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Mega Man X

snes_mega_man_x_p_xky270When Mega Man X was released in 1993 I was so confused. I saw the X in the title and assumed it stood for 10. Back in the 90s, it wasn’t uncommon for games to not get localized and released in North America for various reasons. Famously, we only received 3 Final Fantasy titles in the same amount of time as Japan getting 6. At the time, there were 6 regular old Mega Man titles released, and the sixth one had just been released on the aging NES hardware, so it didn’t really make sense that there would be three titles missing. Of course, there wasn’t and Capcom had basically just felt it was a good idea to give Mega Man a slight rebranding when moving him to the new hardware – the Super Nintendo.

Mega Man X, or just X, is a future Mega Man who is just a bit more advanced than his predecessor, and yet it feels like he’s moved so far beyond what Mega Man was previously. When the game starts, X mostly looks like Mega Man but with a higher detail sprite making him look more like the character art than the old in-game models. He comes equipped with the X-Buster which mostly functions like the old Mega Buster including a charged shot. He’s lost the ability to slide, but instead can dash forward either with the press of a face button or a double tap of a directional. He can also do a wall kick which allows him to continuously jump off a wall and scale it. Combining the dash with a jump or a wall kick can open up new areas for X and adds a new level of exploration not really found in the prior games.

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Minus the cool armor upgrades, X doesn’t look THAT different from the old Mega Man.

Aside from all of that, the conventions of the game are still really familiar. Dr. Light and Dr. Wiley are both dead, but in their place X has an ally in Zero, a Maverick Hunter who goes after rogue robots and mostly looks like a red version of X with a ponytail. The villain is the Incredible Crash Dummy look-alike Sigma, a former Maverick Hunter turned….Maverick. The plot is basically that X was the first robot created with free will, and fearing he was too strong and unpredictable, Dr. Light sealed him away. Well past his expiration date, a Dr. Cain found X and basically reverse engineered him to create Zero as well as legions of other robots. A bunch of them went nuts, became Mavericks, and here we are with X having finally awakened on his own. Like any other Mega Man game, the story is simply there for you to take in if you wish, but it’s hardly essential to enjoying the game.

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The opening stage introduces the player to ally Zero and enemy Vile.

The rest of the setup is also essentially the same. Eight robot masters stand in the way of X and a showdown with Sigma. There’s an intro level which introduces both Zero, as an ally who comes to Mega Man’s aid, and Vile, an enemy robot who pilots a mech suit. The robot masters are only changed in the sense that now they resemble an animal of some kind. They still possess unique weapons and each one is weak to another. Clearing a stage means X can re-enter it and exit it at will, which is important because there are numerous extra goodies to uncover. In addition to the familiar E-Tanks, now called Sub Tanks, X can also find health upgrades that extend his overall health meter. And more importantly, X can also find capsules Dr. Light left behind which contain new upgrades for X’s armor like a chest guard that allows him to absorb more damage and leg upgrades that let him break certain walls. There’s even a special upgrade that allows X to perform a famous maneuver from another popular Capcom series. These armor and weapon upgrades will become a staple of the X franchise, which now has as almost as many games in it it as the regular Mega Man series.

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The eight robot masters are all now aligned with animals of some kind, a trait that will continue throughout the X series.

Once the robot masters have been dealt with, Sigma’s base opens up and X is free to pursue the ultimate enemy of the game. Sigma’s base is broken up into three stages, and unlike traditional Mega Man games, there’s no boss-rush room. Instead, X will encounter the defeated robot masters throughout the three stages which makes things a little more fun than the usual room full of capsules. There are also additional other bosses to take down, including a showdown with Vile, before Sigma can be challenged. Like Dr. Wiley before him, Sigma’s fight will encapsulate multiple parts (in this case, three including the fight with his mutt) and is designed to test X’s skills up to this point. Whether it does or not is a matter of opinion, I suppose, though like most boss battles, once you figure out the patterns he’s not particularly difficult. Especially with some fully stocked Sub Tanks.

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Gameplay wise, you’re not getting anything you aren’t used to, and yet it feels new.

What makes Mega Man X such a resounding success is the sense of freedom within the game. The various health and armor upgrades are all basically optional and you’re free to make the game as easy or as challenging on yourself as you like. The X-Buster is fairly strong on its own, offering multiple levels of “charged” for damage output. As a result, the robot master weapons need to provide other functions to make them worthwhile and the game does an excellent job of just that. And once X acquires the X-Buster upgrade he can even charge all of the enemy weapons giving them new functions such as Chameleon Sting’s invincibility or the forcefield offered by Rolling Shield. There’s even one weapon that has a Cut Man property to it and can cut-off certain parts of enemies weaponry including some bosses. The generous amount of Sub Tanks that can be acquired also seems to encourage some experimentation as you can always farm power-ups and refill the tanks if you hit a tough part or happen to fail to recognize what weapon works best on a particular enemy.

Visually, Mega Man X looks great for an early Super Nintendo title and holds up quite well even today. The sprites are colorful and well-detailed and there’s very much a Cybertron-like quality to the design of X’s world that works for the franchise. There are numerous large-scale enemies that are common throughout the levels and the usual amount of setting variety as well such as more jungle-like levels and even an underwater one. The bosses are all pretty fun, and they seem a little more agile this time around since X is better equipped to dodge them. Some of the easier ones will let the player exploit X’s wall-kick, but later enemies will know how to get you off the wall and out of the corners. The music is also a strength. It may not be as classic as a Mega Man 2, but it’s still a high point for the franchise.

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X does look pretty bad ass once he gets all of his upgrades.

The only negative with Mega Man X is that the abundance of enemies and detailed graphics do lead to some slowdown. Even when playing on the SNES Classic, slowdown is pretty common at certain points. I especially notice it in Armored Armadillo’s stage when X has to ride a mine cart like device and the screen is loaded with enemies. The slowdown won’t really impact play, since X is largely required to be stationary throughout all of this, but it can be a bit frustrating. I at least can’t recall an instance of slowdown during a tricky platforming section or something.

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If you can find it, the 2006 X collection for PS2 and Gamecube is a worthwhile pick-up, though it probably makes more sense to wait for the PS4/Xbox One/Switch release.

If the only negative in your 15 year old game is occasional slowdown, then that’s a pretty good legacy to leave for Mega Man X. It was at the time, and still is today, a bright spot for the Mega Man franchise. It felt so fresh at a time when Mega Man was definitely growing stale and playing it today after recently playing both Mega Man 2 and Mega Man 8 it still feels that way. It injects a bit more fun into the formula by making the main character just more fun to handle. It’s the main reason why Mega Man X is arguably the greatest Mega Man game ever made. I’d rather play it over any of the mainline games, though I’d love to revisit Mega Man X4 before declaring it’s definitely the best. Like the regular series, the X series would also suffer from over-saturation as Capcom would fast track another pair of X games for the SNES and then continue along with the Playstation. The games would eventually add Zero as a playable character, which definitely helped reinvigorate the franchise as Zero played differently from X and offered a new set of challenges.

In the end, it doesn’t really matter where Mega Man X fits in the overall series because by itself it’s pretty damn awesome. And thankfully, it’s still pretty easy to come by. It sold really well when it came out so cartridges for the SNES can be found for a reasonable cost today. There was a compilation of X games released on both the Gamecube and PS2, but that’s actually a little harder to come by. Capcom is prepping a new collection of X titles for 2018, so it should be easily available relatively soon. And if you happen to find one, it’s also included among the 21 games on the SNES Classic, which is thankfully a lot easier to find than the NES Classic, but still not as easy as just walking into a store and buying it on any given day. However you go about experiencing it, it’s likely you’ll have a pretty good time with Mega Man X.

