Super Mario 64 — 1Q2016 issue

Mar­i­o’s great­est evolution 

Most of the gam­ing world would agree that Super Mario 64 is one of the great­est games of all time. I would agree also except for two things: First, the game gives me a tremen­dous headache after about 10 min­utes of play; and, sec­ond, I’m not like most people.
See, where I have a prob­lem with Mario 64 is where most peo­ple don’t have a prob­lem. Don’t get me wrong; I love the leap for­ward that presents itself as soon as you boot up the game for the first time. I was — and still am — in awe of the won­der­ment that is see­ing Mario in 3D after play­ing 2D Mario games for the major­i­ty of my gam­ing career. How­ev­er, I’m not in con­cert with the idea that it’s one of the great­est games of all time. Why? Just because it was the first to ful­ly real­ize a for­mer­ly 2D char­ac­ter in 3D splen­dor? Because it’s Mario and just because it’s Mario? 
No, I can’t form my opin­ion or even include the game in the con­ver­sa­tion of great­est game of all time just because of any of those things. There has to be some valid rea­son­ing and while there are some great points for it, I’m not sold 100 percent.
Mario 64, graph­i­cal­ly, is steps ahead of almost every­thing for the Nin­ten­do 64. Note that I said almost. 
Most games don’t hold a can­dle to Mario in ful­ly real­ized 3D and, even with his polyg­o­nal block style as with most ear­ly N64 games, Mario still looks like a king. Peach’s Palace is inter­est­ing­ly laid out and the graph­i­cal qual­i­ty of the cas­tle still blows away the com­pe­ti­tion 20 years lat­er. Watch­ing Mario run around, run and jump and be Mario but in a non-2D sprite is pure heav­en for Mario lovers like myself. 
But there’s that block­i­ness that I men­tioned before. It’s obvi­ous through­out and can be jar­ring from time to time. And for motion sick­ness suf­fer­ers like myself, the 3D is nigh unbear­able. It’s all I can do not to vom­it after 20 min­utes, so my play­time is imme­di­ate­ly lim­it­ed because of the visu­als. I should not be want­i­ng to vom­it after play­ing a Mario game.
The sound­track makes up for the ill­ness-induc­ing game­play. The sound­track is fan­tas­tic and it’s wor­thy of a main­line Mario game, eas­i­ly. From run­ning around in the plains of Bob-omb Bat­tle­field to tra­vers­ing numer­ous obsta­cles to take on the King of the Koopas, Mario 64 is a dream come true in terms of audio pleasure. 
And, this is, after all, the first com­mer­cial game where Mario actu­al­ly speaks. It’s a joy to hear him squeal and squawk for the first time as he explores the var­i­ous worlds. 
With all of my neg­a­tive sen­ti­ments about the leap from 2D to 3D for Mario, I still appre­ci­ate the mas­ter­piece that is Mario 64. Ground­break­ing and simul­ta­ne­ous­ly frustrating? 
Yes. But it’s frus­tra­tion worth hav­ing even if it takes a tum­ble down my list of great­est games ever.

