Today we look at a platforming trilogy based on the 1993 manga by Akira Toriyama. The GO GO ACKMAN games definitely have some good things going for them. You control Ackman, supposedly Satan’s lackey. As you slay enemies your winged companion captures their souls in a little jar (100 grants you an extra life). It’s all quite bizarre from the sense of humor to the bosses. Go Go Ackman does nothing new but what it does it does well.
The original is my favorite of the 3. It hooked me and I finished it the very same day. Punch, kick, run, jump, slide, climb, you even have bombs — all the quintessential platforming features. What’s really nice is Ackman can jump on an angel’s head and send it sliding across the screen taking out others (a la the koopa shells).
And of course what hero, or in this case, anti-hero, would be complete without the power-up shot? Making the game extra fun is the ability to pick up three weapons along the way. Check them out below.
The weapon is forfeited upon first hit, but on the upside a health bar is not deducted. FYI: the sequels you start with a sword, and weapons collected will remain even after receiving damage. I personally prefer the original way as it rewards skilled play. Again, I like the first game the most of this trilogy. Let’s take a look at some of the stages.
STAGE ONE
The first level is your standard, plain, easy stage, but I really like its look and early on I could tell this was going to be a nice little game.
STAGE TWO
Here we are introduced to a darker brown tone with lots of hills to jump from, and plenty of instant death pitfalls.
There’s even the force scrolling level thrown in for good measure. This one being a car ride. Of course, Ackman has his own special advertising splashed on the vehicle.
The first boss is really simple. Just a big fancy suit-and-tie corporate fiend.
STAGE TWO
We move toward a more tropical setting. As my manFlavor Flav once said, “PEACE IN BELIZE!”
Keep an eye out for hidden passages that may appear on first glance to be a pitfall, but actually leads to a plethora of goodness.
STAGE THREE
The next level sends Ackman on another force-scroller. This time he hits the high seas.
This boss has bombs of his own but no worries. Like the others he’s a push-over.
STAGE FOUR
The next level has sections of water with sharks and other nasties.
This boss epitomizes the gist of Go Go Ackman. It’s funky and goofy. It doesn’t take itself seriously whatsoever, and that’s all part of the fun.
STAGE FIVE
This level has a pyramid sand theme. Here the game takes on an extra graphical punch, with scrolls that stretch on. It’s pretty amazing in a simple kind of way.
The first mid-boss of this world (boss6 for those keeping count at home) is ridiculously easy. And off the charts bizarre. But you ain’t seen weird yet. Wait til we get to Go Go Ackman 3…
Next you enter a pyramid where new obstacles await, such as…
All in all, while the levels and boss battles are short in comparison to others of this genre, Go Go Ackman is a blast while it lasts. More levels await but I’ll let you discover the rest. Now let’s check out the sequel.
GO GO ACKMAN 2
Part 2 came out July 21, 1995. I couldn’t get into this. After enjoying, pardon the pun, the hell out of the original, the sequel did disappoint as it felt like a cheap cash-in. It didn’t have the sweet feel or look of the original, and although old faces return (like some of the mid-bosses) the game just never came together for me. It is, however, the hardest of the trilogy by far.
Maybe you’ll like it; in fact, I know some who prefer this out of the three, but I didn’t dig it too much. Not to say it’s a bad game — it just doesn’t compare to the original, in my humble opinion.
GO GO ACKMAN 3
Released on December 15, 1995, Go Go Ackman 3 came out only *five*short months after Go Go Ackman 2. Were they cashing in, or making up? Personally, I say the latter.
This is a classic case of “Oh wow, we really messed up the last sequel didn’t we. Let’s make another and get back to basics.” Playing this you really feel like it’s part 1 in terms of spirit. It has some cool level designs like the booby trap-filled prison. New features are thrown in the mix like shops within levels. Heck the game even has a nice prelude battle where you duke it out with your infamous angel rival… and his incompetence offsets the end boss so much that the angel is banished to your side. Thus, in certain levels you play as the angel rather than Ackman. With his propensity for flight it only further enhances the game playing experience. As Borat would say… “NIIICE.”
Here’s a quick glance at some of the happenings.
The first boss is (again) a return of old faces from the original. You joust with the trio in succession and the time lapse between each is handled brilliantly.
After you knock these re-tread bozos off their high horses, you have the choice of picking any one of their vehicles. The next section, depending on what you choose, is a shooter or action racer. Pretty dope. Like one of those old “Pick Your Own Adventure Path” books.
The second boss packs a mean punch, and you know I love good ole school boss flashing whenever they take a hit. Go Go Ackman 3 does “boss flashing” fans everywhere justice! Check it out.
Bear in mind this trilogy can be very off-beat. Look no further than this freakish cut scene.
This would NEVER have been approved for American audiences…
This next level is one of my favorite in the entire series. I just love the different booby traps and elevator-riding to eventually reach the top floor. The backdrops where you can see far into the background is an EXCELLENT touch.
CLOSING THOUGHTS
Some folks prefer part 3 to 1 and 2. In my opinion, if you want to try Ackman, go with the original first, and then try part 3. If you only try one game however, my advice is to play the first one. But that’s not to say part 3 isn’t good — it is. I appreciated that they went back to Ackman’s roots for this third and final game. The second got away too much from what worked well in the first game.
Finally, there is a smattering of Japanese dialogue after each level in all 3 games, but it doesn’t affect your ability to progress in any of the games. Though I hear the text is quite amusing for those who can follow it.
I give kudos to Aspect for making this enjoyable, albeit derivative trilogy. The first one is a very solid, fun action platformer. The second was forgettable and the third one ended the trilogy on a good, redemptive note.
Tell me… what kind of video game would you get if you mixed Splatterhouse, Castlevania, Ghostbusters and Sailor Moon into a melting pot?
If you answered GHOST SWEEPER MIKAMI — you’re on the right track.
As Mikami, a rather sexy-dressing lass, you must rid the levels of spirits with her trusty magic baton. Along the way pots can be broken to reveal power-ups such as food or weapon upgrades in the form of projectiles.
But is it any good?
Let’s go to the tale of the tape shall we…
LEVEL ONE
Mikami starts out at the local mall. I’ve always liked the mall setting in video games. See examples such as Zombies Ate My Neighbors, EarthBound and True Lies. Wish more games would incorporate this setting.
What’s creepier than crummy old mannequins at night? Window smashing zombies!
Exiting the mall, it’s time to board the train. The scrolling here is smooth and splendid. Not choppy at all. Good stuff.
The little details are what makes a game extra cool. The paper will spring to life! Looking a little pale there, fella!
Yes, I know. Groundbreaking stuff indeed. Doors must be gutted, and
quickly! Watch out for them nasty hand thingies.
