(SNES / Super Nintendo)

Game Review

The Addams Family: Pugsley's Scavenger Hunt Review

Europe PAL Version

Posted by Jamie O'Neill

The hunter becomes the hunted

Following their release of the first Super Nintendo Addams Family game, Ocean Software’s programmer, James Higgins, gave an interview to Super Play magazine to promote the development of their second, Pugsley’s Scavenger Hunt. He highlighted the fact that the arcade platforming feel of this sequel was initially aimed at a younger audience and that it was no longer as freeform or open-ended in design. He also expressed joy at how accomplished their development team had become at crafting visuals on the SNES, with graphical effects which would not be possible on a Mega Drive. After another remarkably short four-month development time, gamers were able to find out for themselves if Ocean had succeeded in creating a superior sequel, or if it was predominantly more of the same, when the game was released later on in 1993.

The most striking difference between Pugsley’s Scavenger Hunt and the original SNES game is the brightness of its visuals. The sequel bursts from the screen through its vibrancy, and carries a confidence in character design that was not as evident in the first game, which is largely due to its being based upon the early 1990s animated series by Hanna-Barbera. The enemies are cute and charming, but it is the main Pugsley sprite who steals the show, as he grins insanely, twists his possessed head around and tucks into a sandwich when left standing idle.

The second biggest difference between the two titles is that Pugsley’s Scavenger Hunt’s levels are presented in a more traditional manner. There is indeed no longer as much of an emphasis on exploration and freedom, factors that were prevalent in the original. The story sets out a simple mission, with Wednesday challenging her ghastly brother to hunt for six weird objects hidden around the family’s bizarre home. Therefore, both games share a similar hub in the mansion’s hallway, but Pugsley’s game is confined to its six doorways. Each of these paths ends with a fierce boss battle, including one of the most notable washing machine encounters of the 16-bit era, but only four of the levels can be accessed in the beginning. Therefore, this game is notably smaller than original, although this still does not mean that you will complete Pugsley’s adventure in a hurry.

The initial four levels can be tackled in any order, although many gamers will head straight up the staircase to be thrust into Granny’s crystal ball, complete with a superb effect as Granny glares through the glass at Pugsley as he traverses a weird world of medieval knights, speared pits and swinging spiked maces. It is at this point that you realise that the cute exterior and initial kiddie-friendly visual design is a smokescreen, especially as Higgins noted in the Super Play interview that the sequel was designed to address the issue that some gamers inexplicably complained about the first game being too easy. For each level, Ocean’s designers have let their imaginations run wild as Pugsley rummages through a crystal ball, the bathroom, Lurch’s attic, and Fester’s laboratory and unlocks the doors to the basement and ultimately the crushingly difficult final slip ‘n slide freezer level.

Your first experience of the crystal ball stage exposes the game’s rigid design, and you may initially hit a brick wall as almost everything on the screen snatches away one of Pugsley’s three precious heart containers. Even the swaying spiked platforms that you need to jump aboard to progress can damage you, as success is only determined by timing leaps between enemies patrolling below, fireballs flying across the middle of the screen and yet more spears on the ceiling.

Thankfully, you can head out to the balcony and access three other levels, as you search for the game’s most approachable stages in a similar way to a Mega Man game, except here, you do not receive a reward of a newly acquired weapon for your troubles. The only respite in this game is in learning the stage layouts and mastering routes past enemy placements. However, whilst there are still secret rooms and shortcuts to be found through the levels, there is no longer an abundance of hidden 1-Ups or extra hearts for your energy bar, as in exploring in the original title. There are also far more instant death pits to fall into, an issue which was not prevalent in the first game. However, those who relish the reward found from mastering a challenging platform game and have conquered Super Ghouls ‘n Ghosts and Plok will find that this title is ideally suited to their persistence and determination.

Unfortunately, this game has also adopted controls from its prequel that push its challenge into the realms of frustration. It is still inspired by Super Mario World; you hold the jump button to bottom bounce off enemy heads for extra height, and you can duck down beneath danger, but Pugsley’s physics and inertia have been inherited from his dad, which means that he slides and skids out of most manoeuvres. You now have the option to hold Y to run, however whilst a fast character like Sonic can stop and change direction on a dime, speed makes Pugsley even more slippery, meaning that you will likely choose to use the run button sparingly. Considering that the game presents a multitude of pixel perfect jumps and awkward leaps from dangling chains onto small block platforms, the controls can often detract from the fun.

The game also includes basic puzzles, accessed by head-butting a set of question mark blocks in the correct sequential order and unblocking a passageway. There is also an option to increase your number of start-up lives from five to seven, and it is possible to earn 1-Ups by collecting $100 or by scoring 50,000 points. However, with numerous environmental hazards and a mass of enemies that are eager to deplete those lives, you will wonder if it is Pugsley or the mansion’s wicked critters that are on the hunt in this game.

One of the main incentives to continue playing is the inventiveness of the background visuals and its fantastic audio design. As you ease a shrunken Pugsley past Fester’s Bunsen burners and test tubes, or traverse the gorgeous layers of parallax scrolling bubbles in the bathroom level, it is tempting to forgive the slippery controls. With Jonathan Dunn returning after creating the music and sound effects in the original game, it is pleasing to find that the score is a perfect fit for each background, with such highlights as the dripping flow of its bathroom tune to remind you that this is a slickly designed SNES game.