Paper Mario — 1Q2016 issue

A ser­vice­able tale on paper

The moment you know Mario has gone on too many adven­tures is when you know you’ve played way too much Mario. Paper Mario, the sequel to the hard-to-top Super Mario RPG, is when I knew I’d played way too much Mario and seemed to expect way too much from a Mario game. The joke, how­ev­er, was on me as I real­ized that an in-depth and long adven­ture await­ed, and a sto­ry was to be told here that need­ed to be told after the high­light of RPG.
Paper Mario starts out much like any oth­er Mario game: The princess has been kid­napped and Mario needs to save her. How­ev­er, there’s a twist in the danse macabre that is Mario and Bowser’s eter­nal strug­gle over Peach. Bows­er has man­aged to get his hands on the Star Rod, impris­ons most of the wish-grant­i­ng com­mu­ni­ty and has lit­er­al­ly abscond­ed with Peach and her court into the sky. This is the point at which you should be say­ing, “Real­ly Bows­er? You just helped save your uni­verse in RPG and you’re back to cre­at­ing prob­lems again?” But, nev­er­the­less, the sto­ry must go on and Paper Mario fills that void nice­ly with an engag­ing tale of team­work and cama­raderie. I was most impressed with the depth of the char­ac­ters and the deft way Intel­li­gent Sys­tems fleshed out the world of Mario and some of his nev­er-before-seen allies who come from all walks of the Mario life. 
Anoth­er impres­sive part of the tale is the tongue-in-cheek humor sprin­kled lib­er­al­ly through­out. Paper Mario isn’t afraid to be self-ref­er­en­tial or pinch off oth­er games when it calls for shak­ing up the rou­tine “Mario saves Peach” bit. 
Spoil­ers ahead: There is a sec­tion that calls for a cer­tain princess to become a vir­tu­al Sol­id Snake-like char­ac­ter and it imme­di­ate­ly calls forth images of Met­al Gear Sol­id. That kind of bor­row­ing is the kind of thing that’s allowed and plays well with­in the con­text that Mario is the king of all that he sur­veys and even in his spin­off titles, he can still run with the best of the best, pay homage and still come out smelling like roses.
In his sec­ond RPG out­ing, Mario still plays just as well as his first attempt in the role-play­ing sphere. Paper looks like and plays out like a sto­ry­book, which is fresh and invit­ing to old diehards like myself. The mechan­ics are sim­ple to learn and are lay­ered enough that an expe­ri­enced RPGer can jump right in and under­stand what’s going on with­out much explanation. 
If you played the first game, con­cepts such as timed defense, timed offense and first hits will make sense. It’s that kind of ref­er­enc­ing that makes the game a suc­cess: It’s easy to pick up and play, regard­less of your lev­el of famil­iar­i­ty with the series’ system.
My main gripe, though, is that the game feels sprawl­ing and slight­ly dis­joint­ed at times. That’s a great prob­lem to have actu­al­ly, but there are times when back­track­ing and the seem­ing­ly end­less sid­e­quests tend to dis­tract from the main goal. Still, I’d rather have that prob­lem than be bored with noth­ing to sup­port the main story. 
Also, as a rather nit­picky side gripe, the final boss fight is one of the most aggra­vat­ing fights I have ever experienced. 
I was eas­i­ly in that bat­tle for half an hour sole­ly because of the boss’ abil­i­ty to heal, not because I was doing any­thing par­tic­u­lar­ly wrong. If, at the end of the bat­tle, I say, “I will nev­er fight this end bat­tle again,” there is a prob­lem there. 
It was as if it was pro­tract­ed and drawn out for the sake of being a hard boss battle. 
My issues aside, though, I had an engag­ing and mem­o­rable time play­ing through and I couldn’t wait to work through a new chap­ter in the saga that was Paper Mario. This is a tale you lit­er­al­ly can’t put down.

Super Mario Maker — 1Q2016 issue

 

