In the Groove — 2Q2019 issue

Groovy com­pe­ti­tion in rhythm game market

Just when Kon­a­mi thought it had the mar­ket cor­nered on rhythm games along came In the Groove. The series took the for­mu­la of timed arrows, music and dance charts and finessed it into bet­ter charts and sen­si­ble rat­ings; or, you know, things Kon­a­mi lacked after eight games. In the Groove didn’t nec­es­sar­i­ly per­fect the mar­ket prod­uct but it intro­duced com­pe­ti­tion in a nice pack­age that still holds up today.

ITG has the same for­mu­la as Dance Dance Rev­o­lu­tion: Arrows are timed to a song to rise (or drop, depend­ing on the song mod­i­fi­ca­tion used) to meet hold­ers. You’re judged on the tim­ing of your steps and either pass the song or fail based on the cumu­la­tive score and effect of your tim­ing. Let’s not get it twist­ed, though: DDR and ITG are the same thing. Giv­en that ITG cribs a lot of its ele­ments from the orig­i­na­tor of the rhythm dance game genre, you aren’t like­ly to see any­thing new or mind-blow­ing when it comes to ITG.

Where ITG shines par­tic­u­lar­ly, how­ev­er, is the inter­face and the song choic­es. There’s a lot to like in those dif­fer­ences. The song wheel inter­face — which presents songs for play — is crisp as are the song titles. The graph­ics appear to mim­ic the best parts of the DDR inter­face, which is help­ful since DDR made an ill-advised change to its look short­ly after. It’s also the intri­cate details such as being able to see a song’s BPM while choos­ing song mods.

In the Groove’s musi­cal selec­tion is no slouch, either. Many songs sound like some­thing in DDR’s cat­a­log; for exam­ple, there’s a series of remix­es that imme­di­ate­ly calls to mind the Para­noia sig­na­ture series of DDR. There’s a lot to like with a vari­ety of gen­res represented.

ITG shines also in its acces­si­bil­i­ty: If you can play DDR, you’ll be able to pick up ITG. It’s not hard to under­stand since it’s using the same engine as DDR. How­ev­er, the main playa­bil­i­ty draw comes in its song charts. ITG’s song charts make sense and are intu­itive and aren’t hap­haz­ard­ly done or pun­ish­ing. The dif­fi­cul­ty sys­tem also makes sense — intro­duc­ing charts with a high­er dif­fi­cul­ty than the stan­dard 10 lev­el sys­tem that DDR used at the time — which is a must have in a danc­ing game.

While ITG is a wel­come change of pace from DDR, there are some nit­picks that both­er me about the series in gen­er­al. First, some of the song mods avail­able aren’t the most help­ful. I’m not keen on sil­ly mods like mines being a default in songs. Thank­ful­ly, there’s an option to turn off the mod, but it shouldn’t be a default part of songs at any dif­fi­cul­ty. And, like­wise, the use of three and four arrows simul­ta­ne­ous­ly — which requires a hand to hit at all arrows at once — is obnox­ious. If a song requires it, I usu­al­ly steer clear of it. That’s not good for the song list and replay val­ue if I’m skip­ping tracks, and it’s damp­ens my enthu­si­asm for an oth­er­wise great soundtrack.

ITG gets its point across with inter­est­ing game­play addi­tions, a good sound­track and crisp inter­face. With a few more iter­a­tions of the series after its intro­duc­tion, ITG is great as an alter­na­tive on the rhythm game dance floor.

Wrath of the Black Manta — 2Q2019 issue

Nin­ja copy fails Black Manta

Peo­ple were appar­ent­ly wild about nin­jas in the ’80s. Real­ly wild. I’m guess­ing this because it seems to be a mil­lion and one games about nin­jas that were made in the 1980s. These were all made with var­i­ous degrees of suc­cess in get­ting the point across about the nin­ja expe­ri­ence. Out of the coterie there were two that stood out: Nin­ja Gaiden, a time­less clas­sic in the way of the nin­ja arts; and, Wrath of the Black Man­ta. Note that we did not use any sort of kind trib­ute for the lat­ter. There is myr­i­ad rea­sons for this distinction.

