Monday, March 17, 2025

Game #117 | SUPER MARIO WORLD 2: YOSHI'S ISLAND Review (1995) | Beaten

SUPER MARIO WORLD 2: YOSHI'S ISLAND (August 5, 1995)
Genre: Platformer
Platforms[SNES]
Developer: Nintendo EAD
Publisher: Nintendo
Moby Score8.6

Started: January 01, 2024
Finished: January 04, 2024
Beaten: Beaten
Playtime: 12 hours

NOSTALGIA OVERLOAD. I didn't play many games as a kid (I played plenty, just not many different games), and just a few weeks ago I found out that the game I played the most at like age 6 or 7 was this one right here, Super Mario World 2: Yoshi's Island. The weird feeling of both joy and, surprisingly, anxiety this game gave me was unreal. It didn't take long to realize where that came from. Turns out, I made it quite far as a kid, to World 4 or 5 in fact, and the boss fights, which are actually mostly very easy, just had me feeling all kinds of anxious when the Magikoopa, Kamek, would make normal enemies into bosses.

But it was 99% pure pleasure to play this game, as I found myself remembering all the sounds, the music, the enemies, some of the puzzles, the platforming, the egg-shooting, the stairs and flowers that would come out of the clouds with a question mark on them, the sound of the plants dying when I shoot them with an egg, the power up mini games where Yoshi turns into a chopper and Baby Mario can become invincible, the balloon minigames, just all of it. Pure. Pleasure.

It helps that the game aged extremely well and is one of the most unique games I've played so far in the 6 years I've now completed as part of this challenge. Super Mario World 2 is not necessarily an actual sequel to Super Mario World because its main character and some of its core features are different, but that's a good thing because the way Nintendo was able to innovate for a soon to be replaced SNES in favor of the N64 is just magical. It feels like they're showing off just because they can. Turns out, this game had one of the longer development cycles for any game ever at the time, so it makes sense that they went a little extra with the variety on display here. Then there is of course the hand-drawn aesthetic to the game, which looks beautiful, and probably even if you don't look at it with nostalgia glasses like I've done the whole time. 

The level design is fantastic, with more room given for exploration than per usual and lots of secrets to uncover without having to go back a level and bring Yoshi or a power-up with you like in SMW1, and constantly new threats and abilities that change things up nearly continously. Worlds 3 to 5 didn't offer as much in that regard as worlds 1, 2 and 6 but even those levels alone show more variety than 99% of platformers have in their entirety at the time.

The soundtrack is great as well, with my only issue being that songs keep repeating after a while. With the talents at Nintendo, I would have thought they could have introduced more songs in later worlds. The only new songs I remember later on where remixes of the main menu theme and boss fight themes, which were incredible.

Gameplay is smooth and wasn't as tough as I imagined, with most deaths feeling fair and like they were my fault and not BS thrown at me by the game. Those moments did happen, and Yoshi slipped off the edges more often than I would have liked, but it is still incredibly fun to play this game today.

OVERALL | 84/100 ½

One of the best platformers of its time, one of the best platformers to this day, an incredible final 2D game for Mario (kinda, more like a first Yoshi game) before he moves on to 3D in 1996 for the foreseeable future with Super Mario 64.

Game #116 | LOADED Review (1995) | Not Beaten

LOADED (December 12, 1995)
Genre: Top-down shooter
Platforms[PlayStation], Sega Saturn
Developer: Gremlin Interactive
Publisher: Interplay Entertainment
Moby Score7.7

Started: January 01, 2024
Finished: January 02, 2024
Beaten: Not Beaten
Playtime: 1 hour

I kept this game in my playlist for the challenge because it looked unique and kind of reminded me of Hotline Miami, which is a gaming series I really like. It's a top down shoot 'em up where you pick one of 6 playable characters that differ in speed, health, weaponry and their ultra attack. Then you walk through levels and shoot up some bad guys and watch blood splatter everywhere. It's gory, it's grotesque, it's macabre. Basically, what many teenage gamers would be kind of into at the time. 

