This is the system that put the gaming industry back on its feet after the crash of 1984.  You could also call it the best system ever made, and with so many great games released for it, such a statement is hard to dispute.  It's the...  
NINTENDO
ENTERTAINMENT SYSTEM
 
     
     
 

GAMES YOU'LL WANT

1943: Who ever would have thought that the mediocre 1942 would evolve into this brilliant shooter?  The World War II setting is perfectly reproduced in this game.
CASTLEVANIA III: This is perhaps the best of the arcade-style Castlevania games, thanks to exceptional graphics and new playable characters.
FINAL FANTASY: Once upon a time, Final Fantasy kept players entertained with rock solid gameplay instead of distracting them with dazzling special effects.
GUARDIAN LEGEND: Compile's exceptional Aleste series took a daring new direction with a game that's half intense shooter and half engrossing adventure.
KIRBY'S ADVENTURE: The Game Boy game was a fun diversion, but Kirby really made an impact on players when he migrated to the NES.
MEGAMAN 2: Everyone's got their favorite Mega Man game.  However, just about everyone would agree that this sequel was one of the best games in the series.
METROID: Welcome back, my friends, to the game that never ends!  You'll get more than your money's worth with this extremely long futuristic action title.
RIVER CITY RANSOM: Sure, the characters may be cute and the dialog may be silly, but this fighting game's got teeth.  It's also got depth and a two player option!
SOLOMON'S KEY: If endlessly dropping blocks doesn't keep you entertained for long, try this stimulating hybrid of action and puzzle games instead.
SUPER MARIO BROS. 3: Mario goes back to his roots in this welcome sequel, which plays much like the first game yet manages to be many times better.

GAMES YOU WON'T

ACTION 52: "Is this any good?  No.  Hey, what about this one...?  No.  Oh, come on!  This one's GOT to be... uh, no.  Are there ANY good games on this cartridge?!"
BACK TO THE FUTURE II & III: Only Acclaim would have the gall to use one crappy game to promote two films.  It's part puzzler, part platformer, and all poop.
BART VS. THE SPACE MUTANTS:  This was a major catalyst in my decision to abandon Nintendo and upgrade to a Genesis.  The Simpsons deserved better.
CONAN: "I, the mighty Conan, fear nothing!  Neither confusing control nor pixellated backgrounds shall stop me from conquering my greatest foe... Andy Richter!" 
FRIDAY THE 13TH: A horrible movie deserves a horrible game, and this is one of the worst.  Can you kill Jason eight times before he quickly slaughters your campers? 
GILLIGAN'S ISLAND: Can you think of a good idea for a Gilligan's Island video game?  Me neither.  Even the designers couldn't think of a way to make this work. 
HYDLIDE: What kind of miserable excuse for an RPG is this, anyway?  The music's straight out of a greeting card, and you kill enemies by rubbing up against them.
ROBODEMONS:  This game takes place in hell.  I must admit, the designers did a great job capturing the feel of a dark abyss filled with pain and agony.
SUPER PITFALL: I'll bet Pitfall Harry was pissed when they told him he was being replaced by a fat, sweaty Italian guy.  "It's a-me, Mario!  I mean, Harry-o!"
TOTAL RECALL: You'll desperately try to forget this one, but those awful graphics and that rotten, frustrating gameplay will keep coming back to haunt you.

REVIEWS

DONKEY KONG CLASSICS
NINTENDO
SIDE-SCROLLING PLATFORMERS

 

I must say that I'm both surprised and amazed by Nintendo's home conversions of Donkey Kong.  I'm surprised the NES version of the popular coin-op, which was crucial to Nintendo's success as a game publisher, is not the perfect translation one would expect.  I'm amazed that Nintendo published it a second time (along with its sequel, Donkey Kong Jr.) with the same flaws and omissions.  Frankly, I think most NES players expected better, and every Donkey Kong fan deserved better after putting up with a half-dozen weak translations for other systems.  An incomplete conversion is understandable on the ColecoVision, but Donkey Kong is Nintendo's own game, and it should have been flawless when designed by Nintendo's own programmers, on Nintendo's own system.  Considering the circumstances, anything less than the absolute best- anything less- is unacceptable.

I'm certainly not expecting too much, but maybe I am overreacting... this conversion of Donkey Kong is far more faithful to the arcade original than any that have come before it.  It blows away the very incomplete, yet strangely popular, ColecoVision game with brighter, more colorful graphics, better sound effects, more accurate physics, and many of the gameplay elements that punched out around the time the ColecoVision game was under construction.  When Donkey Kong throws a barrel in the NES version, it rolls all the way to the bottom of the screen until it reaches the oil can, where it's reborn as a fireball with beady little eyes.  In the ColecoVision game, the same barrel would make a sneaky exit off the side of the screen after rolling past Mario.  This makes the NES version a lot more exciting and intense... all those barrels put a lot more pressure on the player, even if some of them are no longer able to harm him.  Speaking of pressure, Mario doesn't get a free ride from the hammer like he did on the ColecoVision... this less mighty mallet will only destroy barrels if it physically touches them.  If your back is turned when one of Donkey Kong's unwelcome gifts hits you, Mario is gonna die, just as he should.  Even those great little point labels were left intact; leap over something dangerous and the NES will inform you of your reward, unlike the same game on the ColecoVision.  Apparently, the designers didn't think they were important... but screw that!  They're important to me!

Although there's no question as to which version is best, Donkey Kong on the NES is still missing a lot of things from the arcade game.  You could have lived without them in 1983, but you tend to be less forgiving five years later, after you've played the more complex Super Mario Bros.  Just like in the ColecoVision version, the cement factory is gone, and so are most of the intermissions... the only one that made it is Donkey Kong taking a dive after you pull the rug (and girders!) out from under him in the last round.  You'd think it wouldn't be too tough for the NES to draw a black screen with a few silly looking apes stacked on top of one another... after all, it was the same system that turned the otherwise mediocre Ninja Gaiden into a legendary cinematic experience.  This doesn't really affect the gameplay, but the simplified bonuses and less reliable hammers definitely do.  Jumping clusters of barrels nets you... 100 points for each barrel, rather than a much deserved special award.  The new scoring mechanics don't give you much incentive to take a risk and clear multiple barrels at once.  As for the hammer, you're no longer warned when it's about to disappear, which is pretty important information when the barrels get thick.  It would be like Namco releasing a Pac-Man game where the monsters don't flash white before turning back... there's just not enough indication of how long you can count on being protected from the enemies.

