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Little Nemo: The Dream Master

Borrowing animal abilities to cross Slumberland

Capcom's 1990 NES platformer gives Nemo an unlimited supply of candy, which lets him tame certain animals and use their abilities. Reaching each exit involves choosing suitable helpers and finding the required keys.

A frog can clear a jump that Nemo cannot. A mole can dig through the ground. In Little Nemo: The Dream Master, finding the right animal is part of finding the route through a level.

Capcom’s 1990 NES game sends the young dreamer into Slumberland to rescue its king from the King of Nightmares. It belongs to the screen adaptation of Winsor McCay’s Little Nemo in Slumberland: TMS credits McCay as the original creator and dates the animated film’s Japanese release to 15 July 1989. The game and film therefore did not first appear in the same year.

What the candy does

Nemo carries an unlimited supply of candy. Throwing three pieces to a suitable creature lets him ride it or take its form. Creatures that cannot become helpers may instead be briefly stunned; candy does not simply destroy every enemy it hits.

The controls change with the form. B throws candy when playing as Nemo, but activates an animal’s defensive ability where one is available. Select returns the player to Nemo. Switching forms is therefore part of navigation, rather than a permanent character upgrade.

The helpers serve different purposes. Nintendo’s contemporary coverage describes the gorilla’s strength, the lizard’s climbing and the mole’s digging. The flying helper, called a hornet in the manual and a bee in Nintendo Power, can reach places inaccessible from the ground, but its flight still requires planning.

Finding a way through

Keys open the route onwards, but the requirement is a set number rather than necessarily every key present. Nintendo Power specifically notes spare keys in the House of Toys. The challenge is reaching enough of them while surviving the journey.

Its guide also shows how the terrain determines the useful helper. In Nemo’s House, reaching the attic involves flight; the mouse there can break walls with a hammer. That sequence turns a change of animal into a change of available routes.

Other sections test timing more directly. The train journey asks the player to learn safe positions and avoid approaching obstacles. These challenges come from movement, enemies and the layout of the dreams. There is no dwindling candy stock to manage alongside them.

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