Category Archives: Game Reviews

Gotcha! The Sport! (NES)

A few days ago I was on my computer just playing random games on my NES emulator. You know, just relaxing after work. That’s when I stumbled upon an amazingly fun game I had never heard of, Gotcha! The Sport! It was so much fun I had to find it online so I could buy it right then and there. I do have a rule that I only review games that I physically own, so “In the mail” is going to have to qualify as “Own” for this one, because I just have to write about it. This is going to be the fastest turn around between discovering a game and reviewing it I think I will ever do.

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Anyway, Gotcha! The Sport! is a light gun game for the NES. This means even when the game does arrive, I can’t really play it. Not without digging out an old CRT TV first. Even without being able to use an actual Zapper to play the game, using the computer mouse is just as fun. I don’t want to get too deep into the game here in the intro, so let me just wrap things up by saying I may have found one of LJN’s only good games. But don’t just take my word for it, let’s see what the game really has to offer.

Gameplay

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Like I said before, the game is a light gun game, like Duck Hunt or Hogan’s Alley. But unlike those games, there is a lot more to this game than simple target practice. In Gotcha, you are playing a game of paintball with “Capture the Flag” rules. After picking your difficulty level, you’ll be thrown into the woods and be forced to defend yourself as you try to capture your opponent’s flag.

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Of course, since you’re playing capture the flag you can’t really just stand in one place. You actually have to move around, and this is one rather long stretch of woods. So in one hand you have the controller, allowing you to move the screen left and right, while in the other hand you have your light gun, or in my case computer mouse. For the time, I can’t think of any other games that actually tried to build a real game around the light gun mechanic.

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As you travel to the right side of the woods, you’ll constantly be attacked by members of the other team. You’ll also be attacked by members of your own team for some reason. Actually I’m not sure if there even are teams. There clearly appear to be two different team colors, but EVERYONE is trying to shoot you, so I guess you’re on your own team.

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Also, you might be the only person with a paintball gun while everyone else has real guns. Whenever you shoot someone, they are visibly covered in paint before they run off. You on the other hand receive a giant gaping hole of a splash screen. Clearly you have been shot in the face and are now lying dead on the ground.

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Regardless of what dangers you’ve exposed yourself to, the objective remains the same. Travel to the far right end of the woods to capture the opponent’s flag. Then make the trek all the way back to your own flag on the left end of the woods. Hang their flag up on your own pole and congratulations, you’ve won.

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Now that you’ve proven yourself to be the master of the woods, we move our battlefield into the big city. The objective remains the same, but the enemies have been changed. Now instead of people in camouflage, you’ll be shooting at what looks like a biker gang. Again I can’t help but wonder if maybe you’re the only person playing paintball.

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Here in the city, the opponents have a lot more protective cover as they shoot at you from the upper floor windows. This makes them a somewhat smaller target which means they’re harder to hit. There are also a lot of areas which allow them to walk behind buildings, making it impossible to hit them. For most enemies this isn’t an issue. But when they grab your flag, shooting the flag bearer can become difficult.

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Conquer the big city, and once again we will have a change of scenery. Now we find ourselves out in the snow filled fields with snowmen and a cozy cabin in the woods. This level feels a lot more similar to the woods we started in, and thus feels a bit easier than the city we just left. However, because I’m playing on an emulator, this area was extra difficult because the crosshairs of my mouse would become lost in the snow.

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After you manage to capture the flag in the snowfield, you’ll find yourself back in the woods we started in. From here on out, the game will just continue looping between the three different stages until you either lose or quit. You only get three lives before a game over, but these lives are restored at the start of each stage, so you actually could go on for quite a while. You’re also barely punished when you do die since you resume play almost exactly where you died, and still in possession of the flag if you already had it. So have some fun and happy hunting.

Verdict

Gameplay – 7 / 10

With only three stages, there isn’t a lot of content in the game. However, as a light gun game, it actually is fairly impressive. The combination of using the controller and the light gun simultaneously is something I’m not aware of seeing again until the Playstation 2. Usually you’re just standing still shooting at targets. Even if you are moving it would usually be on rails with very little control over your movement. As for the gameplay itself, there are constantly targets on screen, making it a very exciting game. The hit detection was also generally really good, but I did notice that it gets a bit wonky if you’re shooting while moving. I know I couldn’t really get the full experience since I was playing on an emulator, but I’m actually really tempted to set up a TV just so I can.

Graphics – 8 / 10

For the NES, I can’t really complain about the graphics. The environments were very well detailed with some nice little touches, such as the snowmen in the snowfield area. There was also a good sense of depth with multiple size enemy sprites. The inclusion of more levels would have been nice, but I can’t really complain about what was presented.

Audio – 7 / 10

Like the gameplay, the audio is suffering mostly from lack of content. The soundtrack is rather good for the NES, but you’ll be hearing the same couple of songs for the whole game. Honestly though, it doesn’t really matter. I was so focused on shooting that I hardly noticed the music. And like I said, it’s good music for the NES.

Story – N/A

There’s no story that I saw. But you’re out playing paintball, you don’t really need a story. There might be an interesting story here for your obituary. All about how you were killed when you decided to shoot paintballs at military personnel and biker gangs, but that wasn’t covered in the game.

Total Playtime – 0h 15m

With only three different stages, you’ll see pretty much everything the game has to offer in just a few minutes. However, that doesn’t stop the game from being fun and addicting for quite a while.

Total Deaths – 5 Deaths

The three lives per stage you are given are usually going to be more than enough. It’s the snowfield that ended up getting me. I couldn’t see my crosshairs most of the time. But that is a problem that would be nonexistent if I could play it for real with the light gun.

Overall Score – 7.5 / 10

I’m giving this game a relatively low score mostly for lack of content. However, I want to stress that I really loved playing this game. I love light gun games in general, so I might be a bit biased, but this one was really fun. The fact that it had actual gameplay as opposed to the usual target practice really elevated it towards the top of my list for light gun games. Then the sheer number of enemies kept the game exciting from start to finish. Lack of content or not, I had a great time playing this game and I simply can’t wait to hook up my old CRT TV so I can enjoy the full experience. I suggest you do the same if you’re capable.

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Shoot all the people!!!

 

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I hope you enjoyed Gotcha! The Sport! If you did, like and follow me on Facebook or Twitter. Also leave your comments, suggestions, and recommendations. If you’re feeling real generous, you can even Donate to help me keep the site going. Thank you for reading, and I’ll see you next time.

 

Jurassic Park (Game Gear)

I have always been fascinated by dinosaurs. For the longest time I even considered becoming a paleontologist when I grew up. But then the reality set it that paleontologists spend hours and hours outside in the hot desert sun digging giant holes with tiny shovels, and that was the end of that nonsense. I never stopped loving dinosaurs though. Growing up I know I had my share of plastic dinosaur toys, and I remember watching the Land Before Time movie more than was probably healthy. Little Foot and the gang were great, but the summer of 1993 changed everything for me with the release of Jurassic Park.

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At this point I think everyone already knows how great of a movie Jurassic Park was, especially considering it was the highest grossing film worldwide at the time of its original release.  Jurassic Park blew people’s minds with how realistic the dinosaurs looked. In fact it’s still one of my favorite movies partly because of how real the dinosaurs look, as well as how well the other actors interact with those dinosaurs. As with any great movie, it eventually gets sequels, and spin offs, and of course videogame tie-ins. Today we’re going to look at the Game Gear version of Jurassic Park. I remember loving this game as a kid, and if I remember right, it was one of the first games I ever beat on my own without any cheats. So join me on Isla Nublar to see if I can survive the escaped dinosaurs, or if I’ll become one of their dinners.

Gameplay

Welcome to Jurassic Park, the island theme park where scientists have brought real live dinosaurs back from extinction. And a theme park which may never open to the public now that computer problems have allowed the dinosaurs to escape their enclosures, threaten the safety of everyone on the island. With no one else to turn to, they fly in Dr Allen Grant to contain the situation. I think the staff might have taken the title of “Dinosaur Hunter” a little too literally when they hired this paleontologist to round up their escaped dinosaurs, but we’ll do our best anyway.

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The staff has identified four areas of damaged fence where the dinosaurs are escaping from. There’s the Velociraptors to the north, Pteranodons to the east, Brachiosaurs to the south, and the Triceratops to the west. Since they’re probably the most dangerous, and I wouldn’t want them roaming around very long, I chose to try to contain the Velociraptors first. However, just getting to that side of the park in one piece is going to be its own challenge.

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Each area starts with a mini-game showing your drive to each of the sites. Apparently the sound of the jeep lures out every dinosaur in the area, and you’ll have to defend yourself if you ever want to make it out alive. You control the crosshairs on screen and it’s up to you to shoot all the dinosaurs that try to attack the jeep before they cause enough damage to break it. Thankfully, every dinosaur you kill will also drop an item of health to heal you.

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These sections could easily be brushed off as just simple mini-games to pad the length of the game, but in reality they do have a significant impact on the rest of the stage. While most of the dinosaurs attacking the jeep only drop health, there are a few that drop more useful items such as extra lives. Even more important however are the ones that drop gas cans, which when collected will actually add extra bars to your health for the duration of the stage. Failing to collect these can make the rest of the stage a lot more difficult.

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Rounding off the mini-game is a boss encounter with a larger dinosaur, a Pteranodon in this case. These larger dinosaurs are much harder to kill than the others, and actually have their own health bars in the upper right corner. You’ll have to shoot them quite rapidly to prevent it from ramming into the jeep. To make matters worse, the occasionally rock in the road will launch the car into the air, throwing off your aim with the crosshairs as well.

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Win or lose, you’ll still advance to the action stage of the level. But before we get into that, let’s take a look at what equipment we have available. Bringing up the pause menu will allow you to switch between any of the three weapons available. There is a Tranquilizer Rifle which serves as your general purpose gun, sending a wave of energy in front of you to knock out the dinosaurs. You also have Concussion Grenades which you shoot up into the air and are most useful against Pteranodons as well as any dinosaurs that might be on ledges above you. The final weapon is the Fireball Grenade, a weapon a rarely used. The Fireball Grenade is the most powerful, but it is thrown in an arc and I just found it hard to use compared to the Tranquilizer Rifle. Also in the pause menu are first aid kits. These are scattered around the levels, usually in hard to reach places, and allow you to restore your health at any time.

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Onto the stage itself, the computer problems seem to have extended far beyond just the fences as they’ve managed to destabilize the very ground you walk on, seeing as it crumbles away as you walk across it. Not only that, but it has cause lava to shoot up into the air in a perfectly synchronized water fountain like fashion. Having destroyed the bridge in the process, you’ll have to grab hold of the upper supports and swing your way across. And that’s all just to make it to the front door of the building.

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Inside you’ll be greeted by a flock of Pteranodons that have somehow managed to get inside. They seem to be quite content inside this warehouse, even though I would think the metal framework would make it hard for them to fly around. Whatever their state of mind, they still see me as potential dinner and will go into a dive bomb as soon as they see me. Of course, this is the Velociraptors area, and as would be expected, there are a few of them just around the corner waiting to pounce. A few good shots with the Tranquilizer Rifle and it will be lights out for them.

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However, even the Velociraptors seem to be the least of my problems here in the power station. There are several areas of exposed wires shooting off electricity at anyone foolish enough to walk by them. There’s also an elevator ride with constant threat of electrocution as the electricity shoots straight out from the walls, forcing you to press yourself against the opposite wall. I can only hope and pray that these dangers are a result of the computer problems, or even the dinosaurs themselves damaging the equipment. I’d hate to imagine the power station was actually intentionally designed this way.

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Avoid being fatally electrocuted and you’ll come face to face with the first boss, the alpha Velociraptor. Considering the Velociraptors are perhaps the most dangerous of the four escaped dinosaurs, it’s kind of amazing that the boss battle is the easiest one. I never even had to move from my starting position. There are four doors in the room and the Velociraptor will appear in one of them, and then run straight across to the other open door in the room. It really pays no attention to you as it runs around, and after shooting it once, it won’t hurt you for the rest of that run, even if it touches you. So just stand still and shoot it as it shows up, you really don’t need any more strategy than that.

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It’s still a boss battle though, and it will take a few rounds before you finally put him down. Of course, you aren’t here to KILL the dinosaurs, they’re the star attractions of the park. To bring that point home, the post battle scene shows the Velociraptor alive and well inside a cage, and ready to be transported back to his enclosure. Let’s just hope those bars can hold him better than the electric fences did.

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With the Velociraptors now once again contained, I already feel like the island is a safer place. And so, we’ll just travel clockwise around the island to capture the rest of them. That means our next stop has us trying to contain the Pteranodons. It also means another mini-game. The bulk of the journey is the same, except we’re shooting small Pteranodons instead of the little dinosaurs from before. Also the boss battle is slightly different. We’re still fighting a Pteranodon, but this time it’s carrying a large bolder which it tries to throw at the jeep. You’ll have to shoot the boulder out of its claws or risk it being dropped on your jeep.

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Death Count: 2

 

Upon arrival at the site, we find ourselves at the bottom of a cliff side. We also learn that Grant can’t swim, not even the slightest as the water below acts as a bottomless pit. I guess it makes sense, spending hours out in the desert digging in the sand doesn’t exactly prepare you for swimming. You’d think any full grown adult would at least be able to tread water though, and not just sink like a rock. Speaking of rocks, the cliff side seems to be experiencing some kind of rock slide, as giant boulders are regularly falling down from above. I’m sad to say that while the boulders never hit me, they did distract me long enough to make me slip off the cliff and fall into the water again.

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I’d better get inside the work tunnels before I fall into the water a third time. Unfortunately, these tunnels don’t seem to be much safer. They’re an odd maze of random elevators and moving platforms over pits of sharp rocks. Not only that, but there aren’t even paths to many of the platforms, which leaves climbing along the ceiling Grant’s only option. I guess a paleontologist really was the best choice for this job. All those hours digging have strengthened his hands and fingers into the tools of the gods, allowing him to find support in what looks like a smoothed flat rock face.

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Death Count: 3

 

Having navigated the tunnels and scaled the cliff side, we’re now open and exposed to the Pteranodons swooping down from above. The Concussion Grenades make quick work of them, scaring them off into the sky. However, the dinosaurs once again prove to be the least of my problems. Just like back in the Velociraptors area, the ground here in unstable and crumbles as you walk across it. This caught me off guard, making me miss one of the jumps, and once again go plunging into the water. Someone buy Dr Grant over here a life jacket to wear! We need to focus or we’ll never capture all these dinosaurs!

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Those small Pteranodons were just target practice apparently, as now we come face to face with the boss of the stage. Just like in the Velociraptor fight, the Pteranodon pays little attention to you and instead flies in a predictable pattern between the trees. The stage itself is actually rather interesting. From the screenshots, you can already tell that we’re high up in the trees, jumping from branch to branch as we try to avoid the Pteranodon as well as line up some shots to subdue him. What you can’t tell from the stills is that the screen is constantly scrolling upwards, adding another element of danger to the stage.

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After enough hits, the Pteranodon can take no more and is returned to its enclosure. With all the trees around, I guess they couldn’t get a truck out here to drive it back, so they bring in one of the helicopters to air lift it out. A rather risky move if you ask me. It’s barely contained in any way and its wings are just kind of flopping down. If it wakes up and starts moving around it’s going to pull that helicopter right out of the sky. But I guess I shouldn’t worry about that right now, there are still two more dinosaurs to capture.

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We now head south to the Brachiosaur area. With how big a Brachiosaur is, I’m not sure what they expect me to do to capture it, but we’ll have to try something. Of course the drive to a new area means another mini-game. The little dinosaurs are back this time and provide some nice target practice. The boss however is much different. This time instead of a Pteranodon it looks like it’s a T-Rex hot on our tail! QUICK, SHOOT IT IN THE FACE BEFORE IT EATS US!

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We escape the T-Rex only to find ourselves on a water front. Focus Grant, we already know you can’t swim. There are a couple different kinds of dinosaurs in this area. There are a bunch of Pteranodons pecking at the bones of some creature. But they fly off as soon as I get close to them. The threatening dinosaurs are the ones that jump up out of the water, taunting Dr Grant with their ability to swim. I’m not sure what kind of dinosaur they are, but a quick shot from the Tranquilizer Rifle sends them right back into the water where they came from.

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As we make our way inside, we’ll have to look out for more Velociraptors. I thought I took care of those guys back in the first stage. I guess more of them escaped than I had thought. Maybe being inside with them isn’t the best idea. We’d better head out the back way and hope they don’t follow. Of course, the escaped Brachiosaurs are waiting just outside the door. They’re huge, but at least they don’t seem to mean any harm, they’re just kind of curious to see what I am. But curiosity from such a giant creature can quickly turn dangerous. With nowhere else to turn, I guess this inflatable raft on the river will have to bring us to safety.

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I don’t think I could have made a worse decision in my life if I tried. Brachiosaurs apparently love the water, and their long necks allow them to easily come up for air. As innocent an action as that might be, with me out here on a little inflatable raft and possessing no ability to swim whatsoever, this is a terrible situation for me to be in. We’ll have to knock the poor thing out before it can knock me into the water. We were sent here to capture it anyway.