The NES version of Donkey Kong Jr. must have been born a year or two after its pop, because it's a more complete conversion of the arcade game.  You get a complete set of rounds, including a power plant teeming with deadly sparks.  It's no cement factory, but it does help close the gap between DK and DK Jr. with its emphasis on jumping rather than climbing.  The intermissions are still gone (which is doubly frustrating, because who the hell remembers them from the arcade game?), but overall, this is a better translation than Donkey Kong.  The other edge of this blade is that Donkey Kong Jr. is an inferior game.  Mario's not a great villain (I don't buy him using a whip, not even during intimate moments with the princess), and Donkey Kong sure as hell doesn't fit the role of the damsel in distress.  Donkey Kong Jr. fares better than either of them... he lacks the appeal of today's video game mascots, but he does have a nice blend of toddler cuteness and gorilla goofiness that adds personality to the game.  However, his inexperience as a hero really shows when he's climbing ropes at various inconvenient speeds and leaping to tiny platforms... then missing them.  The level design isn't very impressive either, thanks to the abundance of vines and chains that slow the game down and make it tough to dodge the flocks of parrots and Mario's wind-up bear traps (I bet these would be a lot more useful to Mario now, although they don't really fit his current harmless image.  Maybe he'll lend a few to Wario when he gets his own GameCube game).

Of course, there are some people out there who probably loved Donkey Kong Jr., and wouldn't mind getting a competant translation of Donkey Kong to go along with it.  I'm sure they'll be satisfied with this cartridge, but I'm not.  I just can't be happy with a good version of Donkey Kong when I'm sure Nintendo could have made a perfect one.

FREEDOM FORCE
SUNSOFT
LIGHT GUN

  

Although it was one of the most widely distributed peripherals ever, Nintendo's Light Zapper didn't get much use past the obligatory games of Duck Hunt when players first took their systems out of the box.  How many other light gun games do you remember for the NES?  I'm guessing that, unless you had a subscription to Nintendo Power from the very beginning and still haven't let yours lapse, you can only come up with Operation: Wolf and possibly Baby Boomer... and that's only if you were a sadist who thought you could actually fire at the baby.  Whatever you came up with, it's unlikely that you thought of Freedom Force at all.  That's a shame, because this often ignored Sunsoft release was easily one of the best NES games specifically designed for the Zapper.

As the name suggests, Freedom Force has you and a friend (if you don't mind passing the gun around like a hot potato between rounds) battling terrorists.  Neither the identity of these bag-headed bastards or their ambitions are ever really explained in the game itself, but hey... they're terrorists, and they're holding Americans hostage.  What more motivation do you need to blow them away?

Like most NES Zapper games, Freedom Force is more a test of accuracy than today's over the top titles, which require fast, constant firing.  Once a terrorist is shot, you can put the rest of his body in a bag and forget about him... this isn't House of the Dead, where you have to puree' the enemy with bullets before it finally gets the point and stays down.  Speaking of which, it's worth pointing out that Freedom Force is pretty simplistic in comparison to Sega's light gun games.  You can't break any background objects, and there are no hidden items.  The few bonuses you can get are collected from the lower right hand corner of the screen rather than from enemies.  Just be careful when you try to get these, because the computer likes to throw in an icon of a terrorist... nick this with a bullet and the screen will quickly become congested with angry bagheads.

That's one thing that keeps this admittedly simplistic game from becoming boring... it can get intense.  You'll have to fire quickly and precisely to tag all the terrorists and keep yourself from being injured by their sprays of machine gun fire and grenades.  The hostages and a limited supply of ammo keep you from getting too reckless, although you can rack up quite a body count before the game bothers to punish you for your mistakes.  Aside from this, the game is pretty realistic... instead of shooting cute duckies or cardboard cutouts, you're in a serious real-life situation, and the game very nicely reflects this.  Enemies don't just flash when you shoot them... they'll collapse, sometimes falling out of windows and always spurting a little blood.  The animation in general is excellent for an early NES game... you can see just how evil the terrorists really are when they shove hostages into doorways, hoping to use them as a diversion, then yank them back out if you don't take the bait.  The music is just as exciting, especially once the penalty icon's been hit... after an initial note warning you of your mistake, the soundtrack becomes incredibly frantic.  If you remember the boss fights in Sunsoft's more popular game Blaster Master you'll know what to expect.

Unfortunately, Freedom Force's requirement of a light gun kept players from paying much attention to it when it was first released, and it's just as detrimental now that most people play NES games on emulators.  Most emulators just don't have support for light gun games, and the few that do expect you to play the games with a mouse instead.  As you might imagine, it's a lot tougher to kill a terrorist with a mouse than a gun, not to mention a lot less satisfying.  That's why I couldn't really recommend Silent Scope for the Dreamcast, and it's why I can only recommend playing Freedom Force on a real NES.  Sure, it takes a lot of effort to actually get a Nintendo Entertainment System to work, but you'll be happy you struggled with it after you've played a few games of this outstanding shooter. 

HOGAN'S ALLEY
NINTENDO
LIGHT GUN SHOOTER

 

Since picking up Freedom Force, I've gotten into the odd habit of collecting NES light gun games.  However, if most of them are as bland and uninvolving as Hogan's Alley, I'll probably kick this habit like a bad... well, you know.

There are three different modes in Hogan's Alley... the first is a very simple reproduction of a police firing range.  Three cardboard cutouts are pulled into the end of a corridor, then flipped around revealing both dastardly criminals and mild-mannered citizens.  The artwork for these characters is probably the best part of the game... they're very well drawn charicatures of sleazy thugs, grumpy old men, and stick-wielding, big-chinned cops.  You can almost hear the Edward G. Robinson imitation when you blast that snarling mafia boss, complete with sunglasses and a corsage.  Unfortunately, this silly yet savory Nintendo cheese is spread across a very thin cracker... you'll deal with the same number of targets in the exact same places every single time, and you'll spend more time waiting for those targets to roll into place than firing at them.

