25 Years 25 Games 12: Contra 3

This is what I meant when I said I didn’t play enough Konami games as a kid. I had never played Contra 3: The Alien Wars until last week. I had played Contra on the NES, but it didn’t really click with me. I don’t think I quite understood how it was meant to be played. I wanted something like Mario or Mega Man, and Contra wasn’t that. I didn’t make much of an effort to play any Contra games after that admittedly brief encounter years ago. After playing Contra 3, I have realized what a mistake that was. Contra 3 is a game that earns its reputation as one of the best on the system.

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Contra 3 is a game of escalation, where each level gets bigger as it goes and starts bigger than the one before it. You start running down a ravaged city street, shooting aliens and move on to climbing buildings and eventually hanging off the sides of missiles as they shoot across the screen. The game starts a crazy awesome and amps up both the crazy and the awesome as it goes along. There are some times when the game stops to show off fancy new SNES tricks, but otherwise it puts the player directly in control of fighting an ever growing threat. It is a short game, but it is just perfectly paced and the intentionally high difficultly level makes the game have more of an impact than most hour long games would have.

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The story of Contra 3, such as it is, is basically a mash of most sci fi action movies of the 80’s. You play as Arnold or Sly and fight Xenomorphs and a Terminator and there is the barest touch of Star Wars. It doesn’t hide these references, those references are the game. Better than any licensed property could ever hope to, Contra 3 puts the player in the action and lets them be the hero of these movies. There is something undeniably charming about how shameless Contra is about ripping off its inspirations. It is the epitome of that era of gaming.

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The warts are the top down mode 7 levels that are largely forgettable and really just north of being straight up bad. There are only two of them and they are over relatively quickly, but they really just aren’t that much fun to play. The game would be better off if the simply weren’t there, they seem to exist to pad out the rather brief playtime. Still, they are only minor blips on what is otherwise a completely excellent game.

 

I’ve always been more of a Metal Slug fan. Those games lack the punishing precision of Contra, or at least the Contra games I’ve played, giving the player all the spectacle not matter how sloppy they play. There is something to be said for the Konami’s series more exacting style of play. Even with the Konami code, which is unfortunately absent from the American version of this game, it is still difficult to get through the game. It makes the player learn the game, makes you take a little time and assess the situation before going guns blazing, though once you’ve handle on things guns blazing is the way to go.

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I don’t know that Contra 3 will ever be among my favorite SNES games, but I can clearly see why it so frequently shows up on such lists. It is a blast. Brutal, epic and unforgiving. It is this sort of run and gun game executed perfectly.

25 Years 25 Games 11: Gradius III

I did not play enough Konami games back in the day. That should be obvious with this entry in this series and especially the next. There is no denying their mastery of 8 and 16-bit games. Gradius III is not the most impressive SNES game, but considering that it was a launch title for the system it is more than respectable. In fact, it is a great game.

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It is hard for me to judge shooters. They all play somewhat similarly and I don’t play enough of them to adequately articulate why some are better than others. They are difficult, but that is by and large part of the genre. They are designed to be challenging. Gradius III has some problems common to SNES games, such as slowdown when the action gets too hectic, and it doesn’t seem to take full advantage of the SNES’s power, again likely due to it being a launch title, but it is still a blast to play.

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Both the greatest strength and the weakness of the Gradius series is its power up system. Unlike many shmups, instead of just changing up your shooting pattern and strength, Gradius gives the player a multitude of uses for their power ups. This leads to a very progressive power up system, where the player’s ship is continually getting stronger. You can increase your speed, get a better laser, get bits that shoot when you do, shoot missiles as well as laser; by the time the Vic Viper is fully powered up the player can simply lay waste to everything on the screen. It is immensely satisfying to go from a ship with a pea shooter to that marvel of destruction. It really lends a feeling of accomplishment and makes the game considerably easier. The problem is that when you die you lose all of those power ups, reverting to that little ship with the pea shooter.

screenshots taken from vgmuseum

screenshots taken from vgmuseum

That progressive power up system causes the player’s enjoyment to swing back and forth. It really sucks to lose a fully powered up ship and it makes the game so hard that you might be better off just restarting from the beginning. It goes from easy to hard that quick, from exciting to infuriating. I think the intricate power up system is worth that hassle, but it can be a problem for less skilled players who aren’t abusing the hell out of save states.

Mostly, Gradius III does exactly what a horizontal scrolling shooter should do. You shoot some crazy enemies, dodge environmental hazards, see some beautiful locales and listen to some rocking tunes. I don’t know how it checks out for skilled players, but for tourists like me, players who like to run through a game for the experience, it is a good time. I don’t really have much else to say about the game.

25 Years 25 Games 10: Sparkster

At least one more time (and likely two) I am going to have to push Super Mario RPG down the line and move on to another game. This time it is the much underrated Sparkster from Konami. Rocket Knight Adventures for Genesis is something of a cult classic, one of the few good games to come out of the overwhelming desire to copy Sonic the Hedgehog in the wake of that game’s release. Unfortunately, while RKA has a darling critical reputation, I don’t think it stuck that well in terms of sales. It wasn’t until a couple of years ago, when Konami put out the largely very good Rocket Knight for PS3 and 360, that I learned that not only did the game have a sequel, it had two separate sequels, one for the SNES and one for the Genesis, both named Sparkster.

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Sparkster for the SNES plays very much like the original game. That is a very good thing, because Rocket Knight Adventures was a very good game. This time Wolf people have attacked the possum kingdom and Sparkster must fight them off. Sparkster can jump, swing his sword and charge up his jet pack and shoot across the screen. It is a simple, yet very effective moveset. Most of the game can be accomplished with a the simple ‘A’ jumps, ‘B’ shoots style pf play, but to truly get the most out of the game you have to master the rocket pack. This is a game made for mastery. One can set the game on easy and get through it with only a vague understanding of its mechanics (that is largely my strategy) but learning the ins and outs of the controls is necessary. Plus, the game does that terrible thing where it hides content behind difficulty levels. Not just the ending or something, which is understandable, but full levels of the game are inaccessible on certain difficulty levels. That fact made me switch from easy to normal after my first attempt at the game, but even playing on normal is not enough to see the true ending. (Which I watched on youtube because fuck that) I would assume it is an attempt to hamper the rental market, but it mostly just punishes players and games these days have wisely moved away from this sort of thing.

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The level design is inventive and built really well on the protagonists powers. The big one it the ricochet with the rocket pack. If you boost into a wall, you will bounce off. If you boost at an angle, you will bounce off at a corresponding angle. Knowing how to angle your boosts are necessary to getting the most out of the game. There are a few levels that abandon the traditional control scheme or set up. On had the player riding on the back of an ostrich or something as it speeds through the level with limited control of where it goes. Another is just a full on vertical shooter that morphs into two giant robots punching each other in space. They aren’t what the player came for, but they are amazing on their own way and more entertaining than frustrating. Otherwise, it is just pitch perfect escalation of the concept.

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It looks and sounds great, though. The graphics are truly outstanding, especially the backgrounds. The sunset in the pyramid stage is the SNES aesthetic at its finest. The game looks and plays like pure joy.

Honestly, I like Sparkster more than the other two games in the series I’ve played. It isn’t quite the Mega Man 2 to Rocket Knight Adventures Mega Man, but I do think it improves on that game (which I haven’t played in years) in several ways, not the least of which is graphically. It is also better than the 2010 game, which had its heart in the right place even if it didn’t quite capture the magic. I have yet to play the other Sparkster, though. It seems unfair that this game has been all but forgotten in talk of the SNES’s great games. It does not quite belong in that top echelon with Super Mario World or Mega Man X, but it slots nicely in that next level down with Donkey Kong Country and Kirby’s Dreamland 3.

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25 Years 25 Games #8 Magical Quest Starring Mickey Mouse

It has been a while, but I’m back with another game from my bread and butter genre: the side-scrolling platformer. Magical Quest starring Mickey Mouse is the first of three Mickey Mouse SNES games from Capcom. The overwhelming quality of the Capcom’s NES games made me eager to try out some of their SNES output. Magical Quest, while largely enjoyable, does not quite live up to that pedigree.

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In Magical Quest you play as Mickey Mouse, on a quest to rescue his dog Pluto from the villainous Pete. Along the way he gets some outfits that give him different powers, like a Wizard’s costume that lets him shoot magical bolts or a fireman’s costume that gives him a hose. It looks good and plays good, but it feels somewhat lacking. A lot of that is due to the fact that game can be beaten pretty easily in an hour and a half. Magical Quest has six levels split into four stages each, none of which are particularly long. The only part of the game that does feel long are the bosses, all of which take about 4 hits more than would feel natural to beat. It is not that the bosses are particularly hard but that they are tedious because you have to repeat the pattern so many times.

