New Super Mario Bros. DS — Issue 47

Stomp­ing step stone

New Super Mario Bros. DS a good tri­al run

Now, y’all know I love me some Mario. I’m a Mario girl and have been for a long time. A whole issue devot­ed to him and his exploits aside, there are few main­line Mario games that I haven’t played and enjoyed. As a con­nois­seur on all things Mario, his leap to 3D was not one of my favorite things to expe­ri­ence because of the sur­prise con­di­tion of motion sick­ness. So, imag­ine my hap­pi­ness when the series took the side­step to start pro­duc­ing 2D games again. Nin­ten­do’s first entry, New Super Mario Bros., was a warm-up if not a prac­tice ses­sion for some­thing greater.

The sto­ry starts pleas­ant­ly enough with Bows­er kid­nap­ping Princess Peach for the mil­lionth time. It’s stan­dard fare for Mario games at this point and it’s ser­vice­able enough because that’s what you’re sup­posed to do in Mario games: save the princess. But there’s some­thing dif­fer­ent here: a new­er style of graph­ics and play mechan­ics to whet your appetite for that “new” in the title. The game looks clean­er and brighter as com­pared to the last 2D out­ing — Super Mario World for the SNES — and Mario is more defined. Yes, you’re still in the Mush­room King­dom but it looks new­er. The way you play is also new. Mar­i­o’s get­ting around a lot bet­ter in mod­ern times and it start­ed here with a new butt stomp, wall jump, triple jump and new pow­er-ups in the Mini Mush­room, Mega Mush­room and the Blue Koopa Shell. These pow­er-ups are wel­come addi­tions to the Mario reper­toire and are fun to use.

My main gripe comes from the new mechan­ics, how­ev­er. While I love that Mario moves 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.

New Super Mario Bros. has the Mario charm the series is known for as well. It’s fun to play and dis­cov­er new secrets and see the new con­cepts work out in a series that puts in the work to inno­vate and stay rel­e­vant. This first game was the step­ping stone for the phe­nom­e­nal New Super Mario Bros. Wii, and you can clear­ly see where it’s going in terms of the total pack­age. It’s not an insult to say this was the prac­tice run and that prac­tice makes per­fect, espe­cial­ly if you’re New Super Mario Bros., and you’re com­pared to oth­er main­line Mario games, and you sell 30 mil­lion copies as the best-sell­ing DS game of all-time. Clear­ly, this is a mega Mario hit and good start­ing point for the 2D throw­back of the franchise.

Mega Man X Legacy Collection — Issue 47

A good start to a long-last­ing legacy

I’m a huge Mega Man fan. It start­ed with the orig­i­nal series and evolved to include the X series. Fear­less GI leader Lyn­d­sey gift­ed me a trea­sure trove of Mega Man X games wor­thy of Cap­com’s next gen­er­a­tion blue titan, and Mega Man X Lega­cy Col­lec­tion has risen to the top of the pile.

The first disc of Lega­cy Col­lec­tion cov­ers the first four MMX games that were released for the SNES and PSOne. In these games, you con­trol our favorite hero in blue or his lat­er part­ner Zero in their quest to achieve peace in the future. Each game has a dif­fer­ent sto­ry that builds on the pre­vi­ous game, but over­all X and Zero are the stars of the show with var­i­ous ver­sions of long­time antag­o­nist Sig­ma attempt­ing to achieve world dom­i­na­tion. Each of the first four games has var­i­ous boss­es X or Zero faces with the suc­cess­ful result of gain­ing the boss’ weapon or skill that can be used for var­i­ous lev­els. X has a slight advan­tage in the game by using hid­den upgrade cham­bers designed by the late Dr. Light that increas­es fire­pow­er, speed and protection. 

The val­ue of the first disc is per­fect for fans or those begin­ning the X series and increas­es with the ani­me-inspired designs of heroes and vil­lains, which encour­ages replay of all the col­lec­tion’s games. This first disc also has a lot of inter­est­ing ele­ments that include pre­sent­ing 16-bit and ani­me-style inter­mis­sion screens that were includ­ed when the games were orig­i­nal­ly released. Cap­com also intro­duced a high-res­o­lu­tion fil­ter, giv­ing the game’s graph­ics a stream­lined yet col­or­ful approach and a unique box frame for each game. A music play­er con­tain­ing all the music from the orig­i­nal games also rounds out the pre­sen­ta­tion extras, which were nice. 

One of the oth­er cool addi­tions is the X Chal­lenge, which pits you against two leg­endary boss­es of the series while choos­ing three weapons to use. This requires some fore­thought and under­stand­ing of the series’ mechan­ics, which is a wel­come change of pace when you want some­thing dif­fer­ent from the sto­ry modes. I also thought that the art gallery and the ani­mat­ed movie focus­ing on Sig­ma was a nice touch. 

The only crit­i­cism I had of the col­lec­tion is with some of the oth­er extras. Cap­com decid­ed to show off nev­er-before-seen Mega Man X col­lectibles that were only avail­able in Japan. Cap­com nev­er did license these out­side of Japan, mak­ing fans like me curse them for their dense busi­ness prac­tices. Because, real­ly, why would you tease oth­er regions with this, know­ing Mega Man is glob­al? It just seems like anoth­er slap in the face where Mega Man is concerned. 

Mega Man X Lega­cy Col­lec­tion is a great trib­ute to the X series. Despite my hang-ups with Cap­com, this is a great love let­ter to Mega Man X fans and can be a tem­plate to con­tin­ue the sto­ry of X and company.

Bust-A-Move 2 — Issue 47

Bub­ble Bob­ble Part Deux

Bust-A-Move gets down again in sequel

Long ago, bub­ble pop­ping took hold of my inter­est, right about the time I start­ed get­ting hair on my chest and some sense acquired when it came to good qual­i­ty video games. And would­n’t you know it, my late great mama — the dear­ly depart­ed GI Mama — also divined that she was a fan of the bub­ble-pop­ping non­sense that I’d brought home for my Super Nin­ten­do. Alas, my tastes had to grow so we looked for more bub­ble-pop­ping non­sense and found there was a sequel or two to the mad­ness. What apro­pos popped up was Bust-A-Move 2.

Now, let’s not get it twist­ed: This is the same old Bust-A-Move you’re used to play­ing if bust­ing bub­bles is your thing. Noth­ing is dras­ti­cal­ly dif­fer­ent than the for­mu­la 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 SNES and it has­n’t changed, no mat­ter the iter­a­tion. But what has changed some­what is the pre­sen­ta­tion. In this ver­sion, there is an illu­mi­nat­ed map puz­zle path that your char­ac­ter can choose, and deci­sions have to be made to get to the end puz­zle. The deci­sion to include a vis­i­ble path struc­ture is a nice step for­ward, but still needs some pay­off to be a gamechanger. 

Slight­ly dif­fer­ent yet famil­iar are the graph­ics. Bust-A-Move 2 has­n’t real­ly changed all that much in the looks depart­ment. There are some new graph­ics for the back­grounds dur­ing puz­zles, the char­ac­ters are more defined and the bub­bles them­selves are more crisp and deep­er hued to pop but that’s about it. It looks OK for an N64 puz­zle game, but there are oth­ers out there doing a lot more with the same con­sole resources, such as Mag­i­cal Tetris Challenge.

The sound­track is a lit­tle more bub­bly than the orig­i­nal but has a lit­tle less charm than the first game. The songs are slight­ly catchy, but not near­ly as mem­o­rable as the first game’s 16-bit organ-inspired schtick. How­ev­er, what you’ll real­ly notice that’s dif­fer­ent is the addi­tion of voic­es. Now, your char­ac­ter and the oppo­nents make a lit­tle noise when they achieve a com­bo. It’s cute, even with the shrill squawk­ing that shows up in the menu.

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.

My beloved late GI Mama once declared Bust-A-Move a cheat­ing game while I was mol­ly whop­ping her in a ver­sus mode run. She said she’d see me in the sequel. Well, the sequel here is just enough jus­ti­fi­ca­tion to wait for that rematch in heav­en when my time comes. It’s noth­ing new but then again, some­times stick­ing with the estab­lish­ment is the best idea when it comes to bub­bles part deux.

Devil May Cry 2 — Issue 47

You may cry over this dis­ap­point­ing sequel

 

 

 

 

Dante, Dante, Dante. Cap­com’s res­i­dent demon hunter/investigator has con­tributed great­ly to the com­pa­ny’s for­tunes. From var­i­ous mer­chan­dise and endorse­ment deals to a Net­flix series due lat­er this year, Dante is liv­ing large. How­ev­er, there are games in the Dev­il May Cry series that almost destroyed his ris­ing star. Dev­il May Cry 2 is one of those games.

In Dev­il May Cry 2, Dante and a new com­pan­ion, Lucia, join forces to bat­tle demons led by an inter­na­tion­al busi­ness­man named Arius whose com­pa­ny called Uroboros estab­lish­es itself on the island of Vie de Mar­li. Arius’ true goal is to find holy relics called Arcanas so that he can obtain the pow­ers of the ancient demon Argosax. Now locked in a race against time, Dante and Lucia must bat­tle against Argosax and put an end to Arius’ mad­ness before the world is plunged into eter­nal darkness. 

DMC2’s graph­ics and pre­sen­ta­tion had a nice approach instead of the usu­al hap­haz­ard scenery found in most hack-and-slash games. It’s nice that the DMC2 devel­op­ment team took inspi­ra­tion from West­ern Europe and the Mediter­ranean region and com­bined that with var­i­ous ele­ments from Japan­ese, Latin and Greek cul­tures and var­i­ous reli­gious ele­ments. How­ev­er, the parts of the deal­break­er with DMC2 soon appeared with var­i­ous scenes as poor­ly done clay sculptures. 

Fur­ther in the game, the graph­ics became more of a dis­ap­point­ment, despite giv­ing lee­way to the PlaySta­tion 2’s hard­ware capa­bil­i­ties in its ear­ly years. One of the most glar­ing issues involved the cam­era. The in-game cam­era was weird and clunky, zoom­ing in and out odd­ly in under­ground areas. And, it was too rigid when it need­ed to move with Dante. The con­trols were tank-like — Cap­com’s nor­mal stan­dard oper­a­tional pro­ce­dure — but it was more annoy­ing when I was shoot­ing at ene­mies long dis­tance and wast­ing ammo and mobil­i­ty. The tank­ing of Dante is counter to him being agile, which was a major sell­ing point that cat­a­pult­ed him to star­dom. Anoth­er issue was that the in-game store sold var­i­ous skill and weapon upgrades includ­ing health items but were ridicu­lous­ly expen­sive despite me hav­ing the abil­i­ty to gath­er more coins seam­less­ly here than in the orig­i­nal game. That’s a major turnoff because it’s a chore. More work for more expen­sive rewards is not fun.

The music of DMC2 was ser­vice­able; it feels like Cap­com’s renowned music team was told to phone in their work that was at best chop­py but accept­able. That’s a shame because all of it just seems mediocre and not the best that Cap­com could do for a series of DMC’s caliber.

While Cap­com attempt­ed to strike hot with a glob­al smash-hit prop­er­ty, they man­aged to fail because they treat DMC2 like their oth­er crit­i­cal­ly acclaimed series (Mega Man, Rival Schools, the Ver­sus series and Onimusha) not named Street Fight­er: like FLAMING GARBAGE. As a fan of DMC, Mega Man, Onimusha and var­i­ous Cap­com games, I’m incensed that these titles are beloved glob­al­ly, yet Cap­com does very lit­tle or noth­ing to do prop­er pro­mo­tion for them, yet they prof­it HUGELY from them. Unfor­tu­nate­ly, Dante fell vic­tim to the Cap­com curse for which he can­not blame his black sheep broth­er — this time.

Dev­il May Cry 2 should have been the light­ning that struck twice. For­tu­nate­ly for Dante and Co., Cap­com man­age­ment saw the fol­lies of mis­treat­ment of a hot prop­er­ty and applied lessons learned in its future install­ments. As we say in GI HQ, “Know bet­ter, do bet­ter.” Cap­com should have done bet­ter with this sequel because they knew bet­ter. Dante should have been able to keep it styl­ish, but this is a major stum­ble in an oth­er­wise stel­lar jack­pot of a series.

Capcom Fighting Collection — Issue 47

Give this col­lec­tion a fight­ing chance

Cap­com tends to tread a lot of the same ground these days. Whether it’s “get­ting back to their roots” with Street Fight­er’s mod­ern ver­sions or return­ing to the past with a lot of upgrad­ed col­lec­tions, Cap­com sure has a way of remind­ing you that, yes, they made Street Fight­er and a bunch of oth­er fight­ing games. The ques­tion is do we care? Yes and no, if this cur­rent col­lec­tion is to be judged.

I will admit that, despite being a strict Mor­tal Kom­bat old head, I am inclined to speak up about my favorite genre in fight­ing games and how it relates to Cap­com. This col­lec­tion, filled to the brim with noth­ing but Cap­com fight­ers, aims to show that Cap­com had some hits and mem­o­rable prop­er­ties. Fight­ing Col­lec­tion fea­tures 10 entries: Vampire/Darkstalkers 1–3, Vam­pire Hunter 2, Vam­pire Sav­ior 2, Cyber­bots: Full Met­al Mad­ness, WarZard/Red Earth, Hyper Street Fight­er II: The Anniver­sary Edi­tion, Super Gem Fight­er Mini Mix/Pocket Fight­er and Super Puz­zle Fight­er II 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 II. Obscure weird fight­er that no one even knows that Cap­com made it? Take your pick from Cyber­bots and WarZard. Cutesy, chibi fight­er that unabashed­ly mocks its mak­er? Puz­zle Fight­er and Pock­et Fight­er have that on lock. Defunct series that should still be a thing, but Cap­com does­n’t pay atten­tion? All of the Vam­pire you can pos­si­bly shake a stick at sat­is­fies that require­ment. There is lit­er­al­ly some­thing for every­one here. But the ques­tion is, do you want it, espe­cial­ly now that you know what’s avail­able here? As ear­li­er, yes and no.

While the pre­sen­ta­tion is top-notch, the actu­al assort­ment of the games involved is a mixed bag. Gen­tle read­ers, I just com­piled and cre­at­ed an entire issue devot­ed to Vam­pire (Edi­tor’s note: That’d be Issue 46. Go down­load it now if you haven’t.) and its inner work­ings and the his­to­ry behind the series. Know­ing that, please explain to me why I have Vam­pire burnout and why I had it before I did that issue because of this col­lec­tion. Cap­com does this song and dance every sin­gle time Vam­pire is whis­pered some­where by some unsus­pect­ing gamer who loves the series and wants to see it once more have its day in the sun. I wrote an entire col­umn in that pre­vi­ous issue dis­cussing the need for a Vam­pire revival — a new game, not an old rehash — and how we were nev­er going to get that because Cap­com does the series dirty constantly. 

Well, would­n’t you know it, Cap­com pulled a skunk out of their hat by includ­ing all of the Vam­pire games here. It’s like they said, “Well, you asked for more Vam­pire. Here, be sat­is­fied that we released all of them final­ly in North Amer­i­ca and shut up.” You know, I’m slight­ly hap­py but I’m more offend­ed than any­thing else. Because, as you should have read by now gen­tle read­er, Cap­com is nev­er going to give us a new Vam­pire game with­out there being some weird­ness attached. And because this col­lec­tion sold “OK,” — not great, just OK — you know we aren’t get­ting a new game. Because it did­n’t set the world on fire in sales does­n’t mean the demand isn’t there. But I digress. Every­thing else in this col­lec­tion has been released in some way, shape or form in either region, so it was­n’t nec­es­sary for their inclu­sion, either. 

What I would have pre­ferred to see are Rival Schools, Project Jus­tice, Star Glad­i­a­tor and Plas­ma Sword. These are defunct Cap­com series that they also like to act like they did­n’t 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.

While I love Cap­com fight­ing games, I’m OK about this col­lec­tion. It’s nice to have these in a mod­ern pack­age for mod­ern con­soles but I’m not enthused about the behind-the-scenes fool­ish­ness that could have been avoid­ed with bet­ter curat­ing on Cap­com’s part. There are some heavy hit­ters that could have been includ­ed imme­di­ate­ly that would have made it a bet­ter pack­age, and the extras includ­ed could have been bet­ter also. How­ev­er, it’s not a ter­ri­ble pack­age and is infi­nite­ly use­ful and valu­able to the fight­ing game pop­u­la­tion so it’s not a total wash. Cap­com could col­lect bet­ter, though.