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Mega Man 8

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Mega Man 8 (1996/1997)

Mega Man 8 is perhaps the most divisive game in the history of the Blue Bomber. The first developed without series creator Tokuro Fujiwara, it was the only mainline Mega Man game released during the 32 bit era, and for a long time, was the last to be made with current generation technology, even though it didn’t seem like that at the time. After the release of Mega Man 8, the series essentially disappeared in favor of the many Mega Man spin-off franchises such as X, Legends, Battle Network, and others. When Capcom finally reconvened to create a Mega Man 9 it opted to pretend as if this game (and to some extent its predecessor Mega Man 7) never existed going back to a visual style akin to the original NES games and a gameplay style that went even further back. Capcom would stay with that look for Mega Man 10, but finally announced in 2017 that a new Mega Man game is coming and it won’t feature illusory 8-bit images.

It’s interesting that the game has become so maligned over the years, since at the time Mega Man 8 was supposed to be a celebration of Mega Man and the impact he had made in the world of gaming. Coinciding with the 10 year anniversary of the first game, Mega Man 8 stayed true to the series roots by sticking with 2D gameplay when the whole world was demanding 3D. Sony Computer Entertainment of America (SCEA) initially wanted nothing to do with the game because of its use of 2D visuals. Wanting to highlight the processing power of the PlayStation, SCEA nearly prevented the release of the game in North America, but eventually relented when Capcom agreed to dress-up the packaging. Since it was also to be released on the Saturn, SCEA wanted exclusive content and thus received a little booklet to be included with each copy of the game recounting the legacy of Mega Man. Maybe out of spite, Capcom would introduce better, exclusive, content on the Saturn with optional hidden bosses.

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There’s a whole bunch of new enemies for Mega Man to vanquish.

Mega Man 8 largely follows the formula of the games that came before it building off of Mega Man 7. So unlike more recent entries in the series, this one still retains the charge shot and slide maneuver as well as the bolts currency which can be used between levels to purchase upgrades for Mega Man. Dr. Wiley is the main antagonist once again and Bass and Treble return from 7 to make Mega Man’s life more difficult. The plot isn’t of much importance, suffice to say that Wiley is up to no good and has created 8 robot masters that Mega Man has to get by before he can ultimately take on the mad scientist. A new character is introduced, Duo, who’s from outer space and brings with him some kind of weird energy that Wiley wants to make use of. He starts off as an ambiguous character, but will eventually become an ally when he “senses justice” within in Mega Man, or some nonsense.

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Most of the levels have an appealing design that serves its robot master well.

What you need to know as a gamer is that Mega Man has roughly 12 new stages to topple. After a simple introductory level, four additional stages are open to Mega Man and each features a robot master to take down. Following their defeat, an intermission stage is unlocked before the final 4 robot masters are available and then eventually the multi-stage Wiley Tower. Splitting the 8 robot masters into two separate groupings of four does make it a little easier to determine an order to tackle them in. As is the case with virtually every Mega Man game, defeating a robot master earns Mega Man a new weapon and each one is a natural weakness for another robot master (Wiley should really avoid doing that when creating these things). There is an added challenge in introducing the robots this way as the player needs to figure out which robot to tackle first – twice! There’s no overlap in terms of weaknesses between the two groups of four, so the first boss you fight and the fifth will basically necessitate relying on the Mega Buster to topple. If you want my advice, I suggest starting with Grenade Man and Aqua Man, respectively. Although I did have this game before I had internet access and a boss order available to me so I have taken down more than just those two with the Mega Buster.

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Mega Man 8 is gorgeously animated, but few appreciated it in 1996 since it wasn’t 3D.

Scattered throughout the stages are bolts. There is a finite amount of them in the game and they serve as currency for Mega Man to purchase upgrades. Since you’re limited by the amount of bolts in the game, this also means you’ll be unable to purchase all of the upgrades in a single save file. Some of the upgrades available to Mega Man include a fast charge attachment, a shield that will prevent knock-backs, a laser shot, and a spread gun, among others. Basically all of them are useful to some degree, though I’d argue the most essential is probably the quick-charge. One annoyance, the ability to exit already completed stages must be purchased, so if you want to go back for bolts that you missed (and you will, since some require a weapon acquired later to access) you will have to either waste bolts on this feature or play through the entire level again.

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There’s some auto-scrolling segments to break-up the gameplay. This Rush segment works well, but don’t ask me about the snowboarding one.

The stages feature a solid mix of run and gun and platforming gameplay, as well as a couple of auto-scrolling events. The levels offer a rather average level of difficulty for a Mega Man game sitting this one squarely in the middle of the pack if arranged accordingly, though perhaps closer to the easy side. Continues are unlimited, so the game is forgiving in that regard, but the checkpoints are spread out enough that having to use a continue does hurt a bit. There are no E Tanks in this game, which might explain why it’s a touch on the easier side, but there is a Rush attachment that can be used once per stage that summons Mega Man’s trusty robotic canine who will drop power-ups as he flies back and forth. It’s not as seamless as an E Tank since Mega Man still has to chase down the power-ups and there’s no guarantee that Rush will drop exactly what you want. This makes him a bit unreliable during the chaotic boss encounters in the game and he’s also basically useless if you’re in an area where Mega Man is limited by where he can stand (auto-scrolling segments, spike pits, etc.).

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In what was apparently common for Capcom at the time, fan input was sought for boss designs. Some of the original fan-submitted works appear in the credits.

Of the main stages available, none are probably memorable enough to supplant a Quick Man or Flash Man stage, but they mostly offer plenty of variety and avoid the pitfalls of tedium. Tengu Man’s stage features a pervasive gust of wind that extends Mega Man’s jumps when moving with it, but also hinders his ability to backtrack. This stage also features one of the auto-scrolling portions where Mega Man hops aboard Rush and uses him like a jet-board as he soars through the air. During these segments Mega Man can also summon his lesser allies like Auto and Beat to assist him in taking out the various enemies he encounters. Astro Man’s stage features some maze-like portions as well as a frantic escape from a sinking tower. Sword Man’s stage is broken up into sections that can be tackled in any order, sort of like the boss gauntlet that appears towards the end of every Wiley Castle. Some levels also feature a mid boss and defeating that boss unlocks a new Rush ability (4 in total) that include the health power-up, as well as a few other things that aren’t really essential but can be useful.

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Mega Man has finally learned how to swim, but I’m not sure that’s a good thing.

Some levels, on the other hand, don’t go over as well. Frost Man’s stage features the snowboarding auto-scrolling bit and it is not enjoyable. The input feels laggy, and the developers apparently noticed this as well because they inserted audio prompts commanding the player to “Jump! Jump!” or “Slide! Slide!” These segments are mercifully short, but also short on fun and it’s a shame they recognized the need for the cues but not the need to just cut them entirely. Aqua Man’s stage also features scenarios completely submerged in water. Mega Man has apparently received a software upgrade that taught him how to swim, as he no longer just jumps around slowly in water. Swimming basically works the same way in Mega Man 8 as it does in Super Mario Bros, which is to say it’s not good. Mega Man is also a lot longer relative to Mario so it’s not easy to maneuver him around enemies. You’re better off to just plow through those segments and hope for the best.

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Mega Man’s “sister” Roll runs Dr. Light’s shop which you can visit to purchase upgrades for Mega Man after acquiring enough bolts.

The bosses themselves are all fine. They’re fully voiced, like Mega Man (more on that later), and it’s kind of funny to hear them taunt Mega Man before and during confrontations. There’s nothing particularly logical about who is weak to who, unless you know more about the robot than the game presents. For example, Sword Man does have a fire element associated with him that’s not apparent just by looking at him and Aqua Man’s Aqua Bubble is his weakness. There’s also no weapon on par with the Metal Blade that makes life easier across the board, though the multi-hit Grenade Bomb is pretty good and seems to have the most uses. Other weapons are more utilitarian. The Tornado Hold can be used to levitate Mega Man or hit enemies that are high in the air and the Thunder Claw can be utilized like Bionic Commando’s claw at certain points in the game (another benefit to splitting the bosses in groups of four means levels can be designed to utilize certain weapons because it’s guaranteed the player will have it). There’s also a 9th weapon that Mega Man receives in the opening stage:  the Mega Ball. It’s basically a soccer ball and pressing the fire button causes Mega Man to drop the ball. He can then dribble it if he likes or even jump on it for a small height boost on his subsequent jump, or press the fire button again to kick it. The ball can ricochet off walls, but it’s mostly too unwieldy to properly utilize. Only one boss requires its use. Two other very useful weapons include the Homing Sniper, which can fire up to three homing missiles, and the Astro Crush which rains down death on the entire screen. As a result, it has a very limited amount of uses.