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The outfits are a great conceit for expanding and limiting Mickey’s powers. The problem with them is that the game doesn’t do enough with them. The game is more than halfway over before you get your full array of powers and it doesn’t really build on them in any real ways. It gives the player the abilities to do some things, but it doesn’t ever require the player do them. Sometimes you need to be a magician to shoot magic, sometimes you need to spray things with water, and sometimes you need the last outfit’s grappling hook. Rarely, almost never, do you need to use them in any sort of conjunction with each other. There are grappling levels and fire levels, but no levels with some grappling and some fire. It ends up feeling like the first half of a game. Unlike something like Mario, Magical Quest never really builds on its mechanics. They just are. I realize comparing this game to some of the absolute best ever isn’t really fair, but it is obvious that it just doesn’t compare to the depth that those games offer.

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This is just the kind of game I wanted to go back and experience with this project. Magical Quest Starring Mickey Mouse is a good game, but not a great one. It is the sort of game that is easy to miss at the time, but is a game that is worth playing. It looks good, sounds good, and plays fine.

25 Years 25 Games #6: Lufia and the Fortress of Doom

My goal was, and still is, to beat 25 SNES games to celebrate the 25th Anniversary of the SNES. But Lufia and the Fortress of Doom is proving to be quite the stumbling block. The SNES is known for its JRPGS and while I am intimately familiar with the cream of the system’s crop, I have never managed to spend much time with some of the genre’s second tier games. That is where, by most accounts, Lufia fits on the SNES hierarchy. RPGs tend to take a lot more time to complete than brawlers or platformers, but I thought I could space them out and keep the write-ups coming at a steady clip. Lufia is smashing that plan to pieces.

All pictures stolen from Hardcore Gaming 101

All pictures stolen from Hardcore Gaming 101

I have been playing Lufia off and on since the start of February. So far I have found it stultifying and dull. Part of that is because I have played the first few hours before, when I borrowed it for a week from a friend in grade school. The other is that other than the intro, there just isn’t anything interesting about the first five hours or so of Lufia. It plays like a checklist of all the usual JRPG tropes. Burned villages, mystery orphans, suddenly resurgent monsters, all the classics. When done right, those things can work. What it usually takes is strong writing. The Lunar games don’t stray far from cliché, but everything is done with enough charm that it works. The localization of Lufia is bland. There is little personality or reason to get invested in these characters or this world.

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That is not to say there aren’t some good ideas. The callous disregard for one destroyed kingdom kind of works, with people being more annoyed that legitimately concerned. Working with the princess because the King doesn’t care gives it something to work with. Too bad that results in the first hour and half consisting of running back and forth between two places, with almost no sense of progress.

The one outstanding part of the game so far is the opening. Lufia starts the player at the end of another story, setting the backstory by allowing the player to take control of the legendary heroes. That part works perfectly well. It is great to start with characters that are already supremely powerful; wiping the floor with what is essentially a final boss. It is also the only early story moment that manages much emotion. Even not knowing the four characters, seeing them have to make the sacrifice they do is powerful. Unfortunately, none of that is carried over into the rest of the game.

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So am giving up on Lufia halfway through. For now, anyway. I am simply moving it to the bottom of the list. If I get back to it great, if not too bad. When I do get back to it, I will do another write up, assuming I have anything new to say about it. I might not. If I want to finish this project, I need to keep moving. My list of games to play did include 26 or 27 just in case I proved incapable of beating one. For now, I am moving on from Lufia to Super Mario RPG and some kind of shooter, I haven’t decided yet.

25 SNES #5: The Death and Return of Superman

The plan was for the next entry in this series to be an RPG, either the fairly lengthy one I am no halfway through (Lufia) or the relatively brief one I’ve queued up next (Super Mario RPG), but by the two thirds point of the month it was clear that wasn’t going to work out, so instead I switched to another brief game; The Death and Return of Superman

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When I went searching for some SNES deep cuts to help get me to twenty-five games for the year, the one really surprising game I occasionally saw on best of lists was The Death and Return of Superman.  Most of the others I was familiar with even if I hadn’t had the chance to play them. This was a licensed title that had completely slipped past me. Usually that sort of thing does bode well, but Death and Return of Superman is a perfectly fine game.  It is very much of a product of the 90’s and hasn’t aged particularly well, but there is plenty of interest here and the game plays just fine.