Harvest Moon (SNES) — Issue 45

Farm­ing life begins with
SNES sim­u­la­tor classic

Leav­ing every­thing behind and tak­ing up the life of a farmer does­n’t seem to be half bad. Sure, it’s back-break­ing daunt­ing work with a large reser­voir of poten­tial fail­ure. But it’s hon­est work and high­ly sat­is­fy­ing. Or, at least that’s what Har­vest Moon wants you to believe. In a tale as old as video game time, the orig­i­nal farm­ing sim­u­la­tor wants you to live that life and suc­ceed, no mat­ter the cost.
Har­vest Moon’s orig­i­nal entry is the stark­est of all in the series. You, the name­less farmer, are tasked with rebuild­ing the fam­i­ly farm and prop­er­ty. There are ani­mals to raise, crops to nur­ture and sell, and — if you play your cards cor­rect­ly — a fam­i­ly to start. You have rough­ly a year to do this before your par­ents come back and judge your efforts. If you’ve suc­ceed­ed most­ly, you’re in the clear. If not, well, you’ve failed and it’s game over. This is the basis for the series that you see today in Har­vest Moon and Stardew Val­ley, and though most­ly unchanged in basis, it’s sim­ple and effective.
The depth comes in learn­ing the game sys­tem. Crop nur­tur­ing and ani­mal hus­bandry 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. 
Part of that expe­ri­ence is the pre­sen­ta­tion, and it’s not bad for a SNES game. Giv­en that this is 16-bit, the sprites are bright and pop with the gor­geous SNES palette. Some areas are a lit­tle too brown but over­all, it’s a pret­ty game. The music is slight­ly monot­o­nous 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.
Because this is the entry point to the mod­ern series, Har­vest Moon has work to do. Time — though not explic­it­ly shown on screen — runs too quick­ly. Also, the start­ing hand­i­cap of low sta­mi­na and mediocre tools is not fun. This does become eas­i­er in lat­er entries, but this frus­trat­ing mechan­ic began here and does not enhance the series in any way. 
Despite some frus­tra­tions with the game, it’s a nice, relax­ing start to a fun, quirky series. Mod­ern fea­tures may be a draw for the lat­er games, but don’t let the orig­i­nal fool you. There’s a won­der­ful life to be had even in the 16-bit starter.

Columns — Issue 45

Columns stacks up against Tetris juggernaut

As the faith­ful read­ers of GI know, I’m a child of the ’80s and ’90s. I owned an NES, Gen­e­sis and a Game Gear, but not a Game Boy. To sat­is­fy my portable gam­ing needs, I got a few Game Gear games that would hold my atten­tion. I’m not much of a puz­zle man, but one stood out as an alter­na­tive to the high­ly pop­u­lar Tetris at the time: Columns.
Columns’ game­play is sim­i­lar to Tetris, except that you’re match­ing var­i­ous gems with each oth­er before their row known as — you guessed it — columns stack up, ulti­mate­ly end­ing your game. The game back­sto­ry claims that its ori­gins hails from Mid­dle East­ern mer­chants with also a lit­tle bit of Greece mixed in. 
Con­trol of the columns is sim­ple: Guide the columns’ rows and arrange pieces to fit. It’s a sim­ple con­cept that is quick­ly under­stood. You can be a new­bie or a puz­zle expert and still jump into play­ing. There’s also an option to change the items from jew­els, to fruit, dice, or tra­di­tion­al play­ing card suits, which livens up the game­play slightly. 
The graph­ics are top-notch in both ver­sions. The graph­ics are col­or­ful and more than just bricks being moved around. They look good even in a small set­ting like the Game Gear. 
The music in Columns varies from ancient Roman tunes to a futur­is­tic beat that is calm­ing dur­ing game­play. The sound­track is a nice men­tal break for the mind, which helps when you’re pos­si­bly fran­ti­cal­ly mak­ing matches. 
Columns is an under­es­ti­mat­ed crown jew­el that shines on all Sega sys­tems. It’s a fun alter­na­tive to Tetris with a nice calm­ing effect to boot. Hunt down this dif­fer­ent but bril­liant puz­zle choice. 

 

Build­ing blocks of Columns

In 1989, Jay Geert­sen, a devel­op­er for Hewlett-Packard, was look­ing to port a soft­ware tool to HP’s in-house oper­at­ing sys­tem for its work com­put­ers. Geert­sen believed there was a bet­ter way to learn skills and have fun at the same time. He came up with mod­i­fy­ing Tic Tac-Toe and applied it as a way to help soft­ware engi­neers prac­tice their pro­gram­ing. The result: Once they heard about Geert­sen’s work through third par­ties, Sega called him and inquired about devel­op­ment. Check out his sto­ry through this link: https://www.pressreader.com/uk/retro-gamer/20190711/281599537055264.