Wrath of the Black Man­ta is your stan­dard adven­ture game cen­tered on find­ing miss­ing chil­dren in New York City, the appar­ent bas­tion of all evil and where the most heinous crimes take place in the video game world. A drug fiend named El Toro is hell­bent on turn­ing these chil­dren into addicts and it’s up to you and your nin­ja skills to make Toro get down or lay down with the War on Drugs.™

The premise is run of the mill, the con­trols con­fus­ing and clunky and the action extreme­ly repet­i­tive. The back­grounds do change from lev­el to lev­el and there is a lot of ground to cov­er. But, all you’re going to do is walk around search­ing ware­hous­es for chil­dren and gang­ing up on infor­mants from the car­tel to get infor­ma­tion. What should be an absolute clean sweep is a clus­ter because get­ting that infor­ma­tion with­out being killed from ridicu­lous hits is a nightmare.

The fact that most of the action is ripped off from the infi­nite­ly bet­ter and more inter­est­ing Nin­ja Gaiden doesn’t help here because you’re going to die a lot from ter­ri­ble jump­ing and those afore­men­tioned hits from ene­mies. The sound­track also does Man­ta no favors as it’s just bare­ly ser­vice­able. Even the art is ripped off from some­where else: Word on those mean streets of NYC is that some of the art was tak­en straight from the book “How to Draw Comics the Mar­vel Way” when the Japan­ese ver­sion was port­ed to the U.S. I’m guess­ing they thought no one would notice, but it goes over with the sub­tle­ty of a ton of bricks. Speak­ing of a lack of sub­tle­ty, the obvi­ous “stay away from drugs, kids, if you want to live” mes­sage and the hit-you-over-the-head irony of char­ac­ters named Tiny (a in no way sur­pris­ing­ly large boss char­ac­ter who tries to stomp you to death in the first lev­el) means you’re in for a long ride with this whether you want to or not.

The key to this bat­tle is, if you want to play a nin­ja adven­ture just play the released at the same time Nin­ja Gaiden. Gaiden is far supe­ri­or in every way and has more appeal in terms of sto­ry. Wrath of the Black Man­ta is the poor man’s Nin­ja Gaiden and is in no way stealthy enough in its sub­tle­ty to earn any sort of title of nin­ja anything.

Mega Man X Collection — 2Q2019 issue

A mega col­lec­tion of Blue Bomber greatness

I’m a huge Mega Man fan. If allowed to, I would dec­o­rate GI head­quar­ters in every room with gear resem­bling Capcom’s infa­mous Blue Bomber. After Mega Man’s last adven­ture on the NES, I found that dur­ing the tran­si­tion from 8‑bit to 16-bit gam­ing a new char­ac­ter known as Mega Man X would appear, giv­ing the Mega Man series a new chap­ter set years after the orig­i­nal. While I played a few MMX games when it was on SNES and PSOne, I real­ized that I liked the X series but won­dered if Cap­com would do a col­lec­tion for the PlaySta­tion 2. My wish was grant­ed in Mega Man X Collection.

MMX Col­lec­tion is sim­ply as adver­tised: A col­lec­tion of the first Mega Man X games released. It con­sists of MMX and MMX2 from their SNES debut; MMX3 — anoth­er SNES game that was port­ed to PSOne; and MMX 4, 5 and 6, which were released for PSOne. There is also an unlock­able game, “Mega Man Bat­tle and Chase,” an exclu­sive nev­er released out­side of Japan.

In each MMX game, you take con­trol of “X,” a new ver­sion of the Blue Bomber cre­at­ed by Dr. Light years after the orig­i­nal Mega Man. X is a more pow­er­ful ver­sion of our blue titan but with free will. 100 years lat­er, after Dr. Light’s death, X was found by Dr. Cain, a robot­ics expert who devel­oped robots based on X’s design known as “reploids.” How­ev­er, this began a rise of rebel­lious reploids, known as mav­er­icks, which led to the for­ma­tion of a group known as mav­er­ick hunters to stop them. Alas, the mav­er­ick hunter’s leader Sig­ma became a mav­er­ick (and the series’ main vil­lain), forc­ing X to team up with anoth­er mav­er­ick hunter named Zero to stop Sigma’s plan for glob­al domination.