His long arm attack reminds me of the old, cheap, sticky, long arm “toys” sold at supermarkets for 25 cents back in the day.
LEVEL TWO
Oh, it’s the house-at-the-end-of-the-woods bit. They’re never good news, are they?
LEVEL THREE
Mikami is shrunken and must navigate this level on the back of a stray cat.
CLOSING THOUGHTS
Based off the anime/manga by Takashi Shiina, Ghost Sweeper Mikami is old school platforming fun. It controls well and the atmosphere is both slightly goofy yet somewhat spooky. There aren’t a lot of flashy tricks here — what you see is what you get. It’s just a straight forward action platformer akin to the dozens we received back in the 8-bit NES era. If you’re into that sort of thing, Ghost Sweeper Mikami is definitely worth hunting down. Perfect for Halloween season, this game is a worthy addition to your Super Famicom collection.
November 10, 2006, was a day for the ages. I received my last package of “ultra rare” Super Famicom games. It took a month of collaborating but finally my mercenary over in Japan finished the job, and what a job he did. With this score, I was pretty much set.
But I had no time to revel in its magnificence. I was on my way to a wedding banquet with my good friend, Eddie. Who got hitched? Our old high school friend Christina, Eddie’s old flame. And despite his efforts in coaxing me otherwise, I knew he still had feelings for her.
She’s the one he let get away, folks… and man… she’s a keeper.
By the time we got off the freeway it was dark and pouring. We were forced to stop at a train track. As the heavy rain drops pelted the roof of his car, with the loud rumbling of the train roaring past us, it happened.
JESSIE’S GIRL blared on the radio. Its cheesy yet classic 80s pop rock, not to be outdone by the tumultuous train, sliced through the cold night air with fierce vengeance.
I expected him to change the station, but he never did.
As the train roared on for what felt like an eternity, we sat there in silence, taking in the ambiance. I feared the lyrics would drive him over the edge…
Jessie is a friend.
Yeah, I know he’s been a good friend of mine,
But lately something’s changed; it ain’t hard to define.
Jessie’s got himself a girl and I wanna make her mine.
Y’know I feel so dirty when they start talkin’ cute,
I wanna tell her that I love her but the point is prob’ly moot.
And I’m looking in the mirror all the time.
Wondering what she don’t see in me,
I’ve been funny I’ve been cool with the lines;
Ain’t that the way love’s supposed to be?
I WISH THAT I HAD JESSIE’S GIRL!
Tell me, where can I find a woman LIKE THAT?
I don’t know if it was the tranquility of that moment or some epiphany he later reached while parallel parking, but the night was full of fun and frivolity. He showed no signs of lamenting her. That night he finally put the past behind him.
Capping the night off, I arrived home tired but with enough energy left to eagerly open the big box. These games took me forever to find. And this next game is one of them.
Slated to be released in the states as CYBER SLIDER, the furry little guy was replaced by a robot devoid of any charm or personality. It was canned. Thankfully this version is available in all its original glory. The title character is a likable fuzzball, who awakens when you press start. Hey, where have I seen him before?
IT LOOKS LIKE EITHER A PLATFORMER OR A PUZZLER
But of course. In this case, puzzler. With some action elements.
SO HOW DOES IT PLAY?
You move Keeper around a five-by-five grid arranging stones. Your goal is to match 3 (or more) like-colors or like-shapes, vertically or horizontally.
In addition, players have the option of changing the character into a girl or boy. The stone designs, the default being sea related things, can also be switched to letters of the alphabet or fruits. It doesn’t change the gameplay but it’s always nice to have choices.
WHAT CAN YOU DO WITH THE LITTLE BASTARD?
I’ll pretend I didn’t hear that. Don’t you dare mock my cute little Gizmo knockoff. At any rate…
You can move around the borders of the 5×5 grid.
Keeper can also pull the blocks. I love the little sweat animation that Keeper has when pulling a stone. It’s little charming details like this that make this game a joy to play.
Players can jump ON stones and move around ON them to strategically push another stone elsewhere, provided there’s room.
WHAT MODES OF PLAY ARE AVAILABLE?
1 Player Regular
Grid starts out empty. Every 3 seconds a stone appears. Once the grid fills up it’s game over.
1 Player Puzzle
You must clear all the preset stones.
2 Player Regular
You and a friend play on the same 5×5 grid, helping each other out.
2 Player Versus
First one to clear a set amount of stones win (customizable from 1 to 99, default being 30). There’s also an option for “attack mode” which allows one player to stun the other for a few seconds if they push a block over their rival.
The 1 Player Puzzle mode has 60 stages to tackle. A password is granted after each completed level. Those who enjoy contemplatively staring at the screen until inspiration breaks with a resolute “A-HA!” will especially love this.
A look at the first couple levels, then.
STAGE ONE
Just make sure you don’t accidentally clear 3 here instead of 5…
STAGE TWO
STAGE THREE
STAGE FOUR
They serve as a wild card. And since there are only two blues…
CLOSING THOUGHTS
There’s something I really enjoy about the single screen puzzle action genre. Games like Little Magic and Keeper are mind-bending challenges where you could spend 20-30 minutes just nailing down one stage and being completely satisfied with. Keeper is full of charm, personality and challenge. The fact that there is a 2 player mode (co-op AND competitive, no less) puts Keeper ahead of Little Magic for me. If you love these style of games, you can’t go much wrong here. Keeper is simply, er, a keeper. Sorry. It’s a shame we were deprived of Cyber Slider here in the US, but at least we have Keeper to keep us company. And what fine company indeed it is.
If there was ever a platformer destined to stay in Japan from the moment it was made, this would win by a country mile (or a Godzilla foot). It combines an anime feel (based off the anime after all), Japanese wackiness and standard platforming 101 techniques. There are 8 worlds to conquer, with multiple levels for each one.
Nangoku has a level-up system. Anytime you kill an enemy a number pops in its place, indicating how many experience points you just gained. After a set amount is achieved, you level up. This is pretty cool as you don’t see this done much in platformers. A password system is also incorporated to make your life easier.
Sweep kick, punch and jump kick your way to victory.
WORLD 1
Punch that block to form a makeshift bridge to safely guide you across deadly bamboo spikes.
WORLD 2
WORLD 3
WORLD 4
WORLD 5
WORLD 6
WORLD 7
CLOSING THOUGHTS
Daft developed three Super Nintendo games: Super Back to the Future II, Violinist of Hamelin and Nangoku Shounen Papuwa-kun. All three are solid to very good games. Daft was an underrated company. Enix snatched up Violinist of Hamelin and this game to publish. Over the years, Enix has been erroneously credited as making those two games. Of which I was guilty of. Let it be known, for the record, Enix only published them. It was Daft that made the magic happen. Of their three SNES games, I enjoy Nangoku the most. It’s pretty much a standard platformer, but there’s a quirky Japanese charm to it, and I love the RPG-esque leveling up system. It adds a different flavor to the game and makes it feel different from every other 16-bit platformer.