The game picks up a little in the second mode, which takes the same six targets and distributes them throughout a small, simply drawn city.  All you'll find in this town are a construction site, a gun shop (which makes sense, since nearly everyone in the game seems to have one), and an apartment building, all drawn with text and leftover Super Mario Bros. and Donkey Kong graphics.  They're functional at best, but the backgrounds do give the targets more places to hide, rather than lining up in neat little rows just waiting to be picked off.  Some of the cutouts will even move while they're vulnerable, too, which adds variety to the game (boy, does it ever need some).

The final mode, the can toss, is the most clever but also the most frustrating game in Hogan's Alley.  In it, cans will fly from the right of the screen, and you've got to guide them to the ledges on the left by firing at them.  The lower the ledge, the higher the points you'll get... however, if the can hits the side of the ledge rather than landing on top, it bounces off and forces you to continue firing to keep it in mid-air.  This portion of the game is frustrating because the cans are very small, and you'll generally miss them unless you fire several times.  After a few minutes of this, your fingers start hurting because the Zapper's trigger is so hard to squeeze down... and because you keep pointing the middle one at the screen when the cans somehow pass through your hail of bullets and fall off the screen.

I'm not sure if Hogan's Alley was this dull and annoying as an arcade game, or if this is yet another of Nintendo's lackluster arcade translations, with more accurate graphics than conversions for older systems but the same incomplete gameplay.  Whatever's the case, you should save your ammo for something better... I personally suggest the aforementioned Freedom Force.

MECHANIZED ATTACK
SNK
LIGHT GUN SHOOTER
   

OPERATION WOLF
SNK
LIGHT GUN SHOOTER
   

Please excuse any typos you might find in this review... I'm typing this with only nine fingers.  The tenth fell off from a frantic session of Mechanized Attack and I think the cat carried it under the couch.

That's the problem with both of these games... they're just not suited to the NES and its light gun.  I didn't have many complaints about the Zapper before, but after the arthritis-inducing combination of Operation Wolf and SNK's derivitive Mechanized Attack, its limitations become pretty clear.  The same gun that was great for simple, slow-paced target shooting just isn't a match for hundreds of angry, sometimes bullet-resistant soldiers... the Zapper's trigger is too tight to squeeze repeatedly over a long period of time.  Also, the screen flashes that were tolerable in Nintendo's less demanding light gun games become overwhelming here... they're enough to make an epileptic's head explode.

If you think you can handle all of that, you're going to have a lot of fun with Mechanized Attack... although not so much with Operation Wolf.  After milking the game in arcades for years, Taito evidently didn't think that it would be important to spend much time porting it to the NES.  The situation was reversed for Mechanized Attack... this clone of Taito's extremely popular light gun shooter didn't get much attention in arcades, so SNK used its second chance more wisely, making the home version of Mechanized Attack good enough to keep Zapper fans playing even at the risk of snapping off their trigger fingers.

Mechanized Attack benefits greatly from SNK's extra attention, which you'll see once you compare it to Operation Wolf.  The graphics are more detailed and clearly defined, making it easier to pinpoint and take down each enemy.  The backgrounds in both games are pretty repetitive, but you won't mind seeing five screens of the same jungle quite so much in Mechanized Attack thanks to the more intricate artwork.   There are enough soldiers in SNK's game to keep you blasting, but never enough to make you feel helpless, which was a common occurance in Operation Wolf.  Mechanized Attack also gives you extra lives to go with your two credits, giving you a shot at beating the game.  Frankly, you'll be lucky to beat the first round of Op Wolf thanks to its unfair difficulty.  Even the control is better in Mechanized Attack... both games force you to press a button on the joystick to launch a grenade, but it's much more reliable in SNK's shooter... once you press the button, you can count on your character throwing a grenade in the exact spot you're holding the Zapper.  Finally, Mechanized Attack has a wide variety of bosses, some very large and a lot of fun to fight against.  I've never found any in Operation Wolf, although it's possible they do exist... when you can't make it past the second round of the game, it's hard to say for sure.

The only thing that Operation Wolf does better than Mechanized Attack are intermissions from the arcade game, and even those are a little disappointing... where once there were detailed backgrounds behind your soldier, there is only empty blackness.  Mechanized Attack gives you a single picture of your soldier getting gunned down, and that's more impressive than any three of Operation Wolf's stills put together.

If you think that Nintendo's more sedate light gun games are too light on incoming and outgoing lead, you'll be thankful for Mechanized Attack.  As for Operation Wolf, it's best played with a real gun, using the cartridge as a target.  Just be sure to use a high calibur weapon on this low calibur game.

NINJA GAIDEN
TECMO
ACTION

 

Sometimes less is indeed more. Having just gone back and played both of these games, I can say that the dramatic departure of the simpler yet almost paradoxically more clever NES game from its arcade counterpart is something to behold. How, pray tell? Well, let me attempt to explain.

The arcade version of Ninja Gaiden is basically a Double Dragon clone with impressive graphics, poor controls, unimaginative enemies, and inscrutable action. Although the scissor leg grab is well-done, that’s about the only thing I’d say is inspired. Basically you run around in two and a half dimensions fighting the same two or three clones (one Jason Vorhees lookalike, one vest-clad stick-wielding biker type) with poor moves.  All those clones eventually and quite unfairly gang up on the player... don’t they have the decency to attack individually like in nearly all other martial arts contests? Much of the stuff on the streets is breakable, revealing gems, vitamins, and other items invaluable to a ninja battling thugs. On the rare occasion that a sword is given, of course, it only lasts a short duration. Not that your ninja ever thought of using the sword on his BACK, mind you. It seems rather silly that the best attack is performed by grabbing overhead bars and using the leverage to kick with both feet. In addition to that, all sorts of unfair objects like oncoming traffic will cause the player to mindlessly continue until the enemies and obstacles have been overcome. The only neat thing about this whole game is the CONTINUE? screen which depicts our helpless martial arts expert (deservedly) about to be bifurcated by a rotating saw. Ninja Gaiden certainly doesn’t have the ability to hold interest like other quarter munching fighters like TMNT, Crime Fighters, Double Dragon, The Simpsons, Shinobi, or even Bad Dudes.