A mas­ter­piece in the making

Super Mario Mak­er is the Mario game that isn’t quite the stan­dard Mario fare but is the game you didn’t know you need­ed. It is, along­side few oth­ers, the killer app for the Wii U.
Let’s start with what Mario Mak­er isn’t. This isn’t your reg­u­lar Mario hop and bop, save the princess adven­ture. In fact, lit­tle sto­ry if any exists and Peach is bare­ly men­tioned or ref­er­enced. This is Mario stripped down to his bare ele­ments, show­ing how his adven­tures come togeth­er. It’s also real­ly an excuse to revis­it Mario’s past and get some of the new­er enthu­si­asts up to speed, just in time for Mario’s 30th birthday.
The stage is set by uti­liz­ing some of Mario’s great­est games. Mak­ing an appear­ance are ele­ments from the orig­i­nal plat­form­ing mas­ter­pieces Super Mario Bros. and Super Mario Bros. 3. Join­ing those are sec­ondary great­est hit Super Mario World and the more recent hit New Super Mario Bros. U. All four games rep­re­sent some crown­ing achieve­ment for the every­day plumber and thus have some mer­it for mak­ing you revis­it these set pieces to cre­ate your own masterpiece.
Cre­at­ing that mas­ter­piece is sim­ple and intu­itive. The lev­el edi­tor focus­es on lev­els, not worlds, and wise­ly makes the process quick and pain­less. Want to make a lev­el with 10 Bowsers under­wa­ter only to face off against a lone Ham­mer Bros. before the end gate in Super Mario world style and graph­ics? That’s easy. But this is also where the only gripe that I have with the game rears its head. While you may want to make that stun­ning gaunt­let of pain imme­di­ate­ly, you’re lim­it­ed because of the game’s unlock­ing sys­tem. Game styles beyond the initial two and ulti­mate­ly the major­i­ty of your cre­ation library are unlocked via a time sys­tem that goes by days. You can speed it up, but it’s intend­ed to make you the cre­ator spend sev­er­al days try­ing out the sys­tem and get­ting a feel for new ele­ments in a paced envi­ron­ment. I can appre­ci­ate the sense of not want­i­ng too many ele­ments all at once, but the sys­tem is a lit­tle slow and frus­trat­ing when I have a mil­lion ideas that I can’t ful­ly imple­ment for sev­er­al days initially.
Mario Mak­er looks fan­tas­tic for the most part. The non-lev­el edi­tor graph­ics look great and are crisp. The game runs off the Wii U graph­i­cal pow­er so while your new­er game styles and non-edi­tor graph­ics look good on the Wii U gamepad and on the TV, your old­er graph­ics for most of the styles are going to look a lit­tle bad at 1080p res­o­lu­tion on a new­er TV. Nin­ten­do took a risk in not jazz­ing up the old­er game styles and it paid off, quite hon­est­ly. I’d rather play a SMB3 lev­el in the way that it would have looked on the orig­i­nal NES than a fixed ver­sion that’s been changed.
In addi­tion to the graph­ics, the sound­track is a mix of new and old. The main themes asso­ci­at­ed with each game style and lev­el type (Ground, Under­wa­ter, Under­ground, Cas­tle, Air­ship and Ghost House) are remixed for use dur­ing the edit­ing process. They are found, though, in their orig­i­nal form when an actu­al lev­el is played. The remix­es are great and bring some­thing new to the table, while using the orig­i­nal ver­sion does a lot for immer­sion. The game’s illu­sions to spir­i­tu­al pre­de­ces­sor Mario Paint don’t hurt, either. It, too, had a unique sound­track and hear­ken­ing back to that era of cre­ativ­i­ty in sev­er­al places such as the sound­track is a  wel­come inclusion.
What I love most about Mario Mak­er is its sense of Mario love. It’s not afraid to let the gamer take con­trol and it’s also about Nin­ten­do let­ting folks in to see the wheels turn behind one of its most icon­ic fran­chis­es. Nin­ten­do clear­ly loves Mario, whether it’s from a mon­e­ti­za­tion point of tak­ing its inter­nal lev­el edi­tor and turn­ing it loose on the pop­u­la­tion, or from the stand­point that Mario is Nin­ten­do and he’s been giv­en the roy­al treat­ment for a job well done for the past 30 years. Super Mario Mak­er is the company’s love let­ter to Mario fans and well done let­ter at that.