Looking for a fun platformer that stands out a bit from the crowd? Then take Nangoku Shounen Papuwa-kun for a spin. It’ll likely put a smile on your face as everyone I’ve talked with who has played this has enjoyed it quite a bit.
The Back to the Future trilogy is one of the most beloved film franchises in cinematic history. It has a huge legion of fans, and for good reason. All three of the films are quality stuff. Unfortunately, prior to 1993, just about all its video game incarnations were, quite frankly, piss poor. That changed when Daft developed Super Back to the Future II in 1993. It’s definitely not perfect, but it’s pretty solid and scratches that itch to play a halfway decent Back to the Future game. Good job, Daft. By the way, my previous review (Violinist of Hamelin) was also developed by Daft. Not a bad little company they were while they lasted.
Doc tells you some jibberish about righting the time periods (I guess). Note the cute and charming SD (Super Deformed) look of the characters. Nice Japanese touch.
You control Marty McFly on his hoverboard, pouncing on all sorts of bizarre enemies as you travel through time. The game has a very pleasant look and the classic Back to the Future overture was ported over flawlessly. The game provides 4-character passwords to boot.
Let’s look at some of the levels.
1-1
These guys shoot big bullets at Marty, but you can counter that by flipping. Such is the raw power of the hoverboard!
BOSS: GRIFF (1-2)
To hurt him just touch the buttons located at the bottom. This will send the TV’s flying at him.
2-1
Lots of slopes and curves provide a nice sense of adventure and atmosphere.
BOSS: GRIFF (2-2)
Another lovely nod to the film, and a great way to use that scene into a boss battle setting.
Hey, when you’re riding up that high on a hoverboard, water suddenly becomes as dangerous as a bullet. Or something.
3-1
I told you the enemies are bizarre. Look at that slobbering weirdo!
3-2
This may very well be my most favorite stage — featuring a soft yellow backdrop and the Back to the Future overture from stage 1-1 returns. Just a really fun level to play through.
BOSS: JAZZMAN (3-3)
I like how this boss fight has a different strategy from the first two boss fights with Griff. Variety is always welcomed and appreciated.
Break open the suspended makeshift floor. This allows some of the bowling balls to slip through the cracks, crushing Jazzman’s skull. What a way to go out, eh?
3-4
Somewhat tricky, this. Marty’s lifted up, but there are plenty of obstacles waiting for him, like that spiked ball on the upper left there. If hit, Marty will be invincible for JUST long enough to go up again and safely make it to the next section. This stage stumped me for a while but you just gotta gut it through.
BOSS: HAMMERMAN AND RINGMASTER (3-5)
4-1
Ooh, spooky. Check out the thunder clouds and creepy looking trees splattered across this ghoulish graveyard level. Gotta love it. Great to play on a dark rainy lazy Sunday afternoon.
4-2
The rain adds a nice touch, especially since this level comes right after the graveyard stage. It’s a tough stage.
4-3
This floor is littered with knife wielding goons. Be particularly weary of doors — more times than not a baddie is just waiting to jump out.
BOSS: 1985 BIFF (4-4)
Gotta love the cool backdrop here. The 4 buttons releases sparks when pressed. Like all boss fights up to this point, it’s another cakewalk.
PASSWORD SHENANIGANS
CLOSING THOUGHTS
Hearing that classic Back to the Future overture replicated perfectly on the 16-bit Super Nintendo is majestic and awesome. I can’t get enough of it. While Super Back to the Future II has its fair share of flaws, such as slowdown, somewhat difficult control to master and some cheap moments in its level design, I still liked it quite a bit at the end of the day. I don’t know if it’s because I get to finally play a halfway decent Back to the Future game, or if it was the colorful SD graphics or hearing that epic overture. Probably all of that. Overall, I think most Back to the Future fans will enjoy this at least somewhat. The password feature definitely makes it all the more accessible. Not bad, Daft. Not bad at all.
Violinist of Hamelin is a unique, fascinating and quirky little game. Let’s take a closer look.
Based off the anime/manga, your task is to guide a young female (named Flute) safely to the exit of each stage. You control the violinist — Hamel. It’s an action/adventure game with puzzle elements, so it’s definitely not your average run-of-the-mill platformer. The way you interact with Flute is a riot, as you’ll see. You don’t actually control Flute directly; she follows you until you press “X” to deactivate her. But how you get to use her is rather entertaining…
Don’t ask why, but Flute can morph into one of 16 different things! Provided, of course, you locate the proper icon first. Certain sections require certain transformations. It’s all about teamwork. As said earlier, this isn’t your everyday mindless platformer! Each transformation serves its own special purpose, and using the right one at the right moment is key to your success.
The interaction between Hamel, Flute and the level design is really what makes the game work so well. You can stand on her head, pick her up and carry her around, or even toss her like a cannon ball into enemies or impeding brick walls!
FOREST DAY TIME
That’s right, Carl Lewis you are not. So what now? Hit ‘START’ and locate the proper transformation for the job. You only have one at this point, so it’s pretty obvious what’s needed here. Later on, as you grab more and more of the 16 total transformations, it’ll be a little tougher to figure out which one to use, but it’s usually fairly obvious. It’s a fun gimmick that makes up a bulk of the gameplay.
Each transformation serves a specific function. The first one, the ostrich, allows you to cross perilous territory that would otherwise kill you. Press “X” at any time to transform back to Flute.
FOREST EVENING
BONUS STAGE
THE CASTLE
Right off the bat here, you collect your third transformation icon. It’s a robot that can smash any wall. You can also ride it to make your way safely across treacherous terrain, similar to the ostrich.
Like Castlevania‘s red skeletons, that yellow bugger there cannot be permanently disposed of. You can stop him, but he’ll resurrect after a few seconds. Make haste!
A MISSING KEY AND A HUMAN DART
As mentioned earlier, puzzles play a part in the game. Here’s a neat little one within the castle walls.
Hmmm, I gotta get to the top somehow… first, select the robot transformation.
Now, position Flute on the little switch and deactivate her so she won’t move from that spot. By standing on the switch, the block up top disappears. Now fire a note at the crystal ball, which results in dropping the makeshift platform there. Nice.
Once you get to higher ground press “X” again to call Flute, and she’ll properly climb the ladder. HURRAH! We’re home free now…
Kill the snake, grab the key, the new icon (not visible here) and go!
CLOSING THOUGHTS
Prior to playing this game for the first time back in 2006, I had heard a smattering of people praising this game as one of the better Super Famicom exclusives. It’s definitely got a certain charm to it and feels different from your typical SNES game. It’s not quite a platformer, it’s not quite a puzzler, it’s not quite an action game. It’s a hybrid of all those — a platforming puzzle action game that has that special touch of Japanese cuteness and oddity that makes it quirky and memorable. The only real negative I have to say about this game is that it sure could have used a save or password system. It’s no short game by any means. I don’t like the fact that you have to beat this game in one sitting, and that each time you fire it up you have to start from the very beginning. Other than that, Violinist of Hamelin is quality through and through.
When I was a little kid, I was absolutely obsessed with monsters. Fascinated by these morbid, curious creatures. Remember the ole boogeyman in the closet, or the monster under the bed? In 1989, there was a little strange movie geared toward kids that was all about that. It dared to push the cinematic envelope by asking the most important question of our time: What if, JUST WHAT IF, there were truly monsters living underneath our beds?
Brian Stevenson (played by Fred Savage, AKA Kevin Arnold from The Wonder Years) is new to town. He hates it. Absolutely detests moving towns. But one night his life is forever altered when he discovers a wild, fun-loving monster lives under his bed. Maurice (played by Howie Mandel) and Brian form a unique friendship where they travel through the monster underworld by night. They also warp to other kids’ homes via some serious “bed hopping.” There they cause all kinds of mischief and pranks to unsuspecting, sleeping punks. It’s the stuff kids dream about: traveling through space with a monster causing all kinds of good-natured suffering and hi-jinx.
The film used a brilliant mix of bright lights and colors to show off its energetic alternate monster-verse. It was a world teeming with life and energy. It was where you go to escape from the doldrums of the world and to recharge your batteries. Down there there were no limits, and a kid could freely be a kid. But of course…
There lied a real terrifying dark side to this alternate universe. Jagged stairways, dark corridors and foreboding denizens roam about the hellhole. For as much fun as it presented, there also permeates a sense of dread and the fact that something just isn’t right. Something you can’t quite put your finger on, but you know it’s a place you shouldn’t be. The recipe for every kid’s dream but also for their nightmares.
It’s funny looking back at the things we watched and loved as kids. Although it’s rated PG, this movie is exactly the kind of film we would never get in today’s politically correct world. It was full of bizarre sights and oddly subtle spine-tingling visuals and costume designs. Just look at those 3 monsters up there. There is something unnerving about the fact that they’re glaring at a baby with the purpose of making the baby shit its pants. Hell, this movie gives me the creeps more than 90% of the R-rated horror movies released today!
Goosebump-inducing stuff, indeed. Oh, and still to this day, thanks to this movie whenever I see a Mayflower moving truck driving around town, I can’t help but think back to the opening scene. The really cool thing is, the Mayflower truck design is STILL the same as the one found in this 1989 movie. It’s refreshing to see some things DON’T change with time.
Was it just me or what? Hmm, maybe just me then. At any rate…
[Wait a second, I thought something was off. This is a review for Little Magic, not Little Monsters, ya git! -Ed.]
Gawd damn. I’m getting too old for this shit. Alright, Little Magic, then!
Ah Little Magic… I have to admit, growing up this was a fav — er… wait. Hell, I never heard of it until the summer of 2006 when I was on my crusade for obscure Super Famicom goodness! Indeed it is quite obscure and rarely ever talked about. Shame, because it’s an excellent brain-teaser of a game.
LITTLE MAGIC is not what you’d call an epic game, or a showcase piece. Hell, it looks like something off the 8-Bit Nintendo… Adventures of Lolo immediately comes to mind. But as we all know, gameplay reigns supreme, and Little Magic is rock solid in that department.
As May, a young witch-in-training, you must transport a fire stone to its pedestal in each level. It’s a simple concept, but the complexity of the level design becomes increasingly difficult.
May moves one square for any D-Pad movement you make. So she cannot turn without moving. There are 3 ways to move the fire.
Push (just use the D-Pad)
Psychic power (“A” button. Think of it as the “Finger Poke of Doom”)
Magic ball. It explodes after a couple seconds pushing the stone one space forward (“B” button)
May cannot walk on water, though. Some wizard in training eh?
The goal is to transport that fire stone to the pedestal and then head to the goal. All levels are single screen.
Use her psychic power to push the stone to its pedestal.
The magic ball should be used when May is out of poking range of the stone.
The first several stages are easy kid stuff. Level 6 is where it begins to pick up though…
You’re toast if you push the fire stone against the wall there. So what to do?
Form a magic ball next to the fire, then move May to the top corner quickly before the explosion.
Once the ball bursts, it’ll push the fire stone over one space. And since you’re positioned correctly, you can now easily push it down to its exit point. Sweet!
Stage 7 unsurprisingly gets a little tougher.
Stairs melt away as soon as you touch them.
Be sure to watch the intro before playing the game.
It’ll teach you some fancy tricks.
As you progress through the levels, enemies crop up as well, in addition to warp points, spikes, gaping holes and even enemies. In all there are 100 levels. 6-character passwords are provided after each contest. As you’d expect, there are themes for each set of stages as well.
CLOSING THOUGHTS
The Game Boy Color version also received a Japan-only release. Crap graphics make a bad game not. This is a classic example of that. Little Magic is a praise-worthy diamond in the rough and definitely worth hunting down. If you get your rocks off by staring contemplatively at the screen until inspiration breaks through with the resolute “AH-HA!”…then Little Magic is right up your alley.
With 100 mind scrambling stages, it’s sure to be a lifetime project to complete. The thing I love about these type of games — they’re fun to relax with for 20-30 minutes after a long day of work. Sure, sometimes you just want to pop in a mindless beat ‘em up, but there’s something rather rewarding about staring at the screen trying to solve a puzzle until that light bulb moment strikes. A six-character password tops off this cake. One of those games you can pick up and play at any time, leave for 3-4 months and come right back to. One of these days, I’m going to help May pass her graduation exam and become a full time witch. Even if it takes me an entire lifetime! *shakes fist*
Today is 9/11. September 11, 2016. 16 years ago there was no significance to September 11. But that all changed 15 years ago when terrorists attacked the Twin Towers and changed American history forever. My heart and prayers go out to all the brave men and women who ever served or is currently serving our country. And to all the families who were affected by the 9/11 tragedy.
Below is a detailed experience of my weeks leading up to September 11, 2001, the day itself, and the day after. In short, it could be summed up by the following:
Some days you’ll always remember.
Some teachers you never forget.
