New Super Mario Bros. Review

New Super Mario Bros.

When New Super Mario Bros. was first released on the Nintendo DS in 2006, it was something special. It was the first Mario sidescroller in nearly a decade and a half. NSMB resurrected the core Mario gameplay in its purest form, introducing a whole new generation to the fun of Mario sidescrollers. It’s no wonder that New Super Mario Bros. would become one of the best selling video games of all time.

Nine years and three sequels later, and New Super Mario Bros. has reemerged through the Wii U’s Virtual Console. Although it remains a fun game, time has proven that New Super Mario Bros. doesn’t quite measure up to Mario’s greater adventures.

New Super Mario Bros. takes the Mario series back to basics. Sidescrolling stages are complimented by a world map, with a fortress and a castle waiting in the middle and end of each world, respectively. Toad Houses return, where Mario can gain additional lives or power-ups. True to the series’ lineage, the game has a grand total of eight worlds to traverse, though NSMB added an original touch by making two of those worlds optional.

New Super Mario Bros.The core gameplay remains largely similar to the 2D Mario’s of old, though Mario has retained some of the moves he learned in Mario 64 such as the triple jump and wall jump. Power-ups include the returning Super Mushroom, Fire Flower and Starman, but New Super Mario Bros. also introduced three power-ups of its own.

The Mega Mushroom works like a more extravagant Starman, with Mario becoming an invincible giant who crushes anything in his path for an allotted time. The Mini Mushroom adds a fun twist to Mario’s power-ups by downsizing the plumber. Whereas the other power-ups make Mario more durable, the Mini Mushroom makes Mario even more vulnerable to enemy attacks. But Mini Mario also jumps farther, can run on water, fits in small spaces, and is required to unlock the aforementioned optional worlds, so it has its perks. The Blue Koopa Shell is New Super Mario Bros’ best addition to Mario’s arsenal, and it’s shocking it still has yet to make a return appearance in the series. Mario can withdraw into the Blue Shell to become an unstoppable force, bouncing off walls and plowing through enemies with ease.

The level design is fun and varied, with some later stages introducing fun gimmicks to keep things fresh. But it is with these levels that New Super Mario Bros. falls short of its predecessors. As fun as the game is, the stages lack the intricate challenge of Super Mario Bros. 3 or the boundless imagination of Super Mario World. The stages of New Super Mario Bros. boast the series’ trademark sense of polish, but lack the genius and creativity of Mario’s best.

New Super Mario Bros. also ranks as one of Mario’s easiest 2D platformers. You can get through the game in a few short hours with very little effort, with only the final world and some of the optional stages providing any notable difficulty.

The game’s real challenge comes from tracking down three Star Coins on every stage. The Star Coins become progressively more difficult to find, and in some later instances require some clever maneuvering in order to nab them. The Star Coins are used to open up branching pathways on the world map and gain access to the Toad Houses, so they’re necessary if you’re seeking one-hundred percent completion. Finding every last Star Coin adds some replay value to the package, but it’s a shame the stages themselves don’t have the depth to hold their own.

The game features some nice aesthetic touches, with the then-new 3D character models allowing for more dynamic animations than its 2D predecessors. The music, while one of the lesser Mario soundtracks, remains catchy nonetheless.New Super Mario Bros.

For those who want to take a break from the platforming adventure, New Super Mario Bros. also features an assortment of mini-games that provide some quick bursts of fun. A multiplayer Vs. mode is present in the game’s original DS incarnation, but absent from the Virtual Console release. It was a simple multiplayer addition, so its absence isn’t a game-breaking loss, but it is a downer nevertheless.

New Super Mario Bros. is still a very fun title for its tight gameplay and smooth progression, and it serves as a great introduction to Mario games for beginners. But for those who know what else Mario has to offer, there is a notable shallowness in its imagination. At the time of its original release we may not have noticed, we were just happy to see Mario return to his roots. But with a much meatier Wii U sequel available, and some of Mario’s best games at the ready on the Virtual Console, the nostalgia factor of New Super Mario Bros. can only benefit it so much. It remains an entertaining piece of game design, but it is humbled by Mario’s own past and future.