Track & Field II3Q2015 issue

Spir­it of an Olympic champion

Hear­ing the name Track & Field II eas­i­ly cre­ates pow­er­ful nos­tal­gia in me. I was a young girl learn­ing the ins and outs of an NES in 1989 when my old­er broth­er, Tony, brought home the Olympic con­test title. It was the last year that we lived in the same house and had time to sit down and play video games togeth­er. That was the year that I learned what it meant to duel an old­er sib­ling who had far bet­ter hand-and-eye coor­di­na­tion and reflex­es and why teenagers seem to do much bet­ter at games than lit­tle kids.
I’m no Olympic ath­lete so I’d rather try my hand at the dig­i­tal ver­sions. Track & Field II offers a vir­tu­al boun­ty of events from which to choose, and all of them are pret­ty faith­ful­ly recre­at­ed from their orig­i­nal coun­ter­parts. There are 12 events to choose from, with three that can be cho­sen in dif­fer­ent modes or as spe­cial events.
The events, rang­ing from hur­dles to gym­nas­tics and swim­ming, are fun to try but frus­trat­ing to learn the nuances. It took con­sul­ta­tion with Tony, an NES Max con­troller and many years to get the hang of cer­tain events. This is most­ly because there wasn’t a lot of info out there in the days before the Inter­net and because, again, I had ter­ri­ble untrained coor­di­na­tion and reflex­es. Even today, with a wealth of tips out there, it’s still hard to get a bull’s‑eye in the archery, and it’s been near­ly 30 years. Graph­i­cal­ly, there’s a few things to look at, espe­cial­ly for an NES title. It’s not going to set the world on fire but the graph­ics are fine for the time peri­od and don’t detract from the over­all experience.
The music, while not espe­cial­ly mem­o­rable, is still ser­vice­able. It’s not some­thing you’re going to be hum­ming well after you’ve put down that tur­bo con­troller, but it’s not bad, either. A lot of the tracks are well done and fit the gen­er­al mood of the event you’re par­tic­i­pat­ing in. There are a lot of sound effects in the game and they are gen­er­al­ly what make the game what it is.
The nos­tal­gic fac­tor is what keeps me com­ing back to what is a gen­er­al­ly frus­trat­ing game. That nos­tal­gia is what turns a poten­tial­ly con­troller-throw­ing hur­dles event into a first-place tri­umph over a noto­ri­ous­ly hard A.I. that likes to pun­ish at every chance.
It’s my chance to feel like the Olympic cham­pi­on that I will nev­er be.

Donkey Kong Jr. — 3Q2015 issue

Like father, like son

I don’t believe there is any­one who reads GI who doesn’t know that I don’t care for Don­key Kong. By now, it should be painful­ly obvi­ous that I don’t care for the simian’s retro exploits or his more recent out­ings, either. It’s not that I don’t respect what the great ape has done for gam­ing; it’s more that I feel he gets cred­it for mediocre-to-hor­ri­ble games. Don­key Kong Jr. falls on the low­er end of the spectrum.
Much the same tripe as the orig­i­nal, you’re tasked with sav­ing some­one by mov­ing across hell and high water. But wait, this time it’s dif­fer­ent! No, you aren’t sav­ing Pauline this time around; no, you’re Don­key Kong Jr., the scion of Kong­dom sav­ing your incor­ri­gi­ble father from the clutch­es of evil human Mario. The fact that anoth­er ape has to save his parental fig­ure from Mario in a com­plete role rever­sal begs sev­er­al ques­tions: Where was Junior when his father was kid­nap­ping inno­cent maid­ens and run­ning ram­pant? Why would Mario even both­er to kid­nap the great ape in the first place? Sure, there’s the motive of revenge, but you’re nev­er going to get your ques­tion answered, try as you might. You just have to accept that DK needs sav­ing and it’s up to you, his reli­able off­spring, to do the job.
Hop­ing that your adven­ture in sav­ing your father is worth it, the game tasks you in uti­liz­ing a jump­ing and climb­ing mechan­ic that may or may not work, depend­ing on where you are height wise. Any fall more than a few pix­els high will kill you, which makes about as much sense as the kid­nap­ping caper you seem to be embroiled in. Who­ev­er had the bright idea to make jump­ing a chore and maneu­ver­ing your ape around impos­si­ble obvi­ous­ly didn’t get that this was a bad design deci­sion imme­di­ate­ly. See­ing as though they are the only skills your ape has, it would have been a lit­tle bit wis­er to make those work well.
Instead, you’ll watch Junior repeat­ed­ly get eat­en alive by croc­o­diles (we’re not sure why a plumber would employ these dan­ger­ous live crea­tures to kill an ape), nailed by ran­dom falling objects and fall to his obvi­ous and hor­rif­ic death, all because he’s under­de­vel­oped at jump­ing and climbing.
And while you’re wit­ness­ing this obvi­ous act of poach­ing, it’d be wise to use some head­phones. The music, much like the orig­i­nal game, isn’t the great­est and it will get monot­o­nous imme­di­ate­ly. Don­key Kong Coun­try this isn’t.
Your best bet is to try the game just for the nos­tal­gic fac­tor in see­ing a pret­ty rare char­ac­ter; Junior was last seen, by my count, in Super Mario Kart for the SNES. He isn’t putting in too many oth­er appear­ances and maybe, just maybe, it was this trip out of the jun­gle that con­vinced him to let his father do all of the adven­tur­ing in the fam­i­ly. This bar­rel isn’t full of laughs or a blast.