However, the NES version is quite different. Why this was given the same title is a mystery. This is your basic side-scroller, but in addition to your sword are useful powerups including throwing stars, fire, the ability to freeze time, "boomerang" shurikens, and others. The appearance of the levels, characters, bosses, etc. are merely adequate, as are the sounds. However, the challenge of each level and surprisingly attractive cinematic sequences will keep gamers coming back for more. It’s hard as hell to complete some of these jumps while avoiding and/or annihilating enemies at the same time, but you just KNOW you can do it if you persist. A very tough, very enjoyable game, the original Ninja Gaiden on the NES is my personal favorite in the series.

So, avoid the arcade game, but don’t miss the NES version of Ninja Gaiden. Hopefully the update will be worthwhile, too...

 
     

 

Nintendo's next home console was a worthy successor to the NES, with an equally large selection of games but vastly improved 16-bit graphics and sound.  A slow clock speed was the only thing holding back the...  
SUPER NES  
     
     
 

GAMES YOU'LL WANT

FINAL FANTASY II: Double the pleasure, double the fun... this RPG's twice as good as the first one.  It's got a stronger storyline and a marvelous soundtrack.
MORTAL KOMBAT II: Even if you're not a Mortal Kombat fan, you'll still find something to like about this perfect translation of the best game in the series.
ROCKMAN & BASS (JPN): Mega Man 7 was a bit of a letdown, but this Japanese exclusive, loaded with great artwork and animation, more than makes up for it.
SECRET OF MANA: If you liked Zelda but wish you could play it with a friend, Squaresoft's charming action- adventure game will be like manna from the heavens. 
SMASH TV: The home version of Midway's steroid-drenched shooter loses some of the graphic luster of the arcade game, but absolutely none of the intensity.
SPACE MEGAFORCE: The Super NES extension of the always fantastic Aleste series is more sterile than other versions, but its level designs and weapons are superb.
SUPER MARIO WORLD: Mario's 16-bit adventure is both faithful to the first three games and very impressive, proving that the Super NES deserved its title.
SUPER MARIO WORLD 2: It's quite a departure from your typical Super Mario Bros. game, but the changes are welcome and refreshing.  It's just soooo cute, too!
SUPER METROID: The third Metroid game offers all the exploration of the first two and ups the ante with improved graphics and a haunting soundtrack.
TEENAGE MUTANT NINJA TURTLES: TOURNAMENT FIGHTERS: This arcade quality fighting game was a dream come true for fans of the heroes in a half shell.

GAMES YOU WON'T

BILL LAIMBEER'S COMBAT BASKETBALL: Back in the early 90's, the Pistons reserved their sucking for video games rather than the basketball court.
BRANDISH:  Falcom took a boring adventure game and made it even worse by shifting the screen every time your character turns.  Mmm... disorienting.
CALIFORNIA GAMES 2: I wish they all could be... a lot better than this.  This alleged sequel to the Epyx sports sim should be put behind bars for mode seven abuse.
HOME ALONE: This was T*HQ's first game on the Super NES... and the reason they earned a lousy reputation with gamers, which haunts them to this day.
PIT FIGHTER: Hey, this is kind of impressive for an NES game!  Oh wait, this is a Super NES game.  Forget I said anything.
RISE OF THE ROBOTS: You won't get a rise out of this impotent fighting game.  Sure, the rendered graphics are pretty, but the gameplay is pretty damned awful.
SPACE ACE: People didn't think it was possible, but they crammed all the frustration of the arcade game into a Super NES cart.  Oh, and some of the video, too.
STREET COMBAT: People mistakenly believe this fighter was better when it was called Ranma 1/2.  The sad fact is, it sucks with or without the anime license.
TOM AND JERRY: Perhaps the worst thing to happen to Tom and Jerry since those weird Czechoslovakian episodes.  It's a very dull, very ugly platformer.
VIRTUAL BART: This contains everything you'd expect from an Acclaim game... a popular license, trendy buzzwords, and above all, abysmal gameplay.

REVIEWS 

BIKER MICE FROM MARS
KONAMI
RACING
 

As humiliating as it is to say so, I have to admit that I like this game.  Back in the early 1990's, Konami had a habit of buying the rights to the most ridiculous cartoons and turning them into surprisingly good games.  I'm not sure if they do it for the challenge, or because their marketing division is as clueless as their programmers are talented.  Whatever's the case, I'll have to live with the shame of openly enjoying a game based on one of the most shameless Teenage Mutant Ninja Turtles rip-offs ever made.  Thanks, guys.

Anyway, Biker Mice From Mars is a racing game, very similar to Super Mario Kart but with an isometric perspective that's more reminescent of Interplay's Rock 'n Roll Racing.  Its blandly colored, repetitive scenery isn't as impressive as the more realistic visuals of Super Mario Kart, but Biker Mice does offer the advantage of a wider range of vision, allowing you to better anticipate road hazards as well as the racers behind you.  There's no way you're going to get clipped by an unseen turtle shell in this game... if someone's about to attack you, you'll be able to see them line up the shot before firing.  This gives you the chance to, as they might say in biker circles, get out of the way if you want to lead and not follow.

Generally speaking, Biker Mice is very logically designed, with great ideas that haven't even been implemented in the most recent Super Mario Kart games.  Each character has their own special attack which replenishes every time they finish a lap... you're given just enough of them to keep the game from being frustrating but not so many that you're given an unfair advantage or are tempted to waste shots.  Players also get a random prize as a reward for completing a lap... if you're ahead, you'll generally get a sack of money for your efforts, but if you desperately need to catch up with the other racers, the computer will usually give you a nitro boost or even a star that makes you deadly to the touch.  Simply put, Biker Mice rewards you for top performance but gives lagging players a chance to get back into the game, keeping each race very close and very intense.