Con­trol of X is sim­ple as any reg­u­lar side-scrolling game, espe­cial­ly with the option of switch­ing between the ana­log sticks or direc­tion­al but­tons. X’s main weapon, the X‑Buster, and oth­er weapons he acquires from a lev­el boss can be pow­ered up in addi­tion to find­ing upgrad­ed boots, hel­met and armor via secret areas in each lev­el. Using a sub screen, I appre­ci­at­ed that it was under­stand­able and sim­ple in orga­niz­ing items and weapons since, in oth­er side scrolling games, look­ing for need­ed items is time con­sum­ing and morale-drain­ing. Zero is also playable in MMX 4, 5 and 6 where con­trol­ling him is a guar­an­teed good time as he is not only equipped with his own Buster weapon, but also his sig­na­ture Z‑Saber cuts ene­mies down to size.

The graph­ics have been refreshed, ensur­ing that a thought­ful bal­ance of action-adven­ture and ani­me-styles ele­ments are intact. Capcom’s music depart­ment did an awe­some job remix­ing each game’s sound­tracks. With the amount of detail put into this game, the replay val­ue is high, espe­cial­ly if you’re want­i­ng to get deep­er into the Mega Man lore.

The Mega Man X Col­lec­tion is the per­fect answer for a devot­ed fan­base of the Blue Bomber. While the MMX series may be in ques­tion, I hope Cap­com hears Mega Man’s fans’ calls to con­tin­ue his leg­endary return to gam­ing as the MMX col­lec­tion is a great way to con­tin­ue Mega Man X’s hunt.

Cool Spot — 2Q2019 issue

A refresh­ing platformer

Every so often there will be a licensed game that’s actu­al­ly worth some­thing. It will have a great sound­track and decent con­trols and not be so obnox­ious­ly unplayable that legions of old­er gamers remem­ber it with a cer­tain hatred that burns deep with­in their soul to be passed down through gen­er­a­tions to come. Cool Spot, licensed from Pep­si part­ner 7UP, is the excep­tion to the norm. If you’re expect­ing a half-baked idea of plat­form­ing sole­ly because it’s a mas­cot, think again. This romp to release sen­tient lit­tle red dots is actu­al­ly not half bad and has genre-redeem­ing qualities.

Cool Spot starts off innocu­ous enough. Spot must res­cue its friends, who are trapped through­out 11 lev­els in cages. Why its friends are trapped, we’ll nev­er know but it’s up to Spot to res­cue them and lec­ture you about not drink­ing dark sodas. Spot’s tra­ver­sal through these 11 lev­els is noth­ing short of amaz­ing despite the ram­pant prod­uct place­ment. It’s sur­pris­ing­ly good, with sol­id con­trols that don’t make con­trol­ling Spot a chore, and com­pe­tent sim­ple mechan­ics that don’t get in the way: It’s most­ly jump­ing and shoot­ing mag­i­cal sparks at ene­mies and barred gates. The life sys­tem — hilar­i­ous­ly denot­ed by an ever-peel­ing and dete­ri­o­rat­ing pic­ture of Spot — is more than gen­er­ous and there are helper pow­er ups galore to get through lev­els. The lev­els them­selves have a lot of depth and are timed just right with enough time to explore or get the bare min­i­mum expe­ri­ence in the search for Spot’s miss­ing friend.

While Spot might be on a prod­uct place­ment-filled jour­ney, it’s a lush­ly drawn trip. Cool Spot is no slouch when it comes to the audio-visu­al depart­ment. The back­grounds are drawn with Spot mov­ing through an obvi­ous­ly human world at about 25 per­cent of the size of every­thing else. It isn’t big at all but the world sur­round­ing it is and it shows in the sheer scale, though my only gripe with the game comes here: The back­grounds, while beau­ti­ful, are recy­cled except for a few stages. At least the first three stages are repeat­ed and reused, just with new stage names and some recol­or­ing in spots.

