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Thursday, September 27, 2012

Super Mario Bros. 2 Review

Super Mario Bros. 2
Publisher: Nintendo Developer: Nintendo Platform: Nintendo Entertainment System Players: 1 (Adventure), 2 (Co-Op) Release: 1988 Genre: 2D Platformer / Adventure Rating: 7.4 \ 10.0: Good

Above is a scene from the game's first stage

I wouldn't have enjoyed Super Mario Bros. 2 nearly as much if I hadn't already known so much about it before downloading it via Wii Virtual Console. You see, Super Mario Bros. 2's existence has a slightly confusing story. In Japan, the first sequel to Super Mario Bros., Super Mario Bros.: The Lost Levels, was released, and Nintendo decided not to release it in North America because Nintendo of America decided it wasn't a good idea for some stupid reason. Then Nintendo created another game-- Dream Factory: Heart-Pounding Panic. The protagonist sprites were modified and the game was released it in America as Super Mario Bros. 2, and then it was (re)released in Japan as Super Mario USA (and I feel bad for any player of Dream Factory who bought a modified version of the game simply because it had Mario in it). But then The Lost Levels was featured in collections such as Super Mario All-Stars, and it was ported to the Wii Shop Channel in 2007. Now I'll explain the game. The plot, according to what I read from the text that appears on the title screen, says that Mario is dreaming, and opens a door in his dream after climbing up a flight of stairs and is informed that the villainous toad (the animal, not the cute mushroom guy), Wart, has cast an evil spell upon the dream realm of Subcon. Then Mario wakes up and enters a cave only to see exactly what he saw in his dream. As you start the game, you're given the option to play as one of four characters-- Mario, Luigi, Toad, and, surprise!, Peach. Each of them has advantages and disadvantages. Mario is the fastest and strongest at picking and throwing items, which I'll get to later; Luigi is the highest jumper; Toad is the fastest, but the shortest jumper; and Peach is the longest jumper, but the slowest item-picker. It all seemed like just another Mario game, until I jumped on an Shy Guy's head to find I was now riding around on it. By pressing B (or 1, if you're playing the downloadable Wii edition with the Wii Remote held sideways), you can pick up most small enemies and hurl them by pressing B (or 1) again. This is also how you pluck and hurl items, which you can uproot from red grass patches. You'll often find turnips and other vegetables in the ground, which can be tossed at foes, but sometimes you'll find bombs, which can be used to destroy otherwise indestructible chunks of land; stopwatches, which temporarily freeze enemies and can be uprooted only after you pluck four identical vegetables; red Koopa shells (one of the references to "true" Mario games) that plow through all the enemies in their path; 1-Up Mushrooms, which, as you probably know, grant you an extra life; and best (and rarest) of all, magic potions, that, when thrown, create a door that brings you to a silhouetted secret area, a mirrored version of the place you entered the door (a remix of the Super Mario Bros. ground theme even plays in these areas). You can uproot, coins that will be used in the end of stage slot-machine bonus game, collect mushrooms that add a life mark to your health display (a concept that has been carried to future games in the series), and enter underground areas via vases, some of warp you to farther worlds when a potion is used on them. Now, when it comes to enemies, there's a heck of a lot more variety than in the first Super Mario Bros., but just know they're not "true" Mario characters, because they're all from Dream Factory. The end-of-stage boss battles lack variety, however. The end-of-stage boss seems to always be the egg-spitting dinosaur, Ostro, who we now know as Birdo (not named after the enemy of the same, I don't think), while the world's final bosses have far more variety. They include Mouser, a bomb-tossing rodent, Triclyde, a three-headed snake, Clawglip, a gigantic, boulder-tossing crab, Fryguy, a massive floating fireball, and of course, Wart. And, just like most old-school Mario games, it's hard. Trust me, if you want to live through the next stage, try your hardest to win the bonus game and get five-life bonus. Although it's not truly a Mario game, I respect Super Mario Bros. 2 for what it is.

Ups
Four characters to play
Variety of power-ups
Creative bosses

Downs
Not a "true" Mario game
Very difficult

ESRB: E Content: ??? Price: $5.00 (Wii ) / $4.99 (3DS) (Download)

Monday, September 10, 2012

Johnny Kung Fu Review

Johnny Kung Fu
Publisher: UFO Interactive Developer: UFO Interactive Platform: 3DS Players: 1 Release: 2012 Genre: Action / Brawler Rating: 7.6 \ 10.0: Satisfactory

Above is Johnny battling a pack of thugs

Johnny Kung Fu is a pleasant, but not perfect, blend of the era of the Game & Watch, Nintendo's first handheld, and the age of modern brawlers. The plot has Johnny's girlfriend, Paula, get kidnapped by the Mr. Wang Gang (it's obviously a Donkey Kong reference, and Paula's name is obviously a reference to Pauline, the constant damsel in distress of the Donkey Kong series, but this guy capturing Paula for a reason far other then romance!) and you have a pressuring one-hour time limit to conquer all the floors of Wang's skyscraper and save her. There are several types of stages, some old-school and some modern, and one a combination of both-- as far as I know. I'm on floor 15 with approximately 40 minutes remaining. The first old-school stage takes place in a room with three floors (that only count as 1 floor in all). The first floor has a gangster rolling bombs at you that you must jump over. The second floor has another crook throwing cleavers at you. And the third floor has you activate the elevator and dodge a laser defense system to get to it. And all in frame-by-frame motion, dim color, and Game & Watch presentation! The second old-school stage type has you steer Johnny across the floor while juggling bombs and avoiding letting them hit the ground. And the last old-school stage I know of pits you against an individual thug. You're both armed with a sledgehammer. A countdown from three starts, and at zero, a number will appear over you and your opponent's heads. If your number is higher, attack by pressing A. If your number is lower, dodge by moving left. If the numbers are equal, act quickly and attack. The first modern stage has you dispatch a number of gangsters, and then a boss. Your foes will appear as weakened versions of the previous boss you faced in this stage type. The next type of modern stage has you face a single  boss, which, as far as I know, is always a tall, bespectacled, crooked-nosed fighter who throws knives that you must punch out of the way. The retro / modern combo stage begins with a cut-scene showing a crook throw the switch on a circuit breaker, and when Johnny strolls into the room, the power goes out, and then the room reappears in black and white. You must refill a color meter in the corner of the screen by punching the crooks that appear. What makes this a crossover of retro and modern is the modern graphics and the vivid color that's restored as the meter refills, and what makes it also retro is the frame by frame motion and the type of challenge. This is fun, but the time limit encourages you to speed-run, leading to much trial and error. Plus, every time you die, you must sacrifice five minutes of your time limit to continue. At the same time, a lot of the stages are won by the skin of your teeth even if you're a pro gamer. Overall, though, Johnny Kung Fu is a fine homage to gaming's past.

Ups
Tons of retro references
Various stage types
Old school and modern blend

Downs
Very difficult
Lots of trial and error
Too much pressure from time limit

ESRB: E 10+ Content: Fantasy Violence Price: $5.99 (Download)