The Mario Kart series has had its up’s and down’s. The Super Nintendo original stands as a true classic. The GameCube saw the release of the underwhelming Mario Kart: Double Dash. Many disliked it for its extremely unbalanced item selection as well as its uninspired constricting and track design. Mario Kart DS went a long way toward repairing the damage, but its unnecessarily large amount of karts led to unbalanced gameplay, and its loose power slide system led to rampant “snakingâ€. While both of those are still great games, neither had the merits to dethrone the king of the series, and that is the game which was just released for the Virtual Console…Mario Kart 64. Mario Kart 64 was one of the earliest titles to hit the Nintendo 64 early on during its launch window, and it hit at the perfect time. While the N64 was going through a dry spell early in its lifespan, Mario Kart 64 provided more replay value than many games combined being the console’s first four-player title. There are many who still play it today. “Why?†you ask? This is the game that defined the Nintendo 64 as the “Party Machine†back in the day by ushering in a new generation of multi-player insanity that is best described as forever brilliant. Included are four player versus and battle modes for your gaming pleasure alongside a full grand-prix mode where you can race the CPU at 500cc, 100cc, or 150cc speeds. The single player experience is rather bland and stale in comparison to other games of the era like Diddy Kong Racing which offered full single player adventure modes. The Multi-player is where the real timeless appeal of the game shines. The battle mode contains the now legendary “Block Fort†arena
There are shooters, and then there is Contra. As the sequel to the original Contra for the NES and Super C, Contra III is a landmark title in the “walk-and-shoot†genre of games popular in the late 80’s/early 90’s. It was released exclusively for the Super NES in 1992, published by Konami, and developed by the team that would break free of Konami to become the independent studio known today as Treasure. Taking place during the 27th century, Contra III details the third invasion of Red Falcon as you control Jimbo and Sully in their fight to save humanity. Contra III is regularly used as a point of comparison for almost every other game in the world of 2D even though it is fundamentally the same as the original game. Levels are extremely varied in style, and the bosses are about as epic as you can possibly hope for. As for the rest of the Contra games, III is extremely difficult, requiring perfect jumps and knowing when and where all enemy fire will come from. That can lead to some frustrating trial and error based gameplay. Fortunately there is a two-player mode, and the controls are spot-on. The traditional side scrolling gameplay is broken up by the occasional overhead stages which utilize full Mode 7 rotation. The effect is a tad dizzying at first, but you’ll adjust quickly. The controls in the overhead stages are a little awkward as well because you have to use the L & R buttons to rotate your character because he is always pointing forward. The bit of awkwardness in control doesn’t mean that the stages are a bother though. They are actually quite enjoyable. In fact, Contra III’s overhead stages served as the inspiration for the bonus rounds in the recently released Assault Heroes for Xbox Live Arcade. Contra III’s music is rather generic and simple which is odd for a Konami title of the era, but you’ll hardly hear it anyway over the sound of the game’s terrific explosions, and your own cursing at the screen after every cheap death. If the game has any real fault other than difficulty imbalance, it’s that the experience is over too soon. With only six stages (half scrolling, half overhead) the game seems to end just as its getting started, but for the time that it lasts, you’re in for an intense ride.
Bonanza Bros is a now obscure arcade to home conversion published by Sega and developed by US Gold & Synergy in 1990. In this platform game, you take on the role of brothers Robo and Mobo as they wander around a house stealing various objects and dodging the police. Once you’ve acquired the loot, you sneak it up to the rooftop where a blimp is waiting to whisk it away. Your characters can walk, jump, and shoot the cops while dodging their shots by hiding behind furniture or support beams among other objects. You cannot kill the police officers, but merely stun them, and they are alerted to your presence when you come into hearing range or when you enter their direct field of vision. The sneaking around sounds like a very primitive version of the stealth scenarios from Metroid Fusion or Metroid Zero Mission where you have to avoid being seen, but in the actual game, the whole process is rather clunky and slow. Walk, hide, walk, shoot, hide, rinse, repeat. Though the game sounds particularly violent, the presentation is extremely cartoony so it doesn’t really show. The original plot-line for the Japanese original is that the brothers are actually thieves, but the North American version here originally advertised them as helping police in testing security facilities. This was probably done in the midst of the negative light the government and media were shining on gaming in the early 1990’s. Nonetheless, that is the version presented here. It makes little difference though because what you are doing is glaringly obvious, and actually a little humorous in how poorly the localization department tried to hide it. The game over screen depicts the Brothers in prison. Moving on, the gameplay does support two player split screen mode, but the problem is that the game is always stuck in this mode even in one-player, similar to Super Mario Kart, except that there is nothing helpful to the player on that unused half of the screen. The music is also completely forgettable, along with the poorly sampled voices and metallic sound effects. The Genesis could do better. Bonanza Bros. was included in the Japanese version of Sonic Gems Collection (but removed in the North American version along with the Streets of Rage series to preserve the “E†rating), as well as Sega Ages for the PS2, but this is its first appearance on a Nintendo platform in North America. Regardless, the game is mostly forgettable and extremely dated in most respects. As a two-player outing, it still holds some mild enjoyment, but you’re probably better off holding onto your points for something else.
Here’s something completely original. Of all the games to come out for the Sega Genesis, Comix Zone is one of the most overlooked and totally original titles in the Sega catalog. Released in 1995, it hit when the Genesis’s lifecycle was coming to a definitive close, and was overlooked in favor of the slew of pre-rendered games attempting to mimic Donkey Kong Country like Sonic 3D Blast or Vectorman. At its core, Comix Zone is really just a 2D brawler in the vein of Final Fight or Sega’s own Streets of Rage with some slick animation, but the concept is so original, and the art style so diverse and lively, the game stands miles apart from those classics. Comix Zone tells the story of Sketch Turner, a cartoonist who was forced into his own creation by fictional villain Mortus, a creation of his own pencil. During a thunderstorm, Mortus comes to life and assumes the role of the cartoonist, and creates a living nightmare by casting Sketch into the comic book, and drawing all sorts of obstacles for Sketch to survive as he fights to free himself. The visual art style is so convincing because Sega literally hired comic book authors to come in and draw all the sprites on paper, then convert them to bitmap. The same can be said for all of the backdrops. You literally feel like you are walking and fighting your way through a living comic book. Each stage is made up of two “pages†of the comic book, with each section being contained in its own comic book panel. You
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