While you’re soak­ing up the beau­ty of it all, how­ev­er, the sound­track is rock­ing in the back­ground. Cool Spot is one of the best sound­tracks for the Super Nin­ten­do and should be in every gamer’s library. Mag­nif­i­cent pro­duc­tion val­ues, crisp audio and nice, deep bass lines make for some inter­est­ing tracks that don’t sound like stan­dard 16-bit audio. Tom­my Tal­lari­co, pre-Video Games Live fame, put obvi­ous love and care into the audio and it shows. It’s one of the best sound­tracks for its time.

Cool Spot has a lot to offer in the way of good ’90s plat­form­ing. If you can work around the prod­uct place­ment and shilling for the 7Up brand, you’ll find an uncom­pli­cat­ed hop-and-bop with depth and a bang­ing sound­track that’s sur­pris­ing­ly refreshing.

1942 — 2Q2019 issue

Pacif­ic bat­tles fly in 8‑bit form

Capcom’s warfight­ing 1940 series reminds me of the good times when arcade gam­ing ruled my week­ends and I was for­tu­nate to find some rare gems that lat­er became gam­ing clas­sics. Dur­ing that time, I played 1942 in the arcade and on the NES and walked away from this expe­ri­ence with some valu­able infor­ma­tion: 1. The first game in a series may or may not guar­an­tee future suc­cess; and, 2. The cre­ators of some of our favorite games had to cut their teeth on low-tier games before they received the big breaks that made them what they are today. One of those games is 1942.

1942 is a ver­ti­cal-scrolling shoot­er that takes place on the Pacif­ic front of World War II. You take con­trol of a P‑38 Light­ning plane assigned to go to Tokyo and destroy the Impe­r­i­al Air Force fleet.

Game­play of 1942 is sim­ple: You can move either ver­ti­cal­ly or hor­i­zon­tal­ly. Con­sist­ing of 32 stages, the P‑38 will be chal­lenged by Ki-61s, A6M Zeros, and Ki-48s with a long-range bomber known as G8N as lev­el boss­es. To give the P‑38 Light­ning a fight­ing chance against these planes, it can do air rolls or ver­ti­cal loops. If you time your attacks right, some planes will drop upgrad­ed fire­pow­er or an escort team of two small­er fight­er planes to com­bat the relent­less assault from planes that WILL attempt to knock you out of the skies, espe­cial­ly if you’re just tak­ing off from your air­craft carrier.

While I liked 1942, there are some issues that annoyed me. Tim­ing of move­ments, includ­ing the ver­ti­cal drops and air rolls, must be pre­cise because of the high chance of being shot down by ene­my planes. Also, you must watch for attack­ing planes in front and behind as the Ki-48s are mas­ter­ful at get­ting the unsus­pect­ed into close-area shootouts, which will reduce the num­ber of lives quickly.

The music qual­i­ty of 1942 is an acquired taste as the repeat­ed use of a snare drum made me think that Cap­com phoned in a lack­lus­ter drum beat, which made me turn the vol­ume down to con­tin­ue play­ing. The chal­lenge is decent since you will be on your toes to avoid ene­my fire non­stop. It has strong replay val­ue and would be a great time-killer as a nos­tal­gia trip for arcade vet­er­ans. Also, it’s a great exam­ple for those who want to know how side-scrolling games played a major impact in the gam­ing world.

1942 serves not only as an icon in gaming’s hall of fame but also dou­bles as one of Capcom’s entries into the gam­ing world. It helps that 1942 was the start of look­ing at Cap­com as an up-and-com­ing game com­pa­ny want­i­ng to expand beyond its home of Osa­ka, Japan.

Fun facts:

    • The P‑38, Ki-61, A6M and Ki-48 were actu­al war planes used heav­i­ly in the Pacif­ic Con­flict between the U.S. and Japan. The com­pa­nies who built them — Lock­heed Mar­tin, Kawasa­ki, and Mit­subishi — are well-estab­lished in the defense indus­try and con­tin­ue to play vital roles in var­i­ous areas of aero­space technology.
    • 1942 was Yoshi­ki Okamoto’s debut game for Cap­com. He was also the orig­i­nal game design­er of Konami’s Gyruss. Because of inter­nal dis­putes involv­ing pay, he was fired from Kon­a­mi. After 1942’s suc­cess, Okamo­to remained at Cap­com where he played an impor­tant role in pro­duc­ing Final Fight, Street Fight­er II and Biohazard/Resident Evil. He retired from game devel­op­ment for con­soles in 2012 and is cur­rent­ly devel­op­ing games for var­i­ous mobile devices.

Balloon Fight — 1Q2017 issue

Fruit­less bal­loon showdowns

The best thing I can pos­si­bly say about Bal­loon Fight is that it’s inno­v­a­tive for its con­cepts at the time. Oth­er than that, this isn’t a game I’d rec­om­mend to any­one beyond the age of 10 and even that’s push­ing it.

The premise is sim­ple: You play as the “Bal­loon Fight­er,” who is tasked with stay­ing alive and defeat­ing ene­mies in increas­ing­ly dif­fi­cult stages. Two bal­loons are attached to the Fight­er and to the ene­mies, and the Fight­er must pop their bal­loons while avoid­ing his own being popped and oth­er obsta­cles such as a large piran­ha, water and light­ning strikes. The Bal­loon Fight­er is fair­ly stout and stur­dy, see­ing as though he can take a lot of bump­ing and push­ing, but if he los­es his bal­loons, it’s a lost life. There are bonus games and a dif­fer­ent mode, Bal­loon Trip, that takes the Fight­er through an obsta­cle course to improve your rank and score. 

This is all fine and well, but the con­trols turn what should be a fun and sim­ple game into a night­mare and a chore to actu­al­ly con­trol. The Fight­er flaps his arms to stay afloat and even with both bal­loons still present, this is extra hard to do and main­tain. More often than not, I don’t lose bal­loons because an ene­my popped them; it’s because I land­ed in the water, was eat­en by the large fish or steered myself unwit­ting­ly into the light­ning I was des­per­ate­ly try­ing to avoid. Pre­ci­sion fly­ing this is not. To get a sense of what it’s like to con­trol the Fight­er, imag­ine if the hor­ri­ble Ice Climbers were fly­ing instead of jump­ing ter­ri­bly up a mountain. 

And while the game is bare­ly playable, the sound­track also man­ages to squeak by in pre­sen­ta­tion. It is a sad day when I declare that a sound­track from Metroid sound direc­tor Hip Tana­ka is irre­deemable. There is noth­ing that makes me want to lis­ten to this, and near­ly every­thing that Tana­ka has cre­at­ed gets high marks from me. The songs aren’t mem­o­rable, there are few songs there any­way, and the lack of var­ied sound effects is dis­con­cert­ing. Add the sound­track woes to an under­whelm­ing graph­i­cal palette and the game over­all is a mess.

Despite the pedi­gree of folks who worked on the game (i.e. Shigeru Miyamo­to as pro­duc­er, Metroid designer/director Yoshio Sakamo­to and Tana­ka), Bal­loon Fight couldn’t be fur­ther away from the qual­i­ty of Nin­ten­do clas­sics I want to play. Bal­loon Fight is rep­re­sen­ta­tive of an old­er era of games that required a Her­culean amount of patience, which I am not pre­pared to give in this day and age where bet­ter games are available.

Bust-A-Move — 1Q2017 issue

Puz­zle Bob­ble’s break­out hit

Bub­ble Bob­ble isn’t super famous last I checked, but I learned who Bub and Bob were by the time I fin­ished their first puz­zle effort for the Super NES, the mid-90s appro­pri­ate­ly named Bust-A-Move. 