Pugsley’s Scavenger Hunt treads a thin line between being satisfyingly taxing and being borderline unfair, but its charming visuals and upbeat jingles will encourage you to return. Also, it has one of the cutest snorkelling cat “meow” sound effects that you will ever hear in a 16-bit game.


Pugsley’s Scavenger Hunt shares many similarities with Ocean's original Addams Family title. The control of the main character is still too slippery for the pixel-perfect jumps required in a platformer, but it captures the colour, charm and fun of its source material, the animated series by Hanna-Barbera. With only six stages, it is smaller and its design is more conventional than the first game, and thus it is not as open-ended and has less scope for exploration. However, it is considerably slicker, particularly in its animations and graphical effects, and its audio is just as impressive. Most importantly, it is far more challenging than its SNES predecessor, which, depending on the gamer, can either be a selling point or a reason to avoid it.

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User Comments (15)



Belgicario said:

What's with all the Addams Family reviews lately?
Anyway, graphics look really impressive.



JamieO said:

Nlife's 'Spook Month' has been ace, there has been two Resident Evil reviews as well as four for The Addams Family games on NES and SNES. Just in case anyone feels a big sense of déjà vu after reading this, you are not going ker-ray-zee on Halloween, I did cover it from a similar angle to the first SNES Addams Family title. This was so that I could highlight the differences and similarities between the two platform games.

Just as @Belgicario says, the graphics are really impressive for the SNES, take a look at the screenshots of Granny's crystal ball and the bubble packed bathroom level, they both look even better in motion with Ocean implementing a swish use of parallax scrolling. They have definitely created some great technical effects in this title.

For the record I was tempted to score this an 8/10, I prefer it to the original SNES Addams Family game, but the feeling of frustration as Pugsley slid off another platform, or slipped into a pit/ spike/ enemy, meant that I felt that the controls were too unpredictable to score it higher. It is a really fun and well executed SNES game though, the most frightening thing about it on Halloween is its stern difficulty curve, which is not necessarily a bad thing.

One little side note is that James Higgins, the programmer at Ocean who worked on the Addams Family titles, was interviewed in Issue 75 of Retro Gamer and said that he preferred their original SNES game, despite Pugsley's Scavenger Hunt's nifty graphical tricks, because he thought that the first game had more refined gameplay.

It is a close call between the two titles, which one do you think is the best SNES Addams Family platform game?



Mayhem said:

This... was bloody hard, as I recall borrowing the game from a friend!



StarBoy91 said:

Great review, Jamie.
This game took four months to make as well? Amazing!
I remember having watched the Hanna-Barbera cartoon version of The Addams Family when I was little. Fun show.
The visuals, from what I've seen, look fascinating! Ocean sure had a knack for implementing beautiful visuals when it came to SNES games.

Like my Halloween-themed avatar?



JamieO said:

Cheers lots again, @Zack NECRONOMIKaplan!

@StarBoy91 I'm pleased that you have checked this review out, because after we chatted on the previous review, I had your comments in mind when I was discussing the challenge presented in this game (sixth paragraph down).
Did you notice that my description followed on from what we were talking about?
I think that you will really enjoy this one, mate. If you get chance to buy it, and the price is right, it is worth a purchase. However, note that sometimes it does not feel fair when you lose a life in Pugsley's Scavenger Hunt, whereas this does not really happen in a game like Plok. This is a title in which there are occasions when you can blame the controls for depleting one of your energy meter's hearts!

Thanks lots.



KingMike said:

I wonder if I just had a glitched copy as a kid, but the game seemed to have a habit of randomly resetting. Particularly one narrow spot in the cave under the bathroom. It would glitch if I touched certain tiles in the background. Also pressing Select (to show the game progress screen) too many times or waiting too long on the screen showing the number of lives (between rooms) also caused it to bug out.
A shame the NES and Game Boy games of the same name were increasingly poor ports of the first SNES AF game.



JamieO said:

@KingMike I played loads of Pugsley's Scavenger Hunt for the review and I did not spot any of the glitches you mention. I played it during the 90s too, and I don't remember finding or reading about any bugs back then, but during my research for the review I found a site which mentioned that pressing the 'Select' button can cause a glitch which can reset all of your lives.

I decided to test this pretty rigorously, I spent loads of time playing the bathroom level, because as you mention that is where the glitch seems to turn up. Basically, there is a dull and tiresome method of gaining extra lives during the swimming section, where Pugsley can bounce off the fish bones that the cats throw at you. This earns 1,600 points each time, so you can save up for a 1-Up with every 50,000 points earned. I spent ages on this level building extra lives, and pressing Select to try and trip the bug and intentionally wipe my lives. I even left the 'Checklist' menu screen, which is activated by pressing Select, paused for over an hour and a half to force it to bug out. No matter how hard I tried, my PAL copy never crashed and all of my extra lives remained.

A bigger issue to me was the lack of a save option, or even a password system. I decided to leave my SNES on constantly for about seven hours, because I did not want to lose the items I had gathered on Pugsley's checklist, which would have happened if I switched the SNES off to leave the flat to pick up my girlfriend! I did not come across any random resetting even during these prolonged periods, in which the game was left running.

That is why I did not mention anything about glitches in the review, because they never happened with my PAL cart, so I could not verify their existence. I wonder if it only happens with the US version of the game. If anyone else comes across a bug with this game, like KingMike found when he was a kid, it would be helpful if you could post the details about them here. Cheers.



StarBoy91 said:

Again, Jamie, great review.
I got this game today in the mail. So far it's quite good, and challenging.

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