After every race, you'll get the chance to spend your prize money on accessories for your bike... or floating orb, or insect mech, or whatever you happen to have.  Each item noticably improves your ride, unlike a lot of these games where upgrades are negligable at best.  For instance, buying armor gives your vehicle another hit point (extremely important in the battle mode) and picking up missiles increases your stock of special attacks.  You can also improve your engine and tires, and as usual, it's a good idea to keep your traction and top speed well balanced... this isn't Drag Racing Mice From Mars, after all.

The graphics aren't exceptional, but they're faithful to the cartoon, and as usual, Konami put in a lot of little details that help add variety to the repetitive tracks.  Fireworks will go off at the last lap of any track sponsored by the game's shop Last Chance, and little crabs will fall out of any trees you bump into while racing in the tropics.  The special attacks are well animated, too... Grease Pit's mines reduce you to a melted pile of sludge on contact, and Karbunkle's mutant ray is pretty amusing... it's fun to watch one of the racers transform into a three eyed dwarf and desperately try to catch up with everyone else, with a pair of tentacles trailing behind him as he runs.  The best looking scene in the game is when a set of five races has concluded and the mice are literally seperated from the men.  All six racers are set on a long, straight track and all kinds of nasty things happen to the losers.  The best players manage to survive every catastrophe, and even outrace the track itself as it crumbles, reaching the winner's circle a split second before tumbling into the wreckage.

The artwork's only occasionally impressive, but the soundtrack is, like most Konami games of the time, exceptional.  It's got the same infusion of intense rock and familiar cartoon riffs that the Teenage Mutant Ninja Turtles games had, and although I could have done without the Biker Mice theme, everything else sounds great.  If you liked the cartoon, then everything will sound great to you, even cornball catchphrases like "Let's Rock... and Ride."

Yes, I'm willing to admit that I like this game.  I'm even willing to recommend it to everyone else.  But please, PLEASE, Konami, watch your licensing department a little more closely from now on.  I don't want to have to put my seal of approval on a Mega Babies game... 

KRUSTY'S SUPER FUN HOUSE
ACCLAIM (FOX WILLIAMS)
ACTION/PUZZLE
 

The Simpsons have been one of the hottest licenses back in the day and still possess amazing staying power after all this time.  However, their games have definitely been hit or miss.  Fortunately, Krusty's Super Fun House is one of the better titles based on the exploits of America's favorite animated family.

In an odd yet refreshing twist, you are cast as one of the supporting characters, Krusty the Klown, who must rid his latest attraction of the mice (possibly rats… I don’t have the instruction booklet!) that have infested every room. For reasons that don’t really matter, Krusty eschews calling the pest exterminators and takes it upon himself to get the job done. Not only are there rats to contend with, but certain items must be collected before each area can be cleared, including but were not limited to flyers announcing the Fun House’s opening. All of this is basically an excuse to use elements from Tetris, Lemmings, Gussun Oyoyo, and other classic puzzlers in a Simpsons game, and the result is more or less positive.

Krusty traverses each room and must use blocks or other moveable objects to manipulate the rats into traps operated by other Simpsons characters. There are enemies including aliens and snakes which must be dispatched using pies or bouncing balls. Only one object may be carried at a time, and each block must be precisely placed at the right time to achieve your objective. The mice climb one square at a time, and will turn and walk away if more than one block is on top of each other and directly in their path. Fortunately, blocks may be turned into makeshift staircases, and there are a variety of other helpful items... tubes and elbow joint pipes may be interconnected, creating a pathway which leads the rats to their doom, and wind blowers force the rodents into otherwise impossible to reach places.

The game's level design is well done and creative. KSFH start out simplistic and straightforward, but once the beginning levels get the player accustomed to its play mechanics, a daunting challenge awaits. Sometimes crossing the fine line between challenging and frustrating, this game is very rewarding once you finally do figure out just how the hell to get those damn mice to their sadistic, well-deserved demise. Like Lode Runner, this is one game that needs a suicide button, as sometimes you will inevitably make mistakes that leave you with no means of escape or victory. If this weren’t aggravating enough, sometimes you will successfully rid a long, pain-in-the-ass level of all the mice only to be required to go back again because you didn’t pick up the prizes or flyer or whatever the hell needs to be done before the door will be secured with a padlock. Your reward for all this hard work is a trip to an even more difficult funhouse.

In this type of puzzler, audiovisuals are not as important as gameplay. Here, the graphics and sounds are adequate but not outstanding. One nice touch is that the circusy music can be turned on or off during gameplay. The soundtrack is actually cute and appropriate, but I do find myself electing to play without a background score as this game requires a large investment of time and carnival tunes played ad nauseum will sooner or later drive me as mad as the title character. Posters and inside jokes are visible in just about every room, and instead of a health bar, Krusty’s energy level is depicted by a charicature which grows more tired whenever the clown is injured.

Krusty’s Super Fun House is one of those neat little games that slips through the cracks. Maybe Acclaim should stick to puzzle/strategy games, as this is one of the few winners in their lineup. Recommended.

MEGA MAN 7
CAPCOM
SIDE-SCROLLING PLATFORMER/SHOOTER

Here we go again... Capcom knows damned well that there's no need for another one of these games, and yet slapped together Mega Man 7 in a rather obvious attempt to pander to the few but obnoxiously loud fans of the all too familiar series. I'm not saying that I didn't enjoy the first few games: in fact, I still consider the first Mega Man to be a revolution in NES game design, but that was nearly ten years ago. It's 1996 now (er, well, it was...), and Mega Man 7 shows no improvement over the NES games which spawned it. The graphics for instance are incredibly ugly, with gaudy purple backgrounds and milky fore- ground pastels which don't even scratch the surface of the SNES' extensive color palatte. Music? It's a cross between the jaunty NES tunes and the new, anime' inspired themes in Mega Man X (and Mega Man X2, and Mega Man X3, and... uh, you get the point...), so there's nothing new here either. And finally, we have the control. It's pretty good, but that means nothing when the game itself so unforgivably retread... some rounds are nearly identical to those in the second NES game, and surprise, surprise, you're forced to deal with the infamous chamber 'o bosses in Dr. Wiley's castle as well. It's like paying for a second copy of a game you already own! If you own any, and I mean ANY, other Mega Man game, you've already seen all there is to see in this one, so pass it by.