Obviously, its shock factor is pretty much nonexistent by today's standards, but what strikes me as most notable about the game for its time is that unlike other criticized games like Doom, where you kill demonic creatures, or Night Trap, where you try to save the good kids, Loaded has you play psychotic killers and perverts. The goal is the same, you are supposed to stop a supervillain (likely because the game would not be allowed to release without an actual reason given to the killing in the game) but since none of the backstory is in the game, I never got the impression that I was doing any good. It feels like you enter a prison, kill its psycho inhabitants and try to escape yourself. 

Anyway, while I wouldn't be bothered by this either way but just find it to be something interesting to add to this review, the gameplay itself I did take offense to. Levels were seemingly designed by an 8 year old, as they are incredibly repetitive and uninspired. Combat itself is pretty bland as well, as you can use your special attack a few times before charges run out and otherwise just have to hold down the shoot button as you run through door after door after door. Similarly to a Doom, you need to find key cards to unlock more doors and escape from each level or find a specific target.

One annoyance is that enemies get right at you when they spot you, and shooting at an enemy that is right at your face doesn't kill them for some reason. You need to find at least an inch of distance to kill the enemies, which is an odd bug. Worse, turning and shooting at enemies is pretty difficult because your shot only covers so little of the screen and enemies keep moving, so sometimes I found myself turning around multiple times to finally hit an enemy. 

OVERALL | 35/100 ½

The worst part? After all this turning for an hour, I actually got a massive headache from my session. I don't remember which games they were but this happened to me for the 2nd or 3rd time ever over all these years that a game gave me a headache. You might not feel the same while playing this, but even without the headache-inducing nature of the game, I wouldn't recommend playing it. The soundtrack is probably the best part about it, but there are only 8 tracks or so in the game and they range from meh to solid. 

Game #115 | VENOM/SPIDER-MAN: SEPARATION ANXIETY Review (1995) | Not Beaten

  

VENOM/SPIDER-MAN: SEPARATION ANXIETY (December 01, 1995)
Genre: Beat 'em up
Platforms[SNES], Sega Genesis
Developer: Software Creations
Publisher: Acclaim Entertainment
Moby Score5.6

Started: January 01, 2024
Finished: January 01, 2024
Beaten: Not Beaten
Playtime: 1 hour

Just when you praise a Spider-Man game for not being complete garbage like the previous seven (!) video game entries for the franchise, and just when you say that Acclaim Entertainment actually published a game that doesn't suck complete butt, you get Venom/Spider-Man: Separation Anxiety. Now the 9th out of 9 Spider-Man games I played that hasn't even hit 50/100 in my review system, Separation Anxiety (1995) is an uninspired and clearly unbudgeted sequel to 1994's Maximum Carnage. 

Basically, Software Creations made an OK Spider-Man beat 'em up game. If I had to venture a guess, I'd say that sold at least OK. So whatever budget Acclaim Entertainment gave Software Creations, which based on the quality of their games probably wasn't a lot, they saw how well the devs did despite the odds and said "Hey, if you can make a game that is actually half-OK with a budget of $10, then make a sequel with a budget of $1." And that's what this game is.

It features the same gameplay pretty much exactly, with only two differences. 1) Some of the basic, repetitive enemy types are replaced with equally basic, repetitive enemy types. 2) They removed the comic book storytelling and replaced it with simple text.... Yep. A sequel offering less than the original is not the ideal way to do things, is it?

Similarly to the original, gameplay is really bad and involves mashing one button for most of the time and watching as you can pretty much not avoid getting hit constantly. How people beat these games without emulators and rewinds is beyond me. I tried without that feature for the first 45 minutes, couldn't even get past the first level, tried for 15 minutes with rewinding, beat the first level and gave up shortly after because this game does not deserve to be played, let alone beaten.

The game is riddled with everything that makes Spider-Man video games just the saddest thing I've discovered about the 90s as part of this challenge. