WarioWare Touched Review

*Review based on WarioWare Touched’s release on the Wii U Virtual Console*

WarioWare, Inc. Mega Microgames was one of Nintendo’s unsung classics of the 2000s. WarioWare stripped the very nature of video games down to their bare minimum, leaving its many microgames as a platform for Nintendo to test out myriads of gameplay ideas. The concept of WarioWare was perhaps more fruitful than Nintendo initially realized, with the series’ formula allowing them to push the innovations of their hardware.

2005 saw two such WarioWare sequels. One of them, released on the GameBoy Advance (home of the original title in the series), was WarioWare Twisted, which had a built-in “gyro-sensor” that allowed for motion controls. The other was WarioWare Touched on the Nintendo DS, which utilized the handheld’s touchscreen and microphone features.

Admittedly, Twisted has aged far more gracefully, with its gameplay features still feeling unique today. That’s not to say that Touched has aged poorly, but because its (pardon the pun) ‘twist’ was that it utilized features that were standard on the DS, it’s kind of lost some of its individuality over time. The later WarioWare Smooth Moves on the Wii would similarly use its platform’s capabilities, but I feel that Smooth Moves managed to do so with considerably more creativity. Smooth Moves brought out the best it could from the Wii’s features, whereas Touched feels more like it’s falling in line with its platform’s standard.

Again, that’s not to say that WarioWare Touched is a bad game by any means. It is WarioWare, after all. And if it doesn’t leave you with some kind of goofy grin on your face at one point or another, you may be dead inside. The issue is simply that Touched is the one entry in the WarioWare series that no longer stands out.

The basics of the series remain intact in WarioWare Touched: Players face gauntlets of seconds-long microgames, with each character in the game boasting their own such series of games. You only get four chances to slip-up before a game over, and the microgames pick up in speed after you have conquered a number of them (the tougher gauntlets naturally increase speed much sooner than the earlier challenges).

The difference here, of course, is that along with button presses, the microgames of Touched are mostly played with the touchscreen controls of the Nintendo DS (or Wii U Gamepad, if you’re playing the Virtual Console release), and some of the latter microgames even utilize the mic on the system for some delightful gameplay quirks.

WarioWare Touched can be a lot of fun at times, with the simplicity of the series’ gameplay being complimented by the DS’s hardware features. Whether you’re swiping, tapping, spinning, or tracing, Touched is a fun example of how the WarioWare series can be used to showcase gameplay ideas and utilize hardware.

On the downside, simply being WarioWare on the DS no longer really stands out for the series. Subsequent WarioWare titles have been released on the DS and 3DS, which boasted additional gameplay innovations on top of the DS’s touchscreen features. WarioWare D.I.Y allowed players to create their own microgames, and WarioWare Gold features most of Touched’s microgames, in addition to those from Mega Microgames and Twisted, plus a number of games of its own. So being the “DS WarioWare” no longer works in Touched’s favor, and hasn’t for quite some time now.

WarioWare is almost always going to a fun experience (Wii U’s Game & Wario being the exception), and the simplicity of the DS’s features has its charms. But it would be hard to recommend WarioWare Touched over a number of its sequels. There’s still good fun to be had with WarioWare Touched, but it’s short-lived, especially when you consider the great replay value the series is capable of.

 

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350 Video Game Reviews!!

Jeepers, Shaggy! Have I really amassed three-hundred and fifty video game reviews?!

Indeed I have, Kevin. My recent review of Super Mario Maker 2 was the big 3-5-0. We should dance now!

Continue reading “350 Video Game Reviews!!”

Super Mario Maker 2 Review

Nintendo’s Wii U console gets a lot of flack. Some of its criticisms are just (it was a commercial failure for the big N, a fact that was magnified by its status as a bridge between two golden ages for Nintendo), but the Wii U played an important role in Nintendo’s big picture. An argument could be made that the Switch – and the success that has come with it – is a combination of the refinement of the ideas the Wii U got right (surely the Wii U Gamepad opened the door for the Switch’s handheld capabilities), and the results of learning from the Wii U’s mistakes.

The Wii U’s lack of third-party support was among its biggest missteps, but one of the system’s highlights was that it featured some of Nintendo’s best first-party output. It really isn’t a shock that much of the Wii U’s legacy in first-party titles has been given a second chance at life on the Nintendo Switch, whether through enhanced ports (such as Mario Kart 8 Deluxe and Donkey Kong Country: Tropical Freeze), or sequels that build on the ideas of the Wii U originals (such as Splatoon 2). The latest entry in the latter category is Super Mario Maker 2, the sequel to one of the Wii U’s few undeniable success stories.

In 2015, Super Mario Maker gave players of all experiences and skill levels the opportunity to try their hand at game design. Though it had a few unfortunate limitations, and certainly wasn’t the first game-creation game, Super Mario Maker was a new highlight for the genre. By making the level creation process as accessible and deep as the gameplay the Super Mario series is known for (and featuring said gameplay to boot), Super Mario Maker was fun and addictive in a way that no other game-making title had been before.