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After a few hits from the concussion grenades, the Brachiosaur finally collapses on the river bank. Unfortunately, the Jurassic Park staff doesn’t seem to have any better idea than I do on how to get the massive thing out of the water. They brought a crane, but even that doesn’t seem big enough for the job. They’re the professional though, and I’ll just have to trust they know what they’re doing.

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With three of the dinosaurs already safely recaptured, that means there’s only one left, the Triceratops. Again, there is a mini-game as we drive out to the west side of the island, and again we use those dinosaurs as target practice. Once again, the boss dinosaur changes, this time to a bipedal dinosaur with a boney plate on its head, possibly a Pachycephalosaurus. Whatever it is, we’re going to have to shoot it in the head a few times to stop it from ramming our jeep.

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Here in the Triceratops sections, Mother Nature seems to be pissed and want nothing more than to kill us. Whether it be small localized tornados, or constant lightning strikes punching holes in the ground, I can only stop to wonder what I did to piss off Mother Nature so badly.

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The lightning strikes become so bad that they even start the ground on fire. We’ll have to jump up into the trees or we’ll be burned to death. That’s not really the best strategy however, since the fire will only spread into the upper branches. When I found a small pond, I thought I might finally be safe, but I was so wrong. Mother Nature took that moment to strike the pond with lightning as well, sending ripples of electricity through the water. We’ll have to hold onto the branches or risk electrocution in the water.

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When we finally do find the escape Triceratops, it seems a welcome change to the forces of nature that preceded it. There is however very little room to manure in this clearing. With the triceratops gearing up to charge, our only hope is to jump up into the trees out of its attack range. Now stuck with its horns in the tree, we can get in a few shots with the Tranquilizer Rifle before it can recover. It’s a cleaver beast however as it kicks up dirt with its back legs while trying to free itself. Not only that, but it has learned our tactic, and will now kick up dirt to attack us in the trees.

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It’s the toughest battle so far, but eventually we manage to knock it out and can bring it back to its enclosure. However, I can’t help but question the competency of the staff at this point. They did ok with the Velociraptors when they put it in a big cage. But then the Pteranodon wasn’t restrained at all, and they couldn’t figure out what to do with the Brachiosaur. But I have to draw the line here. Who thought it was necessary or even helpful in the slightest to put traffic cones down around the Triceratops? Are we scared some random car is going to come out here into the woods and somehow not see the 10 foot long creature laying on the ground? Even Dr Grant looks like he’s pointing and yelling at people to do something helpful. What are you two doing just leaning up against that tree? Go get another cage or something before it wakes up!

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I was brought in to capture the four escaped dinosaurs and I did just that. Whatever the staff ends up doing with these dinosaurs is none of my concern. However, the ride back into base reveals one last challenge. Perhaps the one people should have been most concerned with the whole time. The Tyrannosaurus Rex has also escaped his enclosure and is heading straight for the Visitors Center. This stage is actually a secret bonus level in the game. As a kid, I could never figure out how to unlock it, and I thought it was random, but I now know that it’s unlocked by completing the other four stages all without using a single continue. With how easy the rest of the game is, this feat is quite easy to accomplish. However, I always dreaded unlocking this stage because it is so much harder than the rest of the game. You’re also given little chance to learn the layout of the level because of the fact that you lose all of your continues at the start of the stage. As a kid I never managed to beat it. Let’s see if my skills have improved over the years.

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One final time we embark on the mini-game. This time we really need every bar of health we can get. When the boss shows up he’s terrifying compared to previous bosses. He’s bigger, and a blood red color and he is much more aggressive than any of the others. He’ll be right up on the jeep before you know it, and he isn’t likely to be knocked back like the others were. You’ll just have to keep shooting as fast as you can and hope it’s enough. Upon arriving at the Visitors Center, you’re greeted with an equally terrifying sight as the staff and scientists are seen running in terror for their lives. What have we gotten ourselves into now?

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Death Count: 4

 

I always thought it was the dinosaurs they should be running from, but in reality, the computer problems may have just triggered the automatic laser defense turrets mounted seemingly everywhere in the Visitors Center. I want to let that sentence go, but I just can’t. Why on earth are there such an excessive number of automated laser turrets set up in the VISITORS CENTER?! What kind of paranoid psychotic architect did you guys hire that they were insistent the visitor’s center needed an extensive laser defense grid?

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It doesn’t even keep the dinosaurs out! They’re too smart for that. The Velociraptors have figured out how to use the automatic garage door openers to hide in the various conveniently placed storage areas. The juvenile T-Rexes on the other hand have taken up hiding inside the walls like the worst kind of infestation imaginable. The only time you see them is when they stick their heads out one of the holes they managed to break in the walls just to eat people that walk by.

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Death Count: 7

 

When I finally made it to the Tyrannosaurus, I had no idea what to do to knock it out. None of the weapons seem to have any effect on it. There are also no safe areas in the room. It’s just you and the T-Rex locked in a tiny room together. When he pins you in the corner, there’s really nothing you can do but curl up in ball and accept death. That death will of course come quickly because every attack from the T-Rex takes away 2 bars of health.

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Death Count: 9

 

After a few deaths and much struggling, I finally figured out at the very least a way to hurt the behemoth. By using the Concussion Grenades, I managed to knock some of the boxes off the shelves above which came crashing down on top of him. They didn’t do a whole ton of damage though, and there still aren’t any safe places to hide when he attacks. It wasn’t until I remembered those med kits I’ve been picking up throughout the whole game. I haven’t needed them even once so far, so I completely forgot that I even had them. I’m sure there must be a more effective strategy for fighting this boss, but I just can’t see it. While it might not have been a very good strategy, the results speak for themselves as the T-Rex comes crashing down to the ground.

I included the Staff Credits because i have my doubts any of those are real names.

Now that the T-Rex is contained, all the dinosaurs are accounted for and reconstruction can begin. Dr Grant is treated as a hero, and several months later the park finally opens to the public. From the handful of images shown, very few safety precautions are put in place, and no doubt those dinosaurs will escape again to terrorize the island. But I will be long gone by then, and it won’t be my problem. Good luck everyone stupid enough to visit Killer Dinosaur Island!

Verdict

Gameplay – 8 / 10

I’ll admit that the gameplay is rather generic, but I’ve said it before that generic doesn’t automatically mean bad. The game doesn’t bring anything new to the table but it handles everything very well in my opinion. Starting with the minigames leading into the stages, I do believe those are the best console crosshairs I’ve ever encountered. The speed and responsiveness of the movement is absolutely perfect, or as close to it as you can get with a D-Pad. Then on the stage proper, the controls are well handled, the environments feel alive, and the level designs are fun and varied. The ratio of environmental hazards to actual enemies might be leaning heavily towards hazards, but that never detracts from the game. Then the boss battles at the end of each of the stages are all fun and rather unique, though admittedly a bit too easy. All together it forms a very fun experience, which is exactly what you’re going for.

Graphics – 9 / 10

Considering the limited space to work with on the game gear screen, the graphical quality is actually really good. Dr Grant himself ends up somewhat generic. Actually, for the longest time I didn’t even acknowledge that it was supposed to be Dr Grant. For some reason the player character always gave off a feminine vibe to me and I thought maybe you were playing as Dr Sattler instead. Though neither of them are actually a good fit for the gun toting hunter you play as.  The Dinosaurs however look amazing, and really the dinosaurs are the stars of the game anyway. They have impressively large sprites which are very detailed for the time, and many of them look truly menacing.

Audio – 7 / 10

I’ve always enjoyed the music in this game, but again, it’s a bit generic. All the music fits well and adds a nice atmosphere, but none of it is particularly memorable. I do have to give them credit for really nailing the T-Rex roar and using as the starting cue for each of the stages. But then at the same time I feel I need to be really critical of the fact that the iconic theme song doesn’t appear anywhere in the game, unless I just missed it somehow.

Story – 8 / 10

The story in the game takes a huge departure from the movie. Instead of being on the island when the systems fail and trying to survive, you are actually flown in after the fact with the goal of containing the situation. It’s an acceptable change which lends itself nicely for the type of game they were trying to create. While playing, everything is held together nicely and with more thought than most other action games. The beginning of the stage minigames show the hazardous drive to the different parts of the island, followed by the stage proper, and finally the capture of the escape dinosaur. It’s the post boss battle screens that really seal the deal for me, showing off that the dinosaurs are still alive and well. I just love the fact that the dinosaurs aren’t being hunted like monsters. Instead you’re trying to contain escaped zoo animals, for lack of a better term.

Total Playtime – 0h 41m

The game is kind of on the short side. But to its credit, the Game Gear ate batteries faster than you could buy them, so it had to be a short game if you ever wanted to finish it. Despite the short playtime, they manage to pack a lot into the game to keep it exciting. Then the secret Tyrannosaurus stage added a lot of replay value to the game. Like I said earlier, I never managed to beat it as a kid, and without the extra lives I gave myself, I not sure I would have beaten it this time either.

Total Deaths – 9 Deaths

The bulk of the game is very easy. I had 3 deaths in the Pteranodon area all from bad jumps and falling down the bottomless pits. But those 3 deaths were my only deaths until the final secret T-Rex Section. Even there, I died once from those stupid lasers, and not again until I fought the T-Rex himself. Then of course it took 5 deaths and 3 med kits before I killed him. So really, the T-Rex was the only actual challenge of the whole game.

Overall Score – 8 / 10

I might be a bit biased towards this game since the Jurassic park movie is one of my favorites, but I love this game. Everything about it is just so much fun. The gameplay is great, as are the graphics. While the game is admittedly very easy, it’s not so easy to be boring. You still need to be on your toes or you’ll easily get blindsided. It does have a few flaws. The playtime is short, and the game is very linear, which might turn off the explorer types. Then considering this game is a Jurassic Park title and should be all about the dinosaurs, it’s a bit surprising how few you actually encounter. Even so, the seeming lack of dinosaurs never hurts the game any. At the end of the day Jurassic Park ends up being an entertaining adventure game and definitely one that would appeal to fans of the franchise. If you still know where your game gear is, consider adding Jurassic Park to your collection. You won’t be disappointed.

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The headlines read “Mass incompetence causes the death of dozens of Jurassic Park employees!”

 

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I hope you enjoyed Jurassic Park. If you did, like and follow me on Facebook or Twitter. Also leave your comments, suggestions, and recommendations. If you’re feeling real generous, you can even Donate to help me keep the site going. Thank you for reading, and I’ll see you next time.

 

Math Blaster: Episode One (SNES)

After playing Mario is Missing last week, it got me thinking about other educational games. It’s hard to make an educational game that is actually still fun, but there are a few games that have elevated themselves above the rest. Games like the Carmen Sandiego series still have a decent following, even if in reputation only. Then the Mavis Beacon typing games I think taught me typing better than the teacher did. And who doesn’t love a game of Oregon Trail. Though that last one is more of a “how will my friends die?” game than a learning game. While those games are all great, I thought I’d play one that seemed to be pre-installed on all the computers at my school, Math Blaster.

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I have always loved the Math Blaster series, partly because it is so much more action oriented than many other educational games. You typically play as Blasternaut, a green alien astronaut with a blaster gun and a jet pack. Each game has you going on an adventure flying around space and shooting up bad guys using math usually to identify your targets. But before I start rambling on about the series, why don’t we just jump into it and start learning some math!

Gameplay

 

 

Amazingly, the game features a fully voiced introduction. Blasternaut is in his space ship ready to blast off, but he seems to be having trouble and needs to make some repairs. While repairing the ship, his robot companion Spot is kidnapped by the Yellow Three Eyed Trash Alien. Now it’s up to Blasternaut to track down this yellow menace and rescue his friend Spot.

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The game starts with Blasternaut behind the controls of his ship. All the repairs have been made, but it seems we’re still out of fuel. Luckily, the Trash Alien’s ship left behind a whole load of garbage and that just so happens to be what our ship runs on. But we need to pick the right fuel for the job. To do this, a math problem is displayed on the dashboard. Solve the math problem, and then blast the corresponding piece of garbage to convert it into fuel.

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The garbage isn’t the only thing floating around out there in space. It seems that Trash Alien wasn’t working alone, and some of his friends might just come by to make Blasternaut’s life difficult. Whenever you see one of their ships in front of you, it would be best to blast them into space dust before they start shooting at you themselves.

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Fill up the fuel tank, and we can take off after that Trash Alien, but not before one last bonus round. Now, instead of blasting garbage, you seem to be flying directly through an asteroid field blasting away as many space rocks as you can. Thankfully, there’s no danger to your ship since this is only a bonus round.

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Don’t take too long in the asteroid field, we still have to rescue Spot, remember. Now that this ship is fully fueled, we managed to track the Yellow Three Eyed Trash Alien right back to his home planet. Lucky us, we were even close enough behind him to fly right into his secret base before the door closed behind him.

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Inside, Blasternaut finds himself trapped in a weird cave full of electrical defense grids. On either side of the openings there is a label with either a number or an equation. If you want to get through the defenses, you’ll have to become a number which falls between the two numbers shown on the labels.

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But how do you change your number? Well, Blasternaut has to collect drops of water that drip down from the stalactites in the ceiling. Each drop has a number in it that will either be added or subtracted from Blasternaut’s current number. Be careful, because sometimes lava will be dripping down from the ceiling instead of water, and no one wants a face full of lava when they’re expecting some nice refreshing water.

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The cave is also full of a handful of wild beasts just waiting to tear into our hero. Use your trusty blaster gun to quickly dispose of them before they can cause you any damage. Keep climbing up and up and eventually you’ll make it to the planet’s surface, just in time to catch the Trash Alien.

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With Blasternaut hot on his tail, the Trash Alien jumps into his ship and tries to escape with Spot. You’ll have to fly right up into the ship to get him back. But how will you know which of the four tubes actually leads into the ship? Simple, just solve the math problem and you’ll know which one leads to saving spot!

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Knowing which tube is the right one is only half the problem. There’s so much trash flying around on the planet’s surface that you’ll have a tough time even reaching the ship. It’s a good thing you have your trusty blaster to clear some of it away. But the trash isn’t the only thing to worry about as you make your way up into the ship. The Trash Alien will be raining fire down on top of you in a desperate attempt to slow you down.

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But it will take more than that to stop Blasternaut from rescuing Spot. We’re already traveled all this way and we’re not leaving without him. So with one final push, Blasternaut forces the Yellow Three Eyed Trash Alien to leave his ship and fly off in defeat. Spot is once again safe, and the Trash Alien’s Ship will serve as some lovely celebratory pyrotechnics!

Verdict

Gameplay – 8 / 10

I actually really like the gameplay in the Math Blaster Series. It is constantly mixing it up, but always keeps things much more action oriented than most other educational games. It’s not without its flaws though. The first stage in particular becomes slightly frustrating with a controller because it was so obviously meant to be played on the computer with a mouse. This leaves the cross hairs just a little too slow for what you’re trying to do, but just slightly. They actually did a good job programming both the speed and responsiveness of the crosshairs to make it work as best they could with the D-pad. The only other complaint is that Blasternaut is somewhat difficult to control when using his jetpack, he just doesn’t have the right weight to him you would expect.

Graphics – 8 / 10

It’s not a very graphically intense game, but everything was handled very well I think. The first stage in particular has a lot of little details that I picked up on. Things like Blasternaut turning the controls alone with you when you’re moving the cross hairs, and his thumb pressing the button every time you fire. Then those asteroids looked almost three dimensional.

Audio – 8 / 10

I’m giving this one a lot of credit simply for that fully voiced introduction. Such a thing on the SNES is practically unheard of. Beyond that, the music and sound effects were quite enjoyable. It did lose a point though because the sound of the score tallying after the stage is rather loud and annoying.

Story – 7 / 10

It’s a very simple story, your buddy was randomly kidnapped and it’s up to you to save them. However, every section reinforced the idea that you are hot on the trail of the kidnapper. You were actually chasing him the whole way rather than him just sitting at the end waiting for you.

Total Playtime – 0h 30m

It’s a very short game, they knew you couldn’t get kids to sit still much longer than a half hour at a time. But with all the different difficulty settings as well as the fact that so many things are randomly generated, it actually has a lot of replay value.

Total Deaths – 4 Deaths

Yes, I died a few times, but this game handles it so wonderfully. You’re not punished and sent all the way back to the beginning like in so many other games. Instead, you just get right back up from where you landed and continue on your adventure as if nothing happened. It’s enough for you to stay aware of what you’re doing, but it’s gentle enough to keep you playing a game you would never tolerate any back tracking from.

Overall Score – 8 / 10

Making an educational game and having it still be fun is a difficult balancing act, but Math Blaster manages to pull it off. Honestly, it gets so many things right that I can’t even knock it for also being educational. The fast paced, action oriented gameplay keeps you on your toes the whole time. Pair that with good graphics as well as some impressive audio for the time and you are left with a genuinely fun game. The short length is really the only thing I can fault the game on, but with 12 difficulty settings ranging from simple addition right up to double digit multiplication, there is a lot of replay value for a wide range of ages. So if for some reason you’ve never played Math Blaster, why don’t you look past those educational warning labels for once and give it a try.

 

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This counts as a high school diploma, right?