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This is the only boss who requires the use of the Mega Ball, and as a result, he’s pretty annoying.

Where things start to fall apart with Mega Man 8 is after the eight robot masters have been vanquished. Wiley’s various stages are lackluster and downright annoying at times. The first opens with another snowboard segment, this one far more annoying and longer than the ones from Frost Man’s stage. Worse yet, it ends with the only boss fight that requires use of the Mega Ball, and as a result, it’s pretty tricky. If you have to resort to a continue you’ll be stuck playing through that snowboarding segment once again and you’ll want to snap the disc in half. After that is another Rush auto-scrolling segment that uses the scrolling gimmick to kill you if you’re not paying attention (and it’s mean enough that you probably will die at least once when you hit that part for the first time) and concludes with the worst boss fight in the game. It’s long and tedious, but as a plus it’s not particularly difficult so hopefully you take it out on the first try. The third level is better and finally presents what feels like a fair challenge plus a dual boss fight when you take on the Bass + Treble machination and then the Green Devil, or whatever it’s called. The Devil boss is probably the easiest one of them all, but if you don’t know its weakness it is considerably more difficult.

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Seriously, fuck this shit.

Finally, there’s Wiley, and unfortunately he kind of sucks too. He’s very similar to his Mega Man 2 version in which you take on his tank thing before fighting him in a floating capsule/bubble contraption. The tank is not terribly difficult, but it’s also not easy, and given the lack of E Tanks there is a bit of added challenge. The capsule part is a bit boring because he just doesn’t take much damage. He doesn’t appear to be weak to anything, so you just have to make sure you outlast him.

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The anime cut scenes by and large look great considering they’re stored on CD ROM, but the voice acting just kills it.

Since this was the 10 year celebration for Mega Man, Capcom decided to dress things up with some anime cut scenes! Xebec was contracted to do the scenes and they actually did a really nice job considering these are forever trapped on a PlayStation disc. Since the total run-time for all of the sequences put together is probably only 10-12 minutes, they could afford to take their time and put a lot of effort into making them look good. Unfortunately, the same degree of care was not put forth into the voice acting when it came time to localize the game for North America. I don’t know if the Japanese voice acting was equally terrible, but the English version is hilariously bad. It’s the most infamous part of the game and what people think of first when they think of Mega Man 8. Mega Man sounds like an adolescent high-voiced girl while apparently no one realized that the characters Bass and Treble refer to music and not fish. Dr. Light is especially bad and sounds like a bumbling old fool who refers to Dr. Wiley as “Dr. Wow-ee” while the voice actor for newcomer Duo just sounds like he would rather be anywhere than in a studio voicing this character.

The voice acting is a real shame because outside of that the production values are pretty great. While few wanted 2D games in 1996, no one could argue that Mega Man 8 wasn’t attractive to look at. It’s hand-drawn visuals have aged way better than basically anything else on the PlayStation. Mega Man is the right size in relation to the screen and is lovingly animated. Many of the generic enemies are brimming with personality and the bosses, in particular Frost Man and Sword Man, are also a lot of fun to look at. The music is solid as well, and while most are probably nostalgic for that 8 bit sound I doubt few would suggest the soundtrack is poor. And while the voice acting during the anime bits is atrocious, it does succeed in adding some personality to those bosses and its mostly welcome in that space.

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An assortment of mini bosses keeps things interesting and provide a vehicle for awarding Mega Man with even more power-ups.

Mega Man 8 performed rather well at retail when it was released, but reviewers were far more mixed. Incidentally, what it was maligned most for (its visuals) is what it’s most likely celebrated most for today. There was an undercurrent of backlash from some outlets because of its simplified look and there was also some Mega Man fatigue at the time. After all, this wasn’t just the 8th Mega Man game. It also followed three Mega Man X titles and some handheld ones as well. That’s a lot of Mega Man games in the span of 10 years so reviewers and gamers could be forgiven if they weren’t as excited for a proper Mega Man title in 1996 as maybe they would be today. Opinions are still divided on this one though. As recently as 2010, IGN considered it the worst of the mainline Mega Man titles. More recently, Retronaut’s Jeremy Parish ranked it as high as 5th among all of the Mega Man games (did you know there’s 20 total as of this writing?) which is probably the most praise I’ve ever seen given to the game. Perhaps not surprisingly, I tend to fall somewhere in between those two extremes. It certainly is not the worst of the Mega Man games, but Mega Man 2 and 3 are probably superior, at least. I definitely would rather play this one than Mega Man 7, though I’m less sure when it comes to other games. I’m not an expert Mega Man gamer and I never touched the ultra hard Mega Man 10 because it sounded like something I wouldn’t enjoy. When I picked this game up in 1997 as a birthday present I had some fun with it and returning to it in 2018 was by no means a bad experience. If you like Mega Man, but have never played this one and have only heard bad things then I’d suggest giving it a shot. It’s not hard to come by thanks to the compilations put out by Capcom nor is it prohibitively expensive if you want an original PlayStation version (if you want it for Saturn you will have to pay a lot, though) so you only have yourself to blame if you haven’t played it.


Ranking the Games of the SNES Classic

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It’s coming…

Nintendo dispatched with what little suspense there was relating to the SNES Classic this week by unveiling the plug and play device as well as just about everything we needed to know about it. Ever since the company shockingly pulled the plug on the NES Classic, the plug and play mini Nintendo Entertainment System that proved nearly impossible to find during the holiday season, the gaming community has been wondering when the company would show off its successor. It was basically a foregone conclusion that a SNES Classic Edition would be made, the only real questions concerning it would be when is it coming and did Nintendo learn anything following the NES Classic fiasco?

Well, yes and no to that last question. The biggest complaints, aside from availability, surrounding the NES Classic were in regards to the controller cord length and the selection of games. While most of the very best non-licensed games from that era were represented, there was also a lot of padding with games such as Balloon Fight and Ice Climber that most people were not eager to revisit, The controllers were wired, which in the age of wireless feels odd enough, but to make matters worse the cord length was only two and a a half feet. The SNES Classic seeks to improve on both by legitimately featuring a wealth of quality, classic games and by featuring longer cords. Unfortunately, the length was only extended to five feet which is shorter than what is featured with the original SNES controllers. There’s no word from Nintendo though on just how many units will be produced, only offering up that it will be significantly more than the NES Classic. Helping matters some is that each unit will come bundled with two controllers, as the only thing harder to find than the NES Classic last Christmas was a second controller to go with it. The SNES Classic will come in at $80, which is $20 more than the NES Classic, and will feature 21 games as opposed to 30.

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The UK edition which is identical to the Japanese Super Famicom. The actual Japanese version will include different titles.

I’ll review the device in time, when it’s actually available, but like I did with the NES Classic, I wanted to rank the games that are coming with it. Last fall, I speculated on what would be included on the device assuming it would include 30 games, so naturally I picked more than what was featured. I actually only missed on three games:  Kirby’s Dream Course, Super Ghouls ‘n Ghosts, and Star Fox 2. The latter of which I mentioned as thinking it would be asking too much since Star Fox 2 has never been officially released. It’s definitely the biggest surprise that came out of Nintendo on Monday, and I’m sure millions of Nintendo fans across the globe are eager for an official release. Kirby’s Dream Course, I just plain didn’t consider while I omitted Super Ghouls ‘n Ghosts from my list mostly as wishful thinking. Given that its predecessor was featured on the NES Classic, I had a hunch it would be included, even though I don’t know anyone who wants it. The only game I’m surprised isn’t being included is Pilotwings, as being a first party title and SNES launch game, I had just assumed Nintendo would include it. Capcom naturally is including Street Fighter 2, and the only question around that game was what version would we get? The US is getting Street Fighter 2 Turbo: Hyper Fighting, while curiously the Japanese market is getting Super Street Fighter 2. What did we do, Capcom, to deserve this slight?