Super Mario Maker 2 takes that same accessibility and depth of the original, while making a few appreciated adjustments and bringing in some meaningful new additions. As such, Super Mario Maker 2 is not only an improvement over its predecessor, but a treasure trove of Super Mario levels that’s ever-expanding. One that should both entice players to test their own creativity in level design, and jump at the chance to see the creativity of other players from around the world.

Though it must be said that there are still a few lingering limitations to certain features of the game. So while Super Mario Maker 2 may be unlimited Mario fun on one hand, these limitations do prevent this sequel from reaching its full potential, and can make certain aspects feel more like the content of an expansion pack than a grand follow-up.

Still, even with limitations, Super Mario Maker remains one of Nintendo’s best ideas. The Mario series has an uncanny ability to make concepts more fun just with its presence, and that’s true even of game-creation tools. Take LittleBigPlanet, for example. While that series has also allowed players to create their own levels and express wild levels of creativity, it loses a great deal of its appeal once you try to play said levels. Gravity works against Sackboy, rendering the platforming awkward and clunky. Mario, however, has long-since mastered gravity for the betterment of gameplay. So while Super Mario Maker 2 may still have room to expand its creation tools, the tried-and-true gameplay and physics of the Mario series guarantee that Super Mario Maker 2 still boasts near-infinite replay value.

“3D World finally gives me reason to make levels outside of the Super Mario World style.”

Like its predecessor, Super Mario Maker 2 allows you to create your own Mario stages in the styles of Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U. The most obvious addition to Mario Maker 2 is that it includes a new game style with which to build your stages: Super Mario 3D World.

While Super Mario 3D World was played with a 3D perspective, it did feel like the proper continuation of the legacy of Mario’s 2D adventures (certainly more so than the New Super Mario Bros. games ever did). In Mario Maker 2, the 3D World style is presented as a 2D side scroller, like the other present styles, which in a way makes it tantamount to the first new type of Mario side-scroller since the original NSMB game hit the Nintendo DS back in 2006.

As in the first Super Mario Maker, each different game style not only alters the aesthetics of your stage, but also come with the appropriate physics and mechanics of their respective games, with small changes here and there (each style boasts one power-up unique to their original game, Super Mario World and NSMBU feature Yoshis, while the NES styles have Kuribo’s Shoe in his place, etc.). While the four returning styles can be swapped in and out while editing a level to see which style it plays best in, 3D World is listed under its own, separate category. This is due to 3D World having “enough differences” in its features that the other styles can’t replicate. On one hand there are some notable differences in 3D World, so I can kind of understand this. At the same time, it is kind of a bummer that certain features don’t carry over to the 3D World style.

Once again, all your created levels utilize different course ‘themes,’ based on the world themes of Mario games past. The six themes from the first Mario Maker return: Ground, Underground, Water, Ghost House, Airship and Castle. Super Mario Maker 2 adds four new course themes to the proceedings: Desert, Snow, Forest and Sky.

“Why are Super Mario World aesthetics still so beautiful and eye-catching?”

These new themes add variety to the aesthetics of the game (with new compositions by none other than the original Mario maestro, Koji Kondo, for level themes that are new to particular game styles), but an even bigger addition to these course themes brings even greater variety to the experience: Night themes.

All ten of the course themes now feature an alternate ‘Nighttime’ mode, effectively doubling the total course themes. The Nighttime versions bring out new gameplay mechanics and shifts to their respective level themes. Playing a night-themed ground level, for example, will see Super Mushrooms turn into deadly Poison Mushrooms, which will give chase to the player. Nighttime ghost houses will see the majority of the screen covered in black, with a spotlight shining on Mario and select objects and enemies, giving an appropriately claustrophobic atmosphere to the ghost stages. Castle stages will mysteriously gain water-like attributes, with Mario and enemies swimming through the air as if they were submerged in a water level. Perhaps most interestingly, the underground stages will flip upside down when exposed to nighttime, flipping Mario’s controls around as well.

The night versions of the course themes are among Super Mario Maker 2’s best new features. Along with the major – often bizarre – tweaks they bring to the gameplay, they also make smaller changes to enemies and objects as well, enticing players to try out everything they can in each night theme to see how they work.

Like in the first Mario Maker, you can actually implement two course themes in a stage, one for the ‘main’ portion of the stage (which houses the start and goal), and a ‘sub’ portion of the stage that Mario can access via warp pipe. You can make a stage that consists of a daytime ground level in one portion, and a nighttime castle in the other, again adding to the game’s staggering variety. As an added bonus, the sub-areas of stages can now be made into ‘vertical’ courses, which opens up all the more possibilities, including vertical scrolling sections (though it is both strange and unfortunate that only sub-areas can receive the vertical treatment).

While most of the 3D World style’s differences from the other represented games are justified, one of the disappointing drawbacks to the new game style is that the nighttime features don’t transfer over to 3D World. Even if 3D World couldn’t share all the features of the returning game styles, you can’t help but feel that the night themes – given the twists they bring to gameplay – should have found a way to be carried over.

