
A refreshing platformer
Every so often there will be a licensed game that’s actually worth something. It will have
a great soundtrack and decent controls and not be so obnoxiously unplayable that legions of older gamers remember it with a certain hatred that burns deep within their soul to be passed down through generations to come. Cool Spot, licensed from Pepsi partner 7UP, is the exception to the norm. If you’re expecting a half-baked idea of platforming solely because it’s a mascot, think again. This romp to release sentient little red dots is actually not half bad and has genre-redeeming qualities.
Cool Spot starts off innocuous enough. Spot must rescue its friends, who are trapped
throughout 11 levels in cages. Why its friends are trapped, we’ll never know but it’s up to Spot to rescue them and lecture you about not drinking dark sodas. Spot’s traversal through these 11 levels is nothing short of amazing despite the rampant product placement. It’s surprisingly good, with solid controls that don’t make controlling Spot a chore, and competent simple mechanics that don’t get in the way: It’s mostly jumping and shooting magical sparks at enemies and barred gates. The life system — hilariously denoted by an ever-peeling and deteriorating picture of Spot — is more than generous and there are helper power ups galore to get through levels. The levels themselves have a lot of depth and are timed just right with enough time to explore or get the bare minimum experience in the search for Spot’s missing friend.
While Spot might be on a product placement-filled journey, it’s a lushly drawn trip. Cool Spot is no slouch when it comes to the audio-visual department. The backgrounds are drawn with Spot moving through an obviously human world at about 25 percent of the size of everything else. It isn’t big at all but the world surrounding it is and it shows in the sheer scale, though my only gripe with the game comes here: The backgrounds, while beautiful, are recycled except for a few stages. At least the first three stages are repeated and reused, just with new stage names and some recoloring in spots.
While you’re soaking up the beauty of it all, however, the soundtrack is rocking in the background. Cool Spot is one of the best soundtracks for the Super Nintendo and should be in every gamer’s library. Magnificent production values, crisp audio and nice, deep bass lines make for some interesting tracks that don’t sound like standard 16-bit audio. Tommy Tallarico, pre-Video Games Live fame, put obvious love and care into the audio and it shows. It’s one of the best soundtracks for its time.
Cool Spot has a lot to offer in the way of good ’90s platforming. If you can work around the product placement and shilling for the 7Up brand, you’ll find an uncomplicated hop-and-bop with depth and a banging soundtrack that’s surprisingly refreshing.

ruled my weekends and I was fortunate to find some rare gems that later became gaming classics. During that time, I played 1942 in the arcade and on the
chance against these planes, it can do air rolls or vertical loops. If you time your attacks right, some planes will drop upgraded firepower or an escort team of two smaller fighter planes to combat the relentless assault from planes that
The music quality of 1942 is an acquired taste as the repeated use of a snare drum made me think that Capcom phoned in a lackluster drum beat, which made me turn the volume down to continue playing. The challenge is decent since you will be on your toes to avoid enemy fire nonstop. It has strong replay value and would be a great time-killer as a nostalgia trip for arcade veterans. Also, it’s a great example for those who want to know how side-scrolling games played a major impact in the gaming world.
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.
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.
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 

checking out by itself. On the other hand, the difficulty and rating system make it a frustrating experience. If you’re used to the rubber band 
friendly. If you didn’t start with Super Mario Bros., stop right now and go back and study up that game. The sequel is designed to be set up and buoyed by the original. If you start here, you’re setting yourself up for failure.
This frustrating tactic of punishing the player for being too good is exactly why the follow up to Super Mario Bros. would have never flown in America and why we didn’t see the game until a full five years after its release in Japan. People traditionally play Mario to relax, not be thrown backward in a never-ending loop of anger and frustration. This doesn’t appeal to the mass players and it’s cheap and perverse that Mario is used in this way.
Mastering powersliding means a world of difference in race times, especially when you have bragging rights at stake. Old mechanics, such as the weight class concept, are still present but it seems everyone has a better representation with respect to how a class really controls. The lightweights feel like, well, lightweights. The heavyweights actually feel like they’re heavy to handle.
Palace is interestingly laid out and the graphical quality of the castle still blows away the competition 20 years later. Watching Mario run around, run and jump and be Mario but in a non-2D sprite is pure heaven for Mario lovers like myself.
The soundtrack makes up for the illness-inducing gameplay. The soundtrack is fantastic and it’s worthy of a mainline Mario game, easily. From running around in the plains of Bob-omb Battlefield to traversing numerous obstacles to take on the King of the Koopas, Mario 64 is a dream come true in terms of audio pleasure. 
Mario fills that void nicely with an engaging tale of teamwork and camaraderie. I was most impressed with the depth of the characters and the deft way Intelligent Systems fleshed out the world of Mario and some of his never-before-seen allies who come from all walks of the Mario life.