 
     

 

 
Nintendo hoped they could once again dominate the video game market with this console.  Unfortunately, the system that burned brightly when it first debuted burned itself out after a few short years.  That's the sad story of the...  
NINTENDO 64  
     
     
 

GAMES YOU'LL WANT

FIGHTER'S DESTINY: The innovative point system adds authenticity to this game's tournament setting.  It's probably the best fighter you'll find on the N64.
MARIO KART 64: It's tough to choose between this and Diddy Kong Racing, but ultimately, Mario Kart 64 takes the winner's circle with less frustrating gameplay.
PAPER MARIO: Super Mario RPG on the Super NES was good... but this is better.  It's bright, colorful, and chock full of personality.
SIN AND PUNISHMENT (JPN): After the somewhat lackluster Mischief Makers, it was a relief to see Treasure get back to making stylish shooters.
SUPER MARIO 64: Mario was the first mascot brave enough to set foot in the third dimension, blazing a trail many others would follow.

GAMES YOU WON'T

CLAY FIGHTER 63 1/3: Instead of bashing this fighting game, which would be really easy to do, I'll just recommend that you buy Konami's Rakugakids instead.
POWERPUFF GIRLS: CHEMICAL X-TRACTION: You'll extract this from your N64 as quickly as you put it in.  Imagine Power Stone without the frantic fun.
SOUTH PARK: CHEF'S LUV SHACK: Here's a game only a mother could love, and I don't mean a bad mother like Chef.  The trivia and minigames are mighty lame.
SUPERMAN: It ain't super, man.  It's like what would happen if the man of steel accidentally flew into a copy of Pilotwings that someone threw into the toilet.
XENA: WARRIOR PRINCESS: Suck the soul out of Soul Calibur and this would be the unfortunate result.  It's a shame, because Xena deserved better than this.

REVIEWS

KIRBY 64: THE CRYSTAL SHARDS
NINTENDO (HAL LABS)
SIDE-SCROLLING ACTION/PLATFORM

I can't help but think that I'm starting to outgrow the Kirby series.  I was pretty fond of Kirby's Adventure on the NES, and this sequel on the Nintendo 64 has much of what made that game great, plus colorful and attractive polygonal graphics.  For some reason, though, it just didn't keep me entertained the way the NES game did.  Rather than getting me excited about every new round like Kirby's Adventure, The Crystal Shards made me want to finish stages so I wouldn't have to bother with them again.

Perhaps the reason for this is that Kirby 64 is a more straightforward game than Kirby's Adventure.  That game was packed with museums, bonus rounds, arenas, an enormous amount of power-ups.  By contrast, Crystal Shards gives you a lot of platforming levels, some bosses, a few cartoon intermissions, and that's about it.  You get a chance to score extra items after every round, but hopping onto a picnic blanket to grab them is a pretty lame excuse for a bonus round.  Speaking of lame extras, there are a few mini games you can play with your friends, but they've got about as much meat to them as the games in Mario Party, and they're poorly integrated, too... you don't even have to earn them in the story mode to play them!

Kirby 64 still plays fairly well, but HAL Labs made some changes to the gameplay, hoping to improve it.  Some of the tweaks make a lot of sense... for instance, Kirby can still fly but only for a short period of time, making the game more challenging than previous Kirby titles.  You'll have to get through some areas with well-timed jumps rather than just floating over every obstacle, and this is definitely a good idea.  However, some of the other changes to the gameplay don't work so well.  Kirby's gigantic selection of weapons has been trimmed down to six, but you can combine abilities a'la Gunstar Heroes by throwing one bad guy at another or eating them together.  I guess I should appreciate the extra depth this adds to the traditionally simple Kirby gameplay, but I can't help but think that the new weapons are kind of weak.  Earth, fire, ice, needle, bomb, and boomerang are just as dull as they sound on their own, and when you combine them, you're left with weapons that are disturbing (I'm sorry, but Kirby would never, ever stick exploding shuriken between the eyes of his enemies...) and sometimes horribly unbalanced.  To give you a good example, dynamite can harm both you and your opponents, but the refrigerator lets Kirby spit out an infinite amount of food that heals the player but damages the bad guys.  When you've got a weapon like this, why bother with anything else?

Another serious problem with the gameplay is that The Crystal Shards seems a whole lot slower than the other Kirby games... you can make Kirby run by double tapping on the controller, but even then he just isn't fast enough.  Things get even worse underwater, where you're even slower and you CAN'T double tap to run.  Of course, since The Crystal Shards is your typical side-scrolling platformer and the game's designers are your typical sadistic bastards, there's an entire world covered with water, and it just... never... seems... to... end.  By the time you finish it you'll consider ripping the cartridge out of your N64 and throwing it in the nearest lake.

Now that I think about it, maybe I haven't outgrown the Kirby series... perhaps HAL Labs just didn't do a good job designing this particular Kirby game.  Superficially, Kirby 64 looks like it's got everything that made the previous games in the series wonderful, but there's more to Kirby's world than cute characters and memorable scenery.  I hope the designers of this game realize this when they start work on the next one. 

PAPER MARIO
NINTENDO
ROLE-PLAYING GAME

I recently found a review of Paper Mario on the web that began, "Boy, this game sure went down the toilet the moment Square left the project."  This, of course, proves that it's never too hard to find morons on the Internet.

Yes, Paper Mario, the sequel to Super Mario RPG on the Super NES, doesn't have Square's support behind it.  Of course, this also means that it doesn't have cheesy computer rendered graphics, dark, confusing playfields, generic battles, or hours of full motion video starring characters that don't matter to you, either.  Intelligent Systems knew better than this, giving this game three things Super Mario Bros. fans really want: addictive gameplay, familiar characters, and a whole lot of personality.