As always, players can delve into countless stages made by players around the world at any time. Super Mario Maker 2 features a much more refined search engine than the first game, making it much easier to find the types of stages you’re looking for. It’s still not quite perfect (you can still only search for levels and players by codes, as opposed to names), but it’s an inarguable improvement over its predecessor’s search methods.

The 100 Mario Challenge mode from the first Super Mario Maker has been replaced with the Endless Mario Challenge. While the first game’s equivalent had Mario complete a set number of levels under specific difficulties (with a maximum of 100 lives to do so, no matter the difficulty setting), the sequel’s new mode will literally keep the player-created levels coming until the player gets a game over. For the ‘easy’ and ‘normal’ settings, you may find yourself picking up enough extra lives that you can keep going with seemingly no end in sight (you are still limited to 100 lives, and can only obtain three extra lives per stage like in the 100 Mario Challenge from the first game, but in the easy and normal settings you’ll find yourself blazing through a number of levels before dying once, so you often get extra lives faster than you lose them). The ‘expert’ and ‘super expert’ difficulties, however, will really put you to the test. The latter setting, in particular, will probably cost a great deal of your lives just to complete the first stage, whatever it may be.

“No matter how many levels I conquered, I could never rank any higher than the 60s on the leaderboards…”

I prefer this new Endless Mario mode to the 100 Mario mode of the first game. Though on the downside, your only rewards for completing many stages are costume pieces for your Mii avatar. You can also find yourself placing on worldwide leaderboards (different boards for each difficulty setting), though the downside to leaderboards in any game is that there are always those crazy players who can put an ungodly amount of time into the game, meaning that more reasonable players can only get so far, with the leaderboards having a much lower ceiling for them.

I only bring this up because the first game had the delightful rewards of character costumes for the Super Mario Bros. game style, which not only disguised Mario as the sprite of various other characters (from fellow Nintendo icons like Link and Pikachu to third-party characters like Mega Man and Sonic to even non-game characters like Shaun the Sheep) but each disguise brought their own sound effects and music cues to the proceedings.

The character costumes are not present in Super Mario Maker 2. The reasoning for this is that Super Mario Maker 2 doesn’t feature Amiibo support in any capacity, and since Amiibo could be used to instantly unlock coinciding character costumes in the first game, the feature has been dropped.

It does admittedly feel like a weak reason. After all, you could unlock all the Amiibo costumes (plus the additional ones) by completing the 100 Mario Challenge repeatedly, so it’s not like the costumes were only available to rabid Amiibo collectors. Even if the Amiibo support were getting dropped, it seems weird that the character costumes had to be removed entirely as well.

Still, I suppose simply playing through an endless supply of Mario levels is reward enough in its own right. Not every stage you come across will be a winner, of course (many stages are only categorized as ‘easy’ because their creators left them empty, and many are considered ‘super expert’ simply because their creators filled them with clutter or troll the player with unfair traps that only said creator would be aware of). But when you come across a stage in which its creator’s creativity shines through, it makes it all worth it.

Another very welcome gameplay addition comes in the form of Clear Conditions which, as their name implies, are objectives you can set for your stages which must be completed in order to finish a stage. You can make goals like collecting every coin (or simply a set number of them) in a stage, defeating all of a specific enemy, or reaching the goal while in one of Mario’s many forms (Fire Mario, Cape Mario, Cat Mario, etc.). You can even set goals such as reaching the end of a stage without taking any damage, or not touching the ground after jumping in the air (this particular goal requires some crafty level design in order to implement it).

The Clear Conditions can really help in making less linear stages, and certainly help with making features like boss sections and bonus stages. But there are a few unfortunate caveats to the Clear Conditions. Players are unable to place checkpoints in stages with Clear Conditions, and while you may be able to specify certain objectives (like defeating X-amount of Dry Bones), you can’t make more broad objectives (like defeating every last foe on the stage). Another questionable design choice is that, no matter the Clear Condition, the end goal will remain inaccessible until that condition is met. That’s fine for levels where the objective can have the player backtrack to meet said requirements (“oops, I missed x-enemy, better go back”), but in stages where you can fail the objective outright (“I landed on the ground after taking to the air”) you have to manually restart the stage, as the goal will be impossible to reach. It may be a nitpick, but it would be nice if levels such as those would simply register as Mario losing a life and starting over once the objective is failed. Similarly, it would be nice to have an option for a stage to end as soon as a boss is defeated, instead of felling said boss simply resulting in the goal becoming available.