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Like the majority of licensed games in this era, Death and Return of Superman is a beat-em-up. Superman goes left to right and punches dudes until he gets to a boss; repeat as necessary. It has some of the usual flaws with this sort of game.  The levels aren’t particularly interesting and there simply aren’t enough enemy types.  It eventually gets old traveling through similar looking enemies punching the same 5 guys in the face.  Still, there is something satisfying about it as well. The best sorts of beat-em-ups don’t overstay their welcome, being both fairly brief and fast paced.  The Death and Return of Superman’s levels tend to go on a little too long, but the game itself is about the right length.

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In some ways it feels designed with home consoles in mind, in some ways it feels like the worst sort of quarter munching arcade game. One point against it is that it is single player only.   Likely a concession to making it play well on the SNES.  There isn’t much slowdown and the sprites look good. As I said earlier, the game could do with more enemy types, but the ones here look pretty nice.  The game also has five different playable characters, giving some variety to the game.  Unfortunately, the different characters all play just about the same.  They have the same basic set of moves and there doesn’t appear to be any difference in their strength or speed.  It mostly just ends up being different sprites.  Another problem is just how repetitive the bosses can be.  They can level the player in a few hits and don’t really do anything interesting.

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Still, it is an enjoyable experience if a flawed on.  I really liked how the game actually tried to tell a story.  In fact, I prefer this telling to the comics.  While the comic story this is based on is a famous one, it is not a very good one.  It is a better idea for a story than an actual story.  That is why the player changes character so frequently.  You start as Superman, who runs through a couple of levels before fighting Doomsday and dying.  Then four replacement Supermen show up to try to take his place: Cyborg Superman, Superboy, The Eradicator and Steel.  The comic played it as a mystery of just who was the real Superman, only for none of them to turn out to be.  The game runs through the plot in a handful of levels, with the player taking the role over whatever Superman is necessary at the time.  It works, and makes for an interesting set up.  It also helps that Superman feels like Superman. He may go down like a chump to the bosses, but he flies and punches with power and has his heat vision.

It is a good game.  A run through of takes no more than an hour and a half to two hours and it is decently entertaining the whole time.  It could really do with a two player mode, but I don’t have a second player to play with anyway.  It might be the best Superman game, but that says more about the other games to bear his name than anything about this one.  The Death and Return of Superman is a serviceable beat-em-up that at least appears to be trying to do something interesting even if it doesn’t completely succeed.

25 SNES #4: Joe and Mac

The Joe and Mac series is one of those small blips that litter video game history. They were moderately popular for a few years before disappearing without a trace and without much thought to where they went. They are not unlike Gex or Onimusha. Not bad games necessarily (I have a lot of good things to say about Onimusha someday), but not the most memorable one either. I only know Data East’s Joe and Mac because I had a friend in grade school that swore by and I heard about it on Retronauts. Having never played it, I added it to my list for this SNES explorative endeavor. I almost wish I hadn’t.

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Joe and Mac shows its arcade roots. I was expecting something more like Mario, but the game shares more with Contra. There is some light platforming, but most of the game is a prehistoric run and gun. Only a run and gun without good shooting ahem, throwing options. There is a bone, a boomerang and a fireball. All of take more than one hit to kill an enemy. In the time I spent with the game, no more than the hour or so it took to finish it, I was not able to tell if there was a power difference between them. It seemed like it only changed the speed and trajectory of the player’s shots. While the overall it was much like Contra, it lacked that series’ tight levels. Joe and Mac feel sloppy and half formed. More accurately, it feels like an arcade game designed to eat quarters hastily remixed to play decently on a home console. There are a lot of cheap hits and deaths, but the game gives players a life bar and plenty of health pick-ups. That just serves to make a lot of it feel inconsequential. There is little penalty for getting hit.

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What I missed, and what I am sure was the true draw of this game back in the day was the coop. I didn’t have someone to play with and this feels like a game that gets a lot more fun with a little cooperation and/or competition. It isn’t bad single player, but there are so many better games to play on just the SNES that I can’t recommend it. But coop can change things. If there is some fighting you to get to the health refills or to rack up the most points, a lot of the inconsequential stuff can feel more important. But even then, it is not like the SNES is lacking other coop games. I know the system was flooded with beat-em-ups.

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Joe and Mac is a relic of a bygone time. Being forgotten to history is probably a kindness to it. It was never good enough to be called great and time hasn’t done it any favors, but it certainly isn’t bad enough to be worthy of any great scorn. It is just a mediocre arcade port from 1991 and it plays like it.

25 Years 25 Games #3: Super Punch-Out!!

For as big a fan as I am of Mike Tyson’s Punch-Out!!, it was kind of shocking to me to find out that there was a sequel on SNES.  This was in 2008, about the same time as Nintendo announced the Wii game.  Somehow, the existence of the SNES game eluded me for nearly 15 years.  I really don’t know how I didn’t know about it. I did buy it on the Virtual Console, but I never got around to playing it.

After beating it, I have to say that I don’t like it as much as the other two Punch-Out!! games I’ve played. A big part of that is how familiar I am with the NES game and how closely the Wii game sticks to it.  Super Punch-Out!! is quite a bit different. It is more complex, with a wider variety of punches and dodges available to the player, and it has a roster of opponents that is mostly unique to this game. (and the arcade games that no one has ever played) I think what really hurt my enjoyment of it, though, is that I don’t really remember how long it took me to get good at Punch-Out!!

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I found playing Super Punch-Out!! very frustrating.  After the first few easy opponents, I started ran into the wall that is learning new fighters.  I got by Piston Hurricane and Bald Bull pretty easily, but Dragon Chan and Masked Muscle was where I started having a lot of trouble.  These fighters have a lot of different moves and tics, and learning those takes time.  Especially when the game doesn’t quite work like I expect it to.  The real problem is how fast I was trying to beat this game.  Now I think of NES Punch-Out!! as a pleasant romp, at least until the last three or four fights.  But it took me a long time playing that game to get that good.  Like playing it off and on for more than 20 years. Compared to that, or to a game that is deliberately as close to that game as possible.  Super Punch-Out!! is trying to push the series forward, and it mostly works, but it frustrates an old pro at the NES game.

None of those problems really have anything to do with what this game actually is.  Although I don’t much like this game, I can’t really claim that it isn’t a good, or maybe even great, game.  The complexity it adds should be counted as a good thing.  I really liked the different super punches that Little Mac has at his disposal.  I never really figured out how the different punches worked, but the options are good.  It will take time to learn when to use which one might take some time, but I like having a more options than just uppercut.

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I’m of two minds about the new boxers in this game.  I really like some them; they work.  What I don’t like is how far they start to get away from being, you know, boxers.  Masked Muscle is fine; his luchador shtick doesn’t interfere with him being a boxer.  His one extra move is to spit in the player’s eyes, an illegal move but not a crazy one.  Likewise with Heike Kagero and his hair whip.  But Dragon Chan and his kicks or How Quarlow and his stick are just a step too far for me.

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Super Punch-Out!! is a great looking game.  No one can argue with that. Just like the original was one of the best looking games on the NES, this one has some of the best looking sprites on the SNES. The music is also a highlight.  Really, there is no part of this game that isn’t well made; I just don’t like it as much as the previous game. Nintendo rarely misses and they were really on the top of their game in the SNES days.  While Super Punch-Out!! doesn’t quite have the reputation of some their best games, like Super Metroid or Yoshi’s Island, but it really shows how the mastered this hardware.

25 SNES #2: Radical Dreamers

The second game in my quest to explore more fully the SNES video game library is a strange one. A good one, but it is truly one of the oddest games that I have ever encountered. Radical Dreamers is a visual novel with some light RPG elements. Honestly, it is pretty light on the visual part of visual novel as well. It is also a sequel of sorts to Chrono Trigger, which is quite possibly the best game on the system as well as my personal favorite. So in making a sequel to a popular game, Squaresoft chose not only to change the genre, or to release it only on a little used platform, but it also buries the lead so deep many players are likely to not get ever realize what they are playing. Still, it turned out to be a fairly entertaining game, especially with the fan-translation by Demiforce.

Radical Dreamers - Nusume Nai Houseki (Japan) (BS) [En by Demiforce v1.4] (~Radical Dreamers - Le Tresor Interdit) 0000

That Squaresoft would make a sequel to Chrono Trigger is not odd. Especially one that follows up one of the biggest dangling plot threads from the game. That the perfect storm of factors that lead to Chrono Trigger’s creation weren’t able to be recreated wasn’t a surprise; that they got the minds behind the two biggest RPG franchises together to make it in the first place was something of a minor miracle. Still, that it was not really an RPG is a strange choice. It was also only released on Satellaview, an early attempt by Nintendo for some sort of online gaming, is also a curious choice. I am sure Nintendo was eager to get other companies to support his endeavor. A fairly short visual novel was probably a good choice for that platform. These two choices are compounded by not being upfront that this is a follow up to Chrono Trigger. Players were likely an hour or more into the game before the oblique references to Chrono Trigger added up to enough make it clear that it takes place in the same world and it is most of the way through the game until Magus reveals himself.

