Animal Crossing Pocket Camp — 2Q2019 issue

Camp­ing with friends

My love affair with Ani­mal Cross­ing began in 2003, a year after the Game­Cube ver­sion was released in the U.S. It wasn’t enough to mere­ly start a life with a char­ac­ter — known as Rubes(kitty) — in my pro­ce­du­ral­ly gen­er­at­ed town known as Tokyo; I had to col­lect every­thing in my cat­a­logue, build my house into a man­sion and catch every insect and fish just for com­ple­tion sake. In the ensu­ing 16 years, I have played every iter­a­tion of Ani­mal Cross­ing avail­able. So, you can imag­ine my pal­pa­ble joy when a mobile ver­sion of Ani­mal Cross­ing was announced in 2016. Cue Ani­mal Cross­ing: Pock­et Camp in 2017, and I’m still going strong in my quest to build the per­fect camp.

Pock­et Camp is a spin­off of the main Ani­mal Cross­ing series but retains ele­ments of the series. Famil­iar tasks such as pay­ing off your debt for your liv­ing quar­ters, com­plet­ing requests for ani­mals that vis­it or improv­ing your finances through item sales are abun­dant in the Pock­et Camp land­scape. New to the series is the timed rota­tion of the ani­mals that are in one of four loca­tions scat­tered around the land­scape. Four ani­mals will be in these loca­tions with options to talk to you and request items; whether you choose to give them the spe­cif­ic items they request or just chat it up for expe­ri­ence points is up to you. Also new are the afore­men­tioned expe­ri­ence points. Each ani­mal has a meter that gauges their friend­ship lev­el with you. The high­er the lev­el, the more rewards they give in exchange for items they request. The rewards are also new, usu­al­ly in the form of Leaf Tick­ets and raw mate­ri­als that are used in craft­ing fur­ni­ture and clothes that can be used to dec­o­rate your camp site and RV.

Pock­et Camp, in its most sim­plis­tic form, is a dumb­ed down portable Ani­mal Cross­ing main game that requires inven­to­ry man­age­ment and micro trans­ac­tions. And it’s a sat­is­fy­ing way to get that quick Ani­mal Cross­ing fix. Much like the main series, it’s relax­ing and fun to pop in and check with the camp site to see what’s hap­pen­ing, pick up some gifts or get involved in fes­ti­vals and events at my own leisure. Time is still mea­sured real­is­ti­cal­ly, and insects and fish are still viable at cer­tain times, though the sea­son require­ment is not in use. Mon­ey is still prac­ti­cal­ly around every cor­ner, and it’s eas­i­er than ever to pay off the debt of upgrad­ing your hum­ble abode when rare bugs and fish are more plen­ti­ful this time around. It’s also quite nice to be able to buy items from oth­er play­ers world­wide in an item mar­ket­place with the Mar­ket Box­es option. The econ­o­my that has devel­oped still has some work to do, but the abil­i­ty to find rare insects, fruit, shells and fish for sale from oth­er friends and strangers is a great start.

For a long­time Ani­mal Cross­ing play­er, the fun in Pock­et Camp is imme­di­ate­ly there but not with­out some caveats. After a cer­tain point, the in-game cur­ren­cy of Bells ceas­es to be a prob­lem. While scarce in the ear­ly going, Bells aren’t an issue once the final upgrade for the RV is obtained and paid off. I now reg­u­lar­ly have about 1.8 mil­lion Bells on hand dai­ly and can’t spend it fast enough on things oth­er than craft­ing and a rare item inven­to­ry econ­o­my that has con­ve­nient­ly sprung up in my friends list. This is like the issue of Bells in the main series so while it’s not sur­pris­ing, it’s still an issue that needs to be reme­died with more things to do. And, the price of Leaf Tick­ets is a bit much. Their addi­tion is help­ful, but their pric­ing should be adjust­ed. Also, in-game cur­ren­cy should be allowed to be used to buy Leaf Tick­ets. That would give anoth­er rea­son to hoard mon­ey lat­er in the game.

While it might not be a main­line game, Ani­mal Cross­ing: Pock­et Camp is still a neat and wel­come addi­tion to the Ani­mal Cross­ing fran­chise. With its con­tin­ued updates and addi­tions, the Ani­mal Cross­ing pop­u­la­tion is still growing.

Super Street Fighter IV Arcade Edition — 3Q2018 issue

Father of fight­ing games gets super upgrade

Gone are the days of roam­ing a local arcade to play the throng of would-be chal­lengers and pre­tenders to the throne of the best local fight­ing game cham­pi­on. In its place are home con­soles designed to push the pow­er of the arcade. Fight­ing game fran­chis­es have had to keep up or suf­fer irrel­e­van­cy or, worse yet, extinc­tion. The ear­li­est king of the genre, Street Fight­er, has had a chal­lenge of sorts: con­tin­ue for­ward or go the way of its ride-a-longs of the ‘90s. Super Street Fight­er IV attempts to con­tin­ue the tra­di­tion with most­ly success.

Super SFIV, at its core, is a fight­ing fan’s dream. A robust engine with plen­ty of options for either the novice or the advanced, SSFIV makes play­ing a fight­ing game easy. Even if you haven’t played since the hey­day of SFII, there’s a lot of com­pelling con­tent here to draw you in and get you start­ed in the world of com­pet­i­tive dig­i­tal fight­ing. Var­i­ous modes are here, ready for a deep dive, and there are more than enough new char­ac­ters and old stal­warts to make fight­ing inter­est­ing. The gen­er­al rule of thumb is, if the char­ac­ter was in SFII and its deriv­a­tives, SFIII or SF Alpha, there’s a good chance they are avail­able for play in SSFIV.

Fight locales asso­ci­at­ed with many of the char­ac­ters are avail­able with a great sound­track accom­pa­ny­ing them. SSFIV does an excep­tion­al job of remind­ing more expe­ri­enced fight­ing enthu­si­asts of the Street Fight­er ori­gins and piquing the curios­i­ty of new­er fight fans. The con­trols also hear­ken to the old days, so much so that it’s easy to pick up and play and learn about the dif­fer­ent sys­tems afford­ed to each char­ac­ter. Most new char­ac­ters will play like an old­er char­ac­ter on the ros­ter so it’s easy to learn the nuance of fight­ing with a new­com­er if you’re expe­ri­enced with pre­vi­ous SF games. If you aren’t expe­ri­enced, there’s a great tuto­r­i­al mode that runs through com­bo and movesets of each char­ac­ter to teach the basics. That var­ied lev­el of depth goes a long way toward replay value.

My one gripe out of all the love­li­ness that is the mixed nos­tal­gia fest of SSFIV is that it’s Cap­com being Cap­com as usu­al. For the unini­ti­at­ed, Cap­com gained a rep­u­ta­tion in the ’90s for hav­ing a sol­id fran­chise in Street Fight­er II but not being able to count to three. The con­stant upgrad­ing and reis­su­ing of SFII got old quick­ly. And, quite frankly, Cap­com hasn’t learned its les­son because Street Fight­er IV should not have mul­ti­ple retail ver­sions of its upgrades. Arcade Edi­tion should have been an update that could be bought dig­i­tal­ly and down­loaded to patch the game up to what­ev­er ver­sion Cap­com want­ed con­sumers to have. Even when the orig­i­nal ver­sion was released, the capa­bil­i­ty was there. This just screams of cash grab and Cap­com being igno­rant of tire­some tac­tics wear­ing on the fan base. The fact that Ultra Street Fight­er IV — one more ver­sion beyond this one — exists is proof pos­i­tive of this.

Oth­er than the fias­co of mul­ti­ple ver­sions, Cap­com has a sol­id win­ner on its hands with the fourth entry in the long-run­ning series even as it fades into the back­ground in favor of SFV. If SFV is not your cup of tea, but you want to stay cur­rent with the world of Street Fight­er, SFIV is a good bal­ance and at the right price now to delve into the world of Ryu, Ken and Chun-Li.

BlazBlue: Continuum Shift Extend — 3Q2018 issue

Guilty Gear suc­ces­sor cleans up nice­ly in fight­ing game arena

Fight­ing game con­nois­seurs have a robust buf­fet to choose from these days. There’s Mar­vel, Street Fight­er, Tekken and Mor­tal Kom­bat for tour­na­ment purists, a new Soul Cal­ibur has been announced, and a new Smash is on the hori­zon and the old­er games in the series are still played in some cir­cles. Guilty Gear, which has always been qui­et­ly in the back of the lunch­room, was a mix of tour­na­ment and casu­al, so it stands to rea­son that its spir­i­tu­al suc­ces­sor — BlazBlue — would mim­ic that notion.