 

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I hope you enjoyed Math Blaster: Episode One. If you did, like and follow me on Facebook or Twitter. Also leave your comments, suggestions, and recommendations. If you’re feeling real generous, you can even Donate to help me keep the site going. Thank you for reading, and I’ll see you next time.

 

Super Mario World (SNES) – Part 1

I can’t believe it’s been a year already since I started the site. I’ve put a lot more work into it than I thought I ever would, and I’m actually quite happy with how everything is evolving. I know I’m not the greatest writer, but I hope it comes across at least as entertaining to read. Beyond the site itself, I’m happy to finally be able to dedicate time to games I missed or just never finished as a child. With that in mind, I thought I should go big for the site’s one year anniversary and play a true classic, Super Mario World for the SNES.

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The game itself really needs no introduction. It is the game that practically defined the entire Super Nintendo Generation, as well as being the template that most future Mario games have been based on. It’s amazing to me that I’ve gone this long in my life without playing this game to completion. However, if you’ve been following closely, you’ll already know it’s because I never had a SNES growing up. My parents bought me the Genesis instead. Even without owning the game, I wasn’t completely unaware of how ground breaking a title it really was. On rare occasion I managed to play it at a friend’s house while we hung out together, which left a lasting impression on me to this day. But you can never complete the whole game that way, only get enough of a taste to know you want more. Those are exactly the games I started this site to play, the ones that got away.  So to commemorate the site’s one year anniversary, I hope to do the game justice as I play and review Super Mario World for the SNES! Let’s-a Go!!

Gameplay

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Welcome to Dinosaur Island, home of the Yoshis and setting for our grand adventure in Super Mario World. It might not technically be the mushroom kingdom, but that doesn’t seem to stop Princess Peach from being kidnapped by Bowser. Not only that, but Bowser managed to kidnap the entire Yoshi population as well. It looks like a lot of people are counting on Mario to once again save the day.

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Before even starting a level, you just have to take in the world map. While technically just a hub for the rest of the levels, there is still a lot of detail and fun thrown into the map itself. I have always especially loved how the landscape breaths and changes as you clear levels. Mountains will change in size, bridges will be built, and even whole new branching paths form if you manage to find secret exits to stages.

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Speaking of secrets and branching paths, following the left path from the start of the game will bring you up to the Yellow Switch Palace, which contains one of several colored switches hidden throughout Dinosaur Island. What does it do exactly? Well, scattered throughout the levels are multi colored outlines of blocks. Activating the corresponding switch will fill those blocks in, providing helpful platforms, or even access to more hidden areas. So do your best to find all of them.

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Finally getting into the gameplay itself and you’ll see it is a huge improvement over previous Mario titles. As would be expected of Mario’s arrival on the Super Nintendo, the graphics have been vastly improved, elevating Mario to his now iconic look. That’s not all that has improved, Mario managed to learn a few new tricks along the way. In addition to his usual running and jumping, he also learned a spinning jump which allows him to finally break bricks below himself as well as above. You’ll also notice that he now has the ability to hold onto an additional power-up item for use at a later time, adding a bit of convenience and strategy to collecting power-ups.

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The enemies have evolved quite a bit after the conversion as well. The Koopas for example now walk upright instead of on all fours like in previous games, a trait that will stay with them for the rest of the series. Bullet Bill is also more than eager to greet you in the first stages and show off how much he has grown between games, now filling up half the screen on his own and adopting the new name of Banzai Bill.

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Death Count: 1

There are also some newcomers to the series such as the purple dinosaurs name Rex. These guys take 2 hits each to kill, and for the life of me I can’t manage to play the game without them killing me at least once. I know they’re there and I know how to kill them, but still they kill me at least once. They’re just like that first goomba in the original Mario for me.

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Dinosaur Island is also home to a rather large family of Monty Moles. These furry little moles will burrow up out of the ground all around Mario and try to overpower him with their sheer numbers. Dispite the infestation, it would seem the whole Chargin’ Chucks football team is also on the island for some off season training, and they see Mario are the perfect training partner. These guys are really tough to kill thanks to all their padding, and it doesn’t help that, as their name suggests, they will regularly charge straight at you. Curiously though, they have a tendency to throw baseballs at you, despite very clearly being football players.

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Then of course, there is my favorite addition to the whole series, Yoshi. This adorable green dinosaur is the tank of Mario’s arsenal, offering up a deadly offensive attack as well as a substantial strategic defense. For an attack, Yoshi is capable of grabbing most enemies with his long tongue and swallowing them whole, clearing a safe passage for your journey. Should any enemies actually manage to attack Yoshi, he is thankfully indestructible. The damage will still dismount Mario, and with no rider Yoshi will run blindly forward, often into bottomless pits. However, Mario himself takes no damage from the attack, and you’re fully capable of remounting Yoshi if you get to him before he runs away. All of these combined make Yoshi an indispensable companion for your adventure.

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Unfortunately, Yoshi is not allowed to assist you inside the castles, so you’ll have to leave him at the door. It’s a shame, but Yoshi wouldn’t be much help inside the castles anyway. Not with all the new traps Bowser has thought up. It would seem the Koopas have gone through some intense training between games, because they’ll now climb around on chain link fences as they try to stop Mario. Mario will have to use their own defenses against them as he too climbs across the fences over the lava.

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That’s not all that’s in store for Mario. If you thought the Thwomps were bad, you just have to wait for the giant wooden columns coming from the ceiling this time around. You wouldn’t want to be flattened under one of those when they finally come down!

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Survive the challenges of the castle, and it’s time to face off against the first Koopaling, Iggy Koopa. Unlike previous titles, where a few attacks were enough to kill the boss, this time around you have to actually knock Iggy into the lava pits to kill him. With the platform rocking back and forth, that’s easier said than done. He’s also not going to just stand there and take the abuse either. No, Iggy will regularly be throwing giant fire balls at our hero. Don’t give up Mario, so many people depend on you!

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Knock Iggy into the Lava and you’ve won, as well as managed to rescue a yellow Yoshi. He’s still trapped in an egg, but I’m sure we can fix that. But first, we need to destroy this castle of evil. Set some dynamite, press the plunger, and just like that Mario has yet another new occupation in demolition. With that, we’re done here on Yoshi’s Island and we’re off to Donut Land!

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It is here in the first stages of Donut Land that you are finally introduced to perhaps Super Mario World’s most iconic power-up, the Cape Feather which transforms Mario into Cape Mario. With this power up, Mario is capable of jumping high up into the air like a super hero after getting a good running start. Not just that, but he can use the cape to glide through the air with ease. In fact, with practice, it’s possible to stay in the air for entire stages without ever touching the ground again.

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Donut Land also happens to contain my favorite secret area of the game. There is a secret exit to the Ghost House in the top left area of Donut Land. To access it, you need to start the level as Cape Mario, pick up some speed, and super jump to a secret area directly above your starting position. This will bring you to the secret exit and unlock the Top Secret Area.

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What’s so special about the Top Secret Area? Only everything! This area is a simple single screen with five ?-Blocks in it. Two of them have fire flowers, the other two have cape feathers, and there is a Yoshi egg in the center. This lets you prep yourself however you want for any of the upcoming levels. Just take a quick trip back and get the power-ups you need. But more importantly, it offers you infinite lives thanks to the Yoshi egg. Any time you find a Yoshi egg while already riding a Yoshi, the egg will produce a 1-Up mushroom instead. With this area, you can just keep hatching 1-Ups for as long as you want without any enemy threat. It takes a little time to fill up your lives, but it’s worth it. I might be on a pretty good streak so far, but I know I’ll need as many lives as I can get for the levels ahead.

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Of course, getting to 99 lives might seems unnecessary with how overpowered the Cape Feather really is. The stage Donut Plains 3 for example is supposed to be a platforming challenge with its lack of stable ground to stand on. But thanks to the cape, you can literally fly right over the entire level. After the first good running start, I honestly didn’t even see most of the level. I didn’t even see the goal line I was flying so high. It really does feel like cheating, but it’s just so easy to do.

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Thankfully, the Castles don’t allow such blatant cheating. This time around, it’s all about timing as you avoid being flattened into a Mario pancake. While I’m not sure how much the little baby Thwomps would actually hurt in real life, their grown counterparts are just waiting around the corner. If you can make it past all the Ball ‘n’ Chains that is.

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Death Count: 3

The Thwomps aren’t the only thing you’ll have to worry about in this Castle though. You’ll also have to avoid whole sections of the walls shifting in an attempt to flatten you. As much as you’d like to simply avoid them, these shifting walls also provide your only footing as you try to climb to the top of the Castle. Of course, you also can’t forget the ever present Dry Bones wandering around.

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Death Count: 4

If you can manage to make it through the castle, you’ll now have to face off against Morton Koopa Jr. Morton puts up a rather interesting fight. You’ll have to jump on his head several times to defeat him, but he makes that hard to do when he insists on standing on the ceiling. His strategy is actually the same as your own, he wants to jump on your head. So watch out for falling Koopas and attack before he can run away. While you might not be able to attack him on the ceiling, his attack pattern is very easy to predict, simply run under him to make him drop, which makes him a rather easy target once he’s back on the ground.

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With another Castle cleared, we’ve managed to rescue another Yoshi, but still no sign of Princess Peach. We’ll have to press on forward into the Vanilla Dome in search of her. But before that, it’s once again time to destroy the castle. We wouldn’t want the Koopalings to use it to plan a counter attack. Unfortunately Mario used up all his dynamite back on the first Castle. He’ll just have to stomp this one into dust himself.

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Death Count: 8

Now deep underground, Mario can no longer abuse the power of the Cape Feather. The vibrant green open landscapes of the previous levels have been temporarily replaced with confining, maze like caves. You would think that would make this area better suited for the Fire Flower, but you would be wrong. The Fire Flower may be powerful against most enemies, but it proves useless against the numerous Buzzy Beetles and their Red Spike variant.

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Death Count: 13

The confined spaces also make Chargin’ Chuck more deadly than ever. You’ll have to remain ever vigilant if you don’t want them to trample right over you. It’s not all bad though. The Vanilla Dome also features some amazing crystal blue lakes full of adorable fish. Just remember that these fish don’t like it when you try to pet them. We learned that the hard way.

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Death Count: 15

With me controlling Mario, it’s really no surprise to see so many ghosts filling the only house in the area. I’m just not very good at keeping Mario alive. At least all the Boos seem to be having fun together as they play follow the leader. Or maybe it’s ring around the rosie. The Big Boos however seem less than happy at Mario’s arrival, I have no idea why. I also have no idea what the heck these green blobs are supposed to be. Whatever they are, they don’t like me either.

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Death Count: 17

In fact, it feels like no one want to be friends with Mario as even the boiling lava gains consciousness with the sole purpose of murdering our hero plumber. Though I have a feeling it is somehow my fault and I just don’t know it. I mean, just look at Mario’s raft. It’s clearly made from the skulls of the fallen. Whether they be fallen enemies or one of the many Mario clones to already die on this journey is unclear. But either case would give them ample reason to want revenge.

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Death Count: 25

With so much death already haunting Mario, I’m somewhat frightened to even enter the next castle. Those fears prove to be well founded as the death count quickly rises with the introduction of the Magikoopa. Armed with powerful magic as well as the ability to teleport around the castle, they prove almost too much for Mario.

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Death Count: 38

Even when Mario does manages to rush past these new foes, the legions of undead Dry Bones still block the path. Combined with the moving stone slabs, I quickly lose my cool and make the same stupid mistakes over and over again, for which Mario ends up suffering. It’s sad really, all those Mario clones gone in an instant.

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Death Count: 42

Pressing forward over the bodies of the fallen, we finally manage to make it to Lemmy Koopa’s Lair. Having gained wisdom from the previous Koopalings, Lemmy goes for a much more defensive approach to defeating Mario. He’ll hide in a row of warp pipes, only occasionally emerging to attack. As an added precaution, Lemmy has also created two decoys to pop up with him to distract Mario. But such tactics won’t work forever, and before long Lemmy is launched clear through the pipes into the lava below.

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With Lemmy’s defenses broken, it’s time to destroy his castle. I hate it so much, and apparently so does Mario as he demolishes it with his giant mallet. Our quest is indeed getting much harder. And now I know that hidden somewhere in the previous areas are two of the other switches. Not that it does me much good. I’m pressing forward to save Princess Peach and there’s no time to be sidetracked!

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Outside the dome, we find ourselves in one of the shorter areas of the island here on Cheese Bridge. With only two areas to explore before the Castle, this should be a breeze. But I know better than to start thinking that way. The description says bridge, but there’s really no bridge to speak of. Instead you’ll be gliding through the air on the scrolling platforms, all the while avoiding the log cutting Buzz Saws so recklessly placed on the same tracks.

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Thankfully, we found a nice pair of magic wings to help Yoshi fly way up into the sky. But flight alone isn’t enough to keep Mario out of danger. For in the Mario universe, floating block technology extends high up into the reaches of space. And where there are floating blocks, there are creatures trying to claim them as their own. In this case a rather large infestation of black Fuzzies. You’ll have your work set out for you just trying to avoid all of them as you navigate the high reaches of space atop your winged Yoshi!

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Death Count: 45

I’d like to say the wings guided us to safety on the other side of the bridge, but that would be a lie. While there is once again some solid ground to stand on, that ground just so happens to be erupting into flames thanks to a new enemy, the Sumo Brothers. A variant to the classic Hammer Brothers, this new enemy will stomp the ground with such force that lighting is created which then ignites the ground below them.

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By some miracle we manage to make it to Ludwig von Koopa’s castle. After the marathon of deaths experience back at Lemmy’s castle, I’m less than excited to be charging into another one so soon. Thankfully, it’s not quite as hard as the last castle, in my opinion anyway. The castle starts in a narrow passage with a gauntlet of Ball ‘n’ Chains to run past. Then you’ll have to be quick as you make your way over the lava pits. Unless you WANT the spiked ceiling to crush you.

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Death Count: 47

Thankfully, there’s a handy toggle switch about half way through that will send it right back up where it came from. Of course, this leaves you as climbing partners with a room full of Koopas as you make your way up the chain link fences. Dodge them or knock them off, either way you have to reach the top if you want to face off against Ludwig!

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Death Count: 48

With Lemmy’s ultimate defense having been defeated, Ludwig goes for a full assault offensive approach as he shoots fireball after fireball at Mario. The tactic works at first, making it very difficult to even get near him. However, since he’s otherwise motionless while attacking, he has set himself up as a sitting duck. Well, turtle as the case may be. This motionless, repetitive attack pattern ends up being his undoing as Mario stomps him like the other Koopalings before him.

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Ludwig von Koopa will torment us no more, and so it’s time to destroy his castle as well. Unfortunately there seems to have been a miscalculation, or something flammable in the basement that was overlooked. Instead of blowing up and crumbling to the ground, Ludwig’s castle instead shoots into the air like a rocket, eventually crashing into the hill off in the distance. Quite to Mario’s surprise I might add. In either case, the castle is destroyed, and we’re off to the Forest of Illusion, that doesn’t sound good for us!

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This forest is a literal maze just waiting to force Mario to lose his way. Simply clearing the stages won’t be enough here, you’ll have to find secret exits if you want to make any real progress. Otherwise you’ll simply be wandering around in circles forever.

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Death Count: 53

While the Forest of Illusion may be a death trap to all who enter it. It is also the happy home to the lovable new addition to the Mario series, the Wiggler enemies. Resembling real world caterpillars, the Wigglers are actually quite peaceful creatures. That all changes however if you jump on them, knocking off the flower that grows on their forehead. Without this flower they will become red with rage and viciously attack. Furthermore, they’re nearly indestructible, being immune to nearly all forms of attack other than tossed items or being eaten by Yoshi. Perhaps they’re an enemy better left alone.

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But enough with the nature watch, we need to find some secrets here in the forest, and find them we shall. Starting with this not so hidden ?-Block with a P-Balloon hidden inside. Thanks to the power of this odd power-up, Mario himself will swell up like a balloon, allowing him to float through the air with ease. With this power, we can drift along until we happen upon the first lock and key I’ve managed to use so far, and the first secret exit discovered here in the forest.

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Death Count: 59

Though if I knew where that secret led, maybe I wouldn’t have been so eager to find it, as now we’ve stumbled upon the Ghost House hidden away in the forest. And what a densely populated Ghost House it is. With how poor of a player I am, I can’t help but feel responsible for filling this house with Boos out for vengeance. Not to mention the literal walls of Eeries, reminding me of all the Yoshi’s I’ve lost or sacrificed during this journey.

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Death Count: 61

If it’s any consolation, it’s very likely that Mario will be sleeping with the fishes very soon, and perhaps quite literally. Mario does have an amazingly large lung capacity. He could easily lay down right next to those Rip Van Fish and sleep right next to them. Of course, they don’t like to be disturbed, and Mario isn’t exactly great at stealth. Should Mario wake them from their slumber, they will understandably chase him down and try to kill him. That’s of course assuming the Urchin’s don’t kill him first along the way.

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Death Count: 65

Naturally, Mario and I become hopelessly lost within the woods. There has to be a secret exit somewhere, and I have a feeling it’s in the Forest of Illusion 3 stage at the bottom right side of the map. There are quite a few spots where such an exit might be hidden, but I’m convinced it’s somewhere in this mess of ?-Blocks scattered among the trees. Hitting all the different blocks however is easier said than done with all these Galoombas and Bob-ombs swarming around them.