“This must be the George Lucas Special Edition…”

Super Mario Maker 2 also introduces a proper story mode into the mix. Through the Odyssey-esque hub in story mode, players select different stages in the form of “jobs” in order to earn coins to repair Princess Peach’s castle. Unlike the Endless Mario Challenge, the stages in story mode are made by Nintendo themselves, making Super Mario Maker 2’s story mode the closest thing we’ve had to a  new Mario side scroller since New Super Mario Bros. U launched alongside the Wii U in 2012. Even after you’ve finished the ‘story’ aspect of story mode, there are still additional jobs to be done, and even a few unlockables (like the brand new “Builder Mario” power-up for the 3D World style, and Super Mario Land’s ‘super ball’ power-up in the Super Mario Bros. style).

As fun as the story mode is, one aspect that left me greatly disappointed in it is that numerous Clear Conditions that appear in story mode are unavailable for your created levels. I took my time to beat the story mode before I delved into making my own stages, and had an abundance of ideas inspired by what I was playing in story mode.

Notably, I had all kinds of ideas built around the escort mission concept where you rescue Toads and guide them to the end of the level. The condition of clearing a stage while holding a large rock also got my creative juices flowing (unlike other objects Mario can carry, said rock weighed the plumber down, leading the player to get creative as to how to get the rock to the goal while also performing Mario’s platforming acrobatics).

Unfortunately, once I started making my own levels, I spent a good deal of time trying to figure out how to implement these Clear Conditions, only to find out that they weren’t even an option. It was a bummer, to say the least. Perhaps Nintendo can implement the story mode Clear Conditions into the level editor through an update or DLC down the road. But even if we do get them later (and hopefully we do), it still stings to be teased with these features before having the ability to use them in our own created levels.

While Super Mario Maker 2 introduces numerous additions to single player modes, it also introduces multiplayer into the Mario Maker fold. Two players can work together on a single Switch console in the level editor in what is ultimately a well-meaning but overly chaotic addition. But more notably is that Super Mario Maker 2 includes competitive and co-operative multiplayer modes, where up to four players from around the world can help/hinder each other in player-created levels.

In the multiplayer modes, players take control of Mario, Luigi, Toad and Toadette (why Princess Peach is absent is beyond me). Unlike many Mario games featuring different playable characters, all four heroes play identically in Super Mario Maker 2. That makes sense, seeing as many levels could effectively be ‘broken’ if their creators forgot to consider Luigi’s high jumps and such. The identical play styles of the characters are excusable, but I do kind of hope Nintendo adds a few more character options down the road (again, why isn’t Peach a playable character? And let’s throw Rosalina in there for good measure).

Unfortunately, you may encounter lag issues more often than you’d like during online play, which can really be a detriment in a fast-paced platforming stage. Some people will balk at the very notion of a Nintendo game with smooth online capabilities, but I have to point out that Nintendo has accomplished it in the past with the Mario Kart series (to this day, I have yet to experience any notable lag issues with Mario Kart 8 on either the Wii U or Switch). The fact that Nintendo has accomplished consistently smooth online elsewhere does kind of make it more aggravating when they release an otherwise promising and fun online experience hampered by frequent slowdowns.

Along with big changes such as Super Mario 3D World, the new level and nighttime themes, story mode and multiplayer, Super Mario Maker 2 houses a seemingly countless number of smaller additions. Classic Mario features make their way to the Mario Maker experience for the first time (such as snake blocks, rising and falling water/lava, the Angry Sun, and the long-requested slopes).

There are also new mechanics introduced in Super Mario Maker 2 which haven’t been seen elsewhere in the series before: swinging claws can fling Mario or grab and drop enemies like a crane game. Red and blue on/off switches that coincide with similarly colored blocks make for unique platforming and puzzles. ‘Twisters’- balls of wind (with eyes, of course) – produce mini-tornadoes that can launch Mario and enemies upward. There are so many features both new and returning in Super Mario Maker 2, that the game is like the ultimate toolkit for learning video game level design for players of all ages.

If there’s one feature I wish could be polished up a bit though, it would be boss fights. Bowser and Boom Boom appear in all game styles (though Bowser takes on his ‘Meowser’ form in 3D World), with Bowser Jr. being available in the returning game styles, and Pom Pom also appearing in 3D World. It’s not exactly a wide range of boss options, and while each boss behaves differently in each game style they’re present in, it would be nice if each style had different sets of behaviors you had the option to select from when placing them in your levels.

I’ve noticed many levels that have gotten creative with their takes on boss fights, and while that’s great to see, I do wish Nintendo could give players easier access to creating more unique bosses. Players shouldn’t have to jump through so many hoops just to make a boss that isn’t Boom Boom. Maybe Nintendo could implement the ability to ‘bossify’ enemies? Make any enemy bigger, change their color, select how many hit points they have, things like that.

Again, you can use Clear Conditions to make a boss fight in theory, but even that has limitations. You may be able to add a single Magikoopa to a stage, for example, give him a Super Mushroom to make him supersized, and make his defeat required in order to finish the stage. But you can still take out said giant Magikoopa with a single fireball. So it’s not much of a boss fight, really.

Still, no matter how many limitations may hold back certain areas of Super Mario Maker 2, there is no doubt that – on the whole – Super Mario Maker 2 is the new benchmark for game-creation games. The returning features, along with the armies-worth of new ones, make Super Mario Maker 2 a bottomless toy box that opens the floodgates for endless Mario fun.