Ultimate NES Remix — 3Q2015 issue

The ulti­mate retro package

It’s one thing to trade off of nos­tal­gia. And we all know Nin­ten­do does that often and well. What we don’t often get to see is Nin­ten­do using its his­to­ry to change the way its games are played. Until now. That’s where Ulti­mate NES Remix comes in. The ques­tion is, do you want to play these remixed games again and at what price?
Remix takes a few of your favorites NES titles and adds dif­fer­ent con­di­tions to them in an attempt to spice things up a bit. In Super Mario Bros., for instance, you have to reach the goal in a cer­tain amount of time or defeat a cer­tain num­ber of ene­mies with­in a time lim­it. That’s the mun­dane stuff in the begin­ning. Lat­er edicts get hard­er the fur­ther down a game’s list you go so as to pro­vide more of a chal­lenge. Whether or not you enjoy these chal­lenges depends sharply on whether or not you enjoy play­ing games you prob­a­bly already have played and want to see some­thing dif­fer­ent with­in them.
While the chal­lenges may be dif­fer­ent, there isn’t much else dif­fer­ent about the games. The music and graph­ics from the 8‑bit era remain intact and about the only thing that’s changed is the slick mod­ern pack­ag­ing of the Ulti­mate Remix itself and the addi­tion of leader­boards and cham­pi­onship mode. So, don’t come into this expect­ing depth or some mag­i­cal upgrade to mod­ern day stan­dards of graphics.
If you enjoy the days of yes­ter­year and can and will pay $30 for a com­pi­la­tion chal­lenge pack­age, by all means shell out for Ulti­mate NES Remix. The chal­lenges are amus­ing for the most part, and there are a few extras that make play­ing through the mul­ti­tude of games offered (16 in all) a real treat. But take it with a large grain of salt and look at it for what it is: A chance to drag the orig­i­nal NES games out that you loved as a kid, more than like­ly, to get a piece of your now-adult wal­let. Ulti­mate­ly, this could have been a lot more.