 

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Yoshi Touch & Go Review

Yoshi Touch & Go

Yoshi Touch & Go was one of the earlier games released on the Nintendo DS. As such, it fell under the category of early DS titles that were more about showcasing the DS’ capabilities than they were about delivering deeper gameplay experiences. The good news is that Yoshi Touch & Go provided a good example of touchscreen controls and took advantage of the DS’ duel screens in innovative ways. The bad news is that Yoshi Touch & Go can only hold your interest for so long, and its translation onto the Wii U’s Virtual Console can be a bit of a mixed bag.

 

Yoshi Touch & Go uses the setup and aesthetics of the SNES classic Yoshi’s Island, complete with cute visuals and simple but sweet music. Yoshi sets out to save a baby Mario from the clutches of Kamek and his minions, just as he did in the SNES original. The twist here is it places the events into a score attack game.

The gameplay is separated into two segments: One in which Baby Mario falls from the sky, with three balloons tied to his back, while the other sees Baby Mario riding on Yoshi’s back through a quasi-platformer.

The first segment has the top screen fixed on Baby Mario, with players needing to draw paths on the scrolling bottom screen to help guide where Baby Mario will go next, being sure to collect as many coins as possible for a higher score, and avoiding enemies so Baby Mario doesn’t lose any of his balloons.

The second segment turns things into a sidescroller, with Yoshi moving on his own on the bottom screen, requiring players to draw paths over gaps, tap the screen to throw eggs in order to defeat enemies and collect out of reach coins, and tap Yoshi himself to make him jump. Unlike Baby Mario in the first half of the gameplay, it only takes one hit to get a game over in Yoshi’s stage.

Both of these segments provide some fun, and no doubt they will have players trying to outdo their best scores. But the game has a distinct lack of variety. If you perform better during the Baby Mario portion, the Yoshi segment will see minor tweaks to make things more challenging for expert players, which is a nice touch. But you’re still more or less going through the same stage on repeat.

The game adds a little flair by including multiple modes: Score Attack sees things wrapped up in a complete little package, with Yoshi’s stage having a definitive end, leaving players to try and best their top scores within this miniature adventure. Marathon, on the other hand, has no end, and players are simply tested to see how far they can go.

Additionally, players can unlock Time Attack and Challenge modes, where they must continuously defeat enemies and grab coins to add time to a constantly ticking clock and put their skills to the test against enemy-riddled obstacle courses, respectively. The multiple modes all add nice spins to the formula, but the sheer lack of variety in the core gameplay prevents Yoshi Touch & Go from feeling like anything more than a fun little tech demo.

Yoshi Touch & GoIt should be noted that the game’s original release included a multiplayer Vs. mode, but that it is no longer functional in the Wii U Virtual Console release. So if you want to experience the game’s multiplayer mode, you and a buddy will need to play the game in its original form.

Another downside to playing the game on the Wii U is that Yoshi Touch & Go requires careful attention to what’s going on in both screens at all time. The Wii U features several play styles for DS rereleases, so look for the ones that put both screens onto the Gamepad, as anything else is more than a little tedious.

In the end, Yoshi Touch & Go can be a difficult recommendation today. Back in 2005 it was a nice showcase of the innovation the Nintendo DS brought to the table, and today its price of ten dollars is more reasonable than its full retail value of yesteryear. But given that you can download a classic like Super Mario 64 for the same price, Yoshi Touch & Go still costs more than it needs to.

Yoshi Touch & Go isn’t a bad game, it’s innovative and even provides some fun. But it’s an overall shallow experience that Nintendo could have expanded on to create a more complete game. A fun little diversion, but when you know what else the Virtual Console has to offer, Yoshi Touch & Go will probably be pushed to the back of the “must-haves” line.

 

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Electroplankton Review

Electroplankton

When the Nintendo DS was first released, many of its games were little more than technical displays of the DS’ features. One such game was Electroplankton, which ranks among the strangest titles Nintendo has ever made.

That’s not to say it’s strange in the usual Nintendo sense of whimsy and surrealism. Rather, Electroplankton is a strange game because it’s hardly a game at all. It’s a title that allows players to tamper with nine different sound tests (each categorized by a different Electroplankton) to create unique melodies and sound effects. You can even record your own voice.

The way the game goes about these “mini-games” can be creative: One Electroplankton allows you to record voice samples to four fish-like creatures, which then play the samples back in unison as they swim by. Another has players change the trajectory of arrows, and as four different colored Electroplankton follow them, they create different melodies. These are among the more fun experiences in Electroplankton, but to say that the fun is short lived is an understatement.