Beetle Adventure Racing — Issue 45

Adven­ture of a life­time races on the scene

Smooth with no chas­er. Bee­tle Adven­ture Rac­ing is like a fine cognac: No filler, no BS. It’s just a fine rac­ing game fea­tur­ing the pop­u­lar-in-1999 redesigned Volk­swa­gen New Bee­tle. Like that cognac, it’s what you want in an expe­ri­ence, but you wish there was more at the end of the glass.
Bee­tle Adven­ture Rac­ing, while short on sto­ry, is a rac­ing dream. There isn’t much to 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.
While the rewards are sparse, the pre­sen­ta­tion is not. Bee­tle Adven­ture Rac­ing looks and plays won­der­ful­ly. The envi­ron­ments look great for a Nin­ten­do 64 game and real­ly make the game pop over­all. And it also plays well. The rac­ing is smooth and lithe, mak­ing for a sat­is­fy­ing expe­ri­ence when tak­ing curves or final­ly land­ing a short­cut path.
Of spe­cial note is the sound­track. It’s only six tracks plus a few oth­er menu tunes, but this is a fan­tas­tic sound­track. The tracks work well with the rac­ing locales, and almost all of them are bangers. Our long­time favorite is Mount May­hem, the snow lodge moun­tain track. We’ve been bump­ing that as long as the game has been out in var­i­ous for­mats, and 24 years lat­er we con­tin­ue to do so. It’s that good and comes with high praise.
Our only caveat with Bee­tle Adven­ture Rac­ing is that the dif­fi­cul­ty lev­el is slight­ly out of bal­ance. It could use some tweak­ing so that you see the lat­er rac­ing tracks a lit­tle more often. Giv­en that it’s hard to find some of the point box­es on the tracks and you need them in order to earn con­tin­ues, it should be eas­i­er to obtain for the lat­ter por­tions of the game.
Aside from the pun­ish­ing dif­fi­cul­ty, the game is prac­ti­cal­ly per­fect. There isn’t much to feast on, but when you can feast it’s among if not the best rac­ing game on the N64. It’s a heck of an adven­ture whether you’re a Bee­tle enthu­si­ast or not. V dub or bust.

Sonic the Hedgehog 2 — Issue 45

Son­ic reigns supreme in sec­ond outing

Ah, Son­ic the Hedge­hog. Sega’s top mas­cot has had a bit of a revival late­ly. From tril­o­gy games on the Gen­e­sis and oth­er sys­tems devel­oped by Sega and its com­peti­tors to com­ic books and var­i­ous mer­chan­dise, car­toon series and two block­buster movies, Son­ic and Co. are liv­ing large. He reached a sim­i­lar zenith in his sec­ond game — Son­ic the Hedge­hog 2 — which also intro­duced fans to his equal-yet-unique part­ner, Miles Prow­er aka “Tails” (because he’s a two-tailed fox) who joins our favorite blue speedy demon in a new bat­tle to stop Dr. Robotnik. 
In Son­ic 2, Son­ic and Tails and their friends are enjoy­ing peace­ful days on West Island until Dr. Robot­nik and his cronies arrive, kid­nap­ping the inhab­i­tants, and trans­form­ing them into robot­ic slaves. The slaves would help Robot­nik search for the leg­endary Chaos Emer­alds, which he plans to use to pow­er his space sta­tion. With Robot­nik’s lat­est threat, It’s up to Son­ic and Tails to find the Emer­alds to foil Robot­nik and his dreams for world domination. 
Game­play in Son­ic 2 is much like the first Son­ic game, but with some new addi­tions. Each lev­el or “act” (there are 20 in total) will have you bash­ing ene­mies and avoid­ing var­i­ous haz­ards such as spikes and bot­tom­less pits. While dash­ing through you must uti­lize some patience and tim­ing to avoid these var­i­ous obsta­cles. Son­ic is still easy to con­trol but he now also has a cool new trick called the Spin Dash. This lets him go even faster and take down more ene­mies. Tails has the same skills, but his two tails give him a lit­tle more flair. 
Son­ic 2 has the option of Son­ic or Tails going after Robot­nik alone or join­ing forces in either sin­gle- or two-play­er modes. Robot­nik has some new allies in the form of a robot­ic mon­key named Coconuts and a robot­ic crab named Thrash­er whose shell is com­prised of a pin­ball bumper. With Robot­nik hav­ing new meth­ods to attack and hench bots to car­ry them out, the usu­al powerups (Rings, Speed Sneak­ers, and invin­ci­bil­i­ty) are vast and abun­dant, but Son­ic and Tails can take advan­tage of a new pow­er shield that gives tem­po­rary pro­tec­tion against hits. 
The graph­ics are of 16-bit qual­i­ty, but they do an excel­lent job of shin­ing, whether it’s char­ac­ters or back­grounds. Each stage is burst­ing with high ener­gy col­or; the Chem­i­cal Plant Zone, Metrop­o­lis Zone and the bonus stages are my some of my per­son­al favorites. 
I was pleased with Son­ic 2’s music from begin­ning to end as it paired per­fect­ly with the stages, beat by beat. The Green Hill, Chem­i­cal Plant, Casi­no Night and Mys­tic Cave zones hit the spot with spe­cial recog­ni­tion for the Sky Chase Zone for its relax­ing beats. 
Son­ic 2 is wor­thy of revis­it­ing often, espe­cial­ly if you want to expe­ri­ence 16-bit gam­ing at its finest. There is no doubt that Son­ic 2 would be a sure-fire hit game to intro­duce to a new gen­er­a­tion of gamers look­ing to expe­ri­ence good old-school gaming.
Son­ic the Hedge­hog 2 is a cer­ti­fi­able banger in the annals of video game his­to­ry. One of the best sequels ever released kept Sega in the 16-bit wars and gave us leg­endary Son­ic game­play that still holds up. Spin Dash on blue blur.