I could go on and on about this product, but I’m going to cut myself off here and get to the meat of this post:  the games. The 21 US/UK games are below in order of how awesome I think they are starting with the worst of the bunch. This set, as a whole, is rather excellent with only a few titles I’m not too high on. And even though I’m starting with the lesser titles, the first one comes with an asterisk:

Star_Fox_2_2017#21 – Star Fox 2* (2017)

Star Fox 2 is obviously the most mysterious title of the bunch, but given that it has “leaked” to the internet it’s not as mysterious as it once was. And even though I think the finished game included on the SNES Classic is likely not much different from the ROM that’s been available for years, I don’t feel comfortable ranking it just yet without playing the completed game. So while I’m ranking this as #21, it’s basically unranked, and I don’t think it will be the worst game on the set. What it probably will be is the first game most people play after the plug this baby in.

 

250px-GhoulsSNES_boxart#20 – Super Ghouls ‘n Ghosts (1991)

Ghouls ‘n Ghosts is a hard game, which is probably its defining feature. The SNES game is the sequel to the original, though it’s not much different. It certainly looks better, but as an early SNES title it’s not likely to impress in that respect. For those who really want to be challenged, this is probably a satisfying game. For me, I just don’t find it particularly enjoyable to play. It’s not cheap or anything, it just isn’t fun to control Arthur or particularly rewarding to complete his quest. I wish Capcom had opted to include the spin-off Demon’s Crest instead, but I did not expect that to happen.

snes_f-zero_boxart#19 – F-Zero (1990)

F-Zero is another early SNES title and when it first came out it was pretty impressive to behold. Playing it though? Eh. It’s basically a glorified tech demo for the SNES Mode 7 graphics which did a lot for the racing genre as you no longer needed to rely on onscreen prompts to know when to turn, you could just see the turns coming up ahead. It’s a hard game that strangely is strictly single player. Since it was a launch title, some fans might have a fondness for the game as it was one of the titles to turn to after finishing Super Mario World, but a lot of people would probably rather play another popular racing game from this collection.

dkc_snes_boxart#18 – Donkey Kong Country (1994)

I’m guessing most people will rank Rare’s resurrection of the Donkey Kong franchise higher than I am, but I was just never that into the game. Kind of like F-Zero, the game is a bit of tech demo sorts for the pre-rendered three-dimensional graphics that the game makes use of. With everything being pre-rendered, there’s a disconnect between the Kongs and the environment surrounding them. I, of course, didn’t know this when playing as a kid but I did feel the disconnect. It was impressive to look at, but not a lot of fun to play.

superpunchoutbox#17 – Super Punch-Out!! (1994)

The less popular sequel to one of the NES’s most popular games, Super Punch-Out!! is probably a more arcade perfect version of the original Punch-Out!!, though the NES version was so popular it became the definitive one. As a result, this game lacks its predecessor’s charm. Little Mac isn’t so little given the behind the back view of the game which really changes the feel of the game and undermines the underdog factor the game is supposed to possess. It is a game I haven’t played in years and I’m interested in resisting it to see if my opinion has changed.

contra_iii_game_cover#16 – Contra III: The Alien Wars (1993)

It’s Contra, I probably don’t need to go into any additional detail. You know what you’re getting here. It fills a nice void on this collection for its co-op play, and Contra is probably the premiere run and gun franchise. It serves a nice callback to Super C from the NES Classic, so it was a foregone conclusion it would be here. A lot of Contra fans consider either this or Hard Corps, which was released for the Genesis, as the best in the series so Contra fans should be happy this one is here.

250px-star_fox_snes#15 – Star Fox (1993)

I know we’re all really excited to be getting Star Fox 2 on this set, but I feel like it must be said that Star Fox is possibly Nintendo’s most overrated franchise. The original game is, and I’m sounding like a broken record already, a tech demo of sorts for the Super FX chip. And if you didn’t know, the Super FX chip was the SNES’s primitive way of introducing polygons to gamers. It looked dated from the moment it first showed up, but there was some charm to the game’s visuals. Those have been lost to time as the game is borderline ugly at this point, but it’s a solid behind the vehicle flight simulator. Star Fox 64 was much improved and the 3DS version of that game is probably the best game in the franchise. And pretty much all of the other games are either decent or bad, but at least the first one is still solid!

smk#14 – Super Mario Kart (1992)

The launching of a franchise juggernaut, Super Mario Kart was an instant crowd favorite due to the combat elements of the game. Battle Mode is still pretty fun, though the Mode 7 graphics do show their age at this point. It almost seems like Mario Kart 64 has taken over as the game most people feel the most nostalgic for, but I do feel the original game was actually better than that one. It probably wasn’t until Double Dash for the Gamecube that the original was finally surpassed and it has since been lapped a few times. It is dated, but still fun and challenging.

250px-Kirbydreamcourse#13 – Kirby’s Dream Course (1994)

This is probably the weirdest game included on this collection, and aside from Star Fox 2, the most unexpected. Kirby gets a lot of the spin-off, gimmick, treatment and most of those games are mediocre or worse with a few gems here and there. Dream Course is one such gem even though it probably sounds pretty stupid. The game is basically a cross of mini golf and billiards with Kirby serving as the ball. You shoot him into enemies with the last enemy on the screen serving as the goal of the stage. The objective of the game is to get Kirby into the goal in as few “strokes” as possible. He can still copy powers which introduces strategy into which enemy you take out first. The billiards element exists in your ability to apply spin to Kirby popping him up in the air or causing him take off in a given direction. It’s a fun game though it does depend a lot on trial and error, so once you figure out each hole, you’ll probably not come back.

earthbound_box#12 – EarthBound (1994)

The JRPG was really starting to take-off at this point in time so it’s no surprise that Nintendo sent its lone game in that genre west for the first time. EarthBound is a game fondly remembered for its setting and humor, being for the long time one of the only JRPGs to be set in a non-fantasy setting. This is another game that many people will probably rank higher than I am (I think IGN recently placed it in the top 10 RPGs of all time or something), but believe me when I say the game is very dated by today’s standards. About the only thing progressive EarthBound did at the time from a gameplay perspective was remove the random battles, but enemies are much faster than you which minimizes that advantage. The inventory management is easily the game’s biggest drag and everything moves at a glacial pace. As someone who loves JRPGs, I can find enjoyment in the game, but I don’t think it’s on the same level as the other SNES greats like Final Fantasy III and Chrono Trigger, but that’s just my opinion.

kss_boxart#11 – Kirby Super Star (1996)

Kirby Super Star is your dose of traditional Kirby on this set, and Super Star is probably his best outing still to this day. It’s not particularly challenging, like his NES outing, but the copy powers of Kirby make the game a lot of fun and give you the ability to change things up with each play-through. You can also have a second player control an enemy character for 2-player co-op which is also a lot of fun. It’s quite possibly the best co-op platformer I’ve ever played as even Mario and Sonic have struggled in that area. And as a late entry to the SNES, a lot of people may not have be as familiar with this game which may make it feel new to a lot of people picking up this collection.

35497-Street_Fighter_II_Turbo_-_Hyper_Fighting_(USA)-1453510943#10 – Street Fighter II Turbo: Hyper Fighting (1993)

Now we’re getting into the top 10, and the games that helped define the SNES as one of the greatest gaming devices of all time. Street Fighter II was a huge game and instrumental in the fighting-game craze of the early 90s. Without it, who knows where the fighting genre would be? It was also one of the first arcade ports to a console that felt almost perfect making Street Fighter II a game that both simultaneously prolonged the life of the arcade and helped to hasten its demise. The game is a classic and still holds up quite well, to the point that Capcom recently re-released a version of Super Street Fighter II on the Switch with updated visuals. Because of that game, it’s possible SNES Classic owners are getting short-changed with the Turbo edition of the game with Capcom hoping to not impact sales of their Switch title. At least, that was my assumption until I saw that Japanese gamers were getting Super Street Fighter II on their Super Famicom Classic Edition, so who knows why we’re getting Turbo? It’s still a great game, just not as good as Super.