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Unfortunately, all those Mario deaths were in vain, because there was no secret hidden in those blocks. But I was at least partially right, there is a secret exit in this level, just not right there. Instead, it’s hidden in one of the warp pipes right before the goal line. Inside is a key and keyhole which will finally open up a path out of this forest and straight to the front gate of Roy Koopa’s castle.

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Death Count: 76

As we enter yet another castle, the death toll once again skyrockets. To be clear, Roy’s Castle is not a difficult castle on a technical level, but it has a large emphasis on patience, a quality I simply do not possess. As such, the Snake Blocks providing Mario’s only solid footing may as well have just killed me themselves. Whether I be plunging off the side into the fiery lava, or impaling myself on the spikes, my lack of patience with the slow moving platform caused the death of many a Mario.

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Death Count: 79

Even when I can hold it together long enough to make it past the Snake Blocks, my impatience still gets the better of me. For example, there’s my insistence of jumping on the Switch Block at the start of the bridge. Ignoring the switch would make things easier, because it would prevent one of the Bowser Statues from falling into my path. But I simply can’t resist the allure of the Switch Block.

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Death Count: 82

Things just get worse when I’m faced with the series of Stretch Blocks following the bridge. I want so much to rush, but that more often than not just causes me to fall to my death. If I don’t miss the landing entirely, then more than likely my timing is off and I wind up jumping straight into one of the Lava Bubbles or even the fireballs shot from the Bower statues.

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Eventually, I do actually make it to Roy Koopa’s lair, and it looks like he’s going to be taking a page out of Morton’s book and go with the whole “Climb up to the ceiling” plan of attack. He does put his own twist on the plan though by forcing the outer walls to close in on you as the fight goes on, reducing the amount of room available to dodge his attacks. Unfortunately for Roy, the lack of room doesn’t make his attack pattern any less predictable. Before long, Roy’s plan falls apart just as Morton’s did before him and we are one step closer to rescuing princess peach.

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Before we leave, we better destroy this castle just like all the others. After the fiasco that was the castle rocket last time, we’re going to have to be extra careful this time to makes sure everything goes according to plan. We’re looking for precision demolition here, Mario. Unfortunately, it looks like we either got a wire crossed somewhere, or that bomb was a dud. With a blatant disregard to job site safety, Mario rushes up to the bomb himself to investigate, and predictably it blows up in his face. When will you ever learn? But look at the bright side, we’re heading to the delicious Chocolate Island next.

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What more dangers wait ahead for Mario? How many more times can he possibly die? You’ll just have to keep reading in Part 2 to find out!

Total Deaths So Far – 82 Deaths

Jeopardy! Junior Edition (NES)

These last couple weeks I haven’t been feeling too well. I must have caught whatever flu it is that’s going around the office right now. There’s nothing to do now but stay home and watch TV all day. Of course, there’s nothing good on during the day, and all I end up watching are game shows. So, if I’m stuck with game shows all day, I might as well be the contestant.

Jeopardy! Junior Edition (NES) - 01

I actually have several game show games in my collection. They’re always good for a quick break. But today I’m going to be playing Jeopardy! Junior Edition for the NES. There are two reasons for this. First, Jeopardy is practically the definition of a trivia game, and all other trivia games are just derivatives of Jeopardy. Second, I’m not good at trivia, so the Junior Edition will make me feel smart, or so I hope. Let’s start the game and see how very wrong I can be.

Gameplay

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Before anything else, I need to point out the graphics. As anyone who has seen the show should know, it’s 95% white text on a blue background. The remaining 5% is shots of the contestants. Since this is the Junior Edition, the contestants are obviously children. But I’m not sure the character designer has ever actually seen a child before. These characters are demonic, with soulless empty eyes. Whenever they get an answer right it looks like the hysterical laugher of a psychopath right after a kill. Please, someone track down the character designer and get them some help.

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Onto the game itself. You’re allowed to play with up to 3 people, or against the computer. You can also pick which of the demon children you’ll play as, though they’re all about equally horrible. It’s not really that important of a decision though. This game is all about the trivia.

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If you’ve never actually seen the show, then first, welcome to the outside world. I hope it treats you better than whatever rock you crawled out from under. The gameplay is simple, there are 6 different categories with 5 questions each varying in price and difficulty. Pick a category and a price value, and then solve the trivia question based on the clue.

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Even though this is the Junior Edition, some of the questions are actually pretty hard. How the heck am I supposed to know what kind of animals they raise on Australian farms? Sometimes the computer will guess without knowing the right answer either, and for some reason they speak Q*Bertese when they do. I guess it’s partly to give you a hint, but it’s not actually very helpful.

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After clearing the whole board, it’s time for double Jeopardy. The gameplay is the same, except now the points are doubled. It’s fun when you head into double Jeopardy with such a huge lead over the other players.

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The only other game features of note are the hidden daily double questions. These are randomly hidden around the board and give you the opportunity to wager up to all your money on the question, doubling your winnings if you wager it all and answer correctly.

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Of course, this game came out in 1988, so almost 28 years later some of the questions can feel dated. I don’t know who Lacey is, so how the heck am I supposed to know who her partner is? Oh of course, Cagney, that answer doesn’t help me any. What show is that even talking about?

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Clearing the board yet again brings us to Final Jeopardy. In this final round, you can wager up to all of your money in one last chance to win. The question can come from any category and as the final question, can often be very difficult. Hopefully you had a good lead going in, and didn’t foolishly risk too much on this final question.

Verdict

Gameplay – 9 / 10

The game is really simplistic, so there isn’t really anything to fault. The controls are quick and responsive, making it easy to type in your answer within the time limit. The only thing I can really fault the game on is the Q*Bertese answers. At least a wrong answer would have made some sense instead of just gibberish.

Graphics – 8 / 10

Again, there isn’t really anything to fault. Most of the game is just text. It did lose some points for having demonic children contestants. But at the same time, those demonic children make the game funny. So I can’t take away too many points.

Audio – 5 / 10

The audio is the only real thing I can fault in this game. Jeopardy is known for a small handful of audio clips, and yet they weren’t used in the game. Most notably are the audio clip that plays when the daily double is picked, and the theme music playing for Final Jeopardy. These are really the only things it needed to have, and it didn’t. This is doubly disappointing because the Jeopardy theme was used on the intro screen. It’s so iconic that it just doesn’t make sense not to use it during Final Jeopardy, especially when it’s already programmed into the game.

Story – N/A

Total Playtime – 0h 31m

It’s a short game, but there are tons of questions. You’ll be playing for quite a while before you start seeing repeats.

Total Deaths – 0 Deaths

The contestants might have been the spawn of hell, but I managed to survive!

Overall Score – 8 / 10

I can’t really fault an old game for being old, but that’s pretty much this games only fault. The characters look weird, but they are so bad that they become funny and quite enjoyable to see. Then there’s the slight disappointment of not having the Final Jeopardy theme playing at the end. But really, it was a solid adaptation of the show, and one I will probably regularly come back to for a quick 30 minutes of fun. In fact, I’ve actually already played it a few times. I only recorded one game, which I kind of regret now because I ended up playing about 6 games total. I even played it with my 7 year old daughter and she loved it. Her favorite part was actually the crazy reactions from the contestants. So again, I can’t really fault it as being wrong if it’s so enjoyable.

Jeopardy! Junior Edition (NES) - 18

When do I get my check?

 

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I hope you enjoyed Jeopardy! Junior Edition. If you did, like and follow me on Facebook or Twitter. Also leave your comments, suggestions, and recommendations. If you’re feeling real generous, you can even Donate to help me keep the site going. Thank you for reading, and I’ll see you next time.

 

Tiny Toon Adventures: Buster Busts Loose! (SNES)

I’m about ready to give up on Looney Tunes themed games. The ones I’ve tried so far have been terrible. I have a few others, but I know them and they aren’t much better. Maybe the characters are just too old, too out of style. Video games weren’t even around when they came out. No, we need to move on to the younger generation, my generation, the ones that know what games are all about. I speak of course of the amazing Tiny Toon Adventures!

Tiny Toons Promo

For those of you who don’t know or don’t remember, Tiny Toon Adventures (AKA Tiny Toons) was a joint project between Warner Brothers and Steven Spielberg’s very own Amblin Entertainment. It first aired in September of 1990, the show followed quite literally a new generation of cartoon characters as they attended school and learned how to be funny. The main characters were mostly analogues for the various famous Looney Tunes characters like Bugs Bunny and Daffy Duck, many of whom actually appeared as the teachers in the school they attended. The show only lasted 3 seasons, which is a huge shame. It was and still is one of my favorite shows. Even with the relatively short life of the show, I consider it to be one of the shows that shaped my childhood.

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There were actually quite a few games made with the Tiny Toons license. There were a good handful of games for the Nintendo, Super Nintendo and Genesis. Then another whole handful made for the Gameboy, Gameboy Color, and right up to the Gameboy Advance. There were even games made for the Playstation and Playstation 2 long after the show had ended. With so many to choose from, it was hard to pick just one, but I narrowed it down and decided to try Tiny Toon Adventures: Buster Busts Loose! for the SNES. It’s an action platformer created by Konami, who were at the top of their game at the time. It would seem every great cartoon game of the time was made by either Konami or Capcom, and I can only imagine this will live up to that high standard. So without any further delay, let’s jump right into this game and see if this new generation can bring some credibility back to the Looney Tunes name.

Gameplay

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The game starts with Buster and Babs introducing the game and setting the basic groundwork for the first stage. Just like in most of the cartoons, we start out at their school, Acme Looniversity. Buster has to run because his classes are starting, and Babs warns that some animals have escaped and are causing trouble in the school. It looks like we’ll have to be careful as we make our way to class.

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We control Buster as he makes his way through the school, and just as Babs warned, there are a variety of different animals running around loose in the school. Though really, what makes one animal a main character and the other just a wild animal? Anyway, the most common of these animals are rats with remind me of Roderick Rat, a reoccurring character from the rival school of Perfecto Prep. Of course, Buster isn’t helpless in his journey, but his controls are definitely going to take some getting used to. For starters, his attack is, as best I can describe it, a drop kick with a back flip. It’s very effective, but it’s such an awkward attack style that it’s a bit hard to get comfortable with.

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Buster’s other ability is his dash, which in full cartoon fashion allows him to run straight up walls. This is another very effective ability, but again one that is so foreign of a concept that I often found myself underutilizing its potential.

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Death Count: 1

 

Halfway through the level, there is a brief mini boss fight against Arnold the Pit Bull, acting as a security guard in what looks like the art department. You’ll need to defeat him to retrieve the keys to the door on the far end if you want to escape. He’s not just going to stand around and take a beating though. Being the meathead that he is, he’ll charge straight at you as soon as he sees you. But after a few drop kicks, he’ll be down for the count and give up his keys.

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This brings us to the school’s cafeteria where Hamton warns us of the trouble Dizzy Devil is causing. Always hungry and naturally quite stupid, Dizzy is destroying the entire kitchen in an attempt to get full his belly. Left unchecked, there won’t be any food left for anyone else to eat. It’s up to Buster to stop him.

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Death Count: 3

 

Inside the kitchen is one of the most unique boss battles I think I’ve ever seen. Dizzy isn’t evil, he’s just hungry, and so we don’t want to hurt him. Instead, we just want to help fill him up before he destroys everything. To do this, we need to stand on a platform below him and bump the food from below so it flies up into his hungry mouth. This is easier said than done, as Dizzy has a tendency to get over excided and destructively spin around the whole kitchen, destroying the food, the platforms, and even Buster if he just stuck in Dizzy’s path. Hide inside the doorways until it’s safe, then feed him as quickly as you can.

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Once he’s had his fill, Dizzy will promptly fall asleep right there in the middle of the kitchen. But that’s ok, you beat the first stage and get to move on to the bonus rounds. Set up like a game show, you spin the wheel to see which of the 5 minigames you’ll get to play. These games give you the opportunity to win quite a few extra lives each, which you’ll need in the coming stages.

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For my first bonus round, I landed on the Mystery Weight Challenge. In this, you have 5 characters ranked in weight from 1 to 5. You pick the order in which they will compete, and quite simply, if your character is heavier than your opponent’s character, you win a life. I actually managed to win 3 out of the 5 levels, though honestly it was nothing but luck.

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The next stage opens with Buster telling us how important the dash is going to be. It also sets the stage as a western movie, with Montana Max insisting he be the main character. Buster and Plucky are suspicious that Max is up to something, but they let the spoiled brat have his way for now.

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The western town is a bit of a mixed bag. On one hand, you have some thugs throwing tomatoes out the second floor windows at you. On the other, there’s a happy pair of mice that want nothing more than for you to do jump rope with them. In fact you can’t proceed until you successfully jump rope with them, which is kind of odd.

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Making it though the town, you eventually find yourself at the Inn. With nowhere else to go, you’ll have to climb up to the highest floors of the building, all the while avoiding rolling barrels and falling chandeliers. When you make it to the attic, you’ll finally see what Montana Max was scheming as he steals all the valuables out of the attic safe.

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Death Count: 8

 

After jumping out the window to catch Montana Max, we find ourselves on a train for what is possibly the most frustrating section of the whole game. In retrospect, it wasn’t hard, it was just very demanding, and required complete mastery of Buster’s dash ability. The screen is auto scrolling as you slowly progress up the train, dodging random nets the whole way just waiting to snatch up Buster. Unfortunately for you, the train enters a tunnel, and Buster is left no other option but to dash over the mountain, jumping over gaps, and busting straight through enemies in the process.

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Death Count: 13

 

There aren’t very many obstacles along the way, but you need to be completely perfect or you’ll never make it. The tiniest hesitation will cause Buster to lag behind and fall off screen, dying and forcing you to start over again. Things like jumping slightly too late will cause Buster to take too much time climbing a wall, and fall off the screen as it scrolls.

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Leading up to this point, you’ve never really had a chance to figure out the subtleties of Buster’s dash, and they really come back to bite you in this level. It’s the little things like the fact his dash has no true momentum to it. What I mean by this is that when Buster comes to a ledge, he doesn’t go flying off like you would expect to happen when someone is running as fast as they can towards a ledge. Instead he’ll make a 90 degree turn straight down the side of the cliff, again causing you to fall off the edge of the screen as it scrolls and having to start over.

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Death Count: 18

 

If you manage to make it over the mountain and catch up with the train again, you’ll now be in even greater danger as the tracks fall away out from under the train. Once again, the auto scroll is what makes this so dangerous. In any other situation, you’d be able to stay ahead of the train cars falling. In this game however, you need to ride the falling train car down as it falls until the screen scrolls enough to reveal the next car. Then you’ll have to dash and jump to the next car before you fall into oblivion.

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I don’t know what happened to the front of this train, because after one last long jump, we find ourselves on what is clearly a different train. This new train has a ridiculously high roof which would never have fit through that first tiny tunnel. It’s also full of passengers, all of whom seem to have it out for Buster for some reason. I want to believe that they’re thugs, but on closer inspection, they might be some kind of special needs people. The one guy is wearing a Yale sweater and swinging a turkey leg at me. I think I might have just beat up a handicapped person. At least the magician at the end of the train is more clearly attacking me with his extending cane. He also looks like he might be the devil, so double win for killing him.

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Death Count: 24

 

Once again, the engine of this train is nowhere to be found, how has it kept its momentum this long without an engine? At first, it would seem like this is the end of our journey, since there’s nowhere else to go, but just then a collection of wooden beams start flying through the air. If we jump from beam to beam, we might just be able to catch up to the rest of the train. But once again, the lack of experience with Buster’s dash made this harder than it needed to me. Namely the fact that I didn’t realize you could start a dash in midair. Without knowing this fact, the final jump to the back of the train can feel impossible.

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It looks like it was Arnold the Pit Bull throwing those wooden beams at us. I don’t know if I should thank him, or be mad at him, so I’m going to drop kick him in the head. Even with his help, we still haven’t reached the engine of the train yet. It’s going to take one super jump to the moon if we want to catch it.

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Death Count: 27

 

Then again, maybe we don’t want to make it to the engine. It seems no one is driving the train, it’s just full speed ahead and hope we don’t all die. We can’t have that, so it’s up to Buster to bring it to a stop. In what is another unconventional boss fight, Buster has to actually fight the train until it stops. As with this whole level so far, the auto scroll still never stops, and makes this battle so much harder than it needs to be. You’ll have to attack the smokestacks as fast as you can while avoiding the shooting flames and steam. If you slow down, you’ll end up falling off screen and have to start the fight over.

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Destroying the smoke stacks apparently wasn’t enough to stop the train. This makes sense since the smoke stacks really have nothing to do with propelling the train forward. I don’t know why Buster thought that was the solution to this problem. So the train is still recklessly out of control, and it looks like we’re not the only ones going for a ride here. Montana Max is clinging for dear life to the front of the train begging for help. Thank God for that conveniently placed railcar being pushed along in front of the train. We’ll have to use that to escape. Lucky for us we manage to pump the railcar all the way up to 88 mph and travel back in time. Hooray for back to the future references! Wait, was there plutonium on that cart?

