Nut Load. Mini reviews of games old and new. No fuss. No spoilers. Occasional shock face.
Showing posts with label SNES Mini. Show all posts
Showing posts with label SNES Mini. Show all posts

Wednesday, December 6, 2017

Mega Man X (1994)

Genre: Platformer | Players: 1 | Developer: Capcom

Though they are related, the classic and X series are relatively distinct entities. X did not take up the torch, wholesale. Mega Man 7 saw release after this game, and eventually there was an 8, 9, 10, and 11. The defining differences are as follows:

Pros:
  • The Mavericks, while still essentially Robot Masters, are animal-themed.
  • X can wall-jump straight up singular walls.
  • X can find Dr. Light capsules to power-up his legs, armor, helmet, and X-Buster.

Cons:
  • X’s soundtrack is all screechy guitars and synths.
  • Each entry attempts to shoe-horn in more and more story.
  • Heavy emphasis on a new character, as the series progresses.

There’s an (ego-driven) reason that Zero is doted on, but that doesn’t mean it was done well, or was justified. It wasn’t. In fact, in a later entry, there exists a situation that clearly demonstrates that they were no longer bothering to play-test the games fully, FOR THE TITULAR CHARACTER. Zero is over-powered and there’s no weakness present in him to balance it out, as with Proto Man. How I love thee, my dear, sweet Proto Man 😍

If you’ve read almost any of my reviews here, or on the other Nut Blogs, you know that, in general, I play games for story. I play them for characters. There are times where skill is the primary focus, however, and the classic and Mega Man X series are two of those times, for me. If I found the story of the X series to be compelling—or logical—I would have been ecstatic. However, it’s not, and I find it completely and utterly obtrusive. The text gets longer and longer in each entry and quickly becomes unbearable. As I noted in my X3 review, the power-ups come to be detrimental, as well. It pains me, because this game is fantastic. X2 is acceptably worse, and I honestly kind of like X3, in spite of itself. That’s where the series ends for me. I tried my hand at X4, X5, and X6 and they are not pleasant. In my opinion, both series lost themselves when they jumped to the Playstation.

This game, though, this one has always been near-perfection. Zero’s role is minimal, the story is basic, and it controls like a dream. There are changes in the levels that occur depending on the order in which you take out the Mavericks. You’ll have to revisit some of them to collect the heart container in each (and the game's four sub-tanks), because of these ultimately beneficial changes. Those sub-tanks are innovation of the best kind, because you permanently possess them and you can fill them by collecting energy when you’re at full health. There’s even a level that starts with the perfect grinding spot. It’s not the kind of secret that you can intuit, but Ryu’s Hadouken can be learned and performed when at full health. It instantly KOs everything and I highly recommend using it to painlessly clear the first part of the Sigma fight. I really wish he had settled for simply being a serial villain like Wily. There was no reason he couldn’t have been all, “I got put back together and I’ve got another set of Mavericks, X!”

The elephant in the room is, fittingly, Maverick Hunter X, which I said did the near-impossible and improved this. It did. I stand by that. Numerical scores are a tricky thing and they can paint you into corners. Well, when writing reviews, YOU can paint yourself into a corner. While Maverick Hunter X improves quite a bit, it is a case of ICING. In terms of the original LACKING, I can only bring to mind the second Sigma level, which starts in a very ho-hum way as compared to the remake.

I can’t give this less than what I gave Maverick Hunter X, and I won’t. This is simply a consequence of the nature of the act of writing reviews. And, when you feel inspired to write them. Also, being human. If nothing else, it helps me call attention to a collection post wherein my fellow Nut Blog authors and I detail the pieces of media that we feel are equally worthwhile in multiple incarnations.

Buyer's Guide: Originally an SNES game. It's on the Wii and Wii U Virtual Consoles, and the eShop (but, only if you're using a New 3DS, apparently). Damn your idiotic nomenclature, Nintendo. Your quarter-assed console iterations, too. It's on the SNES Mini, mobile phones, and oddly enough MS-DOS, as well. It's obviously in the Mega Man X Collection, which was on PS2 and GameCube, but is now coming to PS4, Xbox One (Did Nintendo name that one, too?), and the Switch.