250px-secret_of_mana_box#9 – Secret of Mana (1993)

Often considered Square’s answer to Zelda, Secret of Mana is very much its own thing and even does something it would take Zelda many years to introduce:  co-op play. Secret of Mana can be enjoyed by up to three gamers at a time, but I have no idea if the SNES Classic will be able to accommodate more than two players at any one time. It’s possible, but doesn’t feel likely. Even without that, Secret of Mana is a great game with a great soundtrack, look, and gameplay. I’ve actually been playing its sequel recently, so I’m eager to go back to the first SNES game (which is technically a sequel to Final Fantasy Adventure for the GameBoy) for comparison purposes as I’m undecided on which is my favorite. This one should be a nice, meaty, adventure for SNES Classic owners and its a nice alternative to both Zelda and Final Fantasy.

super_castlevania_iv_north_american_snes_box_art#8 – Super Castlevania IV (1991)

This a favorite of many in the Castlevania fanbase. In some ways, it’s the last classically designed game and is essentially the first three games perfected. It’s classic Castlevania with enhanced visuals and music and still looks great to this day. It might play a little slow for some, but the controls are tight and the difficulty is fair. There’s not much more to say about this one, if you’ve played any of the first three Castlevania titles you’re getting more of the same, just a better version.

supermariorpgsnescoverartus#7 – Super Mario RPG (1996)

The SNES Classic features three traditional JRPGs that all play about as different from one another as a JRPG could. Super Mario RPG was a Nintendo-Squaresoft collaboration with Square doing most of the heavy lifting. Kind of like Capcom’s collaboration with Square on Breath of Fire, Nintendo would take over the Mario RPG franchise going forward and it’s still debatable which title in the now long-running series is the best. The original is still a lot of fun with a lot of humor and charm throughout. The timed button commands in the battle system introduced a layer of interactivity not present in a lot of JRPGs at the time and the pseudo 3D visuals were pretty impressive at the time. They’ve aged a little better than the Super FX games though the title still looks a little dated by today’s standards and maybe a traditional sprite-based game would have aged better. That said, it’s a lot of fun with a solid amount of challenge and its running time will help give your SNES Classic a long shelf life.

yoshis_island_super_mario_world_2_box_art#6 – Super Mario World 2: Yoshi’s Island (1995) 

Yoshi was the Super Nintendo’s break-out star, so it wasn’t surprising to see him assume a starring role in the Super Mario World sequel. What was a surprise, was to see baby Mario playing a supporting role, or maybe that should be an antagonist role? Baby Mario sucks and a lot has been said on that subject over the years, but beyond that Yoshi’s Island is a meaty platformer with a lot to see and do. The levels feel massive compared to its predecessor and Yoshi in some levels introduces a surprise element on a first play-through. How those vehicles handle is a bit of a mixed bag, but everyone agrees the game looks fantastic and it was the best application of the Super FX chip I ever saw (technically Super FX2 chip). Because of that though, the game has been hard to emulate properly so it has never been available on Nintendo’s Virtual Console. Hopefully it’s faithfully recreated on the SNES Classic as I found the GBA version available to 3DS Ambassadors underwhelming.

mega_man_x_coverart#5 – Mega Man X (1993)

Mega Man was probably the biggest third-party star on the NES, so it was expected he would make the jump to the SNES. What wasn’t certain was how he would do that. Mega Man 5 and 6 both released very late on the NES making it seem like that series would remain an 8-bit fixture while the SNES received Mega Man X. At first confusing the X for a roman numeral, I was perplexed how the franchise made it that far without my knowing, but once I played it I didn’t care because Mega Man X was the perfect evolution for the Mega Man franchise. Now referred to simply as X, Mega Man could dash and wall jump in addition to his other maneuvers. He had a cool sidekick in Zero, who would later become playable in the sequels, and a new enemy in Sigma. The game was a blast and it’s justifiably included here as one of the premier run and gun platformers. Eventually traditional Mega Man would come to the SNES in the form of Mega Man 7, a game not remembered fondly so Capcom was wise to lend X to the SNES Classic.

250px-smetroidbox#4 – Super Metroid (1994)

For a time, it seemed like Samus would miss the SNES as it took her a long time to arrive. Thankfully, her arrival on the console was definitely worth the wait as Super Metroid is still the best game in the series and a true 16-bit classic. The game isn’t that much different from its NES predecessor, but it’s a lot bigger and more impressive to behold. Samus handles better than ever and feels like a being truly equipped for the mission at hand capable of wall jumping, morph balling, dashing, directional shooting, and all that other jazz. The game opens up little by little with Samus finding new and better equipment that allow her to reach previously inaccessible areas. In that, Samus is very similar to Link though you would never confuse Zelda with Metroid. This is Nintendo’s best action franchise, so it’s a shame the company promotes it so little, but at least we’re getting a remake of Metroid II for the 3DS this fall. Enjoy this one though as it’s one of Nintendo’s best games.

510ahyhdidl-_sx300_#3 – Final Fantasy III (1994)

Possibly the greatest game in the long-running Final Fantasy series, Final Fantasy III was the title that really put the JRPG on the map in the west. Of course, we all know it now by its real title, Final Fantasy VI, but for a long time American gamers thought it was the third game in the series. It features a huge cast of characters and one of gaming’s most memorable villains. Each of the playable characters does something no one else does which makes party construction a lot of fun. There’s also the “final” battle fake-out which leads to the World of Ruin, and I loved that there was an instance of permanent death for a certain character if you messed up. You may have passed on playing Final Fantasy on the NES Classic, but definitely don’t ignore this one.

250px-super_mario_world_coverart#2 – Super Mario World (1990)

Still the best Mario game! I love Super Mario World and you probably do too because it’s a game that’s hard not to like. It’s also a game most have played to death because it was the pack-in game with every SNES sold. Some are probably disappointed Nintendo is including this game and not Super Mario All-Stars & Super Mario World, as that would have essentially given us four additional games, but I wasn’t expecting Nintendo to be that generous so I’m not surprised, but I can’t disagree that it would have been awesome had they done so. Even though I’ve beaten this game many times, finding all of the gates in each stage, I’ll probably play through it again on the SNES Classic because the game is so fun and it will be a nice measuring stick to see how well the emulation is done.

attp#1 – The Legend of Zelda:  A Link to the Past (1991)

It may be boring, but could any other game be #1 on this list? A Link to the Past isn’t just arguably the best Zelda title, it’s arguably the greatest game of all time. It looks great, handles well, sounds awesome, and the adventure is long and satisfying. This one introduced a lot of items and gear that would become staples of the franchise going forward, and the only reason to not play this game on the SNES Classic when it comes out is because you’ve already played it a million times. And even then, that’s still not a great excuse.


Right Place, Wrong Time – Games Worthy of a Remake

Kotaku has an article up this week about one of my favorite games:  Xenogears. In it, the journalist, Jason Schreir, was able to ask director Tetsuya Takahashi about that infamous second disc and why the game went to a narrator instead of letting the player experience the moments the narrator discussed. Fans have mostly assumed that they ran out of money, and that’s still mostly true. Naturally, Squaresoft being a big company could have easily injected more cash into the project, but they were holding the development team to a 2 year development cycle. When the team, and Takahashi attributes it to being a young team, couldn’t make the deadline they were either going to have to release the game in an abridged format, or do something drastic like cut content from the second disc, which is the way they went. Back in 1998, there was no releasing a bare-bones version of a game and adding to it down the road via downloadable content.