There may still be some work to be done to the editing tools if we want to see the perfect Mario creation game, but the fact that Super Mario Maker 2 provides a refinement and expansion of what its predecessor started – allowing players from all over the world to exercise their creativity through its level editor – means the game boasts perhaps an unmatched level of playability.

 

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I Has a Super Famicom!

“Behold, my Super Famicom! … And cool posters!”

That’s right, Kevin! I am now the proud owner of the Japanese version of my favorite retro console, the Super Famicom!

With this purchase, I can now play (and subsequently review) SNES games that were only released in Japan. Not sure I’ll be doing RPGs though, considering the story focused nature of the genre means reading the on-screen text is pretty important, and I can’t read Japanese so…yeah, you see the dilemma there. Though I have long-since owned a copy of the Japanese version of Super Mario RPG, so I might have a go with that one, since I love/know the game so well anyway.

My long-time readers may remember that I have reviewed a Super Famicom title in the past in the form of Tetris Battle Gaiden. But to clarify, it was my brother’s Super Famicom and game I played. Now I have my own Super Famicom, which means I can review more of such games.

Will I be getting the Japanese versions of any other retro consoles? Probably not anytime soon. Like Super Mario RPG is to its genre, the Super Nintendo holds a special place for me in terms of retro consoles. So this is something I made an exception for. I’m not ruling out the possibility of buying more Japanese retro consoles, but it’s not on the cards as of now. The Super NES is just a timeless masterpiece of a console, so it gets the special treatment.

So yeah, on top of all the other reviews I’m falling behind on, I now have a whole other category added to my lineup…

Wario Blast: Featuring Bomberman Review

Despite having originally been released in 1983, Bomberman is a timeless game, comparable to Tetris or Super Mario Bros. in this regard. Like Tetris, Bomberman is the kind of game that’s held up well enough that it could be ported to any modern console or device and be justified in doing so. And like Super Mario, it has produced numerous sequels in the decades since its original release.

But Bomberman sits somewhere between Tetris and Mario. Tetris is still released on every available platform to this day, and Super Mario Bros. – though holding up well on its own merits – has been bettered multiple times over by its sequels. Bomberman, meanwhile, has seen many iterations through the years, and while some of them have added a lot to the formula (Saturn Bomberman being a particular highlight), many of its sequels are so close to the original that they can feel more like ports.

That brings us to Bomberman GB. As its name implies, Bomberman GB was to be the Gameboy edition of the series. Released in 1994, Bomberman GB successfully brought the classic Bomberman gameplay to the handheld. But for the game’s release outside of Japan, Bomberman GB was given a slight makeover. Hudson Soft (Bomberman’s now-defunct original developer) and Nintendo decided to add one of the latter’s characters into the game, and chose to use Wario, the comically villainous “anti-Mario” who had debuted two years earlier in Super Mario Land 2 and quickly became one of Nintendo’s most iconic characters.

The end result was Wario Blast: Featuring Bomberman, a game which successfully translates the Bomberman gameplay to Nintendo’s Gameboy handheld, but doesn’t do too much more than that. Though Wario Blast is fun, it’s far from the best Bomberman game, and the fact that Wario’s presence in the title is simply cosmetic means his addition – while welcome – isn’t exactly meaningful.

Like any traditional Bomberman game, the goal is to eliminate all of your opponents on the battlefield. Your weapons are (quite obviously) bombs, which you use to destroy obstacles in your path, and ultimately try to blow up your opponents. The bombs explode in lines that travel in four directions, and you are susceptible to your own bomb blasts, meaning you’ll often have to take cover behind walls to avoid destruction by your own hand, as well as your enemies’.

Some of the usual Bomberman power-ups also return, and can be found after destroying certain obstacles. The bomb power-up allows you to plant an additional bomb on the field (one extra bomb for every power-up gained), while the fire power-up increases the range of your bombs’ explosions (making it easier to destroy your foes…and yourself). There is also a skull power-up, which is something of a double-edged sword. At first, the skull power-up seems purely bad, as it temporarily removes your ability to plant bombs (as well as the character skills you learn as the game progresses). But on the plus side, if you’re crafty enough, touching an opponent while under the effects of the skull will remove their ability to plant bombs as well. And if you infect an enemy with the skull, its negative effects will wear out on you before them, making for an easier target.

In a nutshell, it’s Bomberman, but on the Gameboy. On the plus side, Bomberman is one of the few games that could be translated onto the original Gameboy and not feel like it’s sacrificing the series’ quality for the sake of portability. On the downside, it’s Bomberman… but on Gameboy. That’s all well and fine, except unlike Tetris, this isn’t supposed to be a port, but is instead one of Bomberman’s less creative sequels.

There are some changes, with the most prominent (aside from Wario’s mug being added to the game) being that the rest of Bomberman’s usual items (such as the ability to kick your bombs forward) are now instead permanent abilities that are learned after defeating bosses.