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We’ve finally completed another stage, and that means another bonus round. This time I end up landing on Hungry Boy Hamton. In this minigame you have to slide the tiles around to create a path for Hamton to walk on and collect the apples. This mini game is so unbelievably easy. I managed to collect all 6 apples, and with it gained 6 extra lives for the next stage.

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I’m going to need every one of those lives as we head into the spooky mansion. It’s raining, and there’s nowhere else to go except for a lone mansion out in the woods. It’s so overdone that even Buster knows it’s cliché. But cliché doesn’t mean bad, let’s see what horrors are in store for us in this spooky mansion.

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Death Count: 30

 

It doesn’t start out promising for me as I’m killed almost instantly by the plethora of ghosts roaming around the mansion. After a few attempts, their patterns start to become more obvious, even when they appear to be coming from everywhere at once. Surviving the ghosts brings us face to face with what appears to be a Two Headed Vampire Frankenstein Monster. And here I thought I’d go my whole life without seeing one of those. What’s more, these monsters are accompanied by what look like evil cake. How on earth could cake be made evil?

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Death Count: 32

 

This brings us to the most frightening room in all of creation. The dreaded teeter totter and giant mallet room! Oh the humanity, think of the children. Won’t someone please think of the children!! In all seriousness, I’m not sure how this room really fits with the rest of the mansion. There’s only a single enemy in the whole room, which is a bat that turns into a vampire. He is easily dispatched, and the rest of the room is just navigating the teeter totters and avoiding the mallets.

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Hiding in fear in the deepest corner of the room is Babs. Apparently she and a friend were playing in the basement when a mad scientist came and captured her friend. He hooked the friend up to some weird machine, and Buster will have to destroy it to save the friend without hurting them. It looks like we’ve made it to our next boss battle.

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We enter the scientist’s lab and OH MY GOD IS THAT BABS’ FRIEND?! Babs, after this is all over I think we need to have a serious talk about what the hell you were doing alone in the basement with whatever that thing is. But for now, it looks like we’re going to have to do the hero act and KILL IT WITH FIRE! Sorry, I mean rescue Babs’ friend. We don’t want to hurt…it…so we’re going to have to find a way to destroy the mind control machine instead.

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Death Count: 36

 

Thankfully, Melvin is providing us with just the ammo we need to do that. Oh yeah, the monster’s name is Melvin, Melvin the Monster. Anyway, while trying to destroy us, Melvin will throw giant light bulbs and giant bolts at Buster. The light bulbs are useless, but those giant bolts are heavy enough to do some serious damage to that machine. Just kick them are hard as you can into the machine, and watch as it cracks and breaks. Eventually the machine will become so unstable that it just explodes entirely. Melvin is free of the mind control, Buster is the hero yet again and we all should probably get back to school.

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After another bonus round of Hungry Boy Hamton, it’s time to resume our school life. Of course, the school life of a cartoon character can’t be all trains and mansions. Sometimes you have to show a little school spirit! Out at Acme Looniversity Stadium, things aren’t going great for our heroes. With the game almost over, and the rival school Perfecto Prep leading 14 – 10, only a touchdown will win the game. Can we do it? I don’t even know how to football!!!

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Death Count: 38

 

So it looks like we’re playing football now, but thankfully, it’s an incredibly over simplified version of the game. There are no plays to plan out or anything like that. Your only choices are to either run the ball or pass it. If you choose to pass the ball, Plucky will send a long pass down the field for Buster to catch. There’s a convenient X marking the spot it will land, but Buster refuses to ever stop moving. This means you’ll have to try to run back and forth in the landing zone in hopes of catching the ball when it comes. I found this to be nearly impossible, and opted to run the ball more often than not.

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Death Count: 40

 

Running the ball is much easier. Since the game is still played in a side view perspective, running the ball boiled down to jumping over or occasionally sliding under the defensive linesmen as you make your way down the field. It’s slow but steady progress, and it’s worth it in the end when you finally make that touchdown to win the big game for the school.

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After such an amazing victory against our rival school, we need to kick back with another fun bonus round. This time we land on Plucky Duck’s Go-Go Bingo. Just like real bingo, you have very little control or strategy for this game. 7 balls are called, filling in character faces on the board and you get an extra life for every bingo you make. By the end, I only managed a single bingo to get a single extra life.

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Now that Buster is the big sports star of the school, everyone is going to start asking him for favors. Case in point, here we have Calamity Coyote asking for help. Apparently he hid something up in the sky, but can’t remember where, and wants Buster to help find it. He hid something…in the sky…are there a lot of good hiding places just kind of floating around in the air that I just don’t know about? How did he even get up to the sky to hide anything? He can’t fly.

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Death Count: 41

 

It likes like I might have my answer, giant balloons. I would think Hamton’s idea to use a plane would be the better option, but he doesn’t seem inclined to help us. Instead he just makes bubbles for Buster to jump on. Bubbles don’t make the best platforms, and they will quickly break if you’re not fast enough.

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Eventually Buster lands on top of a blimp, which is actually a very bad place to be. The blimp is constantly rocking back and forth, and Buster has no control over it. All he can do is defend himself from the vultures as he hopes for the best. Of course, nothing can ever go right for Buster as the blimp suddenly pops.

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Death Count: 43

 

Buster is saved at the last second, and now finds himself trapped in some kind of giant floating pinball machine. Seriously, what is going on anymore? I must have lived a very sheltered life to not know about giant pinball machines in the sky. Anyway, about half way up the machine, there are a variety of colored balls which Buster must collect. It’s not until Buster collects all of them will the other set of flippers appear at the top of the machine, offering Buster the final push he needs to escape.

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So we’ve done it, we braved the sky world and found calamity’s lost treasure. What was so important that Calamity felt the best hiding place would be way up in the sky? Well of course it was the script for the rest of the game. No wonder nothing has made sense, everyone was adlibbing until they could find a copy of the script.

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Death Count: 44

 

Someone isn’t too happy about this discovery however, as the structure quickly starts collapsing around you. Buster has to run as fast as he can to escape, but why is he running higher? Do you have some master plan to float back down to the ground once you make it to the top of the building? I guess we’ll never know, because this stage ends once Buster runs off screen at the top of the building.

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After yet another round of Hungry Boy Hamton, it’s time for the final stage. This time it’s a Space Opera where Buster must battle an evil empire army all by himself, all to save Princess Babs. Well, once she’s actually ready for the scene and lets herself be captured that is. She looks suspiciously like Princess Leia from Star Wars right now. But I’m sure that’s a coincidence.

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Death Count: 48

 

Contrary to popular gaming convention, this game starts with you traveling to the left. It’s actually surprising how disorienting that little change can be at first. Along the way, you’ll be fighting a whole army of Stormtwoopers, removing any doubt that this is absolutely a Star Wars parody. Also that’s not a typo, in the Tiny Toons universe they’re called Stormtwoopers. But you’ll soon forget all about it when you reach the far right and see one of the most annoying things in all of gaming, a jump to a ladder over a bottomless pit. In all my years, I have never seen such evil.

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This ladder brings you up to one of the space ships, but unfortunately for you it’s locked. If you want access to this amazing space ship, you’ll have to find the key. There aren’t a lot of hiding places for it in this area, so just keep climbing until you finally reach it in the top left corner of the room. Returning this key to the ship will not only allow you inside, but it will also activate some kind of light bridge to leave the area.

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Death Count: 53

 

It looks like we somehow managed to make it to the outside of the ship, and thankfully Buster seems to be able to survive the cold vacuum of space without a space suit. Who knew bunnies were so well suited to space travel. Buster’s amazing abilities don’t save him from the war going on around him. Every so often a large explosion will engulf the whole ship, destroying everything on screen. The only way to protect yourself is to be hiding behind one of these randomly placed barriers. It won’t be easy, but Buster must survive this war! If he fails, who will ever save Princess Babs?

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Back inside the ship, those explosions must have messed with the gravity as well as dislodging this giant ball. I’m not sure what the ship would need this random giant ball for, but it serves your needs rather well right now by being a convenient wrecking ball. Just keep messing with the gravity until it finally smashes right through the floor. Then have fun as you play some more pinball with a robot. You could kill him quickly, but why would you want to, every time it hits the bumper it makes it explode with stars to collect.

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Death Count: 58

 

Is this level still going? Anyway, it’s time for the game to give your reflexes their ultimate test. You’ll have to use Buster’s dash ability to climb up a rather tall shaft. Of course, Buster’s dash doesn’t last long enough to get you the whole way to the top. You’ll have to run over the dodo buttons set on the wall to refill you power along the way. The dodo buttons aren’t the only buttons on the wall however. If you aren’t careful and run across one of the “Out” buttons, a metal barrel will fall from the sky, trapping Buster inside for storm troopers to beat on.

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Death Count: 65

 

The level just keeps on going once you make it to the top of the shaft. With plenty of enemies around, Buster will have to stay on his toes to survive. But the real challenge comes from the red hot glowing balls bouncing around. Jump over then, duck under them, whatever you have to do to get past them, just don’t let them hit you.

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Death Count: 70

 

Having persevered through all of that, we finally come face to face with Duck Vader and his giant paralyzer gun. Buster, the Knight of Honor, will have to defeat him in order to finally rescue Princess Babs. I guess expecting an “I am your father” reference was hoping for too much out of this conversation.

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Death Count: 73

 

This is going to be yet another rather unconventional boss battle. The paralyzer gun will pivot around the center of the screen as Duck Vader tries to shoot our hero. You’ll need to kick Duck Vader in the head to detach him from the gun, and then knock the gun around until it shoots him. The problem with this strategy is that you’re just as likely to shoot yourself as you are to shoot him. It’s a challenging battle, but you must rescue Princess Babs.

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With Duck Vader defeated, Princess Babs is finally safe again, and Buster is about to get a kiss as a reward. Just them, Plucky jumps back on stage and ruins the whole mood. So forget it, no more Star Wars parody. Strike the set, get it all out of here, we’re done.

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In fact, roll credits. We’re done with the whole game. Are you happy now Plucky? Everyone was having a good time, but now we’re just going to end the game super abruptly. Congratulations!

Verdict

Gameplay – 7 / 10

This game is hard for me to review unbiasedly. The game feels very difficult, to the point of being unfair, but in retrospect was actually very easy, just demanding. And that’s the word I’m trying to hold on to, demanding. Nothing about the gameplay was particularly hard. In fact everything was so perfectly patterned that it becomes second nature after a few attempts. But it is very demanding of perfection, with the tiniest of missteps spelling disaster. Looking at basic controls, boss battles, and general game structure, everything was very well implemented, as well as being unique and interesting. Unfortunately, being unique and interesting ultimately made them feel unnatural. However, that’s a failing in the player, not the game itself.

Graphics – 8 / 10

The graphics in the game I thought were very good. Everything was very detailed and true to the original character designs. The animation however is somewhat lacking, with many characters that would probably benefit from a few extra frames of animation. This is particularly noticeable during the football game where the Perfecto Prep team has completely rigid upper bodies. Their arms are just generically outstretched like mannequins the whole time. This oversight leads a lot of characters to appear stiff and almost animatronic.

Audio – 7 / 10

The music is really good, and fits both the feel of the source material as well as setting a good atmosphere for the game. Nothing about the music really stands out as great, but nothing was bad either, which is more important in my opinion. No, my complaint with the audio is more in regard to the sound effects, or rather lack thereof. There weren’t any sound bites from the show, or reactions to damage, or really any of those audio details games of this nature usually have. I know it’s an SNES game, and the options were limited at the time, but this feels like they didn’t even try.

Story – 7 / 10

Again I’m torn. On one hand, each stage was well introduced with its own mini story arc. But on the other hand, there was no over arching story for the game as a whole. Each stage was almost completely self contained, and left the game as a whole feeling rather disjointed.

Total Playtime – 3h 7m

It’s a rather short game, and if I were a better player it would be even shorter. I would guess that a perfect run of the game could be done in roughly an hour.

Total Deaths – 73 Deaths

I’ve said it before, but the game is not hard, it demanding. Once you get the patterns down, you wonder how they ever tricked you in the first place. With that being said, I died quite a few times before I saw those patterns.

Overall Score – 7.5 / 10

It’s been a while since I thought a game should get a half score, but this game deserves it. Every aspect of the game shows that the creators cared about and understood their source material. But at the same time everything was just a hair off being great. The occasional 4th wall quip and the movie parodies perfectly match the show. Even Buster’s controls, specifically his dash, prove that they understood he’s a cartoon and needs to have cartoon physics. But at the same time everything felt slightly stiff, as if we were watching the dress rehearsal rather than the final performance. Going back to Buster’s dash, the cartoon physics of it, while true to the character, feel unnatural for the player. This ultimately makes the experience frustrating rather than charming. Then the level designs, while simple in retrospect, are just a hair too demanding to not feel broken. However, the overall experience was a fun one, frustration and all. Being a hair off great is still a generally good game, and one I would easily recommend to fans of the series.

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NO! No more tests! We’re done! Plucky ruined it for everyone!

 

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I hope you enjoyed Tiny Toon Adventures: Buster Busts Loose! If you did, like and follow me on Facebook or Twitter. Also leave your comments, suggestions, and recommendations. If you’re feeling real generous, you can even Donate to help me keep the site going. Thank you for reading, and I’ll see you next time.

 

Tamagotchi (Gameboy)

You remember Tamagotchis don’t you? Of course you do! They kicked off the whole digital pet craze of the late 90’s. If you didn’t actually own a Tamagotchi, no doubt you owned at least one Digimon, or Nano Pet, or Giga Pet or any one of the various other virtual pets available at the time. If somehow you were living under a rock at the time, I’ll give you a quick explanation. Tamagotchis were small digital pets that lived inside little egg shaped keychains. You kept them with you all day, and throughout the day they would get hungry, or want to play, or go to the bathroom, get sick etc. Everything a real pet would do. Basically all the fun of owning a pet without any of the real mess or fear that you might actually kill something with your bad care taking. I actually still have a few of them, and every so often I’ll put new batteries into them for fun.

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At the peak of the craze, someone had the bright idea to make a Gameboy adaptation of the fun little virtual pets. It made some sense I guess, the Gameboy was already portable like the actual pets, and the bigger screen would allow for more possibilities. Only good can come from this improvement in technology, right?

Gameplay

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Tamagotchis have apparently crash landed their space ship on earth, killing everyone on board, but sparing the unhatched eggs. Or so I’m to believe from the brief intro scene. It’s up to you to raise and care for them in place of their real parents.

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Unlike the original Keychain version, you actually get to choose the style egg you’re going to raise. Not that the egg itself makes much difference. It hatches into a little baby in seconds and will need immediate attention. Mostly, it just needs food and someone to play with it.

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Food is easy to take care of. There are 3 different choices of food, which are bread, meat, and carrots. Each type of Tamagotchi has a favorite and least favorite type of food, but they’ll eat whatever you give them all the same.

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Fun can be a little trickier to fill. You can of course go the easy way and feed him ice cream and cake. Everyone loves some ice cream and cake. But be careful because too much could make it sick. Not to mention it will also make it fat and generally unhealthy.

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The better, healthier alternative is to actually PLAY with the Tamagotchi. There are 3 different games you can play, but only the first game actually makes him happier. In it, the Tamagotchi will look either left or right, and you have to guess which way it’s going to face. There’s no skill involved in this, no subtle indications to pick up on, or any other kind of clues. It’s completely random and you just have to hope you were lucky enough to guess correctly at least 3 out of the 5 tries.

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The other two games are learning games. There’s a math game which will make your Tamagotchi smarter, and a sports game to make it stronger. Both of these games are made all the more difficult by the fact that you don’t have direct control of your Tamagotchi. In the math game, you can press the arrows to tell it the right answers, but it won’t always listen.

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Then with the Sports game, you need to catch the falling balls. You’ll have a bit better control over him now, but not complete control. It will respond fairly well, but it will also occasionally jump around on its own. This can make this otherwise simple game very frustrating. You want him to just wait in the center, but he wants to go jump off to the right. Then of course the ball shows up on the left and there’s no way to get back to it in time.

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After stuffing your Tamagotchi with food and then making it run around, inevitably it’s going to have to poop at some point. As a baby it will simply poop on the floor, and you’ll have to just flood the whole house with water to clean it. Thankfully it will use the toilet when it gets older, if you manage to get to it in time that is.

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That’s pretty much going to be your normal day with a Tamagotchi. You’re just cycling around between feeding it, playing with it and cleaning up after it. Each in game day will take about an hour, but you can advance the clock while it’s asleep, cutting that down to about 30 minutes. After a few days, it will grow to a toddler and again to an adult.

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The only other thing you can really do with your Tamagotchi is to enter it into competitions. The beauty contests have you make weird faces, while math competitions are identical to the math game, and then the races are just a straight sprint. These are kind of fun, but you can only enter once each in game day, so it’s not really an engaging feature.

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As you care for your Tamagotchi, it will hopefully stay in good health for most of its life. But no matter how good your care, it will still get sick eventually. When it does you need to give it either pills or shots to make it better, depending on what appears to be wrong with it. It won’t like it, but it will quickly feel better and be back to its normal self.

 

Unfortunately, your Tamagotchi won’t live forever, no matter how good your raise it. Sometimes it will come on suddenly, and there’s just nothing you can do to save it. One second it’ll be bouncing around with joy and the next it’ll be laying on the ground breathing its last breath. Such is the short life of a Tamagotchi.