Given the two options, Takahashi probably picked the lesser of two evils, but it doesn’t change the fact that he basically didn’t get to make the game he wanted to. For that reason, I’ve always felt that Xenogears is a game worthy of a remake. It likely never will be remade since Takahashi and Square-Enix are no longer affiliated so Square-Enix would have to do it without him. And I don’t know how much you pay attention to the current goings on at Square-Enix, but they’re pretty tied up with another big re-make in Final Fantasy VII with no end in sight on development there, so remaking a lesser title (in terms of sales potential) is out of the question. Nintendo, after doing remakes for its two N64 Zelda titles, just announced at E3 that a remake of Metroid II is coming this September to 3DS. Sony also announced a remake to Shadow of the Colossus for PS4. So yes, remakes are very much “a thing” and there are many games that are deserving of them. Since Xenogears is on record as being one of my favorite games of all time, I want to start there:

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Some improved visuals would be welcomed as well.

 

Xenogears

Orignal Release: Playstation 1998

As I said in the intro to this post, the second disc of Xenogears was essentially a half-measure. An excuse for a remake is right there – just “make” the second disc. In addition to that though, the game’s visuals have aged rather poorly, and the abundance of text begs for some voice overs. I enjoy the modern 2D sprite look embodied by DuckTales Remasterd or the recently announced Dragon Ball Fighter Z. Keeping the sprites would be fine by me. Refining the combat would be welcomed as well and making the “magic” attacks more integral would add some strategy to the non-mech combat. In addition to that, adding more complexity to the mech combat would also be fun as I always felt piloting those mechs should have felt like a blast. Instead, the combat is simplified to a degree with an added resource management tacked on in terms of fuel. Other obvious enhancements would be eliminating random battles and streamlining the interface, though the current one is actually fine. Xenogears is already a good game, so it doesn’t require a lot of refinement, it just needs to be officially “finished.”

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Just Yoshi, no babies. Thank you.

 

Yoshi’s Island

Original Release:  Super Nintendo 1995

There’s some unknown aspect to Super Mariod World 2:  Yoshi’s Island that prevents it from being re-released. Sure, it was ported to the Gamboy Advance but some effects were lost in translation, and yet that’s the version that has appeared on the Virtual Console. The original SNES version has never been made available again, and I have to believe it’s due to some technological limitation since it’s clearly not a licensing issue for Nintendo. Nonetheless, a re-release would be appreciated, but a remake would be better. Aesthetically, the game still looks nice because of its art direction. It’s not as syrupy as more recent Yoshi titles and balances the cute aspects of the franchise well against the typical Mario backdrop. So visually, a remake isn’t really needed, but anyone who has ever played the game would welcome a remake that does one thing differently from the original:  get rid of the crying baby! I’ve read some studies that say an infant’s cry is designed to unnerve its father and I totally buy that. When one of my kids cries it creates a certain anxiety that’s different from what I’m used to experiencing. Mario’s screams bother me in a similar way and I really can’t stand that game sometimes as a result. So Nintendo, how about a remake that just removed Mario? I don’t care if you even adjust the story to explain it, just get rid of him. For whatever reason, all of the Yoshi games that have followed this one have been significantly worse than the original, to the point where I honestly can’t recommend a single one, so a remake of the first one would be more than welcomed now.

35228-Secret_of_Mana_(Germany)-1459171091

The original Seiken Densetsu has been remade more than once, but the much better sequel has not.

 

 Secret of Mana

Original Release:  Super Nintendo 1993

Like Yoshi’s Island, Secret of Mana is still quite playable in its current form. Also like Yoshi’s Island, the sequels to it that have made it west have not been nearly as good as the original, making a remake feel more desirable from that point alone. Mostly though, a remake for this title would be welcomed because, like Xenogears, it was kind of released in an incomplete state. Secret of Mana was being developed to take advantage of the Super Nintendo CD, when that deal fell through, Squaresoft had to scrap some content and change development so that it would play without the peripheral. As a result, there’s some buggy portions in the game and the audio is most likely not realized as it was intended. A remake, with a more modern combat approach, would probably be a lot of fun. Just don’t make it a Kingdom Hearts clone.

Actraiser-pic-06

One of the first SNES titles, ActRaiser tried to be many things and was good at them all, but great at none.

 

ActRaiser

Original Release:  Super Nintendo 1990

ActRaiser was an ambitious title. It attempted to combine the godlike properties of a Sim City styled game with an action-platformer that also had some RPG elements. Naturally, being really the first of its kind, it came up short in some respects though it was still a really cool game in its own right. The platform sections could stand to be refined with more combat maneuvers for our avatar, meanwhile, the god mode portions could really use an injection of excitement as they’re definitely a bit tedious as-is. The foundation is in place, but decades of new concepts and ideas being integrated could create an incredible gaming experience.

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We just weren’t ready for this in 1997.

 

Mega Man Legends

Original Release:  Playstation 1997

For some reason, I was really excited by the concept of Mega Man Legends, an action RPG starring everyone’s favorite 2D action star. The problem was, no one really knew how to make that game in 1997 and no one really would until 2001’s Devil May Cry, interestingly enough, also a game created by Capcom. Even so, DMC is not a great comparison since it’s more focused on melee combat while Mega Man is a shooter. The original Legends is a visually ugly game with poor controls. Capcom really struggled with 3D controls (see Resident Evil) on the Playstation and it took awhile for them to figure it out. More modern titles like Resident Evil 4 (which even that is over ten years old now) refined that over-the-shoulder camera which would work really well for a modern Mega Man Legends. There would still be a challenge to introducing Mega Man styled platforming, but that’s where the DMC experience would pay-off. In short, Capcom wanted to make this game in 1997, but it didn’t know how. In 2017, I think that’s changed and a truly great game in this franchise could finally be realized, and why not just start over rather than try to make Legends 3 (again)?

 

There are obviously plenty of other games that could stand to be remade, and most of them would come from the 16 bit to 64 bit era. I’ll stop here with this post, but feel free to share some of your own. Other games I considered were X-Men (the arcade game), Rocket Knight Adventures, Baldur’s Gate, Bushido Blade, Castlevania: Symphony of the Night, and Final Fantasy VI.


The Other Disney Afternoon Games

Capcom recently released a digital collection of NES games called The Disney Afternoon Collection. It’s available for Playstation 4, Steam, and Xbox One (though curiously not for a Nintendo console despite all of the games originating from one)and is a pretty solid collection of not quite classic games at a budget friendly price. And that last part can’t be understated since copies of DuckTales II sell for hundreds of dollars on the aftermarket thanks to low release totals. By most measures, the collection of games represent Capcom’s best licensed titles, but certainly not all of them. It also doesn’t capture every title released with the Disney Afternoon branding and this post is about the leftovers.

1Bonkers (Super Nintendo 1994)

 

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Expect some indirect cameos from famous Disney characters.

Bonkers was a short-lived series that ran from September 1993 to February 1994. In that window, the show managed to feature 65 episodes, the magic number for most Disney cartoons as that met syndication guidelines. Bonkers is reminiscent of Who Framed Roger Rabbit? as it pairs a cartoon bobcat with a human who both work for the Toon Police. They go around solving crimes in a toon world that’s basically inhabited by all of Disney’s classic characters, many of whom make cameos in the show. Disney even allowed Mickey to cameo breaking with tradition that basically kept Mickey shielded from the television properties.

 

In December of ’94 Bonkers came to the Super Nintendo. In a game developed by Capcom (who else?), Bonkers allowed the player to play as the titular character as he tried to recover some famous cartoon assets stolen from a museum. His partner, Lucky, is laid up in a hospital bed forcing Bonkers to go solo. The items he needs to recover, and the places he visits to find them, should feel familiar to Disney fans young and old as they include Mickey’s iconic sorcerer’s hat and Ariel’s voice.

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The Genesis Bonkers wasn’t developed by Capcom and took the gameplay in a very different direction.

The gameplay for Bonkers is very similar to a Konami contemporary, Buster Busts Loose, released in ’93 and based on the Tiny Toons character Buster Bunny. Both games are platformers with large sprites where a main feature of gameplay is a dash meter. Bonkers can dash as a means of attack and to navigate the levels. Special items will bestow upon him invincibility and unlimited dash for a brief period, which is also a feature of an earlier Capcom Mega Drive/Genesis title Quackshot starring Donald Duck. The dash is your bread and butter and what a player needs to master in order to make it through the game. In addition to that, Bonkers can take out most enemies Mario style with a jump attack and he also can toss bombs, though his supply is limited. The game contains just five levels, with the first three being selectable from the game’s hub menu and can be completed in any order. Bonkers never earns additional power-ups or special abilities beyond what he starts with, so there’s no preferred order to them.