There’s much fun and mirth to be had in the bub­ble-pop­ping title. There’s not much sto­ry oth­er than Bub and Bob are pop­ping bub­bles to save a friend, who is trapped at the end (lev­el 100). Once their friend is saved, that’s it. But, that’s assum­ing you can make it that far. 

Bust-A-Move is incred­i­bly sim­ple to play but hard to mas­ter. The con­cept is easy to under­stand: aim a launch­er and match three like-col­ored bub­bles. The bub­bles will fall off the play­ing field, clear­ing space and rows so that you can work toward clear­ing fur­ther bub­bles. After a cer­tain num­ber are cleared, the ceil­ing of the well low­ers, inch­ing clos­er to a vis­i­ble line. Once the line is crossed with a bub­ble, the game is over. Basi­cal­ly, it’s reverse Tetris with bub­bles instead of lines. The trick­i­ness in mas­ter­ing the game comes in pop­ping the bub­bles. There are dif­fer­ent tech­niques to achiev­ing the results that you want, but it real­ly comes down to know­ing how to aim and learn­ing the fabled bankshot off the side of the well.

With its sim­plic­i­ty in learn­ing, Bust-A-Move quick­ly dis­tin­guish­es itself as fun to play. I request­ed the game for my 14th birth­day, and I’ve had a blast play­ing the orig­i­nal since. There are oth­er games in the series, but this one is the best out of all of the sequels and spin­offs of the series. The con­trols aren’t too stiff, though some­times I have com­plaints about the par­tic­u­lar way a bub­ble bounces or sticks a lit­tle too eas­i­ly to the first bub­ble it comes close to. Yet, the con­trols aren’t horrible. 

The sim­ple theme also shows in the graph­ics. Bust-A-Move is one of the bright­est and cutest games I’ve ever played. The col­ors pop and while you’re using col­ored bub­bles, they don’t nec­es­sar­i­ly inter­fere with the back­ground graph­ics, which could make for a con­fus­ing play field.

Bust-A-Move also gets a nod for its atten­tion paid to oth­er modes such as Chal­lenge and the two-play­er bub­ble pop­ping. Chal­lenge is fun and a good test of skills: You’re tasked with pop­ping as many bub­bles as you can before it’s game over. It’s hard to pop a lot if you’re new to the game, but as your skills progress, you can and will see a dif­fer­ence in how long you man­age to last. The two-play­er mode is fun also, because you can either play against the com­put­er or against anoth­er human play­er. Any game that gives me the option to play two-play­er against the com­put­er auto­mat­i­cal­ly gets a nod because that injects longevi­ty into a title immediately.

There’s a decent amount of depth to Bust-A-Move and it cer­tain­ly makes for an inter­est­ing puz­zle dis­trac­tion on the SNES. It’s worth explor­ing the bub­ble-pop­ping world with the orig­i­nal bub­ble eliminator.

Magical Tetris Challenge — 1Q2017 issue

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.