Katamari Forever — 3Q2015 issue

Pho­tos cour­tesy of Gamespot.com

Retread re-roll

The sit­u­a­tion may have changed slight­ly, but the premise is still the same in Kata­mari For­ev­er, the fifth game in the quirky series. Whether or not you’re into the “if it’s not broke then don’t fix it” method of gam­ing will deter­mine if you can stand anoth­er trip to the cos­mos with a katamari.
Just in case you haven’t played a game in the series, let’s get a refresh­er. Kata­mari titles involve rolling up a sticky ball with every­day objects to increase the ball’s size. The larg­er the ball, the more pleased some­one is — usu­al­ly the King of All Cos­mos. That’s because the king is an idiot and rou­tine­ly destroys some­thing relat­ed to his job of pro­tect­ing the cos­mos. His lack of com­mon sense and coor­di­na­tion usu­al­ly means the Prince of All Cos­mos — that’d be you, the play­er — has to cre­ate new stars and recon­struct the cos­mos. This premise has worked for the past four games, and it’s real­ly no dif­fer­ent sto­ry­wise except for the addi­tion of the cousins to help in appear­ance only (added in We Love Kata­mari) and the fact that the king has been replaced tem­porar­i­ly by the Robot King of All Cos­mos. Absur­di­ty thy name is Katamari.
Noth­ing has real­ly changed, mechan­ics-wise, either. There are a few addi­tions to the reper­toire of the Prince, such as the Prince Hop and the King Shock, but oth­er­wise you’re still rolling along to pick up items to make your kata­mari grow. The series isn’t known for its growth and this is a major rea­son why. While it’s easy to con­trol the Prince and maneu­ver the Kata­mari, there still should be some inno­va­tion at this point, five games in.
The sound­track also suf­fers from stag­na­tion. Kata­mari Dama­cy, the first game in the series, was known for hav­ing a great sound­track. As a mat­ter of fact, we’ve laud­ed the sound­track relent­less­ly through­out our lifes­pan at GI. But try as we might, we’re still try­ing to under­stand why there isn’t as much cre­ativ­i­ty used in the musi­cal por­tion of a game that con­jures so many dif­fer­ent cre­ative thoughts. The music of the first game inspired so much, yet by the time of For­ev­er, it seems that well has grown dry. It’s still a good sound­track, but I was expect­ing more from this.
Over­all, if you still love pick­ing up a con­troller to save the cos­mos and cre­ate kata­mari, you’ll prob­a­bly be work­ing to stop the Robot King of All Cos­mos. Oth­er­wise, you’re not real­ly miss­ing any­thing you haven’t already seen. Keep rolling by this one if you want a fresh experience.

LittleBigPlanet — 3Q2015 issue

Pho­tos cour­tesy of Gamespot.com

A class in mas­ter crafting

There are always games that come with a cer­tain amount of hype. These are the titles that every­one raves about but wind up on your nev­er-end­ing pile of shame. You’ll prob­a­bly buy it but nev­er actu­al­ly get around to play­ing it or play­ing it long enough to see what all the fuss is about. Lit­tleBig­Plan­et is one of those such games.
Quirky is the first adjec­tive I’d use to describe the plat­form­ing game fea­tur­ing Sack­boy, an anthro­po­mor­phic crea­ture that’s fea­tured front and cen­ter at the heart of the game. Sack­boy can be Sack­girl as well, and that’s part of the charm of the game. It can be what­ev­er you want it to be and do just about any­thing you want it to do, in the name of get­ting from point A to point B. The quirk­i­ness comes in the fact that the envi­ron­ment in which it does so is all about Play-Share-Cre­ate. The lev­els of Lit­tleBig­Plan­et are meant to be user-cre­at­ed and shared for online play among the LBP com­mu­ni­ty, so the depth of the game is imme­di­ate­ly obvi­ous and worth the price of admis­sion alone.
Con­trol­ling Sackboy/girl is sim­ple, yet not with­out its prob­lems. It’s much like play­ing any plat­former of the past 20 years and the con­trol scheme is sim­ple and intu­itive in let­ting you fig­ure out what to do and how to apply it lat­er. Where it fal­ters is the jump­ing mechan­ics. While obvi­ous and sim­ple, the jump­ing does feel slight­ly off and floaty, which is a prob­lem in a game that relies on that mechan­ic to car­ry it. It’s annoy­ing to have to re-do sec­tions of a lev­el sole­ly because of a missed jump, and that detracts from the core experience.
While the mechan­ics could use tweak­ing, not much else needs work. The sound­track is fan­tas­tic and fits the game per­fect­ly. It’s a good mix­ture of indie folk and pop, and it imme­di­ate­ly reminds of the bril­liance that is Kata­mari Dama­cy. The graph­ics are also in the realm of per­fect and evoke a cer­tain sort of charm that begs more playthroughs just to see what devel­op­er Media Mol­e­cule could come up with next. It’s breath­tak­ing and sim­plis­tic, like a child’s world come to life, and begs to be admired.
Lit­tleBig­Plan­et is one of the few games of the past few years that demands to be played and war­rants pur­chase of sys­tem just to play it. If you haven’t both­ered to play it by now, you need to stop what you’re doing and get on it. It has its minor prob­lems but they’re noth­ing to keep you from enjoy­ing what’s con­sid­ered a mas­ter­piece. It’s worth every moment of its Play-Share-Cre­ate moniker.