 

Bonkers for the SNES is a solid title, though not really spectacular so it’s not surprising to see it’s not a fondly remembered one. The cartoon from which it came is also not one that possesses a huge following, though it was an interesting premise and is probably worthy of revisiting. Bonkers also received another video game, this one for the Genesis and developed by Sega. It’s kind of like a tower defense game in which Bonkers is primarily featured in the foreground defending a position by tossing items at enemies in the background. There are some platforming parts as well, but most probably agree that the SNES game is superior. There was also a Brazil-only Game Gear title called Bonkers: Wax Up! that I know very little about. Judging it based on some YouTube long plays, it doesn’t look like a title that needs to be sought out.

250px-SNES_Goof_Troop_BoxGoof Troop (Super Nintendo 1993)

Following DuckTales, the flagship series for the Disney Afternoon seemed to shift to Goof Troop. Starring Goofy and his son Max, Goof Troop was a mostly wholesome program about adolescence and being a single parent. It’s really melancholy for a series starring Goofy and definitely added a new dimension to a mostly one-note character. For fans of the more action-oriented cartoons like Rescue Rangers and Darkwing Duck, Goof Troop was a bit of a hard sell, but I recall watching it somewhat frequently and thinking it all right.

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A standard screen in Goof Troop with a standard set of obstacles for Goofy to navigate.

The game is definitely an odd duck amongst the other Disney Afternoon titles. Once again developed by Capcom, Goof Troop is an adventure game in which the player controls either Goofy or Max and simultaneous co-op is possible. I suppose it isn’t surprising that the game is unlike its sister titles since Goof Troop, being more of a sitcom than most cartoons, doesn’t have a natural ability to become a video game. In this one, Goofy and Max somehow end up ship-wrecked on an island and need to find a way off of it. It’s basically a survival game, and the player controls one of the two Goofs from a top-down perspective similar to The Legend of Zelda. Goofy and Max can hold a maximum of two items at a time, and the player has to constantly find and drop items in order to progress. The game is more puzzle-like than the others, and since Goofy and Max can’t directly damage the enemies they encounter you’re almost encouraged to avoid conflict.

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Co-op is the preferred way to tackle this one.

The game was developed by Shinji Mikami, who was basically the mind behind Resident Evil. Yes, Resident Evil owes something to Goof Troop and it’s rather remarkable to see how some of the survival elements from that series were first born in Goof Troop. Even right down to how awkward it is to control Goofy and Max and how frustrating it can be to avoid enemies. The game feels like it’s designed for two players as opposed to one as some rooms are really hard to clear without the aid of a second player. The other player can help act as a lure for enemies allowing player one to activate a switch, move a block, or trigger something else on the screen. In two player mode, Goofy and Max can only hold one item each, but it’s an easy trade-off to make in order to gain an ally. Playing solo, I had a hell of a time trying to clear one room where the enemies could kick blocks, blocks that I needed to kick into a certain spot to pass the room. The problem was getting to the enemies and taking them out before they could kick one into a spot where I couldn’t make any use of it, forcing me to leave the screen and re-enter, also re-spawning the enemies.

Goof Troop is an interesting game, and played through the lens of knowing it’s a pseudo Resident Evil predecessor certainly adds to it. As a change of pace from the other Capcom developed Disney Afternoon games, it’s acceptable, but I found it a bit too frustrating to really want to come back to it again and again. Given the license though, this is probably the best Capcom could have done short of just making a platformer that made little thematic sense.

250px-Gargoyles_game_coverGargoyles (Genesis 1995)

Lastly, we have Gargoyles, our only featured game to only be released on the Genesis without a SNES counterpart and (gasp!) to not be developed by Capcom. This one was done by Buena Vista Interactive, and if you know anything about Disney you know that’s likely the name for an internal studio. At some point, someone high up at the company must have got the bright idea that they could make more money if they developed their own games rather than licensing them out to Capcom. Big mistake, as doing so ultimately lead to a severe reduction in quality for Disney based video games and Gargoyles is no exception.

Gargoyles is a series I’ve covered pretty extensively here. It was basically The Disney Afternoon’s answer to WB’s Batman which aired during Fox’s afternoon block of programming. Batman was a hit, so naturally others copied it and Gargoyles was perhaps the most blatant. Don’t confuse that with criticism, as Gargoyles was a pretty entertaining show and was able to develop its own identity during its run. And unlike say Goof Troop, it pretty obviously lent itself well to video games being an action-oriented show starring some pretty bad ass characters.

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At least it looks pretty good.

The game stars Goliath and is essentially another platform-styled action game with some exploration elements. It’s sort of like DuckTales on steroids and with an overt gothic theme. The game starts off in the past with the fall of the castle and the gargoyles being turned to stone before taking the player to the present timeline. All of the main baddies from the show make an appearance, and Goliath handles like Goliath should possessing powerful strikes, a running attack, and the ability to climb walls and double-jump with his wings.

Visually, the game is probably the best out of any Disney Afternoon title and is one of the better looking Genesis titles around. The music even sounds great and you could almost trick someone into believing it came from a Super Nintendo. Sadly, that’s where the positives mostly dry-up. While the music is great, the sound effects are horrendous with awful enemy death screams that sound like they were recorded through a tin can. Goliath is a chore to control as negotiating tight spaces is problematic and his ability to cling to walls is automatic, resulting in numerous occasions where he’ll grab a wall when you don’t want him to. The opening level is particularly frustrating as it features lots of tiny spaces and towers to ascend. Enemies will routinely strike from offscreen and finding enough room to get a running start to smash through a wall can also be harder than it should be. Goliath should feel like a powerful beast, but he’s too easily felled by the humans who serve as foes. The rotten icing on the cake is spotty collision detection when attacking enemies, making their defeat feel wholly unsatisfying.

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There are plenty of familiar faces from the show.

Gargoyles is one of those games that I want to like, but it just makes it too hard to do so. It’s a great license that should have lead to a great, or at least passable, game and it looks awesome. Unfortunately, it just isn’t remotely fun and I’m sure lots of people were conned into buying, or renting, this one based on the track-record of Disney Afternoon titles and because the screenshots looked promising. The game ended up being released only in North America, and there was a Super Nintendo port planned but it was scrapped, either due to poor sales of the Genesis version or because the 16-bit era was essentially over. Stay away, stay far away.


DuckTales: Remastered

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DuckTales: Remastered (2013)

If you read yesterday’s post about DuckTales for the NES, you may have thought, “Wow, I’m surprised he didn’t mention anything about the re-make that came out in 2013.” Well, that’s because I was saving it for its own post! DuckTales: Remastered is a complete remake of the original NES game for Playstation 3, Xbox 360, and Nintendo Wii U. Initially a digital only release, DuckTales: Remastered would receive a tangible release as well, and for a game the started as a budget-friendly digital title, I can think of few others that received as much attention and fanfare as DuckTales: Remastered.

Capcom debuted the game at E3 with a memorable video hyping it up before indulging the audience in a sing-along of the memorable theme song from the show. The release of the game coincided with the 25th anniversary of the NES original, and it was a worthy title to revisit based on the fact that the original is still a ton of fun to play. Naturally, remaking a game many consider to be a classic is a tall task, but with such simple play mechanics, how could Capcom go wrong?

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Transylvania got a lot scarier over the last 25 years.

DuckTales the game is largely unchanged at its core. The player still controls Scrooge who jumps and pogos his way through various levels (now six) in an effort to accumulate more wealth for himself and eventually to recover his lucky dime. What is changed are the production values. Modern game consoles can obviously handle quite a bit more, and this being tied to a Disney property, means a remake needs to meet the expectations and standards of The Walt Disney Company.