BlazBlue arrived in the fight­ing game scene as a new entry in the port­fo­lio of Guilty Gear devel­op­er Arc­Sys­tem. Tak­ing what they learned from that series, Arc­Sys­tem improved upon the for­mu­la they’d cre­at­ed with gor­geous visu­als, a rock­ing sound­track and impres­sive game­play options that ensure you’ll have plen­ty to do.

BlazBlue CSE starts off rather intim­i­dat­ing­ly. From the begin­ning, there are quite a few modes to choose from. If you’re not informed, you might be a lit­tle lost try­ing to under­stand just where you should start. With a var­ied plate to choose from, at the very least the modes are inter­est­ing­ly designed and add val­ue to an already-packed game. 
The stand­out fea­tures, how­ev­er, are the graph­ics and sto­ry. As with Guilty Gear, you’re get­ting a treat visu­al­ly. The lev­el of detail in each char­ac­ter and the back­grounds make the game worth sit­ting down and study­ing. If you’re into ani­me, the aes­thet­ics were designed with you in mind.

The sto­ry is also wor­thy of com­par­i­son to most mod­ern ani­me. It’s con­vo­lut­ed and com­plex and has twists and turns involv­ing a mul­ti-lay­ered cast. There’s a lot about the search­ing for a sav­ior and mag­ic — which isn’t out of place for an Arc­Sys­tem game. It feels famil­iar but it doesn’t detract from the fact that it’s lay­ered and deep.

Learn­ing the mechan­ics for most fight­ing games is a mixed bag. Some games expect you to be able to jump in and mas­ter the basics as if you’ve done noth­ing but play fight­ing games all of your gam­ing life. Oth­ers like to give you a tuto­r­i­al so that you’re not lost and quick­ly putting the game down, nev­er to return. BlazBlue CSE is in the lat­ter cat­e­go­ry: So con­cerned is the game about you learn­ing to play and mas­ter all that it has to offer that it throws a sur­pris­ing­ly deep tuto­r­i­al mode at you. It slow­ly increas­es the lev­el of com­plex­i­ty and the mechan­ics are spot on and easy to grasp. All fight­ing games need the type of learn­ing tool that’s offered here.

If you love Guilty Gear or if you just want a deep­er sto­ry­line than what’s cur­rent­ly offered by the larg­er more well-known titles on the mar­ket in fight­ing games, BlazBlue promis­es to deliv­er a rich expe­ri­ence. It deliv­ers on that promise with a com­mit­ment to extend­ing beyond just the reg­u­lar fight­ing game expectations.

Animal Crossing: Amiibo Festival — 1Q2017 issue

Rolling the dice with Ani­mal Crossing

Judg­ing from the stand­point of an avid Ani­mal Cross­ing play­er and enthu­si­ast, the con­cept of new games com­ing into my beloved fran­chise is not always wel­come. There have been par­tic­u­lar­ly good games (i.e. Wild World, the orig­i­nal game) and mediocre offer­ings (Hap­py Home Design­er and City Folk). Ami­i­bo Fes­ti­val is a lit­tle bit of both: It’s a fun take on the Ani­mal Cross­ing uni­verse, but it needs a lit­tle bit of pol­ish and more things to do to keep the con­cept of a board game based on the fran­chise interesting.

I’ve always referred to Ani­mal Cross­ing as the series about doing noth­ing. Ami­i­bo Fes­ti­val takes that con­cept and turns it on its head. With Fes­ti­val, you’re tasked with mov­ing around a typ­i­cal Ani­mal Cross­ing town in the form of a large board game. The town is trans­formed by spaces that can be events, Stalk Mar­ket sale stops and vis­its from the usu­al assort­ment of guests that vis­it a nor­mal town in the franchise. 

What makes the game fun is the usage of all things Ani­mal Cross­ing. Game time is deter­mined by a cal­en­dar that uti­lizes events com­mon­ly found through­out the series, and vil­lagers that you would encounter in town show up to help out play­er char­ac­ters. The play­er char­ac­ters them­selves are Ami­i­bo fig­urines that you pur­chase and input into the game. For exam­ple, GI has about 25 Ami­i­bo, eight of which are Ani­mal Cross­ing relat­ed (Dig­by, Celeste, Isabelle, Vil­lager, Tom Nook, Mable, Rover and K.K. Slid­er) that can be used to play through a ses­sion. These char­ac­ters can col­lect points to unlock new out­fits and modes in the plaza based on game per­for­mance. The tie-in to the series ben­e­fits the oth­er­wise-tired Mario Par­ty for­mu­la and enhances the charm of what would prob­a­bly be a tire­some exer­cise in board game management.