PROLOGUE
2001 was a thrilling and pivotal year for me. The first half saw the final days of my high school career. Senior Prom, Picnic, Mosh Pit, Grad Night, Graduation, etc. Exciting times. Meanwhile, I was awaiting college with bated breath. The second half of 2001 I began my freshmen year at University, ecstatic to break away from the chains of my high school past, ready to turn the page and start a new chapter.
I’ll never forget freshmen year, but in particular, I’ll never forget that first semester.
One day changed that semester for the worse.
But one man changed it for the better.
TUESDAY, AUGUST 28, 2001
My brother Kevin is two years my senior. We carpooled, arriving on campus bright and early at 7:30. He showed me around — the buildings my classes were in, the library, and all the other ‘hot spots.’
The buzz in the air on campus that morning was incredibly palpable. To THIS day I can still feel it rattling in my bones. The frat boys were out in full force already scanning the masses for new recruits. A sea of humanity stretched on as far as the eye could see. The freshmen were easily discernible from the others. I was not the exception to the rule. We were fresh meat; wide-eyed newbies either anxious or eager, maybe both, to get the ball rolling.
My very first class was Beginning Acting 8:30 sharp. My four other classes were Beginning Basketball, Public Speaking, English and Math.
I loved all my classes, but one rose above the rest: Beginning Basketball. Mondays and Wednesdays 10:30 to 11:45.
WEDNESDAY, AUGUST 29, 2001
First day of basketball class I showed up 15 minutes early. Two guys were already chilling up in the bleachers, one of whom I hadn’t seen since junior high — 5+ years! Alex introduced me to his buddy Jon, and while Alex and I caught up on the past half decade of our lives, more bodies started filling the bleachers.
It wasn’t long before everyone was settled in, talking excitedly about getting our game on, about how we would take the other to school. Break ankles with the killer crossover. The tallest guy in the class joked about how he’d dunk on each of us before the semester was over. Michael Jordan, on the verge of his second NBA comeback, was also the talk of the town. We were simply a bunch of basketball-loving 18, 19 year old puppies. Other than two girls, it was a total sausage fest. Everyone was living the moment up, except for this mysterious guy off in the corner — hood draped over his head, ball in hand. You could tell ballin’ was his life. For some reason, it was an image that stuck.
Everyone was talking about what an easy class this would be. Oh how wrong were we…
Then, at 10:30 sharp, the double doors swung open violently. A tall, lanky fella-in-a-suit with a whistle wrapped around his neck, made his way to the center of the court. He walked with a hardened purpose and swagger, conveying the thought that this was one bad apple not to be messed with. Although most of us had piped down, a few guys were still yappin’.
The clamor was interrupted by a loud, sharp, sudden whistle sound that cut through the entire gymnasium. You could hear a pin drop as a thunderous silence fell over the entire gym.
He froze us with his icy stare, scanning each of us as if to make quick mental notes. His eyes looked like burning coals, darting from student to student like a thief running in the night. We sat there quietly anticipating his next course of action, like wounded animals astutely watching the voracious lion’s every move.
And his first proclamation came as swiftly as the whistle went.
I almost shot up out of my seat! Some were slow to get down, as if to play it cool. When we all finally congregated at the center of the basketball court, with us on one side, him on the other, I figured it must have looked like a scene out of a hoops film.
My imagination had already ran away, y’see.
Alex shot me a glance as if to say, “Is this fool for real?”
None of us had any idea what we got ourselves into.
“So gentleman,” Coach paused in recognition of the two girls obscured in the crowd. “And ladies…”
He paused and waited. Those 10 seconds felt like 10 weeks. Coach had completely marked his territory. This guy was unlike any professor I’d ever had, ever.
Finally he glanced at his watch.
“10:35,” he announced. “Leave your bags here, the gym will be locked. Let’s take a little stroll outside.”
As he led the way, we quietly shuffled along. After that crazy speech, who knew what was in store for today, or the rest of the semester for that matter.
And on that chilly Wednesday morning, Coach ordered us to start running. Who does this guy think he is? But I knew better, so I kept my trap shut. But not Alex’s friend Jon, who had the nerve and gall to ask “For how long?”
5 minutes in, Coach had put his iron-clad stamp on the semester.
A few groans broke out as we reluctantly began a light jog. All around us students were walking to class, grabbing a bite to eat, or chilling on the benches by the trees. I initially felt like a victim. But then I came to realize, running around campus on just my second day of college, what a SURREAL experience this was. I always try to see the glass half-full, y’see. But my side started to ache not before long, and just as soon, my epiphany began to fade.
Finally, thankfully, mercifully, he whistled us in. We walked over, many of us panting and gasping for air. “I see it’s gonna be a long semester,” Coach said despondingly. “Get used to this. We’re gonna run run run RUN RUN. And then we’re gonna… by God, run some more! Alright, everyone back to the gym!”
Back inside, he passed out the course sheets. “In your hands you now hold the ten commandments of Beginning Basketball. If you cannot meet these standards, I suggest you drop my course pronto. Starting Monday, the REAL class begins. You thought today was tough?” He shook his head. “Get some rest, boys and girls.”
And just like that, he walked out of the gym. POOF.
We were left stranded, holding his “contract” in a state of both exhaustion and trepidation. And that’s when the quote of the year was uttered by the tallest player in the class:
I laughed. And then thought to myself: “Yeah, and we’re the Brown Shirts.”
Suddenly, I was no longer laughing.
MONDAY, SEPTEMBER 3, 2001
10:20 AM. Sitting in the bleachers waiting for Hit, er, Coach, I noticed class was smaller today. It turned out six people dropped, including one of the two girls.
At precisely 10:30, Coach Butler came power walking in the gym. This time he had with him a clipboard. And not one soul was yappin’.
Coach blew his whistle.
Coach had us start out on defense, explaining the proper defensive stance, ball and body whistle drills and the like.
“Move your feet! Bend those knees! One hand guards the passing lane, the other protects the crossover dribble!”
After a grueling workout, he lined us up against the wall. I knew this could only mean one thing and one thing only…
Run up to each marker one at a time, bend over and touch the line with your finger, run back, touch that line again, and progress to the next marker. Repeat until the entire gym is covered.
We never touched a basketball that morning. After class in the locker room, a few of the guys were bitchin’.
“What the fuck, I didn’t sign up for aerobics!”
“How long is he gonna keep this up? When are we gonna play some games?”
“This shit ain’t funny. We suppose to be playing BASKETBALL, not fucking run!”
Deep down I respected Coach for his toughness. In a way, I even admired him. But you pick your battles, and I didn’t see any good to play devil’s advocate for Coach, so I quietly changed as they jawed back and forth. I left to English class on two very sore legs.