Verdict

Gameplay – 5 / 10

Technically, everything functions the way it’s supposed to, and perfectly reflects how it is in the keychain versions. Unfortunately, about half the game is just watching it bounce around doing nothing. It’s a very low interactivity game, and the mini games aren’t engaging enough to keep your interest. You are capable of caring for up to 3 Tamagotchis at once, which helps to keep it engaging. At any given time, one of the 3 is bound to need some form of attention. But it doesn’t really make the experience any more entertaining. It just adds more repetition.

Graphics – 6 / 10

The graphics are an improvement over the original, which was never really in doubt. Unfortunately they aren’t anything special. There’s just a generic house background and slightly larger sprites for the characters and items.

Audio – 6 / 10

The background music is cheerful enough, and fairly entertaining. But you’ll be listening to the same 30 second loop for the vast majority of the several hours you play the game. There is other music in the menus and mini games, but these events are so short that you won’t have time to enjoy the change.

Story – N/A

There really isn’t a “Story.” you found an alien egg and it hatched thinking you’re its mother. Now take care of it. There’s really no story beyond that.

Total Playtime – 5h 19m

I may have “played” for several hours, but I wasn’t even paying attention to it for most of that time. To be honest, most of the time I was either on here writing more articles, or otherwise surfing the internet. I don’t think I’m exaggerating much when I say at least 90% of the game is simply sitting there waiting for it to need you again. Just take a look at little Tama’s final day up above. I left all the empty time in the video as an example of how little you actually do.

Total Deaths – 1 Death from Sudden Heart Attack

There are various different sicknesses that might end up killing your Tamagotchi, but they were only really a problem in the keychain version. You might not have heard your Tamagotchi warn you it was sick, and by the time you noticed, it was too late. But with this version, you’re watching it the whole time. I think my little guy only even got sick once, and that was a tummy ache from too much ice cream. Really he never has to die if you don’t want him to. Once he becomes an adult you can always send him back to his home planet. Then again, he might die suddenly and for no apparent reason like my little guy did.

Overall Score – 5 / 10

Technically it does everything it set out to do, and it does it well. The problem is that what it set out to do isn’t really suited for the Gameboy. The keychains were fun because they were always on, and always with you. They felt like a real pet. But most of all, you weren’t watching it do nothing for hours on end. The game emulates the keychain pets perfectly and in some cases improves on the original formula, but without that real time interaction, or rather lack of interaction, the whole game lacks substance. If you want a virtual pet, get an actual virtual pet, because this just isn’t going to do it for you.

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Written in loving memory of little Tama

 

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I hope you enjoyed Tamagotchi. If you did, like and follow me on Facebook or Twitter. Also leave your comments, suggestions, and recommendations. If you’re feeling real generous, you can even Donate to help me keep the site going. Thank you for reading, and I’ll see you next time.

 

Mighty Morphin Power Rangers (SNES)

GO, GO, POWER RANGERS! MIGHTY MORPHIN POWER RANGERS!!! I don’t care how old I get, that song will always make me feel like a little kid again. I don’t know a single child of the 90’s that didn’t watch Power Rangers. So while we’re already reliving my gaming childhood, we might as well dive into my television childhood as well. When I think about it now, the background of the show is just ridiculous. Take a Japanese costumed superhero show, and splice the actions scenes with newly filmed American high school drama scenes to make a whole new show. As ridiculous as it is, it worked.

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The show took off so quickly, and was marketed with so many different products, it was only a matter of time before they started making video games of it. By the start of the second season, games were being made for every system. The Sega Genesis, Sega CD, Game Gear, Game Boy, and the topic of today’s article, the SNES. It was produced by Bandai, the same company that produced all the other official merchandise, so I actually have pretty high hopes for this game. It’s been years since I last actually WATCHED a Power Rangers episode, but that shouldn’t matter. A good game is a good game. So let’s see how this one stacks up.

Gameplay

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Rita Repulsa has um, shown up in the sky and set the whole world on fire? I’m not really sure what happened because there’s no actually cut scene or text or even a story in the manual. Bad things happen, so go be the Power Rangers I guess is the only story this game is going to get. As the Power Rangers, you get to pick any of the 5 original Rangers to play as. I’m going to choose Jason, the Red Ranger, since he’s basically the leader, so he’s probably the best.

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Anyway, the game plays out as a basic beat em’ up game and the controls are kind of limited. You can only move left and right and you only have a basic punch and jump as well as a crouching attack. You can also throw enemies if you attack them while standing close enough. This will happen a lot since it’s a pretty close combat style game, which is actually kind of fun. Beat up all the Putty enemies in the area and you’ll be prompted to go to the next screen. It’s all pretty basic stuff.

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Before long, you’ll enter a park area and be confronted with a skeleton like monster. Seeing him reminds you that you can transform into your Power Ranger suit which is so much better than your street cloths. This must have scared the skeleton pretty good, because he runs away, leaving behind a small swarm of enemies for you to mow down.

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only for “emergencies”… Like pressing the button by acccident

 

Fighting in the Ranger suit is so much more enjoyable than in the human form. You feel so much more powerful, especially since you now have an actual weapon. In Jason’s case, he is equipped with a sword which gives him a huge increase in the range of his attacks. You also now have access to a screen clearing special move, indicated by the “BOMB” icon down in the bottom corner. You can only use it once so it’s best to save it for emergencies.

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I also want to note that the game has a number of interactable environmental elements, like several of the cars in the background. You’re actually capable of attacking them until eventually they explode. Probably more useful to actual combat however are the random barrels and even park benches that show up in certain levels. As you would expect, you are able to pick them up and throw them at any oncoming enemies.

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Mow down all the enemies in the park and you’ll eventually come face to face with the skeleton again. He’s the first area’s boss, and it’s actually quite an enjoyable fight. He doesn’t have any actual health bar, but he does have nice reaction animations to being hit, so that’s good enough. He moves really quickly, and you’ll really have to do your best to stay on top of him. Thankfully he telegraphs his attacks nicely making them pretty easy to avoid.

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As you hack away at him, he’ll eventually explode into a pile of bones. It’s not over yet though, he’ll just reassemble himself as best he can. It looks like he’s lost his arms during the fight, but that isn’t stopping him. Keep hacking away and eventually he’ll just be a floating head, which was actually kind of hard to fight because he’s such a small target. He’s overall not that hard, and was an enjoyable first boss.

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Between areas, you’ll be given a password so you can start from that spot again later. Honestly, thank God. Why is it that so many retro games refuse to let you beat them without dedicating your whole life to memorizing every detail of the game? Anyway, after clearing the level you’ll also be brought back to the character select screen and be able to pick a different Ranger to play as if you want. I’m going to stick with Jason for the time being, he felt really well balanced.

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Death Count: 1

 

The next area starts out in a wooded area, before switching to a warehouse like location. You’re still fighting the same generic Putty enemies, but this time there are a few environmental factors to watch out for. Things like auto guns mounted in the woods, or rolling barrels in the warehouse. These aren’t huge changes or anything, so it’s still pretty straight forward. Just mow down the enemies like usual.

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Again, about half way through the level, you’ll encounter the level boss and transform into your Ranger suit. This time around we’re fighting… what is that, a giant garden gnome? I never did like garden gnomes. They always look so creepy and vaguely evil, and this just proves it.

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The second half of the level takes place inside one of the warehouses and introduces a few new mechanics. Several of the platforms are just begging to be grabbed, which of course you can do. Then while hanging, you can swing up to the top of the platform. That’s not all, you also have to use a wall jump technique to grab some of the platforms that are just out of reach for your normal jump.

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There are a lot of interesting things in the second half of the stage. Things like random conveyer belts that don’t really lead anywhere. They just kind of pose a minor annoyance. Then there are sections with flaming garbage raining down from the heavens. Why is there just random flaming garbage? Then there are these weird indestructible spike things all over that place that seem to serve no function at all other than to be annoying.

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We eventually get to fight the giant garden gnome, and truth be told he’s actually a decent threat. He is constantly teleporting around the stage. Something I unfortunately can’t show with still images. Anyway, he’ll rapidly teleport between the various platforms before stopping on one to attack, leaving you very little time to actually get a hit in. I found it best to just stay still and attack him when he gets close. It’s kind of a slower fight, but still not overly difficult. Plus you get to kill a garden gnome. TAKE THAT CREEPY GNOME!!!

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Death Count: 2

 

We’re onto another area and this time I thought I’d mix it up and play as Trini, the Yellow Ranger. Maybe it’s just me, but she didn’t feel as strong, and it seemed like her attack range was a lot shorter than Jason’s. Whatever, she makes up for her lack of range with the comedy of her crouching attack being basically kicking the bad guys in their privates.

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As for the area itself, we’re now in the sewers, and that doesn’t really fill me with confidence. Being anywhere near water means that soon we’ll be swimming in it, and nothing is worse than video game water levels. Thankfully that doesn’t happen until after we meet the boss. It’s a, um, mass of eyeballs? I’m going to stick with eyeballs.

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I’m really starting to regret picking yellow ranger for this level. It’s not just because her attack range still seems short even after transforming. I can deal with that. No, it’s the sections where she’s crawling and an enemy is trying to poke her in the ass. The fact that she’s a woman makes that feel horribly inappropriate somehow.

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And there it is, just like I feared, we’re now SWIMMING. And just as feared, it makes the controls very annoying. To be clear, the swimming controls themselves are actually pretty good. I never felt out of control in the water. No, what’s annoying is the fact that you CAN’T ATTACK WHILE SWIMMING! Oh, but of course the enemies can still attack you while underwater. Thankfully most of the underwater section is just swimming through section without taking damage from the turbines with very few enemies around. So it could have been worse.

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It’s time to finish things with the eyeball monster. He only has a few attacks, so he’s not that hard. He’s got a laser attack which is fairly easy to dodge. Then he’ll occasionally throw a bunch of small eyeballs at you which is a good time to just hack away at him.

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After enough damage, his body will explode away revealing a giant eyeball squid thing second form. If you’ve made it this far, you won’t have much trouble with this second form either. Really the only hard part about this second form is the fact that the target is smaller, making it harder to hit.

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Back to the character select screen again, and we might as well pick a different ranger again, this time I’ll go with Kimberly, the Pink Ranger. Her range still feels kind of short, but I’ve gotten used to that after playing as Trini. This time around, it looks like we’re fighting in some kind of half destroyed hotel. Aside from new environmental hazards like falling chandeliers, this area isn’t fundamentally much different from the other areas.

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Make it to the half way point, and we see the area boss which is some kind of Genie Dog? I really wish I knew these guy’s names. I don’t want to just call him Genie Dog. Anyway, Kimberly’s transformation into the Pink Ranger is amazing. She uses a bow, so swinging it like a melee weapon gives her the best range yet.

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Also, since it’s a bow, she can shoot arrows at the enemies from completely across the screen. While the range is good, the damage is terrible. I couldn’t even manage to kill a single enemy with it. Oh well, it’s not like I would be using it much anyway.

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The second half of the level takes us to the top of the building for some fresh air. First we start out by climbing up a narrow elevator shaft from hell to eventually get to the roof. There are random electrical orbs and falling spike bombs all the way up until surprise, the whole elevator explodes and you need to jump the rest of the way. Then we get to have the fun of running across exposed I-beams and hope we don’t trip and fall to our sudden death. Exciting!

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Amazingly, this level also includes the only example of a mid level boss in the game. At least it feels like a midlevel boss. This robot blimp floated around shooting lasers and took quite a bit of damage before he was defeated. It was quite enjoyable to fight something other than the Putties the whole game. Then again, it was also kind of annoying that it stayed under the platform for quite a while, completely out of my attack range.

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Death Count: 4

 

This of course brings us to the boss fight with the Genie Dog. An appropriate name it would seem as he does fight with what appears to be magical powers. He’ll throw disks into the air which shoot lasers down on you, he’ll breath fire, even summon small lightning dragons. One of the more common attacks has him throwing 4 daggers into the air. They’ll hover and spin for a moment and then one by one dart down towards you.

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The pink ranger’s amazing attack range actually makes her very well suited to this fight. The Genie dog will teleport across the screen after each attack and the range of the bow allows you to get some good hits in before the attack finishes. The attacks are also very patterned and predictable once you’ve seen them a few times, so be quick, and be careful, and before long he’ll go down like the rest.

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So, who should I pick for the next stage? I haven’t used Billy, the Blue Ranger, Or Zach, the Black Ranger yet. For some reason Billy just looks so out of place, and slightly fat. I remember him being kind of a nerd, but I don’t remember him being overweight at all. So instead, let’s go with Zach, even though they gave him parachute pants. I guess those were technically in style then, but that doesn’t excuse them for being terrible. Then again, maybe there’s something to these parachute pants. In complete defiance of gravity, Zach actually picks up both feet and hovers there when he throws someone. It’s got to be the pants!!

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Anyway, onto the level itself. We appear to be in some kind of underground cave. There isn’t really anything else special in this area, and it felt someone short compared to the other human form sections. Not that I’m really complaining. It’s the most fun after they transform. But before that, we need to see who our villain is. This time it’s the Green Goblin! No, that’s a Spider-man villain, so let’s just call him the Green Ninja. Then again, the Japanese Spider-man show did kind of inspire the whole Super Sentai / Power Rangers show. It’s a very strange show, you should watch it if you ever get the opportunity.

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Continuing deeper into the cave, we quickly find ourselves in some kind of underground laboratory. This section is rather long and somewhat difficult. Not because of the Putties, never because of the Putties. No, this section is hard because of the variety of flying robots raining death on you, and the wall mounted guns forcing you to watch your footing.

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Death Count: 5

 

Oh, and did I mention the run though the giant laser room? That’s right. At one point in the level you’ll be running down a hallway towards a giant laser which will regularly fire at you, practically filling the screen. Your only hope is to duck down into one of the small gaps, or you’ll be consumed inside the laser’s path. It does give off a warning siren, so you have plenty of time to get in position, and I do love how the enemy Putties also take damage from it.

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Destroy the laser and you’ll soon be face to face with the Green Ninja. This guy gave me a lot of trouble before I found out a good strategy for him. He is always in motion jumping around the room. Then when you do land a few hits on him, he’ll constantly ninja smoke bomb teleport across the room.

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Death Count: 7

 

Possibly the most annoying attack is when he jumps into the air and drops a bomb on you. Normally it wouldn’t be a difficult attack to dodge, but he’s always jumping, and you’re trying to get in position for when he lands. So the attack ends up catching you a bit by surprise. Also he hovers in the air in defiance of gravity. It must be the pants again!

 

And now the moment everyone is always waiting for in a Power Rangers episode. It’s time to summon the MEGAZORD!!! This of course changes the whole dynamic of the game. Now, instead of the beat em up that we’ve been playing the whole game so far, the action changes to be more of a fighting game. For the record, I really suck at fighting games.

 

 

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Death Count: 10

 

As you’re fighting the giant horned moth thing, you might notice that in addition to a life meter, you both also have a power meter. This second meter will gradually fill as the fight goes on and allow you to do special moves depending on how far filled it is. You’ll really need these because they can do some amazing damage if you get them to land right.

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It took me quite a few attempts before I managed to beat this guy, but it was worth it in the end just for the finishing move. Summon the lightning and slice clean though him. That’s the Power Rangers I remember. So that’s it, we killed the giant monster and saved the world.

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Not quite yet I’m afraid. There’s one more fight with another giant robot on the moon! This guy is a push over compared to the last. Or maybe I’m just more used to the controls. Either way, he barely lays a hand on me before I’m rushing him ready to finish him off.

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Death Count: 14

 

OH NO!! He has a second stage!! Of course he would have a second stage. He’s now stronger and faster than before and took me forever to figure out how to beat. He just seems to be able to do so many more attacks than you can. He’s constantly throwing energy balls at you, and seems to have a few special moves that don’t deplete the power gauge. I swear one time he actually ABSORBED my special attack to refill his own power bar.

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But I think the most annoying thing about him is the fact that he can actually BLOCK your attacks. Try as I might, I didn’t find a single button that allowed ME to block any attacks. How is that fair?

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Death Count: 17

 

Don’t give up though. Every battle I learned a little more and got a little better. Eventually I did manage to beat him and it was such a rewarding feeling. It’s something I haven’t felt from the last few games I’ve played. He might be hard, but he’s not impossible, and that sense of accomplishment after you beat him is a true sign of a great boss fight.

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Not to sound racist, but could they have made Zach’s sprite look any more like a monkey right here?

 

The ending cut scene however was, shall I say, less than spectacular. All 5 rangers are piled into the car driving down the road. Then they all stop at the juice bar to watch on as Zach dances in a way only a black person could get away with. Roll credits and thank you for playing.

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Verdict

Gameplay – 7 / 10

I found the game to be very fun. Most of the game is a bit on the easy side, but still very entertaining. While all the rangers play generally the same, they do have subtleties to them that make they feel like individuals. Then when they are transformed into ranger mode, they all feel just incredibly powerful. The boss fights are where this game really shines. Every one of them was well done and entertaining, with a good balance of skill and pattern recognition. It was definitely a welcome change from some of the recent games I’ve played. My biggest complaint was with the sudden gameplay shift and in my opinion difficulty spike at the end. I can’t really say I can think of a better way to control the Megazord, but the sudden shift is a bit jarring. Then the final boss I found to be just slightly too hard in comparison to the rest of the game. It made it satisfying when I finally won, but required just enough retries to become ACTUALLY frustrating.