4 Bosses Philip Finds Fascinating out of 5

Thursday, May 28, 2015

The Legend of Zelda: A Link to the Past (1992)


Genre: Action, Adventure | Players: 1 | Developer: Nintendo EAD

A Link to the Past is the game that moved the Zelda franchise beyond the blind experimentation of the original and the mindless back and forth of its sequel. The upgrades in graphics and gameplay work in unison to finally crystalize what became the series’ keystones: exploration and puzzle-solving. It’s presented from a top-down perspective, like the first game, but secrets are marked clearly in both the overworld and dungeons. Emphasis is instead often placed on finding alternate entrances once one has been tantalized and stymied by what lies behind the easily visible ones. Also, navigating complex cave systems in order to mine them of all their treasures. Dungeons are composed of visually distinct wings and floors and maps make a return. Puzzles that span multiple floors replace exhaustive marches to elevators.

This is also the game that introduces the basic framework of the series: three dungeon items, Master Sword, more dungeon items, light arrows, Ganon(dorf). Though, the arrows are still silver, here. While it may have appeared in other games prior, for me LttP is the origin of the mechanic whereby one moves between two worlds in order to solve puzzles and progress. This went on to appear in Silent Hill Origins and the Constantine licensed game.

The second part of the game takes place primarily in the Dark World where you must retrieve nameless maidens from each of the dungeons before rescuing Zelda and scaling Ganon’s Tower. A Link Between Worlds replaces these maidens with a new generation of sages who are actually given dialogue and interactions with Link prior to them being kidnapped. This is the one true weakness of LttP, in my opinion. There’s a serviceable amount of lore on display, but there is virtually nothing in the way of character and story. I'm content with the level present in the 3D Zelda games, so I don't need MUCH, but I need SOME. Look, I don’t need or want story in Mega Man games, so you have my empathy and respect, even if I don’t have yours in this particular case.

If all you're looking for is solid 2D gameplay, though, you won't find much better on the SNES, or anywhere else, really.

Buyer’s Guide: Originally an SNES game, it’s also available on Game Boy Advance, the Wii and Wii U Virtual Consoles, and the SNES mini. The viewable area is somewhat cropped on GBA, however, so I’d recommend not seeking out that version unless it’s truly your only viable option. Several altered versions of the game were broadcast on Satellaview, but just wiki that yourself or check out Clan of the Grey Wolf’s retrospective if you’re curious from a historical perspective.

3 Catfishes 4x weak to Grass out of 5

Saturday, January 3, 2015

Donkey Kong Country (1994)


Genre: Platformer | Players: 1-2 | Developer: Rare

While DK was launched into the star-studded realm of playable characters with this sub-franchise….it didn’t last very long. His little buddy Diddy stole the spotlight almost instantaneously. That Rare saw it fit to cave to ease of use and genericism as soon as the first sequel is ridiculously disappointing. Donkey Kong himself is quite unique in his platforming because of his immense weight. You have to play smarter and more carefully to compensate for his decreased jumping ability and sluggishness. Diddy does have a weakness (bigger enemies will bounce him backwards while taking no damage) but he can still take them out assuming he has the room necessary to roll into them.

Having since played DKC Returns, this game is far easier and less ambitious in terms of secrets and level design than I remembered, but that’s to be expected given that it’s the first game in the series and an SNES release from 1994. It isn’t fair of me to make this comparison outside of stating my preference for the rebooted franchise, I acknowledge. In a vacuum, OG DKC is a fairly difficult endeavor, but for whatever reason I’ve always had near-infinite patience for it. It may simply be because it never feels particularly cheap. If you screw up it’s because you don’t know what’s coming (alternately, don’t remember) or you simply haven’t played it enough. It’s challenging and it’s on you to step up.