WEDNESDAY, SEPTEMBER 5, 2001
Today we ran and practiced our defense again. Then, Coach added in some teamwork drills. We formed four teams of six. The objective? Repeatedly throw a basketball off the backboard and never let it touch the ground. The catch? Everyone had to be constantly running in motion. The jumping, the running, and the TIMING — the ability of your teammates to give you a good bounce, as well as vice versa, plays a huge role in how much success your team will have.
Then we ran a “weaving motion pass” system. Four lines with one person in each row weaving in their two lanes, passing the rock back and forth. Relatively easy, right? Sure… ’til Coach demanded it be done at breakneck speed! MADNESS.
One full week in the semester, we hadn’t played one lousy game yet, let alone take one stinkin’ shot. Even I was starting to wonder when could we get some games going. Before we left the gym that day Coach seemed to have read our minds.
“Starting Monday, we will begin playing basketball games.”
We let out a semi-mock celebratory cheer.
And once again he left the gym, leaving us alone to chew over the magnitude of another infamous proclamation.
MONDAY, SEPTEMBER 10, 2001
We started the day off with suicides, did a motion-weave pass drill, and then the games were finally on. 24 players in all, four teams of six. 5-on-5 games, so each team had a sub. The schedule was simple: run and work on drills for the first half hour. The final 45 minutes were spent playing three games 15 minutes a piece.
Remember that mysterious hooded baller? Coach selected random captains today — of which I was one. I had the 1st “draft pick” and selected Denny, “the mysterious baller.” He was one of the top three overall players in the class. He dribbled like a Globetrotter, passed like Magic Johnson and was quick like Allen Iverson.
Alex was my 3rd round pick. Bros before hos! Actually, that one girl was pretty damn good. I mean, FOR A GIRL.
[Oh no you dih-ent! -Ed.]
Seriously, she had game. She was taken before Alex!
It was a great day. Our conditioning was improving, and now we were finally playing some ball. My legs were adjusting to the rigorous routine and no longer ached after a class as they did before.
I loved all my classes, especially Beginning Acting and Basketball. So far, college was sweet. I broke away from my high school crowd. I made new friends. Classes were cool. Girls were cute. Life was good.
But less than 24 hours later, that would all change in the blink of an eye.
TUESDAY, SEPTEMBER 11, 2001
Just a mere two weeks after I started college, the joy and excitement of a new beginning took a backseat to the most horrific tragedy to hit the US in recent memory.
I remember waking up, going downstairs and turning on the TV. The Twin Towers were engulfed in flames. Endless billows of smoke devoured the morning sky. At first I thought it was a movie, but then I spotted the news logo on the screen. This was no movie. This was real.
That morning Kevin and I drove solemnly to school, listening to the radio. We heard the cries and the chaos unravel. It was unlike anything I had ever experienced before.
We arrived on campus around 8 and went straight to the University library; to the floor where they had a television playing the morning news. Everyone was watching the horrific tragedy unfold. I remember just looking around the room and seeing the horrified faces, sad ones and angry ones… images you can’t ever forget.
My first class that fateful morning was Beginning Acting with Laura Smith at 8:30. We didn’t act that day.
It was a small class (only 13 students). One of them was missing. It was Becky, who moved from New York the previous summer. Amber, a close friend of Becky’s, informed us that her family was directly affected. It hit me like a ton of bricks. It reminded how our small problems are really just that: small. While we’re fussing over a bad date last Friday night, or how we were sniped on eBay, the Becky Slaters of the world had family dying in New York.
Laura sat in front of us staring at the ground in dead silence… we waited for what seemed like an eternity. Finally she looked up at us, shook her head and we spent the entire period talking about 9/11.
Math was next, and it was more of the same. We didn’t work, we talked.
Around noon, the entire University cancelled all classes for the remainder of that day. It was sheer chaos as suddenly the campus was ransack with students all rushing to the parking lots. Some acted as though our campus was next in line for terrorist attack. It was surreal as hell… an unforgettable scene… the kind you wake up to on certain mornings.
2 weeks into college, things were going about as well as you could hope for. But in one morning, the world was turned upside down.
WEDNESDAY, SEPTEMBER 12, 2001
When I entered the gym that morning, I found the bleachers already filled with my classmates. It was a somber scene. Some were reading the paper, others were talking in a very subdued manner. We were still confused, still angry, and still trying to cope in our own ways. I went over to Alex and Jon, who were both silently staring down at the gym below them. I looked over at Denny. No basketball in hand. No one was in the mood to play ball at a time like this, not even him.
I remember sitting the 3rd row up, seat number 130. It was now 10:31. No sign of Coach yet. I couldn’t help but stare at the entrance, waiting for Coach to come through. He’s ALWAYS on time — 10:30 sharp. Maybe 10:29. But right now, no one knew where he was.
We waited and waited. 10 minutes went by. Still no Coach. I kept staring at the double doors, waiting… hoping… for Coach to walk through.
Now it was 10:42. No sign of Coach. Uncharacteristic of the man, we started speculating. I pondered whether or not Coach had any family in New York. For that matter, did he have a family at all? What did I know about Coach, anyway? I realized: Nothing. Coach was like a robot. We knew nothing of his personal life, and only knew of him as the black Adolf Hitler.
I was lost in my thoughts until the doors flung open at 10:45. A hush fell over the crowd. Coach came in with a whistle tied around his neck and clipboard in hand. He showed no emotion other than his usual stern self. He walked over to the cabinet, removed a set of keys from his pocket, unlocked the cabinet and brought out a rack of basketballs. Then he walked to the center of the court, looked up at his players sitting high in the bleachers above him, and waited.
10 very tense seconds of silence commenced…
Up in the bleachers we looked at each other, all curious what Coach would say first. How would he address the tragedy? Why was he 15 minutes late? I remember thinking, “We’re about to finally see a human side to Coach.”
All eyes were on him. We waited for him to say something… anything. But he only stared back at us, a blank slate devoid of any emotion.
Finally, Coach broke the silence.
And like the voice of God raining down on us, all twenty four Beginning Basketball players stood up and lumbered on down. Descending the stairway, my mind was racing. What’s going to happen? By the time I reached the court I decided on one thing:
Hey, cut Coach some slack.
He just wants us face-to-face, coz he’s a straight shooter like that.
He’s going to address the 9/11 tragedy right here, right now.
He never did.
“Rios, Westbrook, Adams and Myers — you’re leaders,” he bellowed. He jotted some notes on his clipboard. His expression didn’t change from the stoic look that he always wore.
