Video Games
Konami created two versions of The Goonies for the MSX (The Goonies) in Japan and Europe, and Family Computer (The Goonies) in Japan. The Goonies II was also released on the Famicom (and its international counterpart, the Nintendo Entertainment System). The Goonies II was both released in North America, Europe and Australia, although the original was one of the NES games released as part of the Nintendo Vs. System arcade machine in the 1980s. The Goonies II had little to do with the film, but achieved a following for its inventive gameplay. In it the Fratellis have managed to kidnap all of the Goonies (except Mikey, whom the player guides) and hide them in hidden cages across a terrain of caverns, mazes and abandoned buildings. As Mikey, the player must rescue them all and ultimately free a mermaid named Annie.
Datasoft produced a Goonies video game for 8-bit computers in 1985 including Commodore 64, ZX Spectrum, Amstrad CPC, Atari and Apple II. This game featured eight screens in which a player had to use two members of the Goonies group to solve puzzles and reach an exit to advance to the next stage. The screens were largely inspired by actual sets and puzzles seen in the film. A reference to the aforementioned "octopus scene" is included, as the seventh level.
In February 2007, DaimlerChrysler's Jeep division sponsored The Goonies: Return to Astoria, a Flash based game, developed by Fuel Industries. The player's goal is to collect map pieces and doubloons, and then race the Fratellis to One-Eyed Willie's treasure.
Read more about this topic: The Goonies
Famous quotes related to video games:
“I recently learned something quite interesting about video games. Many young people have developed incredible hand, eye, and brain coordination in playing these games. The air force believes these kids will be our outstanding pilots should they fly our jets.”
—Ronald Reagan (b. 1911)
“It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . todays children have substituted television viewing and, most recently, video games.”
—Marie Winn (20th century)