Super Mario Bros. 2 (JP) — 1Q2016 issue

Super Mario Bros. 2 an uneven, heavy-hand­ed sequel

If there were ever a time when Mario was con­sid­ered not to be fun, this would be it. I have always had a major fas­ci­na­tion with Mario and the Mush­room King­dom, but the true sequel to one of the great­est games of all time made me wish I didn’t go down the rab­bit hole.
At first glance, SMB 2 is your typ­i­cal sequel: Improved graph­ics and new con­cepts, such as the addi­tion of the Poi­so­nous Mush­room. But there’s imme­di­ate­ly some­thing off putting about the game. It’s famil­iar yet for­eign. A lot of the same ene­mies are used and the game has a lot of the same sto­ry-spe­cif­ic ele­ments as its pre­de­ces­sor. The objec­tive remains the same: Save Princess Peach from the invad­ing Koopa army. But this is where things take sin­is­ter and not-so-pleas­ant turn.
I’m not going to beat around the bush: The dif­fi­cul­ty lev­el is not 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.
The new lev­els were designed to take “super” play­ers to task and show them that Mario isn’t the cake­walk they thought him to be. So, born from that are Sisyphean efforts such as warps that return you to an ear­li­er part of the lev­el; or my favorite: The fact that using lev­el warps at all pre­vents advance­ment to the real end­ing of the game. This is Ghouls and Ghosts before Ghouls and Ghosts.
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.
While it’s not the same Mario in a lot of respects, the same old charm is present. The whim­si­cal jaunt through the Mush­room King­dom is now fraught with all types of dan­ger, but it’s still pret­ty to behold. And the music is still the main act of beau­ty and source of joy in what is a dark skip through the for­est of Mario. Some­how, through all of the anger, Koji Kondo’s mas­ter­pieces nev­er seem to get old.
For the sake of your con­trollers, I sug­gest invest­ing in cheat codes to get through SMB 2. It’s one of the few games I would ever give this advice about to beat. 
We Amer­i­cans might be lazy and unchal­lenged (editor’s note: Nin­ten­do con­firmed that this is the real rea­son why we received the much-eas­i­er-but-still-hard SMB 2 USA/Doki Doki Pan­ic ripoff), but at least our con­trollers remain intact and whole, no thanks in small part to get­ting a far eas­i­er ver­sion of Mario 2. Super Frus­tra­tion Bros. would have been a more apro­pos title for the sequel to the great­est game of all time.

Mario Kart 64 — 1Q2016 issue

Mario Kart’s grow­ing pains

Mario Kart has always been an inter­est­ing expe­ri­ence. Com­bin­ing go-kart­ing and Mario has and is a recipe for suc­cess for Nin­ten­do, quite hon­est­ly. And, by the time Nin­ten­do got around to mak­ing the sequel to the smash hit Super Mario Kart, they knew they had a sure­fire mas­sive hit on their hands. 
Mario Kart 64 takes every­thing you loved about the first game and immea­sur­ably increas­es it. The Mario char­ac­ters, the tracks, the secrets; every­thing about Mario Kart 64 is bet­ter than the orig­i­nal in every respect. Dri­ving has improved with bet­ter steer­ing qual­i­ties for all char­ac­ters includ­ing the bonafied intro­duc­tion of pow­er­s­lid­ing. 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.
While I’m an admit­ted long-term Mario Kart afi­ciona­do, I have to admit that if you’re going to get into Mario Kart, this is the title to do so with. It’s not hard to pick up MK64 and grasp the mechan­ics. It’s also easy to play with friends who under­stand the nuances of Mario Kart so that you’re not left behind for very long. And it’s the play­ing with oth­ers that makes this one of the best par­ty games ever cre­at­ed. MK64 has Bat­tle Mode as its ace in the hole and it makes it one of the first quin­tes­sen­tial par­ty games, along­side Gold­en­eye, Super Smash Bros. and Mario Party.
With all that it has going for it, how­ev­er, there a few minor draw­backs. First, if rub­ber band AI both­ers you, this is not the game for you. MK64’s AI is one of the worst offend­ers of the rub­ber band­ing prac­tice and it gets worse as you go through the sin­gle play­er race cam­paign. Com­bine that with the pun­ish­ing dif­fi­cul­ty of 100cc and 150cc races and you have a frus­trat­ing, con­troller-throw­ing mess. Sec­ond, this is the sec­ond game after Mario 64 where Mario char­ac­ters are vocal­ized. I promise you will get tired of hear­ing char­ac­ters say their favorite phrase long before you fin­ish any of the modes. It gets old quick­ly and makes one wish they could turn the sound off, except that you’ll real­ize quick­ly that the sound­track is actu­al­ly great. This, how­ev­er, is the game that turned me against Mario char­ac­ters talking.
Mario Kart 64 is polar­iz­ing to some play­ers: Some think it’s one of the great­est kart rac­ing games ever made while oth­ers hate it. I tend to be in the mid­dle; it’s a great entry in the kart rac­ing genre, but there are some fair­ly major quirks with how it plays to throw a wrench into things. I like to think that the fun and the qual­i­ty asso­ci­at­ed with Mario Kart boosts it out of the mid­dle of the pack.