And that was that. Fresh off the tragedy of 9/11, how could anyone play basketball at a time like this? Staring blankly at one another in disbelief, none of us budged. Had Coach no heart? Had the man no soul? I looked at him in stony silence. Busy scribbling notes on his clipboard, he carried on as if nothing ever happened. What’s his problem? I was searching desperately for a reason to justify his actions, or lack thereof. The guy I respected, admired and even believed in. Perhaps the others were right. Coach was nothing more than a cold-blooded ruthless power drunk bastard.
Seeing our reluctance to start, Coach applied just the right touch of care and incentive:
And for the next hour we played basketball. No one went full-speed. How could we? Our minds and hearts were elsewhere. A place with more pressing matter than a silly game of a round bouncing ball.
But then… a funny thing happened.
To call it a miracle would be a definite stretch of the imagination. Or maybe not. But it was nothing short of a magical feeling that morning.
About halfway through the games, we started having fun. The simple execution of a give and go. The satisfaction of swishing a 3. The feeling of joy off assisting your teammate with a perfectly timed wrap-around pass.
Suddenly we played harder. We shouted out basketball team terminology like “Screen left!” and “I got ball!” We ran as though our lives depended on it. We shared the rock and switched from zone defense to man-to-man. The games became competitive. Fast. Furious.
And as we ran up and down the court that morning like a bunch of carefree ten-year-olds, I looked up at the bleachers and saw Coach sitting there.
I saw something I would never forget.
And then it hit me.
I understood now.
Everyone deals with tragedy and grief in their own unique way.
Some people eat.
Some focus on material possessions.
Some cry and mourn.
Others play basketball.
Every professor I had that semester took the day after 9/11 off, but not Coach Butler. Rather, he did things his own way.
Looking back… I’d say… it was the right way.
EPILOGUE
That morning I came to realize playing basketball with your friends can be therapeutic. In the locker room that afternoon (as it came to be), the mood was less somber, despite the reality of the situation being very much the same. You can’t always change the reality, but you can ALWAYS choose how to REACT to it. Indirectly, or maybe directly, Coach taught me that.
It was the first time I saw Coach smile. It was also one of the very few times. He never did bring up 9/11, and I’m sure he had his reasons. The rest of the semester proceeded exactly how we started. He was the boss. We the grasshoppers. He accepted nothing less than max effort, he was rough, and he was tough. And for that I have mad respect for him.
I aced the class and finished with a 3.871 GPA that semester.
A year later, Fall 2002, I returned to the same gym I’d poured buckets of sweat on. It was the first week of school. I was a sophomore now, and although I wasn’t registered for Beginning Basketball, I thought I check it out anyway.
Coach was surprised to see me that morning.
“I thought I got rid of you. You’re coming back for more?”
Coach was friendlier with me than before. I chalked it up to my passing his course, and possibly, in the process earning his respect man to man. I made three “special guest appearances” during that first month. I did the same drills, ran around campus and I played ball with those new guys. Just for fun. But once my school work load piled on, I never went back.
In the Spring of 2003, I was walking through the crowd on campus when I noticed a man on a bicycle quickly coming my way. It was Coach Butler! I figured he wouldn’t notice me, or if he did, that he wouldn’t bother to say hello. Imagine my surprise when he called me out in the crowd. We talked for 5 minutes. It made me proud to know that I had, without a shadow of a doubt, earned his respect.
The next time I ran into Coach it wasn’t long thereafter.
It was the very next semester in fact. Fall 2003. My tradition was every Friday I went to the University gym to play pickup ball. One day who else but Coach Butler and his friends were playing. Coach told me to join in. Next thing I know, I’m in a 5-on-5 game with and against Coach and his friends. His friends were YOKED. Talk about being thrown into the fire!
At the end of a hard fought game, Coach came up to me, shook my hand and told me something I’ll always remember:
“Nice game. You held your own.”
Noting the gleam in his eye, like that of a proud uncle, I simply nodded as we shook hands.
Then, we parted ways.
And that was the last time I ever saw him.
COACH CARTER THE MOVIE
Many years later I caught in theatres COACH CARTER, starring Samuel L. Jackson, with a guest appearance by the lovely Ashanti. It surprised me how eerily similar the movie was to my own experience with Coach Butler.
CLOSING THOUGHTS
Beginning Basketball with Coach Butler was one of the best classes I ever took. At the time, I thought he was merely teaching the fundamentals of basketball. Nothing more. It was only later that I realized… all along he was teaching me about life.
On September 7, 2006, I acquired a cart only version of Rendering Ranger: R2 for a “measly” 90 dollars. I say measly because today, more than 10 years later, a cartridge only copy goes for well over $500. In fact, there is a copy on eBay right now with a Buy It Now of $950, damn. A boxed copy goes in the thousands. Why? This game is really rare. In fact, the R2 might not stand for Rendering Ranger but rather “really rare.” Rumor has it there were only a few thousand copies released.
Rendering Ranger was developed by a man named Manfred Trenz (Turrican creator). R2 originally started out as a pure horizontal space shooter. Some time during development they worked in run ‘n gun stages due to the popularity of the genre. They felt a pure space shooter wouldn’t sell real well. R2 is a mixture of Contra (or Turrican) and R-Type. The game was in development for nearly 3 years.
It’s a visual tour-de-force. “This is the Super Nintendo?!” was my reaction multiple times. In certain sections I even thought, “You could pass this for a Sega Saturn title!” Even when the screen is swarmed with countless sprites, there’s no slowdown… none!
Let’s take a closer look at the action.
STAGE ONE
Lots of planes and debris zip by in the background. Mid-way through a huge plane crashes in Mode 7, destroying half the tracks. These flying foot soldiers make up the bulk of the enemy line in level one. It’s fun to watch them flash before exploding.
Stay underneath and away from the flaming pod. These suckers sure take a licking.
STAGE TWO
A quick jaunt outside before entering the enemy base.
Take the lift down. As you descend, flames and drillers attack. Make your way deeper in the base. Doors fall down (reminds me of the classic HANGAR stage in NES Contra). Blow ‘em up. Stationary machines hang from the ceilings and threaten with their deadly flame throwers. No boss here. Board the space ship…
STAGE THREE
Enter the giant asteroid field and mow down anything that moves. Be careful — the big ones segment into four smaller pieces when shot at.
This guy has two forms, the bugger! There’s one of your bomb options on display. I like this particular one because of the wide range it covers.
STAGE FOUR
Trekking deeper in the outer reaches of space, there’s no turning back now. To call the graphics here “mind blowing” would be a gross understatement. My goodness… this is the *16-BIT* Super Nintendo, right?
Huge fleets of ships attack at all times. You really have to see it running to comprehend how amazingly fluid this game moves, without a hint of slowdown in sight. It’s truly remarkable!