Graphics – 6 / 10

The graphics were generally very good. The sprites were moderately detailed, and the bosses were entertaining. The backgrounds might have been a bit generic, but they were still very well done. The low score is actually more about the lack of diversity. Right up until the area boss, the Putty enemies are the only kind of enemy you’ll be fighting. There have a few pallet swaps, but they die so easily that it hardly makes any difference. There are a few minor robotic like enemies, but they are presented more like environmental hazards than as enemies.

Audio – 8 / 10

I thought the music was generally great. It had that nice high energy atmosphere to it you would expect from a beat em up while still maintaining the Power rangers feel. Then the fact that they digitized the vocals for the main theme was a really nice touch.

Story – 2 / 10

Rita Repulsa has sent Putties to earth to…something. But the Power Rangers do…something something to stop something or something. And that’s about the entire story present in this game. Even the manual doesn’t really say anything about any kind of story. There isn’t even a text page explaining what’s going on or anything. It’s just “You’re the power rangers. GO!” Then again, the show was always about the “Monster of the Week” so there never has been a really deep story to begin with.

Total Playtime – 1h 49m

It’s a little on the short side, and you could finish it in one sitting. That’s what I did. But it’s an enjoyable length, and with the lack of diversity in enemies it would only be worse if it went on longer. But there’s a lot packed into that short time. Each stage threw in something new, and the change in play style when in the Megazord kept the game fresh right up to the end, even if it was a bit jarring.

Total Deaths – 17 Deaths

In general, it’s an easy game. The early parts of the stages before they transform can be a little difficult at time, but they all feel near invincible once they do suit up. The boss battles were where all the challenge is. They all have nice attack patterns, but they still present a decent challenge. The final boss however I felt was a little too hard in comparison to the rest of the game. The game compensates for this though by giving you infinite continue as well as password saves to start off where you left off.

Overall Score – 7 / 10

Overall I liked the game, but there just wasn’t anything particularly special about it compared to other games like says Mega Man. With only one real enemy throughout the bulk of the game, the levels didn’t really have fully fleshed out personalities and could easily blend together. The bosses however were very enjoyable and easily made up for the lack of diversity during the rest of the stage. Also it felt really satisfying playing as the Rangers just mowing down enemies. Unfortunately the putties were a little too easy to defeat most of the time. They attacked in small, easy to manage groups, and kind of shuffle around rather than charging at you. Then contrast that with the final boss fight in the Megazord, which was just a notch too difficult to not be frustrating, and the balance just isn’t there. With a few small changes this could easily be a great game, but as it is, it’s just an ok game. If you’re a fan of Power Rangers or beat em ups in general, you should give it a try, because you’ll probably enjoy it. Just don’t expect to be particularly amazed.

Mighty Morphin Power Rangers (SNES) - 81

The world is safe for another day

 

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I hope you enjoyed Mighty Morphin Power Rangers. If you did, like and follow me on Facebook or Twitter. Also leave your comments, suggestions, and recommendations. If you’re feeling real generous, you can even Donate to help me keep the site going. Thank you for reading, and I’ll see you next time.

 

Kid Icarus (NES)

One of my oldest gaming memories, in fact one of my oldest memories in general involves the cult classic game Kid Icarus. I remember it happened when we were still living at our old house, so I couldn’t have been more than 3 years old at the time. I loved playing Kid Icarus, even though I was terrible at it. One day, my dad gave me a notepad with all kinds of level codes on it. How could he have possible gotten these codes? He’s a dad, and dads don’t play video games. When I asked him, he told me he “Hot wired the game until it told him all its secrets.” To this day, my dad is still an amazing mechanic, so at the time the pictures in my mind of him with jumper cables, a car battery, and a typewriter somehow hooked up to this NES cartridge made complete sense to me. Like I said, dads don’t play video games, so this was the only possible way.

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Ever since then Kid Icarus has always held a special place for me, and I’m so happy to see Pit getting a little more attention now thanks to his inclusions in the Smash Bros series. As much as I love the game, I’ve never actually sat down to beat it. I barely ever even make it out of the first stages because it’s so hard. So join me as we tackle this monster of a game together!

Gameplay

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A little back story first. Long ago in the Kingdom of “Angel Land” there ruled two beautiful Goddesses. Palutena, the Goddess of Light, loved mankind and helped them to be happy and peaceful. However, Medusa, the Goddess of Darkness, hated mankind and would destroy their crops and turn people to stone. In a moment of rage, Palutena transformed Medusa into a snake haired monster and banished her to the Underworld. Fueled by anger and with the help of the monsters of the underworld, Medusa led a surprise attack against Palutena. Palutena’s army was quickly defeated and Medusa imprisoned her inside the Palace in the Sky. With the last of her strength, Palutena sent a magic bow and arrows to the young warrior Pit, who had been imprisoned deep in the Underworld.

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That’s where the game begins. As Pit, currently in the deepest part of the Underworld, you must travel the distance up to the Palace in the Sky to rescue the Goddess Palutena and restore peace to the world. The game plays out primarily as a platformer game, though it does have a touch of RPG mixed in too. Things like an actual inventory, a health bar, and stat increases make this an amazing title in the latter half of the game. Unfortunately, those same mechanics cause the start of the game to be nightmarishly hard due to lack of items and health.

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Death Count: 2

Probably one of the first things you’ll notice right away is that it’s not your typical “travel to the right” video game. Instead you’re trying to travel upwards towards Angel Land and the Palace in the Sky. This adds a great deal of platforming to the game, but also causes one of the most frustrating aspects of the game. As you climb higher, any platform that falls off the bottom of the screen is gone forever, replaced by an instant death pit. A single missed jump could mean starting over the whole stage, even if a platform was under you just seconds earlier.

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Another interesting mechanic is the fact that the screen loops left and right. What I mean by this is that if you move off the screen to the left, you’ll automatically show up on the right side of the screen, making the world more of a round pillar than a flat wall. Just be aware of your surroundings, because the monsters can and will also travel around the screen like this.

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As you travel up, you’ll encounter a wide variety of monsters like the Shemum snake like creatures and the Monoeye flying eye monsters. These monsters will all come in waves, and unlike most platformers where you want to rush through it, this game rewards and practically requires you to slow down and deal with the waves of enemies. Not only will killing the monsters increase your score, they’ll also drop hearts which are the currency in the game. You’ll need a lot of hearts to buy all the items you’ll need, so slow down and enjoy the hunt.

On the subject of monsters, I have to point out the Reapers. They are one of the most fun and also most annoying enemies in the game. But they were my favorite, and sometimes I’d play just to see them. They are slow moving, walking back and forth on whatever platform they’re on, as opposed to most enemies who will jump off the edges. What makes them so much fun is how they react when they see you. They change from the usual calm, slow moving menacing character into a hyperactive psycho. They start running around and screaming while also summoning tiny flying Reapettes to hunt you down. The music even changes to a weird almost laughing sounding music. It bizarrely funny and made a tough enemy actually quite enjoyable.

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Scattered around the level as you travel upwards are also various different rooms to explore. The stores can be particularly useful, offering you life saving items in exchange for your hard earned hearts. Here, you can buy glasses of the Water of Life to instantly restore your health, or bottles of it which will automatically restore your health should it ever reach zero. If you save up enough, you should really invest in the barrel, which allows you to carry up to 8 bottles of the Water of Life at a single time. Probably the most appreciated item they sell is the Angel’s Feather, which will save you if you miss a jump. Why start over the whole stage because of a single bad jump?

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On occasion you’ll even find a treasure room. Break as many jars as you want, and collect as much as you can, but watch out for the God of Poverty. If you break his jar, the fun is over and you end up with nothing. However, if you break his jar last you’ll be highly rewarded. If you’re really lucky, you’ll get the credit card. It lets you buy anything you want from the stores, but all your hearts go towards paying off the purchase.

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Death Count: 5

You’ll also encounter monster dens full of Specknose, flying nose like monsters. These rooms can be tough, and dangerous, but each monster rewards you with 10 hearts, so it’s well worth the risk. They fly in regular patterns, so it’s best not to move around a lot, and then take them out at your own pace.

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Death Count: 7

With the odds stacked against him, poor little Pit is going to need all the help he can get. He’s not alone on his quest though. Occasionally Zeus God of Thunder will show up to help train Pit into a mighty warrior. At least I want to believe he’s there to help. When you encounter him, he starts throwing solid iron Monolith plates at you. Should he fail to kill you, he’ll reward you by allowing you the use of one of the three different weapons. There’s a fireball that wraps around the arrows making them stronger, a Sacred Bow to shoot the full length of the screen, or the Protective Crystals which makes 2 small crystal orbs circle Pit and attack enemies that get too close.

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When Zeus isn’t joyfully throwing stuff at you, he’ll also be judging how strong of a warrior Pit is. If he deems Pit worthy before reaching his chamber, Zeus will upgrade his arrows so they hit stronger. At the same time he’ll also change Pit’s color pallet for some reason. The gods work in mysterious ways I guess.

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Endure all the challenges and eventually you’ll make it to the end of each stage. It can seem impossible at first with how weak Pit starts out, but that’s why you want to really slow down and kill as many enemies as possible for the highest score you can get. Your score also doubles as your experience points. When your total score reaches certain checkpoints, you’ll be leveled up, increasing your health going forward. With so many enemies, you’ll be so glad to have every extra point of health you can get.

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Death Count: 12

Progressing up the tower, the monsters don’t change much. Instead, only the level design changes. Adding new elements like icy platforms which threaten to have Pit slide right off into the abyss. They’re also thinner than a normal platform, which allows Pit to drop down through it when you try to crouch. This will also sometimes send you flying into the abyss with a simple wrong button press. Still more dangers await Pit as he has to cross over lava pits which will damage him on contact. So remember, don’t go swimming in the lava pools.

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Death Count: 18

But truly, the most dangerous enemy is yourself. The balance between reaching the end of the level, and grinding to acquire enough hearts for essential items can often be fatal. For example, enemies like the Mcgoo can be a blessing and a curse. These living magma monsters seep up out of the ground to attack Pit. They’re easy enough to avoid, simply side step and duck to avoid their projectile attack. Why I bring these guys up is because they’re one of the few enemies that will spawn infinitely, making them great for harvesting hearts. If you’re not careful, especially early on, you’ll get hit occasionally. Do you risk dying for the hearts you need or do you press forward to the end of the level without enough to buy items for yourself? This question more often than not ends in my death and time wasted.

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By the time I reached level 1-3, I opted to start the game over because I had progressed too quickly and thought starting over and slowing down this time would be the better choice. Slowing down was exactly what I needed. I managed to get enough experience to get a second bar of health by the end of level 1-2. This gave me twice as much health to farm hearts in 1-3 until I had enough to buy a barrel. As I mentioned before, the barrel lets you hold up to 8 bottles of Water of Life, effectively adding up to 8 more bars of health.

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Upon entering level 1-4, you’ll notice a drastic departure from the previous levels. Gone is the long trek upwards, replaced with a labyrinth that in the first of 3 fortresses. Here, you have to navigate your way through the various rooms fighting enemies and tracking down Medusa’s general entrusted with one of the three Sacred Treasures. If you want to find your way around, you’ll have to find the map hidden somewhere in the fortress, as well as purchase a pencil and torch from one of the markets to fill it.

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The fortress is possibly the best place to collect hearts and items in the game. The enemies all respawn endlessly upon entering or reentering their room. There’s also healing spas in the fortress to get you back up to perfect condition. This is what made getting the barrel before now so important. Between the endless enemies and the healing spas, there’s nothing stopping you from filling up your inventory with Water of Life for the challenges ahead.

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The fortress is unfortunately home to one of the most annoying yet comical enemies in the game, the dreaded Eggplant Wizard. These crazy enemies usually show up in pairs, throwing eggplants in high arcs at Pit. If that wasn’t bad enough, coming in contact with one of these eggplants will transform Pit into an eggplant himself. He can still run around, and somehow climb up and down ladders, but he can’t attack. The only way to break the eggplant curse is to visit one of the hospitals hidden somewhere in the fortress.

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In addition to all the items you collect, there’s one other source of assistance waiting for Pit in the fortress. Scattered around the fortress are statues that look like Palutena’s Centurian warriors. In truth, these ARE Centurians who have been turned to stone by Medusa. If you hit them with one of your mallets you can free them from their stone prison. This is completely optional, but every warrior you free will aid you in the upcoming battle against the fortress guardian.

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Speaking of the fortress guardian, this first fortress is guarded by Twinbellows, a two headed fire breathing dog. As far as bosses go he’s not that tough, especially if you properly prepared yourself with lots of Water of Life. You probably won’t need them though because he is very slow moving, and attacks very rarely. Plus you have all your Centurian buddies helping you kill him. If you took the time to save them that is. They are laughably weak though, and will each die in a single hit.

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Your efforts are rewarded with the retrieval of one of the 3 Sacred Treasures. You can’t do anything with it, but it’s nice to have. So it functions about as well as most antiques. If you took the time to really fill your inventory like I did, you might also want to prepare for a few minutes of your score calculating. This is also rewarding in the end as my health is now maxed out at 5 bars, not counting the 8 bottles of Water of Life I have.

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Having climbed all the way out of the Underworld, Pit now walks free across the Overworld. The change of scenery isn’t even the half of the changes here. If you haven’t noticed already, we’re no longer climbing straight up. We’re instead traveling the more traditional left to right platformer the system is known for. This makes the game so much easier, mostly because of the absence of the once ever present bottomless pit. That mechanic is easily the worst part of this game.

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To make things even better, there is a healing pond right at the beginning of the world. Not only does this heal you, but it is possibly the first opportunity to activate my Protective Crystals to circle around Pit. Before now, my energy level wasn’t high enough to use the weapons Zeus gave me. Then the fortresses have some special magic that makes the weapons useless. Anyway, these orbs will damage any enemy they come in contact with, instantly killing most of the weaker enemies. This again makes the game so much easier. Honestly, the Underworld is going to have been the hardest part of the game if everything keeps getting easier like this.

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In all honesty, the hardest part of the Overworld appears at the beginning of the second area. There is a chamber where Zeus will wait for you to upgrade your bow again. What makes this so complicated is the fact that it appears so early in the level that it’s hard to get enough points for him to actually show up. Is this mandatory? No, you can complete the level and the game without it. However, the game has multiple endings, and you need it if you want to get the best ending, which I want to see.

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Death Count: 25

I have to admit I was a bit hasty calling that the hardest thing about the Overworld when in fact it isn’t. The hardest, or at least most annoying, thing about the overworld has to be the Pluton enemies. These little ogres are completely immortal. No amount of damage you do to them will ever kill them. That alone is bad, but what makes them so memorably annoying the fact that they steal your special weapons if they touch you. My Protective Crystals and Sacred Bow, both gone in an instant because of these guys. Oh but don’t worry, you can always buy them back at one of the black markets. If you don’t mind paying an arm and a leg for them that is!

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I know I’ve said how much easier the Overworld is than the Underworld, but that doesn’t mean the Overworld is a walk in the park. As far as level composition is concerned, the overworld can be quite difficult at times. The sheer volume of enemies has drastically increased as the rock monsters Rokman will fall from the heavens, or pink porcupine Minos will jump from the ground, and the occasional flying frogs Keron will torment Pit to no end.

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Death Count: 29

Though we’ve moved away from the bottomless pit, it’s not really gone. There are many bottomless pits still waiting to claim another life in the Overworld. This time around they’re just a bit more cleverly integrated into the level in the form of a watery grave. Pit apparently can’t swim at all, and a miscalculated jump from any of the small ledges could mean the end for our hero. And as evident by the mass graveyard, Pit wasn’t the first to perish on this journey.

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Before you know it, you’ll be upon the second fortress. Though the size has increased, the basic strategy remains the same. Restock your items and get ready for the challenges ahead. Of course this won’t be easy, especially with the Eggplant Wizards returning ready to put their eggplant curse on poor Pit. Curiously, they seem to be joined by roaming groups of Goombas. Sorry guys, but you’re game is in another castle.

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Despite its increased size and difficulty, gathering supplies this time around will feel much easier. Not only do we already have some items left over from last time, but with the increased health, and strength, Pit can take on tougher groups of enemies to gain hearts faster than ever before. The room I picked would gain me 80 hearts every time I entered. It was also only 2 rooms away from the store, which was itself only 2 rooms from a healing spring. I can’t really ask for a more perfect training area.

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I accidentally stumbled upon the fortress guardian Hewdraw’s chamber a bit earlier than I meant to, leaving me more vulnerable than I would have liked to be. While I had already filled my inventory, I hadn’t freed many of the petrified Centurians, leaving Pit quickly on his own. In my panic, I took more damage than I probably should have. Hewdraw is actually a fairly easy though time consuming boss. He has a very rigid movement pattern, bouncing up and down out of the lava pools in perfect arches, only turning when he hits a wall. Other than physical contact, he has no attacks or projectiles of any kind. What makes him difficult is the fact that only his head takes any damage. Trying to attack a small fast moving target trailed by a damaging tail all while standing on small platforms over pools of lava. Patience was the key to this one as Hewdraw eventually falls, leaving behind the second Sacred Treasure.