Other Electroplankton games are so simplistic it’s close to shocking that they got their own category, instead of complimenting another: One Electroplankton has five records that the player can spin with the stylus to create (admittedly lovely) sounds, but spinning these records one way or another can only hold one’s interest for so long. Another game has players tapping the touchscreen to make Electroplankton eggs appear, which hatch seconds later to produce sounds. It’s games like this that require so little input they’d be better suited among WarioWare’s myriads of micro-games.

Possibly the game’s biggest downside is that you can’t save any of your work. Even if you’ve managed to create a cool and catchy little musical number, you’ll lose it as soon as you hit the B button and exit the mini-game in question. It’s a baffling piece of game design. Electroplankton is a game about creating music and sound that doesn’t let you keep any of your creations.

ElectroplanktonAt the very least, Electroplankton has some interesting aesthetics going for it, with its visuals being colorful and almost ghost-like, and its sound design is appropriately catchy (one of the more memorable Electroplankton lets you tamper with the invincibility theme from Super Mario Bros.). Its look and sound is unique enough that Nintendo’s decision to adapt them into a Super Smash Bros. stage isn’t too surprising.

The problem is that Electroplankton, despite its honest intentions at making a creative and soothing gaming experience, is just far too shallow to succeed. Perhaps with a host of additional Electroplankton or the ability to combine the existing ones, the game may have been a little more hefty. But Electroplankton ultimately feels flat, and the inability to save what you create just makes it sting all the more. Even in its day, Electroplankton felt a bit unfulfilled. Today it would barely even pass as an app on the 3DS’ home menu.

 

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Mega Man 2 Review

Mega Man 2

Although Capcom’s 1987 classic “Mega Man” introduced the world to the titular Blue Bomber, it was with the series’ second entry in 1989 that Mega Man became a superstar. Playing it again today, it’s not hard to see why. Mega Man 2 is still an incredible achievement in gaming even today.

From the moment you first boot up the game, and the screen scrolls upward to reveal Mega Man (without his helmet!) standing atop a skyscraper, ready to take on the world, you know you’re in for a treat.

The overall setup of the game remains similar to the first game: You play as Mega Man, a good-natured robot out to save the world from the evil Dr. Wily and his band of Robot Masters. Players select the order they want to tackle the game’s stages, and at the end of each, Mega Man comes face-to-face with one of the Robot Masters. Each Robot Master grants Mega Man a new power upon defeat and, in an elaborate game of Rock-Paper-Scissors, each Robot Master’s ability is particularly useful against another.Mega Man 2

Mega Man 2 is a game that excels at virtually everything it sets out to do. It takes the foundation of the first game in the series, and expands and refines it in every regard. The original game’s six Robot Masters has been upped to eight, which remained the series’ standard from that point onward. It included new items like the rare, energy-refilling E Tanks to the mix. Mega Man gained some non-combat powers that were needed to reach every nook and cranny of the stages. And the Robot Master abilities introduced here were so well thought out that Capcom resorted to recycling most of them in subsequent games (just how many derivatives of Wood Man’s Leaf Shield have we seen over the years?).

Simply put, Mega Man 2 became the standard for the long-running series. You won’t find many sequels that so perfectly defined their franchise.

Mega Man 2Mega Man 2 retains much of the first game’s difficulty, but here it’s better balanced and more accessible. Healing items appear more frequently than they did in its predecessor, and the level design feels more fair. Mega Man 2 even features two difficulty modes, with Normal Mode giving Mega Man twice as much power against Robot Masters, and Hard Mode keeping the bosses at max difficulty. The tweaked difficulty curve ensures that Mega Man 2 remains a very challenging game, but a more welcoming one than its predecessor.

Mega Man 2 includes the gameplay of the series in its purest form. Mega Man wouldn’t get his sliding ability until the next entry, but here his simple mechanics of running, jumping and shooting were utilized to their very best thanks to the clever and varied level design. The Robot Master abilities were also well implemented. As fun as it was that later entries allowed Mega Man to charge his Mega Buster, it also largely overpowered Mega Man, leaving the Robot Master powers feeling downplayed. But here they were used to their fullest.

The game remains visually appealing thanks to some colorful graphics and creative character designs, though the game does suffer from some notable slowdowns when too much is going on onscreen. There are also some instances of “NES flickers” on the edges of the screen. But overall the game’s presentation is still impressive.Mega Man 2

Mega Man 2 also boasts what is arguably the greatest soundtrack in the entire NES library. Mega Man 2’s soundtrack, despite its technical limitations, managed to capture so much character and so much energy that it still goes toe-to-toe with the great scores in gaming. The theme music of Dr. Wily’s Castle is still one of the most iconic pieces of video game music for a reason.