Shiritsu Justice Gakuen: Nekketsu Seisyun Nikki 2 — 2Q2015 issue

Rival Schools 1.5 is still fun

We here at GI are strong pro­po­nents of any­thing Japan­ese, fight­ing games and edu­ca­tion. So, you can imag­ine the delight that is a gen­er­ous mix of all three. To that end, it should be obvi­ous by now that we love Rival Schools and its over­all series Project Jus­tice. Despite the fact that it comes from the brain trust known as Cap­com, we’re still entranced by the con­cept of Japan­ese high school stu­dents fight­ing to save themselves.

The mid­dle game in the series, Rival Schools 2, is an inter­est­ing addi­tion to the fam­i­ly of fight­ing games. It’s nei­ther a true sequel nor a spin-off of the orig­i­nal game. It’s an adden­dum, which Cap­com is noto­ri­ous for push­ing on the gen­er­al buy­ing pub­lic. It’s more of the orig­i­nal game — which we love — with some upgrades thrown in to make it worth import­ing. This ver­sion was nev­er released in Amer­i­ca, thus there are modes that you will nev­er see. That makes import­ing the game worth the time and trouble.

RS2 is your stan­dard fight­ing game, which does­n’t make it unique. How­ev­er, the inclu­sion of the board game mode and the char­ac­ter cre­ation mode that plays out like an eroge sim­u­la­tion are some of the good­ies that we’re miss­ing out on in the U.S. There’s also the addi­tion of three new char­ac­ters: Ran, a pho­to­jour­nal­ist who uses her cam­era to attack; Nagare, a swim­mer; and, Chairperson/Iinciyo, who leads the charge for Taiyo High School stu­dents to defend them­selves. Oth­er than these gifts, there’s not much dif­fer­ent here than the first game. You’re still fight­ing to defend your cho­sen school, and there’s still fun to be had in a slight­ly deep fight­ing game sys­tem. There’s not too much dif­fer­ent aes­thet­ics-wise, in that there are a few new stages and new stage themes. The old­er stages are still here and it’s fun to play against the new­com­ers with old­er char­ac­ters or a cre­at­ed character.

I have two caveats with rec­om­mend­ing the game to oth­ers. The first is the fact that it’s in Japan­ese most­ly and read­ing is a must to get through the char­ac­ter cre­ation and board game modes. That’s a bit much if you’re not into the lan­guage or know enough to nav­i­gate through menus. The oth­er issue is the fact that, as usu­al, Cap­com has seen fit to deny Amer­i­can gamers the best of a series, short­chang­ing loy­al mon­ey-spend­ing fans who would pay a high price for the good­ies of the char­ac­ter cre­ation mode and the board game mode. The dirty truth of it all is Cap­com has nev­er thought high­ly of its Amer­i­can audi­ence. We’re not going to see some­thing awe­some like either mode because “we just would­n’t get it any­way.” A fun fact is that both modes were to be includ­ed in the first game but were left out in Amer­i­ca because it would have been too much trou­ble to include them for Amer­i­cans, accord­ing to Cap­com of Japan. But we’re smart enough to make cash grabs off of for mul­ti­ple ver­sion of Street Fight­er, though, right?

The moral of this sto­ry is that Rival Schools and its fur­ther sequels all deserve to be played by a wider audi­ence. Although it’s a slight rehash of the first game, RS2 was deserv­ing of respect and a prop­er intro­duc­tion to the Amer­i­can audi­ence. Thank­ful­ly, we were allowed to see the next sequel, Project Jus­tice. Here’s hop­ing for a class reunion.

