
Mediocre prehistoric origins
Dinosaur platforming mechanics does no favors

For whatever reason, I used to be enamored with Chuck Rock. Maybe it was the colorful graphics, or it was the “charming” platforming. Whatever it was, it isn’t here in modern gaming and with critical hindsight now, I can safely say it should have rolled back under the rock it slithered from.
There isn’t much to the threadbare bedrock of Chuck Rock. You, Chuck, are a prehistoric meathead who isn’t capable of more than a few words and grunts. You’re tasked with retrieving your kidnapped wife, Ophelia, from your love rival, Gary. You traverse through six stages, gut bumping dinosaurs and other creatures, lifting heavy rocks to solve puzzles and eating various foods to replenish your health. Occasionally, you’ll fight a boss who tries to keep you from your beloved and eat you. Just about everything is hostile and there are many natural obstacles threatening you on the journey.

It seems, however, that no one mentioned that the actual gameplay was the real threat here. For starters, nothing does anything well. Chuck is lethargic and aimless without a true sense of purpose. I get it, he’s a caveman, but that gimmick falls flat fairly fast. He’s a chore to control in a hop ‘n’ bop that’s aping Super Mario World, and it’s aping the terrible parts while trying to be cute.
While the graphics are nice, knowing what’s a hazard and what is useful isn’t the easiest
to discern. Some items blend well, and some enemies look like they could be helpful items. It’s a shame considering the graphics are clean and deeply hued with a comic book ink feel. Chuck has a nice sprite and matches well with the concept as do the dinosaurs. However, while they look nice, nothing nice can be said about the soundtrack. It’s monotonous and boring, and there’s nothing that stands out. It’s boring and goofy, much like the gameplay and the concept, which does nothing to endear anyone looking for a nice solid early Super Nintendo or Genesis platformer.
What we have here is a failure to capitalize on an established platformer. Mario set the standard a year earlier with the excellent standard-bearer Super Mario World. Core should have taken a look at that and emulated what they saw. They didn’t, and we’re stuck with something that, while cute, is nigh unplayable in some spots and a chore in others. Let’s be glad that with a better discerning eye, I learned to leave some games in the Stone Ages.

well, sometimes he moves almost too well. I had the same issue here as I did with the later Wii version: Mario slides around entirely too much. I have to keep in the back of my mind to undercompensate and overcorrect with running and jumping movements constantly, and it’s a bit much to keep up with while trying to play well. When I want Mario to stop running, it should be instantly. There shouldn’t be extra frames of stopping. Also, some of the jumps don’t feel as clean as they should if we’re basing it on the known Mario standard. It’s all a little too loosey-goosey for my liking and makes clean play a little bit more of a chore than I’d care to do. Later entries have cleaned this up, but it’s obvious here and I can cut it some slack because it has been fixed. Just know that it’s part of the “new” experience.
established in the original game: You pop clusters of like-colored bubbles in an effort to clear established puzzles. This basic premise was set up in the first game for the
But let’s be honest, what you came here for was to learn if the puzzle gameplay is up to the standard established by the first game. Yes, it is, and here’s why: Not much changed. No crazy weird mechanics shoehorned in, no missteps in how the bubbles bank or strange concepts cobbled together (aside from the sticky platforms that inexplicably start showing up halfway through the story mode) make appearances here. You can be rest assured that it’s the Bust-A-Move that we all know and love.
Turbo, with the North American or Japanese versions available for play. In all cases, these are arcade rom versions gathered together in one spot and you can freely switch between them on free play. Collection-wise, this is a top-tier package for those who love fighting games made by Capcom. Mainstream money maker that’s still around today? That’s Hyper Street Fighter
create. Rival Schools and Project Justice are especially egregious because while they’ve been ported to PlayStation Network, we haven’t gotten a full, unaltered port of either game. A modern translation of the board game and simulation mode in both games is not that hard, but I digress again because we know we are never getting it. It’s a shame because this collection as pulled together in 2022 could have used some better curation.
mechanics are tight and quick movement is clean and precise, even with the wonky 



awesome about 
are not easy, but once you’ve got the nuance it’s a whole new world of profits. The controls are simple to pick up and once you’ve built yourself up stamina-wise, the fruits of your labor are obvious. There’s something super satisfying about working the land, planting crops and caring for your animals in a day’s work and then reaping the benefits. There is planning involved also, which adds an extra layer of depth. Knowing how to spend your day wisely — whether it be tending to the farm or socializing in town — is important, and adds to the overall experience.
but it’s a little catchy so it doesn’t necessarily grate the way you’d think hearing the same tune would for more than 20 minutes of farm work and socializing.
the story other than you’re racing against other Beetle drivers on six varied tracks. There are several modes including a time trial, championship and two-player duel, but that’s about it. You’re also racing with only Beetles, though they vary in color with different stats. There are two unlockable Beetles, but that’s pretty much all there is in terms of rewards. The depth really lies in the tracks and their nooks and crannies. There are a ton of secrets and shortcuts that help in the point-gathering modes or to shave time in the time trials, and that sort of makes up for
the lack of everything else. Sort of.
looks phenomenal. It’s the first game to use this technique, and it set the standard in 2000 in terms of presentation. The backgrounds are also well done and inspire runs through the game. It’s clearly an early 2000s game, but that only portends good things about the Dreamcast and what it was capable of.
While everything is great in terms of presentation and control, I’d be remiss in mentioning that there is one bothersome flaw with Jet Grind Radio. While the controls are easily analogous to early Tony Hawk games, it wasn’t easy to pick up the game and know what’s going on immediately. It’s a little too inaccessible at first, like it’s asking you to have some in-depth knowledge ahead of playing for the first time. You may not be familiar with the concepts the game is throwing at you, and it’s the game’s responsibility to ease you into the fray. Thankfully, the surrounding game is so good that you’ll come back to get more in-depth with the trappings of Tokyo-to.