 

Mega Man 2 succeeds in not only improving on its predecessor’s blueprints in virtually every way – from gameplay to level design to music to difficulty, and everything in between – but in being one of the best sidescrollers and NES titles ever made. Video games have come a long way since Mega Man 2 was first released in 1989. But in so many ways, Mega Man 2 is still one of the all-time greats.

 

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Mega Man Review

Mega Man

When it comes to third party titles on Nintendo consoles, few have had the impact of Capcom’s Mega Man. Back in its day, Mega Man was as synonymous with the NES as Super Mario Bros. or The Legend of Zelda. Although it was Capcom’s first console exclusive title, it proved to be a successful debut. Mega Man spawned countless sequels, and its hero remains one of gaming’s most beloved characters. While the original Mega Man is not without its problems (which its two immediate sequels touched up), it remains a great game to play even today.

Mega Man was renowned for its non-linear structure, allowing players to choose between six different stages in whatever order they saw fit. At the end of each stage is a boss fight against a “Robot Master,” with each one giving Mega Man a new weapon upon defeat. Another unique aspect of the game was its rock-paper-scissors-like structure, with each Robot Master’s given weapon working especially effective against another one.

Mega ManPlayers take the role of the titular Mega Man, a young robot boy trying to save the world from the nefarious Dr. Wily, who corrupted the six Robot Masters created by Dr. Light and repurposed them for his evil schemes. It’s the kind of simple but honest-to-goodness setup of many games of the time that adds to the game’s charm, even if plot was rarely present in the game itself.

Mega Man’s gameplay remains tight and intricate. Mega Man can jump like Mario, but he must use his “Mega Buster” arm canon, or one of the Robot Masters’ weapons, to defeat enemies. The weapon-based gameplay added a new spin on the platforming gameplay, and it gives the Mega Man series a sense of uniqueness among other retro platformers.

Also of note is that this is the only Mega Man title with a scoring system, as Mega Man is awarded points for defeating enemies, picking up items and completing levels. It doesn’t add a whole lot to the experience, but those who want to beat their personal high scores may find reason to revisit the game numerous times.

The level design was some of the most difficult of its age, and the game arguably remains the most challenging entry in the series. The game is fun, but some players may find the difficulty close to unfair, as some of the stages’ challenges require such precision in their platforming they teeter on unforgiving. The bosses (and even some standard enemies) can take Mega Man down in a few quick hits, and replenishing items and extra lives seldom appear. The entire Mega Man series is known for its steep difficulty, but the original is the one that may be off-putting to some players for the sheer level of its challenge.

One retrospective drawback to the original game is knowing how the sequels improved on the formula, leaving some aspects of the original to feel less fleshed out. The sequels would add sliding moves, charged blasts, and even sidekicks to the mix. The original, by comparison, feels stripped down and straightforward. A fault only in hindsight perhaps, but the comparison to its sequels is inescapable by this point.Mega Man

Visually, the game is one of the more approachable NES titles to revisit. The colors and characters are simple, of course. But the game has a distinct, fun look about it, and the great character designs add to its retro charm. The music remains one of the better NES soundtracks. It may not reach the same heights as some later entries, but Mega Man’s soundtrack is still one of the most iconic in the NES library.

Mega Man remains a classic of the medium. Its sequels may have bettered it, with the two following installments still being considered the ‘definitive’ entries in the series, but the original Mega Man remains, in its own right, an absolute blast.

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Super Mario Kart Review

Super Mario Kart

When it comes to influential video games, there aren’t many that can match Super Mario Kart. This 1992 SNES classic not only created the kart-racing subgenre, it also helped shape multiplayer and party games from that point forward. Mario had appeared in games other than platformers before Super Mario Kart, but it is the game that made Mario spinoffs a ‘thing.’ Suffice to say it had an impact.

Despite its influence, the sheer fun and replay value that Super Mario Kart brought to the table is what has helped it endure. Its sequels may have added to the formula, but the original Super Mario Kart remains an impressive game even today on the Wii U.

Being the first entry in the long-standing series, Super Mario Kart represents Mario Kart in its purest form. It lacks the bells and whistles of subsequent entries, but in many ways it’s just as fun.