 

Jet Grind Radio — Issue 45

Jet Grind Radio sets cool standard

Bom­bas­tic yet cool. This is the dichoto­my you encounter in the atmos­phere of Jet Grind Radio. There’s noth­ing quite like it — except its sequel — and that’s a bless­ing because I don’t think the world could han­dle any­thing else. It’s quirky, futur­is­tic, stun­ning, and unde­ni­ably cool when you get down to it: Jet Grind Radio is the future.
Set in a futur­is­tic Tokyo, Jet Grind Radio fea­tures a wide cast of rollerblad­ing graf­fi­ti gangs vying for suprema­cy and strug­gling against an ego­ma­ni­a­cal mad­man and his con­glom­er­ate, which are attempt­ing to take over the world. The sto­ry­line serves its pur­pose but it’s the char­ac­ters that are the draw here. Each char­ac­ter — includ­ing the unlock­able — has an inter­est­ing look and sto­ry going on. They are the lifeblood, and it’s fun to learn about them and their motivations. 
While we’re lov­ing the char­ac­ters, let’s also give love to the art style that brings them to life. The art style is gor­geous and still holds up after 23 years. The graf­fi­ti cel-shad­ed look has aged well; graf­fi­ti nev­er fails to be awe­some and impact­ful, and Jet Grind Radio 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.
And as good as the game looks, the graph­ics almost don’t hold a can­dle to the sound­track. This is one of the best sound­tracks ever done, and it will have you bop­ping while you’re run­ning around on inline skates. This is one of those sound­tracks that you put on while work­ing and you get some of your best work done. Funky and pop-cen­tric, the sound­track has so much going on the­mat­i­cal­ly that there’s bound to be some­thing for everyone. 
And in terms of appeal­ing to mass con­sump­tion, the con­trols are a com­mon denom­i­na­tor kind of sen­si­bil­i­ty. The imme­di­ate com­par­i­son here is Tony Hawk, which isn’t sur­pris­ing since the Hawk­man had just released his first game — Tony Hawk’s Pro Skater — a year ear­li­er to crit­i­cal acclaim. Jet Grind Radio does­n’t nec­es­sar­i­ly grind on Hawk’s coat­tails, but you’re bound to say to your­self at least once, “These con­trols sure feel famil­iar.” And you would­n’t be wrong. That’s a good thing, because it plays like ear­ly Tony Hawk, you know when it was good.
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.
The Jet Grind series has last­ed into the mod­ern era with re-releas­es and a rumored reboot, and the orig­i­nal game details exact­ly why. Easy con­trols, var­ied modes, an engag­ing cast (love Pots, Piran­ha and Beat!) and pop­ping sound­track make for an imme­di­ate­ly unfor­get­table expe­ri­ence. Get in-line to get down with the fan­tas­tic Jet Grind Radio.