There are eight worlds in the game, each comprised of four stages (again, bringing Super Mario Bros. to mind). The first three stages of each world are the traditional Bomberman battles (the first against a single opponent, the second against two, and the third against three), which are played in best two-out-of-three rules. The fourth stage of each world is the boss stage.

“Of course I’m going to pick Wario in WARIO Blast.”

Though the game allows you to play as both Bomberman and Wario, the change really is purely cosmetic. The only difference is Bomberman’s non-boss enemies are Wario clones, and Wario’s are Bombermen (additionally, the passwords for each stage differ between the two characters). And considering these are Gameboy sprites we’re talking about, the cosmetic change only goes so far (though in all honesty, just play as Wario. You can play as Bomberman in any Bomberman game, so you may as well play Wario and benefit from the crossover aspect).

Though the game is short (it probably won’t take much longer than an hour), the fact that each world introduces new stage gimmicks means there’s some fun variety throughout. And I enjoy the two-out-of-three nature of the stages. Though even with these benefits, Wario Blast does feature some unfortunate shortcomings.

One of the big issues is that – with the abilities gained from the first few bosses – the player quickly becomes overpowered. I can accept the usual power-ups from the series are made into learned abilities (though there’s also an argument to be made that aspect in itself takes something away from the experience), but one ability which sees the player learn how to dash an enemy against a wall to stun them makes the proceedings way too easy. The early stages will see the AI try to outmaneuver you (to varying degrees of success). But in later stages, you can just pick up bomb and fire power-ups as you go, and once you run into an enemy, just dash them into a wall and plant a single bomb for an easy win.

Another problem is that there’s an awkward few seconds after your opponents have been defeated where you can still potentially die before the victory screen is displayed. You’d be surprised how often you’ll end with a draw and add another round to the best two-out-of-three because of it.

While Wario Blast may have a number of elements holding it back, I have to reiterate that the classic Bomberman gameplay will always be fun. And sure enough, Wario Blast: Featuring Bomberman is a rare example of a Gameboy title that’s still fun to play today. But Wario Blast does suffer from being one of the more basic Bomberman sequels, offering little to the experience that you couldn’t find in every other Bomberman title.

Perhaps the biggest missed opportunity of Wario Blast, however, is the simple fact that Wario’s inclusion in the game was merely shoehorned into the game’s international release. Perhaps if Wario Blast lead to some follow-ups of its own that integrated Wario’s presence into the proceedings in more meaningful ways relating to gameplay or level design, it would be easier to look past Wario Blast’s underutilization of its namesake character. But because this was the beginning, middle and end of Wario butting heads with a third-party character, it’s more than a little disappointing that the game never had a real chance at fully delivering on its concept.

Think about it, what better video game character is there to go toe-to-toe with various gaming heroes than Wario? Super Mario is the face of gaming, so it only makes sense that the “anti-Mario” would try to sabotage other people’s games and try to slap his face on them. Hudson Soft and Nintendo could have been onto something here with Wario Blast. Sadly, instead of seeing Wario face off with Bomberman again, or try to hijack Mega Man, Castlevania, or any other series, it all ended just as soon as it began. By the time Bomberman GB 2 made its way westward, Wario was nowhere in sight…

But hey, Wario Blast is still fun. And that definitely counts for something.

 

6

Banjo-Kazooie: Grunty’s Revenge Review

I love Banjo-Kazooie. I love the Gameboy Advance. This makes it so disheartening that Banjo-Kazooie’s oft-forgotten GBA spinoff – Grunty’s Revenge – is forgotten for a reason. Despite a surprisingly accurate translation of the gameplay from Banjo-Kazooie’s N64 duology at first glance, Grunty’s Revenge boasts none of the depth of its predecessors, and ranks as the worst game the bear and bird duo have starred in (yes, even Nuts & Bolts had more going for it).

Strangely, Banjo-Kazooie: Grunty’s Revenge was the first game released by developer Rare after they had been purchased by Microsoft. The game had gone through a few different development phases over a couple of years, and by the time Rare became Microsoft’s property, Grunty’s Revenge was too far in production to scrap entirely. Thankfully for Rare, Microsoft’s lack of a handheld gaming platform meant they could still legally release the game on Nintendo’s handheld, but required a middleman publisher since neither Microsoft nor Nintendo could do the honors (which seem so silly in retrospect, now that we live in a time when Xbox Live can be played on Nintendo Switch). THQ ended up being that publisher, and Banjo-Kazooie: Grunty’s Revenge saw release in 2003, to little advertisements and fanfare.

To bring in a bit of personal history, I didn’t even know about the existence of the game ahead of its release. I just opened one of my birthday gifts that year, and lo and behold, Banjo and Kazooie were in a Gameboy Advance game…apparently. I was excited, to be sure. But it didn’t take very long into the game to realize that Grunty’s Revenge was something of a step backwards for handheld gaming, harkening back to the times of the original Gameboy when the transition of a franchise to a handheld usually meant the compromise of its quality. Consider how well so many of the Gameboy Advance’s titles have held up over the years, and Banjo-Kazooie: Grunty’s Revenge’s flaws are only magnified with hindsight (Mario & Luigi: Superstar Saga was released the very same year on the GBA, but you’d never know it from the difference in quality between the games).