Players can take control of one of eight classic Mario characters: Mario and Luigi are well-balanced, the Princess and Yoshi have high acceleration, Toad and Koopa Troopa have better maneuverability, and Bowser and Donkey Kong Jr. have the highest max speed.

Super Mario KartThe tracks in Super Mario Kart are considerably shorter than later entries (they are downright bite-size by today’s standards), but they are smartly designed. Items like banana peels and Koopa shells made their debut here, but they are much more limited than in subsequent games. It’s the tracks themselves that provide the real challenge, as they host a variety of obstacles that will test players’ racing skills.

Super Mario Kart is still fun to play, though the gameplay isn’t quite so smooth as its modern descendants. Sharp turns will often lead to spinouts, and steering in general feels less fluid than today’s Mario Kart. But when considering this was the pioneer of the genre, it’s a pleasant surprise that it still works as well as it does.

The game made use of the SNES’ “Mode 7” graphics, meaning that scaling and rotation were used on the game’s environments to give a more immersive, three-dimensional effect. It still works for the most part, and it’s pretty impressive how Nintendo used such simple effects to create such a precise racer. Though some of the rotation may prove a little dizzying for the uninitiated.

Super Mario Kart features four different modes: Grand Prix sees one or two players take on a host of computer-controlled characters in a series of races. Time Trial is one-player only, where racers try to beat their best times without the use of items. Vs. Mode is a one-on-one race between two players. Finally, Battle Mode remains one of the game’s highlight, where two players face each other in an arena and must use items to pop each others balloons. The player who pops all of his opponents balloons wins.

Super Mario KartAlthough these game modes are simple, they provide a strong sense of fun and remain addictive, making Super Mario Kart an easy game to return to. One downside is that, even when playing in single player mode, you are still playing within a split screen. Due to the game’s emphasis on multiplayer and technical limitations of the time, Nintendo had to leave the split screen present throughout. It may have had its reasons, but the limited screen space can become a bit of a distraction.

Super Mario Kart, although no longer the best entry in the series, remains a very fun and engaging title that is worthy of a revisit on the Wii U. It was a brilliantly realized concept that revolutionized multiplayer games and turned the Super Mario series into a more versatile franchise. Some of the technical issues are showing their age, but the experience is still a blast.

 

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Donkey Kong 64 Review

Donkey Kong 64 is finally back, and about time to. If you’ve played it before, or if you’re new. Pick up you’re Gamepad, if you wanna play. As we take you through this retro game! Huh!

Donkey Kong 64

 

When it comes to revisiting games from your childhood, the experience will likely lead to one of two very different outcomes: The satisfaction of said game living up to your memories and proving its timelessness, or the disappointment of realizing age has gotten the better of it, and the title falls short of what you remember.

1999’s Donkey Kong 64 falls somewhere in between. It’s a game that isn’t short on ambition or ideas, but one whose execution can leave a lot to be desired.

Donkey Kong 64 takes the groundwork laid down by Super Mario 64 and Banjo-Kazooie, and supersizes it. It’s a massive adventure that still feels just as big on the Wii U as it did on the N64. That in itself is an impressive feat.

Donkey Kong 64The story sees tragically-forgotten villain King K. Rool return to Donkey Kong Island with a super weapon powerful enough to blow the entire island sky high. But the weapon malfunctions at the pivotal moment, and it will take K. Rool’s men some time to repair it. To distract Donkey Kong, K. Rool steals DK’s horde of Golden Bananas (think Mario 64’s stars) and has them hidden across the game’s stages. Donkey Kong must rescue and recruit his friends Diddy Kong, Lanky Kong, Tiny Kong and Chunky Kong, and together they traverse seven worlds for their stolen bananas and to put an end to K. Rool’s plot.

While the story may be simple, the game is anything but. Super Mario 64 kept its focus on stars being the goal of every stage, and Banjo introduced an emphasis on collectibles to the 3D platformer. But DK64 didn’t know when to say when. Not only do the Kongs have 201 Golden Bananas to look out for, but each of the game’s stages includes 500 bananas (100 for each kong), which work like Mario’s coins. Banana Medals are awarded to each Kong every time they nab 75 bananas on a stage, while each character also has their own unique tokens to be found and traded to the NPCs. There are Banana Fairies that must be photographed to unlock bonus content, as well as a blueprint for each character to find and trade to a Weasel named Snide.

