is an impressive scrolling effect that sees Donald running down a hill, pursued by boulders.
The second set of three levels continues to up the ante with some devilish, lengthy trials. Egypt is tricky as you’ll need to navigate the combined awkwardness of quicksand and bats, though there are plenty of extra lives to be found within bonus rooms. The Tropical Isles is memorable for a volcano erupting in the distance, precipitating a hail of fire the player will need to dodge. It’s really cool, though the level is mired in awkward platforming bits. The South Pole looks great, thanks primarily to some fancy blizzard effects that aren’t merely for show: depending on their direction, winds will push Donald or hold him back, so timing jumps is critical here.
Whether you’ll enjoy TLDC depends on how you take to its challenge. It’s engaging, rewarding, and offers plenty of crafty touches. Beating bosses is really satisfying. However, it’s also punctuated by a litany of borderline-spammy, cheap deaths. Whilst the opening three levels are tough (especially the Andes, where working out how to defeat the boss is a task unto itself), the following three take things up a notch. They exacerbate the at-times crowded design, and progress becomes quickly exhausting as the player pushes forward a little further each time, before dying and restarting. This relentless loop bleeds some of the levels’ identity, with themes taking a back seat to intense, memory-oriented survival. As a result, it’s less inviting than Quackshot. Matters aren’t helped by damage triggered when catching enemies from above, which sometimes unjustly results in Donald losing a life. In a less demanding game, fractionally slow controls would have been fine, but chances are, if you see trouble incoming, it’s already too late to react. Many foes and traps render Donald a little flat-footed, and it lacks the surety of movement that typified Castle of Illusion.
Whether you’ll enjoy TLDC depends on how you take to its challenge. It’s engaging, rewarding, and offers plenty of crafty touches. Beating bosses is really satisfying. However, it’s also punctuated by a litany of borderline-spammy, cheap deaths. Whilst the opening three levels are tough (especially the Andes, where working out how to defeat the boss is a task unto itself), the following three take things up a notch. They exacerbate the at-times crowded design, and progress becomes quickly exhausting as the player pushes forward a little further each time, before dying and restarting. This relentless loop bleeds some of the levels’ identity, with themes taking a back seat to intense, memory-oriented survival. As a result, it’s less inviting than Quackshot. Matters aren’t helped by damage triggered when catching enemies from above, which sometimes unjustly results in Donald losing a life. In a less demanding game, fractionally slow controls would have been fine, but chances are, if you see trouble incoming, it’s already too late to react. Many foes and traps render Donald a little flat-footed, and it lacks the surety of movement that typified Castle of Illusion.
A glass-half-full view points to a game that’s a technical triumph and gorgeous to look at, providing a wealth of impressive tricks that show off the Master System to the best of its potential. Additionally, The Lucky Dime Caper delivers a robust challenge that will keep players interested and occupied for countless sessions. On the other hand, it feels like one giant, gruelling trial-and-error sequence, sacrificing some of the atmosphere and individuality of Quackshot’s levels and instead prioritising lengthy, morale-sapping expeditions packed with potential banana skins. Overall, The Lucky Dime Caper is a really good platformer, though one more naturally suited to gaming veterans than young Disney fans. Either way, those unlimited continues will be an absolute lifesaver.