When you first start the game, it looks promising. Even though the GBA didn’t have the power to recreate a full-on 3D platformer in the vein of the N64 Banjo-Kazooie titles, Grunty’s Revenge still does a solid job at finding a way to translate the series’ gameplay to the handheld. Grunty’s Revenge takes on an overhead camera view, and uses pre-rendered character models (a la Donkey Kong Country), which faithfully recreate the characters and enemies from the N64 games. And despite the GBA’s relatively few buttons (A and B on the face of the system, plus two shoulder buttons), Grunty’s Revenge even does a pretty good job at making Banjo and Kazooie’s moves feel reminiscent of their classic N64 outings. Even the iconic gibberish voices return!

But those similarities are short-lived, unfortunately.

The game begins with a rather rushed story. Sure, the Banjo-Kazooie games were never a story-focused series, but they had humorous writing, charming characters, and strong production values for the time. But here, the story just kind of happens on itself, and the game never really capitalizes on its concept.

Taking place between Banjo-Kazooie and Banjo-Tooie, Grunty’s Revenge sees the titular witch Gruntilda – still trapped under a boulder after the events of Banjo-Kazooie – transfer her ghost into a robot body made by her henchman, Klungo. She then kidnaps Kazooie, and travels back in time (whether by her magic or the new robot body is anybody’s guess), in an attempt to stop Banjo and Kazooie from ever meeting, thus ensuring they would have never defeated her in the first place. Thankfully for Banjo, the witch doctor Mumbo Jumbo had witnessed the whole thing, and uses his magic to send Banjo to the same, vaguely-implied time period as Gruntilda.

Like the Banjo-Kazooie games proper, the goal is still to collect Jiggies (10 on each stage) and Musical Notes, the latter of which are used to purchase moves from Bozzeye, a mole who is an ancestor of both Bottles and Jamjars, who played a similar role in Banjos Kazooie and Tooie (respectively).

Aside from the presence of Bottles’ nondescript ancestor, there’s really nothing in the game that takes advantage of the time travel plot. The stages (of which there are five, along with the hub of Spiral Mountain) all follow standard themes and environments for the genre and series (farmland, beach, swamp, harbor and a fire/ice hybrid). In Banjo-Tooie, we got a dinosaur world, and that game didn’t even feature time travel. And that same game featured an infinitely better fire/ice hybrid world. What about the worlds of Banjo-Kazooie: Grunty’s Revenge so much as implies the game takes place in the characters’ past?

Wouldn’t it have been neat if the stages were direct adaptations of those from the N64 games, but with twists that showcase how they take place before the events of those games? For example, maybe you could visit Mumbo’s Mountain from Banjo-Kazooie, and the giant termite mound from that game is still under construction. Or maybe you could revisit Rusty Bucket Bay at a time before it became overwhelmed with pollution? Grunty’s Revenge is already re-using level themes from the previous games, anyway. Why not make it literal and find a way to capitalize on the time travel setup of the story?

As stated, the game actually does a decent job at bringing the series’ gameplay to the GBA, but the more you play Grunty’s Revenge, the more you realize how stripped down it is. Sure, the translation to a handheld system back in 2003 was going to come with a few expenses. But this sadly isn’t a simple case of a simplified Banjo-Kazooie on the go (that might have actually been pretty sweet). As stated, Grunty’s Revenge harkens back to the days of the original Gameboy, when a popular franchise making its way to a handheld device meant it’s quality was going to suffer.

“Also the boss fights suck, largely due to their lack of creativity and challenge, and their sheer repetition.”

The levels are just too empty, and the objectives too mind-numbingly simplistic. The N64 Banjo-Kazooie games did a great job at making the experience feel like an adventure, but Grunty’s Revenge just feels like it’s going through the motions with no rhyme or reason.

Even the moves Banjo and Kazooie learn from Bozzeye are just ones they already learned in the previous games. The only real difference is how you start the game with Banjo on his lonesome. But even that feels underplayed. Wouldn’t it have made for a more unique game if the player had to continuously switch between playing as Banjo and Kazooie? If you’re going to separate the two characters (and not manually, as in Banjo-Tooie), might as well roll with it and take advantage of the concept.