Using some of that inher­ent charm of Ani­mal Cross­ing, Ami­i­bo Fes­ti­val plays well and looks great. There is a notable pas­tel sheen over every­thing in-game, but it still looks just like you’d expect Ani­mal Cross­ing to look: Bright, col­or­ful and smooth. Because we’re long past the janky block graph­ics of the orig­i­nal game, Ami­i­bo Fes­ti­val is clos­er in style to the lat­est game in the series, New Leaf, and it works in its favor. The sound­track is also in line with the New Leaf era and it’s ser­vi­ca­ble. It’s not the main fea­ture of the game, so I’m not expect­ing it to reach the realm of New Leaf’s great tracks, but it’s not unpleas­ant so it works just fine for what it’s asked to do.

My main com­plaint about Ami­i­bo Fes­ti­val, how­ev­er, has more to do with the pol­ish of the final prod­uct and some of the addi­tions. It feels as though there isn’t enough to do in-game, quite hon­est­ly. While the board game is fun, it’s not enough to keep me inter­est­ed long-term. The addi­tions in the plaza — mini-games that use Ani­mal Cross­ing ideas — are cute but get old quick­ly, and some are out­right frus­trat­ing, even for a long­time play­er like myself. 

The triv­ia sec­tion, for exam­ple, tests your knowl­edge of the series. Set­ting aside the fact that there shouldn’t be a time lim­it to answer ques­tions that test your prowess of a series that has at least sev­en games, the ques­tions are incred­i­bly obscure most of the time and require that you have ency­clo­pe­dic mem­o­ry and under­stand­ing of how the series works. Most peo­ple just look­ing for a fun board game aren’t going to know the answers, let alone know them quick­ly. I have been play­ing Ani­mal Cross­ing since the “Pop­u­la­tion grow­ing!” days of 2003, and I had trou­ble with quite a few of the ques­tions asked. There should be more to do, more inter­ac­tion with the town that you play in and more of an attempt to dig deep into that well of sev­en games.

Ami­i­bo Fes­ti­val is a unique take on a series that has man­aged to endure and improve over the past 15 years with new con­cepts and inno­va­tion. If there is some con­so­la­tion prize for stay­ing on this board, it’s know­ing that while it could use some pol­ish and flesh­ing out, Ami­i­bo Fes­ti­val is a good roll of the dice and gam­ble that paid off for the Ani­mal Cross­ing franchise.

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.

Mario quick hit reviews — 1Q2016 issue

Super Mario Land
Mario’s first adven­ture out­side of the Mush­room King­dom just hap­pens to also be his first in the portable sphere. Mario Land is a ser­vice­able adven­ture filled with the weird and dif­fer­ent (Tatan­ga, any­one?), but it’s still good Mario. The mechan­ics resem­ble SMB, and the graph­ics keep things famil­iar enough despite space­ships and pyra­mids mak­ing an appear­ance. Keep this ear­ly Mario as an option on the go.

Score: 3.5 out of 5

Super Mario Land 2: 6 Gold­en Coins
Mario’s sec­ond hand­held adven­ture is a step up in terms of … every­thing. There are more pow­er ups, more stages and more ene­mies to take on, includ­ing Wario, who is intro­duced to the world at large here. The six tit­u­lar gold­en coins mean more places to explore and more to do, which is always help­ful in a Mario title. The con­trols get a lit­tle crisper and the graph­ics are gor­geous for a hand­held title. This is one to own, even if you’re not a super Mario fan.

Score: 4 out of 5

Mario Kart: Super Circuit
Mario’s first for­ay into the hand­held kart­ing side of things is a mixed bag. On the one hand, it’s Super Mario Kart final­ly on a hand­held sys­tem. That instant­ly makes it worth 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 AI from the two pre­vi­ous titles, you’ll find it well worn here. And good luck get­ting the max num­ber of coins and stars pos­si­ble in the bid to max out the game. But, it’s still decent Mario Kart over­all and the game plays exact­ly like you’d expect. That’s a win­ning attribute that helps sal­vage this race.

Score: 2.5 out of 5

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.