RPGs are a prickly genre for me... it takes me a while to warm up to most of them, if it ever happens at all.  However, this wasn't a problem with Paper Mario... I loved it right from the start.  The storyline, slightly altered from Super Mario RPG's, was no big surprise, but I really enjoyed the dialogue... and just like Super Mario RPG, it had that same delightfully silly flavor throughout the entire game.  Unlike most role-playing games, you'll enter each town looking forward to all the conversations... you may even start looking for townspeople just to talk to them.  Better yet, they've got names, stories, and relationships of their own, so they're not just the walking signs you've come to expect from other adventure titles.

The graphics are impressive, too... Intelligent Systems left the computer rendering of Super Mario RPG behind and tried a gimmick of their own, one that let them capture Mario's world much more faithfully.  As the title suggests, Mario (and every other character in the game) is a paper cutout, and they're all drawn perfectly... Shigeru Miyamoto himself couldn't have done better.  And although there aren't as many sight gags about the flat characters as there were in Parappa the Rapper, the designers do occasionally have fun with Mario's missing dimension, spinning him around in battles and swirling him down pipes.

An added bonus to drawing Mario as a flat object is that all those extra polygons can be devoted to the backgrounds... and man, are they great.  The towns are colorful and full of scenery, and some of the locations have breathtaking details like drifting snow and paths made of glittering stardust.  Some of the playfields are nicer than others, but I guess that's the point... you'd expect the green hills and cool waters of Yoshi's Island to be more vibrant than the appropriately named Dry Dry Desert.  No matter where you happen to be, jumping into a battle changes the scenery into a stage with hanging props... something I haven't seen in a video game since the release of Dynamite Headdy for the Genesis.  You may or may not like it, but one thing's for sure... you can't call it an overused cliche'.

Oh yeah... that reminds me of the battles.  The fights in most role-playing games can get boring, especially since most of them are exactly alike.  However, Paper Mario has a lot of features that help make them more entertaining, or let you avoid them entirely.  As was the case with Super Mario RPG, enemies don't just pop out of nowhere... they run around the playfields with you, and if they spot you they'll try to start a conflict.  However, you can defend yourself... if you stomp or hammer an enemy, or sic one of your partners on them, you'll damage them before the battle even starts.  Sneaking around or running from enemies is also an option, although some of the bad guys are pretty intent on starting a fight.  Fortunately, since they're based on classic Super Mario Bros. characters, they have all of their weaknesses.  Remember, a Spiny isn't so dangerous when it's on its back, and Bob-Ombs won't get the chance to hurt you if you can make them detonate before they attack.

As you can tell, Paper Mario is a lot of fun if you're a fan of the Super Mario Bros. series, but none of those games were perfect, and neither is this one.  First of all, the battles can be fun, but they're limited as well... none of your partners are treated as full-fledged party members, and you can only use one of them at a time.  If you took the rather flammable Lady Bow into a battle with fire-based enemies and need to select a more suitable character, you can switch to that character in the middle of the fight, but it will cost your partner their turn, and sometimes, you just can't afford to lose that extra firepower.  Also, you're not allowed to damage just any enemy with any attack... if, for instance, there's a particularly obnoxious Magikoopa behind a row of Clubbas or Dry Bones, you won't be able to reach him with the hammer or another close range attack.  Finally, although the sound effects are great (Bombette's explosion really packs a punch!), the music is not.

Oh well... if I have to sit through some overblown, repetitive tunes to play a terrific game like this, I'll definitely do it.  I don't play many RPGs, and I won't finish many of the ones I do play... so when I find a game like Paper Mario that keeps me entertained to the end and leaves me wanting more after it's finished, you know it's worth buying.

SHADOWMAN
ACCLAIM
ACTION/ADVENTURE
 

I was absolutely sure I'd end up hating this one.  The normally docile mainstream video game press ripped Shadowman to shreds, and I was ready to do the same thing when I watched my friend Matt play through part of the first stage.  Whoohoo, Tomb Raider in hell.  Isn't just playing Tomb Raider hellish enough?  I was about to write Shadowman off as another overhyped Acclaim flop, but then, something happened.  When Matt fired up a saved game with Shadowman lost deep within the cavernous world of Deadside, I started to notice how incredibly well designed this world was.  Every level was an intricate puzzle, filled with branching paths which often lead to rooms with important items left just out of your reach.  I urged him to open every door... flip on every switch... swim through every sea of blood to find the next dark soul.  Then I took over, and that urge to discover every hidden path and item became an insatiable need.  The repetitive wall textures, the monotonous backtracking, and the awkward control were instantly forgotten.  All that mattered was finding out what was around the next corner... and the next... and the next.  Sometimes it would be a door just begging to be unlocked, and other times it would be a freakishly dressed zombie with a gun pointed right between my eyes.  The bastard could kill me a dozen times and I'd come right back for more, all because there's another dark soul in the level, calling my name like the ghost of a long lost love. Damn it, I MUST HAVE THAT SOUL!!!

Er, um, sorry.  As I mentioned earlier, Shadowman is a lot like Tomb Raider in that you're armed with a gun but do as much exploring as enemy blasting.  It shares quite a bit in common with Legacy of Kain:  Soul Reaver, too, because your character walks a thin line between life and death and can visit either plane of existence at will.  However, thre are some subtle differences... Shadowman can't die from falling long distances like his big breasted counterpart (because as my friend put it, he's already dead!), and his gun fires these strange beams of light which can be powered up by holding down the appropriate button.  Like Soul Reaver's Raziel, he can be defeated by enemies, but instead of being transported to an alternate dimension to regain his strength, Shadowman is simply returned to the beginning of the current stage.

The graphics and sound won't raise the dead, or anything else, for that matter... the walls have some pretty good textures but they're a bit overused, and this coupled with the very long rounds and lack of reference points makes it very easy to get lost.  And confused.  And frustrated.  The game as a whole is pretty dark and dingy, so don't expect any spectacular lighting effects... however, some of the enemies and the strangely clear pools of blood aren't too shabby.  The music fits the mood, and in one instance, the plot... you'll be tormented by the carefree laughter of a small child cut off by the whine of a circular saw in one stage.  This disturbing sound bite gives you a taste of the trauma Shadowman experienced when he watched his little brother die, but after hearing it a dozen times, you'll hit the mute button on your remote to keep the voices in his head out of yours.  The control is a bit goofy (Nintendo found some pretty weird places for buttons on that controller of theirs!), but it's still better than Tomb Raider's, and the gun battles are more natural than the rather clumsy fights in Soul Reaver.