STAGE FIVE
After a spirited battle in the air we’re back at it on foot. More doors await to be blown to bits. There’s something oddly satisfying about the flashing effect. It takes me back to the good ol’ 8-bit NES era. Rocksteady from TMNT II, anyone?
This particular gun works extremely well in tight confined spaces such as this.
STAGE SIX
Back to those so-called “friendly” skies. Intimidating fortresses must be dissected section by section. Stage 6 really reminds me an awful lot of SENGOKU BLADE(Sega Saturn).
STAGE SEVEN
Best stage intro ever. An ominous swirly almost mirage-like image of a gargantuan crimson demon skull fades in and out… foreshadowing? My lips are sealed…
This dip from outer space to the metropolitan city at night is mind-blowing. “This is the Super Nintendo!?” rang through my head for the umpteenth time.
STAGE EIGHT
This is where the game decides to knock you down, kick you, then point and laugh. An evil descent sends you through a lengthy force-scrolling section with VERY tight turns and small openings.
IT SCROLLS REALLY FAST. Even the most clairvoyant gamer will find himself at the Game Over screen in no time. Those stones make matters even worse — if you have weak guns fudgetabudit. Suffice it to say…. GOOD LUCK!
MISCELLANEOUS NOTES
Whether on foot or in the air, you can take 5 hits before losing a life (3, 5 or 7 lives)
8 character passwords are provided after each level is completed
3 bars allow you to use 3 bombs. The bars are regenerative and slowly refill once used
Each gun has its own unique bomb (i.e. wave, sphere, etc.) Some are more effective than others
Various container units hold invaluable power-up goodies or energy refill
There’s not a lick of Japanese, though there may be in the ending
Not really difficult… until stage 8, where things just get crazy
When you lose a life, the gun you were last holding will be downgraded. So if you have a weak level 1 weapon, make sure you switch to that when your health is really low
Did I mention the graphics are really amazing?
CLOSING THOUGHTS
The first stage is kind of dull, but it really picks up after that. It’s not a masterpiece (sans graphically of course) but it’s very playable and the bosses are great fun to dismantle bit by bit. The password feature is nice since the levels are REALLY long. Mostly thanks to the fact that some of the bosses take FOREVER to kill. Only you can answer the question for yourself whether this game is worth the enormous price tag or not. It’s impressive to watch this game in motion. Zero slowdown as dozens and dozens of sprites are flying your way at breakneck speed. All in all, Rendering Ranger is a solid game but definitely geared toward collectors. I appreciate the effort to split this game into two different genres, but there are better run and gun games and better SHMUPS on the SNES than what you get here. At the price it commands you might be a little disappointed that it doesn’t cook breakfast! Or at the very least, be in the upper echelon of Super Nintendo gaming.
I was blessed with a great childhood, full of rich memories. But if I could go back and change two things however, I would have: 1. owned a puppy and 2. went to Disneyland. Yeah, I never went to Disneyland as a youth. I missed out on the “Happiest Place on Earth” [Sure, tell that to the Pink Poodle -Ed.]. It wasn’t until my senior year in high school… SENIOR GRAD NIGHT. For the fee of $100 per person, we had the park closed off to the Class of 2001from midnight to 6 AM — it was ours to run… and ours to rule *maniacal laughter*
My friends and I immediately hitched on the first ride we could — the Pirates of the Caribbean. I can still remember vividly going under the cave for the first time… that WHOOSH sound echoing through the crisp cool night air as the darkness devoured us all. Awesome.
I remember the park being lit up… the dance room bumping with carefree to-be high school graduates… the free food… all the rides you could go on. By 4:30 AM many couples were passed out on the benches. But not my group… no, we were wide awake and determined to squeeze the park for all it was worth.
This next game definitely brings back memories of that night. It’s not by Capcom, but GRC, makers of the Genesis cult favorite Trouble Shooter. Despite less-than-stellar control which makes the game harder than it should be, MickeyTokyo Disneyland is a nice little platformer featuring a timeless icon.
In order to rescue his friends captured by the evil Pete, Mickey must conquer each section of the park. Pete guards the end of each section, and in between there’s all manner of traps and minions to thwart your progress.
Water balloons good. The standard kind is flicked horizontally and, if you hold the button down, can be made bigger. The other kind is heaved upward, or if held down will send Mickey in the air. A decreasing meter indicates how long until the balloon pops.
While in mid-air, press forward and Mickey will be shot in said direction. In certain areas this is mandatory. You can even do a diagonal downward/upward dive.
Hold Y and kneel down. Mickey will set a water balloon on the ground. From here he can jump off it for an added boost. Or use it to create a weight Indiana Jones style!
Or it can be used to pick off enemies below. Sweet. I love it when games allow items to serve multiple purposes
Alright, a quick look at some of the levels below.
STAGE ONE
The first stage is basic and eases you in. The look of the game immediately reeled me in. I like Mickey’s representation; it’s much more traditional Mickey than seen in the Capcom games.
Absolutely gorgeous. But before you can enjoy it for long the treasure chests (all but one) come alive.
[Seriously? You’re FIRED… -Ed.]
You can almost take it all in, can’t cha? OK, maybe just me, then.
This bastard tosses food in the water to attract the biting fish as you swim by.
Like Sonic, you’ll need to come up for a breather. Here’s a nice spot to do that.
Jump over the barrels and spray him. Wait, that came out kinda wrong.
Look at Pete doing his best damn impersonation of, er, Damnd, from Final Fight.
STAGE TWO
Usually brown is a bland color in games but GRC made it look exceptional here.
STAGE THREE
STAGE FOUR
STAGE FIVE
It’s just like you’re at Disneyland… if there were evil monks running around trying to kill you, that is.
STAGE SIX
This spooky ghost face greets you early on in level 6. It’s an easy sitting target though with no attacks, so it’s simply there for decoration. I love these little festive touches. Really brings a game to life when I see little details like such.
CLOSING THOUGHTS
I had quite a bit of fun with Mickey Tokyo Disneyland. I liked how they incorporated the theme park into the game’s stages. Although Mickey is a bit rigid on the controls, I had a blast making my way through the dark side of Disneyland. It’s definitely not as good as the Capcom Mickey games, but it’s a decent alternative when you’re in the mood to dispose of bad guys via water balloons rather than blocks. Put it this way, I’m glad all these different variations of Mickey games exist on the SNES — you can’t go far wrong with any of them.
I must warn you though. Remember how easy the Capcom Mickey games were? Not the case here. Thankfully, Mickey is not a one hit wonder. On easy you have 8 health bars (in the form of balloons), medium 5 and hard 3. The control may cramp your style but it can be worked around, and if you’re looking for a Mickey game that is challenging for a change, this one does the job. Perfectly suitable game to kill a couple hours with on those dark Fall rainy Sunday afternoons!