DDR Max Dance Dance Revolution 6th Mix — 2Q2015 issue

A new era of DDR

Let’s have a quick his­to­ry review, shall we? Kon­a­mi cre­at­ed the Dance Dance Rev­o­lu­tion series in 1998 and by 2002, there were at least six entries in the main series. I’d gath­er that this meant DDR was pret­ty pop­u­lar, but you would nev­er hear Kon­a­mi say that too loud. At some point, how­ev­er, some­one real­ized the mag­ic that was DDR need­ed to come into the mod­ern era. So, every­thing that was relat­ed to the first five entries in the series — with the excep­tion of the song wheel and dif­fi­cul­ty cat­e­gories — was thrown out in favor of a com­plete over­haul. DDR Max was the result and with it comes a mixed bag of mod­ern and old DDR.

Graph­i­cal­ly, Max rep­re­sents the begin­ning of a new era. Sure, it resem­bles cur­rent DDR games because they use the song wheel, but the col­ors became a lit­tle brighter and the lit­tle touch­es used to illus­trate the dif­fer­ent dif­fi­cul­ties and cat­e­gories are empha­sized more. The inter­face is much eas­i­er to read, though the addi­tion of the Groove Radar still has some ways to go here. It’s not exact­ly help­ful in pro­vid­ing digestible infor­ma­tion that helps make quick informed deci­sions. That’s a com­plaint that still stands today, so much so that I tend to ignore the meter alto­geth­er. Also, the foot rat­ing is miss­ing and song dif­fi­cul­ty rat­ing num­bers have yet to come (that’s not until Max 2). But the song wheel has been fresh­ened up so it looks a lot bet­ter and is a lit­tle more palatable.

Musi­cal­ly, the selec­tion is among the best in the series. The one thing about Max that’s notable about the music is the lack of a Para­noia mix. For a series trade­mark song, its absence is imme­di­ate­ly notice­able, and quite frankly, drags the mix down a few notch­es. There’s a few throw away songs like Share My Love and Dive, but over­all it’s quite a few excel­lent choic­es thrown togeth­er to make a good song list. The vari­ety is nice and it feels like a good fresh start for a series that had a lot of repeats in the first five games.

I don’t go back and play 6th Mix often, most­ly because I can’t deal with a lack of Para­noia in my life at this point. As a DDR old head and one who owns the Amer­i­can ver­sion as well as the Japan­ese ver­sion, I applaud the change up that Kon­a­mi pur­sued. It was a bold move that paid off in the long run: DDR still looks like a lot like this form, even with at least eight more games under its belt as a series. Some­times, a change in pace is need­ed to keep the dance groove going.

DanceDance Rev­o­lu­tion trivia

* DDR Max is the first game to fea­ture a 10-foot dif­fi­cul­ty song. Max 300 was offi­cial­ly the first 10-foot­er in the his­to­ry of the series, though it would­n’t receive its offi­cial rat­ing until Max 2 was released.

* Max 300, the boss song of the mix, fea­tures 573 steps in its Heavy dif­fi­cul­ty chart. 573 is known as the Kon­a­mi num­ber, a num­ber that relates to the roman­ized pro­nun­ci­a­tion of the com­pa­ny’s name.

* Max is the first DDR game to fea­ture the Light/Standard/Heavy dif­fi­cul­ty scheme, dance point sys­tem, speed mods, Extra Stage/One More Extra Stage and freeze arrows. The dif­fi­cul­ty scheme would stay in place until the release of DDR Super­NO­VA in 2006.

* Two songs intro­duced in the mix, Flash in the Night and Fol­low Me, are the only two songs in the series that do not have an offi­cial foot rat­ing. These two songs were intro­duced in 6th Mix, which is the only mix that does not use the foot rat­ing sys­tem. They have nev­er appeared in lat­er mix­es, which gave offi­cial Kon­a­mi num­bered rat­ings to all songs.