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Still the game itself is a lot of fun. It follows a trio of adventurers, Kid, Serge and Magil, as they break into Viper Manor in an attempt to steal the Frozen Flame from the villain Lynx. Most of the main scenario of the game consists of running through the mostly abandoned mansion trying to find where the Flame is hidden. It really builds the characters well in its rather short running time. Serge, the player character, is somewhat inexperienced, which means that Kid and Magil spend a lot of time helping him out. The center of the game is the relationship that develops, aided by the player, between Kid and Serge. Magil holds himself somewhat separate. In all, it is a compact, fun adventure, though some of the battles can get annoying. The music is quite good, and the few instances where it really uses graphics they look pretty nice.

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After the main scenario is completed players can activate a handful of others. Those are mostly comedy or just plain weirdness. In one Magil falls in love, in another he is a space cop and even a mecha pilot. I didn’t complete all of them, but they fit in with the title. They are all something like dream sequences, fitting for a game called Radical Dreamers.

If the main scenario sounds familiar, that is because it was expanded to be the opening part of the eventual “real” sequel Chrono Cross. The broad strokes are the same, though many of the details are changed and it serves merely as the opening of a much larger adventure. Really, the only thing that was lost in conversion was that Magil was secretly Magus. The Viper Manor portion of Chrono Cross was probably the best part of that game; the rest seems a little lost.

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Still, the existence of Chrono Cross and this game’s scarcity condemn it to be little more than a footnote in the grand scheme of things. It is a small little project that served as the basis for something much better. The game is still worth playing, even if just for an excuse to see the weirdness.

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25 Years, 25 Games #1: Super Bomberman

I decided to ease myself into this 25 Years, 25 SNES Games project with Super Bomberman. More so than any other game on my list, this one I knew what I getting going in.  It’s Bomberman.  Everyone’s played some version Bomberman before. Right?

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Maybe not everyone has played Bomberman, but since his last game came out more than a half decade ago, maybe people don’t know Bomberman.  Well, they should; his games were great. They spanned most consoles from the NES all the way to Wii, Xbox 360 and PS3. While Hudson Soft other supposed mascots, the one that stuck around throughout the history of the company was Bomberman.  The games, at the heart of their most important mode, can trace their style of play back to Pac-Man and other single screen character action games.  Players control a little robot in a maze, trying to clear paths or trap monsters/other players with their bombs.  On the surface it is simple, but the complexity is hidden just beneath the surface, especially against living, breathing opponents.

sbm2  While I was a fan of Bomberman, I had never played any of the Super Bomberman games, of which I understand there are four.  I spent a ton of time with Wario Blast (featuring Bomberman) on Gameboy, which instilled a love of the little robot in me.  I also spent some time with various N64 games and a few download titles since.  But I never really even knew about the SNES games at the time.  Super Bomberman is a good, if not spectacular, rendition of Bomberman.  You blow up enemies and pick up power-ups.  There is a story mode, where you play against the computer, pretty simple with some fun but unspectacular bosses to fight.

sbm3I am given to understand that the other Super Bomberman games are better than the first one.  That seems likely.  This game is a pretty no frills experience.  It has just story mode and battle mode.  Each works just fine, but there are few bells and whistles.  Still, the game is still a lot of fun.  Bomberman stuck around so long because the core game is so very good.  Though this game provides little beyond that experience it is still a worthwhile experience just for that.

This game really makes me pine for the days when games like this came out.  That is maybe (absolutely) being unfair to the robust indie and download game market, but I can’t help but look back on the days when something like this could get a boxed release and be a well-remembered game.  Games like Bomberman aren’t exactly gone, but they have become rare and have been shoved off to the sidelines of the gaming world.  The closest recent example of game like this that I can think of is Nintendo’s Boxboy; a game that is relatively simple on the surface, but has satisfying depths to plumb.  Really, this is just an old game enthusiast yelling at kids to get off my lawn.  I am growing increasingly disconnected with modern gaming, and going back and playing games like this makes it clear to me how much more I liked games back then.

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So, Super Bomberman; it is a good game.  One that is a perfectly fine game, but maybe isn’t as worth playing now thanks to other Bomberman games that just offer more.  I have heard the Saturn Bomberman is the cream of the crop, but there is too much of the series I haven’t played. Still, I’d call the first SNES game I played this year an unqualified success.