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A comparison of the sprites from the NES original and the Remastered version.

For the first time ever, a Disney Afternoon property can now basically look just like it does in game form as it did on television. The game is still a 2D side-scroller, but now the sprites for the characters are lovingly hand-drawn in great detail in bright, expressive colors. Scrooge will mostly sport a happy expression, but when he encounters the Beagle Boys or Magicka DeSpell he’ll scrunch his face up into a frown. The enemies too feature changing facial expressions, and not just the boss characters, but even lowly spiders and the like. The levels really come to life as the difference in climate is really accentuated by the enhanced presentation. All in all, DuckTales: Remastered is a beautiful game to behold and one of my very favorites from a visual point of view.

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Another comparison shot to the original.

The enhanced fidelity of the game’s graphics are not the only aspect of the presentation to be enhanced with better technology. The audio is also greatly expanded upon featuring full-voiced characters with actors from the show as well as remastered music. Alan Young, in what is basically his swan-song as Scrooge, does a great job of voicing the greedy old duck and shows that time hasn’t taken much away from his vocal chords. Russi Taylor is on-hand to reprise her role as the nephews, Huey, Duey, and Louie, while  Terry McGovern returns as Launchpad. The wonderful June Foray was even brought back to voice Magicka DeSpell, making this a reunion of sorts for the cast. This seems all the more special since the new version of the cartoon set to launch this summer will feature an all new cast for these characters.

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I love how cold this cavern looks.

The downside to all of these resources is the need to make liberal use of them. DuckTales for the NES was a quick and fun to play title that would have worked even without the DuckTales license. For Remastered, a lot of cut scenes and cinematics were tacked onto the experience, not just in between levels, but even during them. They can be skipped, but even so they really break up the experience of playing the game and not in a welcomed way. Worse, I feel kind of guilty skipping over any line from Young and the other cast-mates, but it can get old hearing the same lines over and over if you’re forced to retry a stage. The game has also been lengthened quite a bit, not just with these scenes, but with a new level and longer boss encounters. Some of the boss fights are fine in their new form, while others do drag. I particularly hated the very final encounter with Magicka and Glomgold. What was a pretty simple race to the top of a rope in the first game, is now a death-defying escape from an active volcano with questionable hit detection. I had to replay the final, added level (which aside from the ending was quite good) repeatedly because I kept dying on this final part. Once I finally beat it I was too aggravated to enjoy it.

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And you thought only Zelda came in gold carts.

The game also adds additional collectibles that can be unlocked as you play, giving you something to do with all of the money Scrooge accumulates throughout the game. It’s mostly limited to concept art and background stills from the game but it’s still fun to look at, though not really enticing enough to encourage repeated play-throughs. I wish Capcom had gone the extra mile and included an unlockable version of the original game or its much rarer sequel. There was a press kit sent out to select individuals that included an actual copy of the original NES game, painted gold, and with the Remastered artwork on the cart. Acquiring one of those on the after-market will set you back a few grand, though it is a pretty neat collectible (and one that probably really irritated those select few that had a complete library of NES games in 2013).

Ultimately, DuckTales: Remastered is a fine enough love letter to the original game. It looks and sounds great, though it’s not quite as much fun to play as the original (though Scrooge’s pogo is still just as satisfying as it was back then) due to the pacing issues. It’s an odd duck (pun intended) in that regard, as most objective onlookers would take one look at both and immediately decide they’d rather play the remake. If you enjoyed the original, Remastered is still worth your time as it’s pretty cheap to acquire and includes enough fan-service to make you smile. And at the end of the day, it’s still DuckTales and still inherently fun, even if it could have been more.


DuckTales (1989)

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DuckTales (1989)

Licensed games are trash, or at least, that was the lesson the video rental store taught me as a child. Renting a video game on a Friday night was a special occasion in my house. Maybe a friend was sleeping over, or my parents wanted to rent a movie they didn’t really want me watching, so they got a video game to keep me occupied. The only thing that could ruin the evening, or rather the weekend, was renting a bad game so early on I learned what games to avoid. Usually, those games featured a licensed tie-in:  Roadrunner, Roger Rabbit, Dick Tracy, X-Men – all terrible games with attractive box art.

One consistent exception to that rule were the Disney games, especially the ones centered around the Disney Afternoon programming block. Recently released in a bundle for modern consoles (though sadly no portable devices), The Disney Afternoon Collection is a reminder of just how much better these games were than the usual licensed junk. Developed by Capcom, these were real games meant to entertain with their play mechanics. The games didn’t need the license, the license needed the games. And the cream of the crop was DuckTales, released on the Nintendo Entertainment System in 1989.

DuckTales was not the first of the Disney Afternoon cartoons, but it soon became the flagship series for the block. Featuring a great cast, stories adapted from the renowned works of Carl Barks, and the best animation on television by a mile, DuckTales was an easy hit and it’s a cartoon that holds up remarkably well today. It’s adventure themes are easily adaptable for a video game, so in some ways it should come as no surprise that the game matches, even exceeds, the quality of the program.

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In DuckTales, Scrooge’s adventures take him beyond Earth.

DuckTales is a pretty traditional game for its era. The player controls Scrooge, notably decked-out in his comic attire red coat instead of the blue from the show, who can run and jump his way through five stages collecting treasure as he attempts to recapture his lucky dime from the villainous Magica DeSpell and Flintheart Glomgold. Scrooge handles like a standard character from the era, with the notable distinction that he can’t simply stomp on the heads of his foes to defeat them. Instead he must utilize his cane. When standing next to certain objects, he can swing it like a golf club to knock objects into enemies or objects. Mostly though, he needs his cane to function like a pogo stick. Bouncing off the head of an enemy utilizing his cane in such a fashion is Scrooge’s primary method of dealing damage. It also helps to give his jump an extra boost allowing him to clear wide chasms or reach higher platforms.

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I think every side-scroller was required to have an ice stage.

It’s the pogo quality of Scrooge’s cane that lies at the heart of what makes DuckTales so much fun, even today. Also playing a role are the large, open, levels. There may only be five of them, but they’re much larger than your garden-variety Mario or Mega Man stage. Scrooge can roam around them in basically any direction, and all are loaded with secret chests and treasures for Scrooge to find. Amassing a fortune is part of the game, and the amount of cash a player finishes the game with affects the ending cinematic, a rarity for 1989. Scattered through-out the levels are also other characters from the show, including Scrooge’s nephews and Launchpad, who are able to help out in small ways.

The visuals and sound of DuckTales are also areas where the game performs well. Naturally, the game makes liberal use of a digitized sample of the DuckTales theme, though I never found myself tiring of it. The sound effects are pretty standard for Capcom games of the era and are probably more enjoyable today with the aid of nostalgia. The graphics, while good for the time, are probably just a little above average for the NES. Some of the enemy sprites and character models are quite fun and expressive, though the bosses sometimes leave something to be desired.

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Launchpad isn’t totally useless, but he also could be more helpful here.

Games for the NES are sometimes considered quite difficult by today’s standards, but DuckTales is a fairly forgiving title in this regard. While it lacks a password or continue system, the adjustable difficulty makes it pretty easy to taylor the game to one’s skill level without making it embarrassingly easy. Changing the difficulty largely affects how much damage Scrooge receives from enemies, which is a simple and fair way to measure difficulty. The game doesn’t throw anything odd at the player, or introduce a foreign play mechanic at any point (unlike say Battletoads which just throws a racing level at the player out of no where), and anyone who has played a decent amount of 8-bit platformers can probably find a way to finish the game. It’s not a long game, though the desire to find all of the hidden treasures and achieve the best ending help provide incentive to play the game again and again.

Mostly, DuckTales is a really fun action-adventure game for the NES. It’s the type of game I can play today and hope that younger generations are able to see what made the game so much fun in 1989. As I mentioned early in the post, DuckTales was recently re-released as part of a bundle of Disney Afternoon titles so you don’t need to have a working NES on-hand to play it, though that’s currently how I enjoy it. And this is a game still worth playing, even after all these years.