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Pit has finally started his accent to the Skyworld. We once again return to the original vertical platformer of the Underworld levels. This time around will be a bit easier than in the Underworld. With 5 bars of health, all the weapon upgrades, and a stock of Water of Life, the enemies don’t stand a chance. Even if those enemies are Metroids. Wait, what are you guys doing in this game anyway?

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Death Count: 34

While the enemies may not be much threat anymore, the platforming is at its hardest here in Skyworld. With plenty of tiny platforms to jump across, that bottomless pit is looking even more threatening than before. Patience is definitely needed if you plan to make it to the Palace in the Sky and rescue Goddess Palutena.

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I ended up rushing through these stages, especially in comparison to the Underworld levels. One thing that did slow me down however were the Pluton Flies. Similar to the Pluton enemies from the overworld, these guys are invincible, and will steal your weapons if they touch you. They are however much easier to get past this time around. While the Plutons jumps around and would more or less dart at you, the Pluton Flies make only a single horizontal rush at you. Once you’re at the same height as them, they will bolt across the screen. Jumping into their vision and falling back down will clear them from your path without much trouble.

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Finally we reach the 3rd and final fortress. With 64 total rooms, this is the largest and most confusing of all the fortresses. Just like with the others the fortress remains a great place to restock before the end. That’s truer than ever this time, as it’s the final chance you’ll have before facing Medusa herself in the final level.

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As before, the Eggplant Wizards will cause no end of torment for you, but they ramp it up for one last assault this time. Towards the end of the fortress is a room with two wizards and very little room to dodge, as well as one throwing eggplants up at Pit. Getting hit with an eggplant here will have you back tracking a huge distance back to the hospital to cure yourself.

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Getting past the eggplant wizards leaves only one last deception in the form of a store. This store is placed in the room immediately before the fortress guardian, making it very tempting to buy things. However this game has multiple endings based on how well you did in the game. One of the criteria is how many hearts you have. Ending the game with anything less than 999 hearts will disqualify you for the best ending in the game. If you do buy anything from this store, you only have access to a single enemy in the previous room to restock your hearts as the room below the store will not allow re-entry.

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Avoiding this trap brings us to the final fortress guardian, Pandora the Demon God of Disasters. With a title like that, you’d expect this to be a much harder battle, but no. Pandora is simply a giant bubble slowly drifting around the room. He has high health, making this a rather long battle, but not a difficult one. There are two other balloons floating around that pose a mild threat, but they are also easily avoided. With no other attacks, his only ability is the fact that he can turn invisible. He can’t be attacked during this time, and you might run into him, but he’s still slow moving and you should be able to predict his pattern.

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Now with all 3 of the Sacred Treasures in Pit’s possession, it’s time to equip them and face off against the evil Medusa. Thanks to the Wings of Pegasus, Pit now flies perfectly and the game shifts to a side scrolling shooter. Enemies will come flying at Pit from all directions as he flies towards his ultimate goal. You have to kill as many enemies as possible because this stage will actually loop if you haven’t reached a high enough score yet.

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The stage is actually rather long too. It starts out simple enough with those Totem enemies falling from the sky. Then it changes to ancient structures full of Zuree Ghosts and evil poisonous Daphne Flowers. There are even groups of Harpies flying around ready to tear Pit apart. The change in controls takes a little while to get used to, and I’ll admit my timing was terrible. But either way it’s a fun change coming towards the end of the game.

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And here she is, the evil Goddess Medusa. I must say I didn’t expect her to be a whole wall size head. Shoot out her eye with your Light Arrows and protect yourself with your Mirror Shield. She might be a wall, but she’s not defenseless. Her gaze is deadly, shown in this game as waves coming from her eyes. She also has a snake that lives in her hair named Tanatos who will jump out and attack you.

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Survive her attacks while you whittle away at her health and eventually you will defeat her. When her massive eye is destroyed, it reveals her true body inside. As she crumples to the ground, you know it’s finally over and that Pit has saved the day.

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You have rescued the goddess Palutena and saved the whole world. If you get the best ending like I did, Palutena will transform Pit into an adult warrior as well as giving him a kiss as a reward. All those hours of grinding were worth it just for that one kiss.

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So that’s it. The world it saved, Pit got his rewards, and everything is great. Now Pit’s struggle continues. The End…..Wait, Pit’s struggle continues?

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OH COME ON!!!

Verdict

Gameplay – 7 / 10

The mash-up of different genres actually works really well for this game. Letting you become stronger as the game progresses, and rewarding those who level grind early on. However, that also makes the first stages feel near impossible. It took me about 3 hours to finally beat the Underworld, but then I was able to rush through the Skyworld is just under an hour. The level design was clearly harder for the 3rd stage, but Pit starts out so unbelievably weak that the early stages could easily turn people off to the game. Then right at the end changing to basically a shooter was an unexpected twist.

Graphics – 7 / 10

I’ve always been very happy with the graphics in the game. The only thing I’m actually faulting it on graphically is the fact that there really isn’t any background for most of the game. It’s just a solid black. Other than that, I’ve always enjoyed all the character designs. I think the sprite work is all very well done, not the best, but very good. Then the humor with some of the characters, like the Eggplant Wizards and Reapers makes the game very enjoyable.

Audio – 7 / 10

I love the music in this game, it’s very catchy. The main song is one of the few songs that I know I’ve caught myself humming randomly throughout my whole life. Unfortunately, there aren’t very many songs to the soundtrack, and they aren’t particularly complex compared to other titles at the time. Nothing wrong with that, they’re still good songs, but the system WAS capable of more. Then there’s the fact that some of the notes are a bit too high pitched to the point of piercing.

Story – 6 / 10

As described in the manual, the story is actually really involved and thought out. The problem, like with many old NES games is the fact that hardly any of the story is represented in the actual game. This is really a shame. Sorry if it sounds nitpicky, but I really love a game with a good narrative.

Total Playtime – 8h 29m

It’s a good length, but in reality, it could easily be beaten in about half the length if you are a more skilled player, i.e. not me. Shave about an hour off for my first attempt which I then restarted. Then if you don’t grind of items in the fortresses like I did you could probably cut the time in half. Still, it’s a difficult and complex game for the time. Even though it doesn’t have that many levels, all the levels are really long and it really is an enjoyable length for the game as a whole.

Total Deaths – 34 Deaths

I died 12 times during the first attempt, so really it’s only 22 deaths. Then during the Overworld stage I intentionally died a few times because of those Pluton enemies stealing my weapons. It was faster and easier to die and start the stage over than it would have been to try to buy them back. Still, it felt like I died a lot more than that. I’m actually kind of proud of that count.

Overall Score – 7 / 10

For simple nostalgia, this will always be one of my favorite games, but I’m not blind to its faults. The drastic difficulty curve between the start and finish of the game is too noticeable not to fault. It leaves the game very off putting to anyone not willing to dedicate themselves in the beginning, and then fails to properly reward them at the end. Then the music, as pleasant as it is, does have a few notes that are a little too high pitched, making it hard to listen to. Finally, the boss battles aren’t as engaging as they could have been. They don’t require much real strategy to beat, leaving you a bit unfulfilled. Still, the overall experience is fun, and thanks to the general difficulty of the game you really feel accomplished when you finally beat it. If you give it the proper chance, and you know ahead of time what you’re getting yourself into, I’m sure more people would like this game as much as I do.

Kid Icarus (NES) - 87

Why God? Why?

 

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I hope you enjoyed Kid Icarus. If you did, like and follow me on Facebook or Twitter. Also leave your comments, suggestions, and recommendations. If you’re feeling real generous, you can even Donate to help me keep the site going. Thank you for reading, and I’ll see you next time.

 

Altered Beast (Genesis)

Back when the Sega Genesis first launched, Sonic the Hedgehog was still a few years off. Without the Blue Blur telling people to “Go Fast”, the system was marketed more for its arcade ports. Arcade ports like the original pack in game with the system, Altered Beast. A side scrolling beat ’em up game where you play as a shape shifting Centurion warrior resurrected from the grave by the god Zeus to rescue his daughter Athena from the Demon god Neff!

Altered Beast (Genesis) - 01

If you’ve been following me closely, you might already know that I grew up on the Genesis side of the Console wars back in the day. “Back in the day”? I’m getting old. Anyway, back then, Altered Beast blew away my tiny little mind. Making that jump the 8-Bit Nintendo to the 16-bit Genesis was like night and day. The huge sprites, the music, the action, “Sega does what Nintendon’t”! I loved this game back then, but how does it hold up now?

Gameplay

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“Rise from your grave!” Hear the immortal words of Zeus as he resurrects your character from the grave. This was the first snippet of videogame voice acting I ever heard and it made me so excited just to play the game. Even now it fills me with an amazing nostalgia. For the time, it is actually quite impressive. The game plays out in typical Beat ‘em up style. Enemies will come at you from either side of the screen and you need to punch and kick them to death. What’s slightly unusual is that the screen will auto scroll to the right for the whole game, forcing you to keep up with it as it moves along.

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There aren’t any collectables or weapons or anything like that to pick up in this game with the exception of a single power up. Every so often, a small pack of three headed wolves will run across the screen. If you manage to kill the blue one, it will release a spirit ball which will make you stronger. Grab it quickly or it will float away off the screen.

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The first and second spirit balls boost your power and increase your muscle mass to monstrous size. Your punches and kicks are noticeably stronger, and there’s even a glow of energy whenever you attack. The real fun however doesn’t start until you collect your 3rd spirit ball.

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After collecting the 3rd spirit ball, you will be transformed into a half man half beast of amazing, near invincible power. Each stage has a different beast transformation starting with the Werewolf. As a Werewolf you can now shoot fireballs from your hand, or even better perform a flame streak where you rush across the screen killing everything you touch. With your new found power, you’ll mow down the enemies like they aren’t even there.

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Those look like heads to me, but according to the manual they’re actually “Beads”

 

Soon you’ll be confronted by Neff who will then transform into the boss monster Aggar. This giant monster can spawn an infinite number of heads which it will rip off and throw at you. It’s gruesome, but amazing and the sprite was huge for the time. Just keep using the flame streak attack and you’ll soon defeat him.

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Just as quickly as you’ve won you feel cheated as Neff saps away your power, returning you to the weak human you once were. But the battle is won, and you continue on to the next stage. While the game doesn’t exactly contain a narrative, there are these images shown between each stage depicting…something. I’ll be honest, I never fully understood what I was looking at as a kid, and I still don’t fully understand these images now.

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Death Count: 1

 

The action continues in the dark cave as we venture ever closer to the underworld. While I love the atmosphere of this level, it also introduces some of the most annoying enemies in the game. I absolutely hate the round leeches in this level. These purple little bastards will jump high into the air and engulf your whole head, sapping away your energy as well as paralyzing you until you knock it off. The other annoying enemy is the chicken stinger. They’re not quite as annoying as the round leeches by design, more by oversight. They attack quickly, and due to the game not giving you ANY kind of temporary invincibility after a hit, this little bastard can easily kill you while you flail in frustration against an otherwise forgettable enemy.

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The game makes up for these annoyances by letting you transform into a FREAKING DRAGON! As a dragon, you can now fly around the screen shooting lightning at anything that comes near you. Not just that, but you can encase your body in an electrical field which will kill all enemies on contact. Those bastard round leeches don’t stand a chance anymore!

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Death Count: 4

 

Now, if you through Aggar was gross throwing heads at you, just wait until you have to face Octeyes! This plant like beast has the nerve to throw dozens of giant floating eyeballs at you. They’re very slow moving, and kind of bob in the air, more like a bubble than a projectile, making them easy to avoid or attack. Protect yourself with your electrical field, and these eyes will be popped in no time.

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Heading onward into the mountain cave, a new obstacle presents itself in the form of several bottomless pits. Not only does this lend an element of platforming to this level, it also means enemies are more likely to get the drop on you from the higher platforms. Be on your guard, or the blue wolf might just jump right over you in this level.

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Death Count: 7

 

Manage to gather 3 spirit balls and this round you’ll be transformed into a Werebear. As a Werebear, you have the amazing ability of stinky bear breath so bad your enemies literally turn to stone. You are also now master of the aerial body spin attack which will destroy all who come in contact with you. Considering this predates Sonic by a few years, I almost wonder if it inspired Sonics’ attacks a little.

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Inevitably, you’ll come face to face with the Moldy Snail, a giant half snail half salamander. Why the “Moldy” snail instead of literally anything else, maybe something related to his salamander half? Your guess is as good as mine. What does he do? Again, I have no idea. After jumping into his shell and scrambling up his insides with the spin attack, he’s usually dead before he even knows what happened.

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Talk about a strong left hook

Death Count: 13

 

We’ve arrived at the gates of the underworld, but passing through will be possible the hardest of all the challenges. This stage felt short even in comparison to the other already very short stages. That just means the enemies are going to be coming faster and hitting harder than ever before.

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Death Count: 18

 

It also means you’ll have to be on the top of your game if you want to transform into the Weretiger. It’s very similar to the werewolf from the first level. The differences are that the fireball bobs up and down as it travels. Also instead of the rush style flame streak, you instead have a “pillar of fire” vertical attack.

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This is the face of true evil!!!

Death Count: 31

 

It may not be the final boss, but in my opinion the Crocodile Worm is the hardest of all the bosses, even harder than the final boss. That’s because it’s the only one that does touch damage when doing your special attack. You can’t just attack like crazy like with the other bosses, you actually have to time and aim your attacks to simply graze him instead. He’s not going to make that easy either. When he’s not blasting fire across the screen, he’s making small fire dragons to chase you down. Once you get a good rhythm going, he’ll go down just like the others.

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Death Count: 34

 

Welcome to the underworld, home of new fast hitting enemies like the Gory Goat and Dark Unicorn. They both have great speed and reach, making them rather difficult to deal with. They really make this feel worthy of the final stage. What’s not quite as worthy is the fact that your final transformation is the same as your first. Was it really so much to ask for them to not repeat the same transformations? There are only 5 levels, they could have thought of SOMETHING else for the final stage.

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Neff finally shows his true form this time around as he transform into a Wererhino. His attacks are very patterned. All he does is charge back and forth across the screen. Meet him head on with the golden arrow rush attack and you’ll show him what happens when you kidnap the daughter of Zeus!

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With Neff defeated, Athena is safe at last. I hear the arcade version shows the characters removing their costumes, revealing the whole game to have been simply a stage performance. Sadly, there is no such wrap up in the Genesis version. You win, the end.

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The only kind of fun thing left for you after your victory is the fact that you still control your character during the credits and can have some fun attacking them.

 

Verdict

Gameplay – 7 / 10

The controls are simple enough for a beat ’em up game. Everything is really tight and responsive. The one fault is the lack of any temporary immunity after taking a hit. There were several times when a weak enemy hit me and just kept hitting me until I died. That’s really the only thing I can think of that annoyed me, but it was so annoying it brought the score down quite a bit.

Graphics – 10 / 10

The sprites are huge, especially the bosses. Add in the parallax scrolling with the background and the graphics can’t get much better for the time. The transformation sequences in particular have always been impressive for the generation, and they’re still amazing even now. Really there’s nothing I can think of graphically to fault. Everything was amazing.

Audio – 10 / 10

The audio has always been one of my favorite parts of the game. Voice acting has become so common place now that it’s hard to even remember a time when those “Rise from your grave” and “Welcome to your doom” sound bites were mind blowing. I still get chills hearing them now. Then the music is so unique. It manages to fit the action of a beat ‘em up while still maintaining a gothic pipe organ sound. Then when you transform the music picks up to an amazing new faster pace soundtrack. Again, I can’t think of anything to fault with the audio.

Story – 4 / 10

The story as described in the manual is somewhere between good and average. But I dropped the score mostly because none of the story is really shown in game. There are those pictures between stages that I guess show something story related. But even now I can’t really tell what the hell is going on in them. But it’s not really that important for there not to be a strong in a beat em up, so it doesn’t really matter.

Total Playtime – 0h 46m

It’s an arcade port, so the short game length is somewhat understandable. But even for an arcade port it’s kind of a short game, especially considering it would be even shorter if I was a better player. But it’s a fun game every time I play it, so it does have pretty good replay value.

Total Deaths – 34 Deaths

The 4th stage boss took me forever to find a good plan of attack. 24 of those deaths were from that damn Crocodile Worm. Luckily, when you die and get a game over you can hold down the A button while hitting start on the menu screen to start at the level you left off on. I so wish I knew about that back when I was younger. It’s not like it’s a secret either, it’s right there in the manual if you ever bother to read it.

Overall Score – 8 / 10

I’m probably adding a point or two simply for nostalgia, but I’ve always loved this game, and I still love it now. The graphics and music really hold this one together, but that invincible feeling you get after transforming is what keeps you playing. Sure it’s a short game and it’s clearly lacking in story, but if you’re playing a beat ‘em up for the story, you need to reevaluate your life choices. In the end it’s a fun arcade style game that you’ll be sure to come back to.

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you will haunt my dreams you floating bastard!

 

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