I can’t believe I’m going to say this, but there is actually one thing that Grunty’s Revenge does better than its otherwise far superior N64 predecessors. And that’s how, this time around, the different transformations provided by Mumbo Jumbo carry over to subsequent levels once unlocked. This means that the transformations actually have more uses here, since you’ll have to revisit Mumbo’s hut in a particular stage to utilize a different transformation in order to nab a Jiggy or two. Though it must be said that even this element suffers from a lack of communication to the player, as one stage features a Jiggy that needs a later transformation to obtain, with the game never even hinting that to be the case (going back to my personal history with the game, I gave up on it for a time back when I was younger because of this segment, in which I had no earthly idea what I was supposed to do). The  real Banjo-Kazooie games could get a little cheeky and have a character (or google-eyed object) tell you when something was meant to be revisited at a later time. While that may be a bit overt, it’s certainly a better option than leaving the player entirely clueless. And while in concept, the idea of Mumbo changing you into any available form on a given level is an improvement for the transformation concept, it still never reaches its full potential for the aforementioned reason that the objectives themselves feel so uninspired.

Banjo-Kazooie: Grunty’s Revenge isn’t a total waste. As previously stated, the visuals find a way to bring the look of the N64 games onto the GBA with surprising accuracy. Similarly, the music captures the familiar charm of the real Banjo games. And the initial feeling of the controls is how you would imagine Banjo-Kazooie should play on the handheld system. But Grunty’s Revenge ultimately stumbles because of how far it misses the target on any of its concepts.

That initial feeling of “this is how Banjo-Kazooie should play on a handheld” quickly fades away as you realize that accuracy only exists on face value. It soon becomes apparent that Grunty’s Revenge fails to realize what made the Banjo-Kazooie games so memorable to begin with, and just coughs up a cheap imitation of what a Banjo-Kazooie game should be. The setups of time travel and separating the heroes don’t come into play in either the story or the game itself in any meaningful way.

Grunty’s Revenge is only kind of Banjo-Kazooie. Just enough to pique the curiosity of my younger self back on my 14th birthday, but not nearly enough for it to live up to the bear and bird duo who adorn its title. It’s not even in the same ballpark.

 

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WarioWare, Inc. Mega Microgames Review

The Game Boy Advance should rightfully rank as one of Nintendo’s greatest systems. While the original Game Boy’s influence can’t be understated, and the Nintendo DS helped push Nintendo’s innovation forward, it’s the Game Boy Advance which boasts a timeless appeal that makes it akin to the handheld equivalent of the SNES. The GBA’s library of games brought a newfound quality to handheld gaming, and many of its titles have stood the test of time swimmingly. Among the Game Boy Advance’s many accomplishments was that it introduced the world to the WarioWare series.

Released in 2003, Mega Microgames kicked off the WarioWare series. By throwing players into one series of seconds-long “microgames” after another, each of which only required a press of the A button or two, or a few touches of the D-pad to complete. As a series of microgames continues, they pick up in speed, testing the player’s reflexes.

In essence, WarioWare has always been a deconstruction of video games themselves, stripping away all of their complexities until only the bare minimum of what a video game is remains. It’s simplistic to the point of hilarity (an element that’s magnified by the often silly concepts and goofy graphics of the microgames themselves). WarioWare is a genius subversion of video games, presented in the most manic package possible.

The only real downside to Mega Microgames is – as the first game in the series – it shows its limitations when compared to its sequels (most specifically it’s GBA follow-up, WarioWare Twisted and WarioWare Gold on the 3DS). Mega Microgames – somewhat ironically – falls short of its successors by being the bare basics of the series, even if that “bare basics” element is the appeal of the series as a whole.

Simply put, Mega Microgames is WarioWare in its purest form, for better and (relatively) worse. You play through “chapters” of the game, each distinguished by a different character (with Wario serving as the opening and closing chapters, with the rest represented by the WarioWare cast first introduced here, like Mona, 9-Volt and Jimmy T.). Later entries in the series would better define each character’s chapters with specific themes (whether through twists to the gameplay or unique aesthetics), but here, the gimmicks of each character are a bit less defined.

9-Volt, for example, may have always been a Nintendo fanboy, but here, not all of his microgames use retro Nintendo games as their template. Meanwhile, the games that do use Nintendo’s past as a backdrop quickly begin appearing as other characters’ games as well. In fact, you’ll notice the same microgames getting recycled a lot sooner here than you would in later WarioWare entries, leaving you to wonder why there needed to be as many different character chapters as there are.

Playing through the story mode (if it can even be called that), probably won’t last over an hour. Thankfully, after you conquer a chapter, you can play through its games at your own leisure to go for a high score. Additionally, besting certain chapters will even unlock brand new games outside of those in the main game. So even if you can run through Mega Microgames, it still provides a decent amount of addicting gameplay nonetheless.

WarioWare Inc. Mega Microgames remains a lot of fun even today. The only thing preventing it from being more strongly recommended is that it (understandably) feels like an unpolished diamond in hindsight. Later entries would bring so much out of WarioWare’s brilliant concept of rapid-fire gauntlets of mindlessly simple games – both in terms of the number of microgames and variety in their gameplay – that Mega Microgames feels prototypical by comparison.

Mega Microgames kickstarted one of Nintendo’s most quietly beloved franchises, and gave the Wario character newfound life and purpose. Its successors may have added to the formula, but the original WarioWare still provides a good amount of fun.

 

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