That said, you will have to rest your entire enjoyment on the development of that skill if you aren’t the type who is willing to check video walkthroughs to locate some of the bonus rooms that count towards your completion total. The vast majority can be found with eagle eyes and a knowledge of what types of walls are usually breakable, but a few are impossible to find without help or some incredibly serendipitous screw ups. You can achieve 101% and the game IS nice enough to indicate on the map screen when you’ve found all of the bonus rooms in a given level. As far as I can tell the only reward is a slight change to Cranky’s dialogue. Lame.

It may show signs of age and use too many boss re-colors (i.e., any at all), but if you’re visiting for the right reasons this is more than smooth enough to still warrant your time in 2015.

Buyer’s Guide: It was originally on SNES, but it’s since been ported to the GBA and the SNES mini. It WAS on the Virtual Console, but apparently Nintendo (or some legal remnant of Rare) doesn’t like to make free money. You know what to dooooo~

3½ Friendly Acts of Violence out of 5

Wednesday, April 17, 2013

Final Fantasy VI / III (1994)


Genre: RPG | Players: 1 | Developer: Squaresoft
Credit to Dr Faustus, fellow Nut author, for this wonderfully altered artwork.

I don’t believe it’s entirely possible for someone to be unbiased when talking about their favorite game. That’s sort of the consequence of playing it countless times over the course of 19 years.

In essence, this is an ensemble cast game done right. There are 14 main playable characters in addition to the handful who’ll join your party temporarily. As daunting as that may seem, from a narrative perspective, the story does rest on set pieces crucial to the lives of the most central personalities. Still, even the most peripheral have heartbreaking and poignant experiences. Hell, there’s even a very plausible storyline hinted at for one of the optional members!

This small army is put up against one of the most demented and successful villains in the history of fiction. To save the world, they will have to be ground a fair deal. Here, the name of the game is magic. Its resurrection in a time of high technology is the impetus for the conflict at hand and you would do well to teach most of the spells to at least 6 or 7 characters to compensate for the multiple party mechanic utilized throughout the game. There is hope for speedy completion in the form of the Vanish glitch. But, it has been patched in almost every subsequent port of the game. Boo.

The music is stirring and highly memorable and the graphics stand as some of the greatest sprite work ever produced. While there are MANY highlights, the brightest is still capable of bringing grown men to tears, to this day.

More than a SNES turn-based RPG, more than just a Final Fantasy, VI is a masterpiece that should be at least tried by all.

Buyer’s Guide: In the end, the original SNES and VC releases are the way to go. The PS1 port should be avoided at all costs because of the lag to opening the menu. That version on PSN? Exactly the same. It appears to be a straight disc rip. The GameBoy Advance overhaul has a completely retranslated script, additional Espers, and extra dungeons. I imagine this will be fine for anyone who won’t get mental hiccups from the changes. The SNES Mini has the Woolsey translation and I'd wager it's the ROM from the VC.
 
The Pixel Remasters look like ass trash. They are a smidge better than the abominations they cooked up for mobile phones. JEEBUS H. FISTO. Sprites forever!

5 Promises to Find One Another out of 5
A review of Peter Olafson's Players Guide can be found here.

Thursday, March 21, 2013

Castlevania IV (1991)


Genre: Platformer | Players: 1 | Developer: Konami

I refuse to call a Nintendo game by the obligatory console moniker if it’s numbered. Deal. 

To cut straight to the quick: If you find Castlevania 1 and 3 too hard and you want the warm and fuzzies of being able to say you beat a classic entry in the series, this is the game for you. You can reverse your jumps in mid-air (to a slight degree) and your whip is OP as all fuck. You can attack in the eight cardinal directions and, yes, Egoraptor was (mostly) right. You don’t need the sub-weapons, aside from one critical instance. You’ll remember I had a similar issue with Final Fantasy XIII-2.

Despite the ego boost, there is something lacking. I prefer every other “classic” Castlevania that I've experienced, to this. Maybe there is something to getting your ass kicked by the more iconic entries, after all. Plus, the levels don’t grab me or manifest as much atmosphere as the ones comprising the NES games. This is very contrary to the norm for me, and I am rather perplexed by it.

