
When Tetris and Disney collide
Messing with an old and universally loved favorite such as Tetris is a risky proposition. You
can get it right or mess it up horribly, where it is forever known as the “messed up version of Tetris.” Luckily, Magical Tetris Challenge by Capcom manages to dodge that label and add a few elements to the main game to refresh an older title.
Magical Tetris is, at its core, a fun game with lots of charm to spread around. There are multiple modes to choose from and the variety helps the replay factor long after the novelty of comboing wears off. The story mode is the other mode most played at GI, and is based off the new Magical Tetris mode. While I’m not fond of the cliffhanger by difficulty level method, the story is serviceable and moves the action forward with a nice added Disney touch. Mainstays such as Mickey, Minnie, Donald and Goofy fill out the cast, though you can only play as these four.
Magical Tetris earns its bread and butter in the way it builds on the Tetris formula. With Tetris in the name and designed to appeal to a mass audience using that, Magical Tetris starts out with the basics: Create and clear lines using seven letter-shaped pieces. Clear four lines and you get a Tetris.
Ah, but herein lies the additions to Magical Tetris and where the basics end and advanced
play begins: For every line cleared, a small amount of energy is added to a magic meter. Fill up the magic meter and you get what we’ve termed at GI as a breakdown: All pieces restructure to create a neat space and a large portion of the well where your pieces fall is wiped clean. Also, clearing lines creates combos, which can be countered until a piece is shaped 10 by 10. Combos and counters creates a back and forth, during which oddly shaped pieces are created and fall into the play field. By setting up the pieces in a decent shape in your well, you can achieve what is called a pentris, or five lines cleared
simultaneously.
Comboing and countering makes the gameplay fun and adds an increasing level of competitiveness and urgency to every match. Even if you’re not the most Tetris-competent gamer, Magical Tetris does an excellent job inviting all skill levels in to learn and get better. The basics are quickly explained and the advanced techniques are made plain as you go along. That helps in the frantic atmosphere of a spirited two-player human match, where anything and usually everything can happen.
The game shines in its visuals, which benefit from that Disney touch. The game is bright and colorful and designed in the way of Disney games and animation, meaning it’s top-notch through and through. The graphics are still good for an N64-era game and haven’t aged badly. The soundtrack has aged well, too, and is still one of the best of the era. Each character’s stage is memorably themed and stands out enough for you to remember it well after your game is over.
Having played the majority of the Tetris spinoffs and creations out on the market for the past 30 years, I need to have something that pushes me to play. Magical Tetris succeeds in adding to the Tetris formula just enough to buy its way in to my library and stick around through charm and ability. This is an excellent Tetris spin job.


checking out by itself. On the other hand, the difficulty and rating system make it a frustrating experience. If you’re used to the rubber band 
friendly. If you didn’t start with Super Mario Bros., stop right now and go back and study up that game. The sequel is designed to be set up and buoyed by the original. If you start here, you’re setting yourself up for failure.
This frustrating tactic of punishing the player for being too good is exactly why the follow up to Super Mario Bros. would have never flown in America and why we didn’t see the game until a full five years after its release in Japan. People traditionally play Mario to relax, not be thrown backward in a never-ending loop of anger and frustration. This doesn’t appeal to the mass players and it’s cheap and perverse that Mario is used in this way.
Mastering powersliding means a world of difference in race times, especially when you have bragging rights at stake. Old mechanics, such as the weight class concept, are still present but it seems everyone has a better representation with respect to how a class really controls. The lightweights feel like, well, lightweights. The heavyweights actually feel like they’re heavy to handle.
With all that it has going for it, however, there a few minor drawbacks. First, if rubber band 
Palace is interestingly laid out and the graphical quality of the castle still blows away the competition 20 years later. Watching Mario run around, run and jump and be Mario but in a non-2D sprite is pure heaven for Mario lovers like myself.
The soundtrack makes up for the illness-inducing gameplay. The soundtrack is fantastic and it’s worthy of a mainline Mario game, easily. From running around in the plains of Bob-omb Battlefield to traversing numerous obstacles to take on the King of the Koopas, Mario 64 is a dream come true in terms of audio pleasure. 
Mario fills that void nicely with an engaging tale of teamwork and camaraderie. I was most impressed with the depth of the characters and the deft way Intelligent Systems fleshed out the world of Mario and some of his never-before-seen allies who come from all walks of the Mario life. 
elements from the original platforming masterpieces Super Mario Bros. and Super Mario Bros. 3. Joining those are secondary greatest hit Super Mario World and the more recent hit New Super Mario Bros. U. All four games represent some crowning achievement for the everyday plumber and thus have some merit for making you revisit these set pieces to create your own masterpiece.
nitial two and ultimately the majority of your creation library are unlocked via a time system that goes by days. You can speed it up, but it’s intended to make you the creator spend several days trying out the system and getting a feel for new elements in a paced environment. I can appreciate the sense of not wanting too many elements all at once, but the system is a little slow and frustrating when I have a million ideas that I can’t fully implement for several days initially.
it meant to duel an older sibling who had far better hand-and-eye coordination and reflexes and why teenagers seem to do much better at games than little kids.
many years to get the hang of certain events. This is mostly because there wasn’t a lot of info out there in the days before the Internet and because, again, I had terrible untrained coordination and reflexes. Even today, with a wealth of tips out there, it’s still hard to get a bull’s‑eye in the archery, and it’s been nearly 30 years. Graphically, there’s a few things to look at, especially for an
The music, while not especially memorable, is still serviceable. It’s not something you’re going to be humming well after you’ve put down that turbo controller, but it’s not bad, either. A lot of the tracks are well done and fit the general mood of the event you’re participating in. There are a lot of sound effects in the game and they are generally what make the game what it is.
hell and high water. But wait, this time it’s different! No, you aren’t saving Pauline this time around; no, you’re Donkey Kong Jr., the scion of Kongdom saving your incorrigible father from the clutches of evil human Mario. The fact that another ape has to save his parental figure from Mario in a complete role reversal begs several questions: Where was Junior when his father was kidnapping innocent maidens and running rampant? Why would Mario even bother to kidnap the great ape in the first place? Sure, there’s the motive of revenge, but you’re never going to get your question answered, try as you might. You just have to accept that
Instead, you’ll watch Junior repeatedly get eaten alive by crocodiles (we’re not sure why a plumber would employ these dangerous live creatures to kill an ape), nailed by random falling objects and fall to his obvious and horrific death, all because he’s underdeveloped at jumping and climbing.
While the challenges may be different, there isn’t much else different about the games. The music and graphics from the 8‑bit era remain intact and about the only thing that’s changed is the slick modern packaging of the Ultimate Remix itself and the addition of leaderboards and championship mode. So, don’t come into this expecting depth or some magical upgrade to modern day standards of graphics.