Is Shadowman better than the games that inspired it?  No, not really.  The game as a whole is a little contrived and doesn't feel as solid as, say, Soul Reaver... and Shadowman's big bad voodoo daddy doesn't hold a black candle to the much more threatening Raziel.  Still, those of you who spent dozens of hours exploring every last cavern in Metroid will be quite happy with Shadowman's endless convoluted tunnels, and the enormous amount of items hidden within them.

SIN AND PUNISHMENT
NINTENDO (TREASURE)
SHOOT EVERYTHING THAT MOVES
(and some things that don't)

Treasure.  A game company that brings drool to the lips of thousands of even the most jaded fanboys.  With the insane difficulty, complex simplicity, and ultra-articulated bosses of their games, the company has gotten quite the following.  The ex-Konami developers have their quirks--their "no sequels" policy, for example--but they've won the hearts of many gamers.

One of their sublimely simple efforts is Sin and Punishment for the N64.  One of the last games to come out for the "Fun Machine," this game challenges the gamer with two simple rules:

1) If it moves, shoot it.
2) If it doesn't move, shoot it anyway.

The plot of the game is actually quite interesting.  In the year 2007, much of Japan has been overrun by genetically-engineered monsters called "Ruffians."  An American military organization called the "Armed Volunteers" has come to Japan ostensibly to help repel the invaders.  However, this being a futuristic setting, and a paramilitary force being what it is, the Volunteers have gotten a bit heavy-handed, forcing rebellion to the minds of three teenagers: Saki (15, male), Airan (16, female) and Achi (13, female).  The three eventually cross paths with the lieutenants of the leader of the Volunteers, a young man by the name of Brad who seems to have prior experiences with Achi.  She apparently gave him some of her blood, which gave him some of her power; mainly, he can speak to his subordinates from afar (with a pretty cool "floating eyes" shot) and attack those who would harm his soldiers with the power of his mind.  And he's a demon with a sabergun.

The "sabergun," as I call it, is the solitary weapon you get in this game.  The weapon has four functions: aimed fire (has to be precisely aimed, but does decent damage), lock-on fire (can lock on, but does less damage), sword (close-range, does great damage), and deflection (deflects certain missile-like projectiles at the targeted monster or scenery).  There aren't really any power-ups for the weapon, but the game is set up so that you don't really need them (apparently, Treasure learned from their mistake in Silhouette Mirage of adding in weapons that served little to no real purpose).

The controls are simple--in most stages, you're on rails moving forward, with one or two side-scrolling levels.  You mainly move to the left or the right (in most cases, this means strafe) using the D-pad or the C-buttons.  The shoulder triggers make your character jump, A toggles lock-on and aimed fire, B can disengage a lock in lock-on mode, and Z is the attack button (performs all attack functions).  There's also a 2-player mode that has one player move the character, and the other shoots.

The graphics aren't too impressive--don't get me wrong, they're anti-aliased, and they don't glitch.  However, they're still fairly low-resolution.  This can be forgiven, however, because of the massive flow of humanity (and inhumanity) that you must engage.  The characters are pretty well-designed--including Saki later in the game, where he looks like he's wearing M.C. Hammer pants (the result of a partially-reversed physical mutation); or Radan, an early boss.  The sound is actually quite excellent for the much-maligned cartridge format.

There is a diverse array of music, as well as an excellent array of voice acting.  The strangest thing about the game is that the dialogue is spoken in English, and pretty good English, at that.  In the tradition of Resident Evil, the producers, perhaps with a US/Europe release in mind (which never developed), had English-speaking voice actors do the lines.  NOT in the tradition of Resident Evil, the dialogue is actually pretty intelligent, without the horrors of the language barrier.  There are Japanese subtitles, incidentally (if you just HAD to know), but they can be turned off by beating the game on Normal difficulty.

The gameplay is simple enough to hook you, but there's enough to the game to keep you interested--no mean feat for what would seem to be a warmed-over Space Harrier clone at first blush.  You can get enemies as you pass them with your blade, and you actually have options as to how you want to rid the screen of foes.  For instance, if there are three enemies on a platform, you can either pick them off one at a time or shoot out the platform.  However, you only get credited for direct kills--an important point, since you get an extra continue for every 100 kills--so you have to make that decision depending on your circumstances.  There are even real races against time, including the "railgun firebomb" sequence, in which you have to destroy a railgun shell before it hits a mutated Saki.  Of course, Saki is firing at you (he's mutated and thus delirious), so you can actually position yourself so that the shell is in the path of the blasts.  The part before the railgun shell sequence involves a Death Star-meets-Battletoads sequence in which you have to dodge electrical bolts to slash a railgun chamber.  Also, the final boss may remind you of Missile Command gone mad.

The characters are actually pretty compelling--Airan, who becomes the midpoint main heroine after Saki is "lost," is actually a pretty good "strong female lead" for the game, and Brad actually cares about his lieutenants to the point of giving them blood transfusions and protecting them in battle.  And, I'm sure he gives them full dental coverage, as well.  ;)  Achi plays the "mysterious ally" part pretty well, seeming to be on your side, only to double-cross you at the least opportune moment.

The game is fairly short, but not too easy.  For the 45 minutes to an hour of each play-through, enemies are thrown at you from every conceivable angle.  It's nothing that you can't eventually learn to handle, and this is the kind of game you play to top your personal best.  Try to find it on Ebay; most places are sold out of it, and even if they had it, you'd probably pay a heinous price for it anyway.

Stay tuned for my next review of the LAST N64 GAME EVER, Tony Hawk's Pro Skater 3 (to be released early August).


Preface: I know that just about everything that can be said about this game has been said already, but it definitely bears repeating.  If we're to avoid suffering a game like this again, we must continually and continuously remind the world of this horrible, horrible game. And more than anything else, we can only hope that one day, Titus shares Acclaim's fate.

SUPERMAN 64