The free rotate tool....I mean, Mode 7 is used in a small stretch but does little to impress in 2013. I know from a historical stand point that this game made a big impression as a fairly early SNES title, and I’m usually pretty fanboy-ish when it comes to the system. Still, this has never had much in the way of staying power in Negland, obligatory hard mode, or not.

Buyer’s Guide: It’s an SNES game. It’s on the Virtual Console and the SNES mini.

3 STS Logos of Future-Past out of 5

Monday, November 14, 2011

[SNES] Super Mario World (1991)

Genre: Platform | Players: 1 or 2 taking turns | Developer: Nintendo

Super Mario World was the very 1st video game I ever played and after all these years it’s still one of the best I’ve had the pleasure of laying hands on.
So pop a mushroom, mount your dinosaur, and swing your arms from side to side ‘cause it’s time to do the Mario!

Game Play:
Start at one end of the screen and work your way to the other before time runs out all the while beating foes and avoiding obstacles.

SMW continues the evolution from the preceding Super Mario Bros. games by adding new skills that complement the already established moves as well as tweaking the already familiar mechanics.

The combination of a decent learning curve and the fact that you can, unlike in previous Mario games revisit older levels for fun and power ups make it so that you aren’t totally overwhelmed by the near impossible stuff that pops up later on. What you will be overwhelmed by is the plethora of levels to explore, with different routes that you can take to the game’s finale and several levels with more than one way to beat it you’re going to have a lot of ground to cover.

There is a 2 player mode which has player 1 as Mario & player 2 as Luigi taking turns clearing levels. You can give and take lives from each other on the over world but other than that there’s not much interaction between the 2 players in terms of co-op and you’ll have to keep track of who has the most points or what have you to add an actual competitive slant on things. Other than that it is kinda nice to have something like it in place but the ability to tag out mid level like in Donkey Kong Country, an overall score system between the two, or just a straight up both run at the same time mode would have been preferable.

Controls:
Everything feels perfectly natural. Running, jumping, swimming, flying, grabbing, climbing, kicking, & spinning are all handled using the D-pad, A, B, & Y buttons and there’s hardly any learning curve. It’s perfectly intuitive to run, grab a shell, jump up on a platform, toss the shell up knocking a mushroom out of a block, jump on a goomba, catching the falling shell, jumping across a pit to another platform whilst also catching the falling mushroom, kicking the shell into a troop of koopas, & then jumping over the shell as it bounces back all in one broad movement.

Graphics:
I find that while 8-bit era and Playstation/N64 graphics often look far too archaic and like dead building blocks to the modern eye the 16 bit Super Nintendo & Genesis are still visually pleasing to watch for the most part. The 16 bit sprites here are simple yet have a great deal of personality to them.
This game is just pure animated fun with imaginative level and character designs that recall many western cartoons but still has plenty of distinctive Japanese aesthetics as well.  

Sound:
The sound effects are as cute as they are iconic. The music is very upbeat, catchy, and complements the various environments ranging from an undersea maze to a mountain range at midnight and can incite everything between dreamy lullabies and frenetic races to the finish.

Story:
The standard Mario tale of a turtle titian taking the toadstool tart to a terrible tower teaming with traps and the titular toilet technicians trekking treacherous turf to trounce the terrapin traitor.

Buyer’s Guide:
Super Mario World has been released, ported, & remade several times and is easily had for a decent price:
  • The original cartridge in 1991. 
  • The combo Super Mario All Stars + Super Mario World that was released in 1994 as a bonus pack in for the SNES. 
  • As Super Mario Advance 2 on the game Boy Advance in 2002. I have had hands on experience with this and can say that while it’s mostly the same game there are some substantial differences that add to the game as well as make it easier like more check points, not turning tiny when getting hit, the ability to save anytime, the fact that you keep all your extra earned lives and coins when you save and turn the game off, and Luigi is not only playable in the solo game but also no longer plays like Mario and instead handles like Luigi does in Super Mario Brothers 2. 
  • It’s also on the virtual Console for the Wii, as well. 
  • It's predictably on the SNES mini.
5 giant turtle football players throwing pink baseballs out of 5.