The sheer number of collectibles can get overwhelming, and it isn’t too surprising that this style of “collectathon” platformer fell out of favor soon after DK64. But the abundance of collectibles are only part of the problem. The excessive backtracking is another pitfall.

Donkey Kong 64As mentioned, every Kong has their own share of collectibles, and you’ll find that very frequently you’ll need to switch from one character to another and back again just to reach a single item. You’ll also have to return to previous levels repeatedly as you gain more moves throughout the game. It’s a unique setup, but when stretched between five different characters, it feels stretched a bit too far.

The Kongs, while all sharing the basic frame of control laid down by Mario 64, are all distinct from one another: DK is well-rounded and (strangely) is the only Kong who can pull levers. Diddy can jump far and gets a jetpack and a headbutting move. Lanky has a longer reach in his attacks, can inflate just like a balloon, and climb steep hills. Tiny can glide through the air and shrink to traverse hidden areas. Chunky is the strongest, being able to lift boulders and grow in size.

The characters all bring some personality to the table, but the three characters introduced here aren’t nearly as endearing as DK and Diddy, with Tiny and Chunky in particular feeling derivative of established characters from the Donkey Kong Country series (why Rare decided Tiny should replace the much cooler Dixie Kong is still a mystery). It shouldn’t be too surprising that the DK64 characters have seldom been seen again.

DK64 did add some fun gameplay elements. Taking note from Banjo-Kazooie, the characters learn a number of their special moves progressively throughout the adventure from Cranky Kong. Guns (which naturally shoot fruit) can be purchased from Funky Kong, while Candy Kong gives players musical instruments that have a range of uses. Gaining new abilities of so many sorts means that Donkey Kong 64 is constantly adding some variety to the experience.

Not all the gameplay is fun however. While the characters all control well enough, they lack the fluidity and precision of Mario or Banjo. The camera can also be a mess, with fixed camera angles being far from ideal, and the player has little control to make them much better.

Donkey Kong 64The boss fights are fun and exciting. Though it’s a shame they’re restricted to one per level, especially considering some boss encounters are recycled later on, and the penultimate boss fight set a new standard in lazy design (in short, it’s literally cardboard).

Mini-games are spread throughout the adventure liberally, and while they usually have simple enough setups (beat a rival in a race, shooting one target while avoiding others, etc.), they have a tendency to stack on a needless amount of complicated elements, which feels like a cheap means of adding difficulty to the mix. A good chunk of these mini-games also have intentionally clunky controls, which leaves them feeling unfair. There are a handful of enjoyable mini-games to be found, but too many of them feel more frustrating than fun.

Donkey Kong 64The overall aesthetics fall short of its predecessors. While the visuals of Donkey Kong 64 are some of the better to be found on the N64, it marked a huge departure for the Donkey Kong series. While the SNES Donkey Kong Country games exuded a sense of atmosphere and mood in visuals and music, Donkey Kong 64 all but abandons those qualities in favor of something far more cartoonish. It’s more akin to the nature of Banjo-Kazooie than Donkey Kong Country, but it lacks Banjo’s humor and originality.

Classic Donkey Kong elements like Animal Buddies show up, but are terribly underutilized, with Rambi the Rhino only serving to break down a single wall in the first level. Enguarde the Swordfish has a slightly larger role, but nothing truly memorable. Thankfully, the mine cart stages make a comeback, and are among the more fun bonus stages. But these elements never reach their potential, which only further deviates Donkey Kong 64 from its predecessors.

Donkey Kong 64At this point it all sounds pretty negative, but Donkey Kong 64 has enough redeeming qualities about it to make it worth a look for those who missed out on its Nintendo 64 release, or those wishing to revisit it: The aforementioned look and sound of the game, while lacking in the sophistication that Donkey Kong Country boasted, are nonetheless enjoyable. The sheer variety of the gameplay would humble a number of today’s games. A few local multiplayer modes still provide some good fun. And the game represents a sub-genre that has all but disappeared, giving it a unique appeal.

Donkey Kong 64 does have a lot going for it, even when compared to more contemporary titles it’s a hefty adventure. Donkey Kong 64 provides fun in some key areas, but it has aged poorly in others. Its scope and imagination may still impress, but the experience can often get overwhelmed in too much of its own muchness.

You could say that Donkey Kong 64 has style, but it has no grace.

 

 

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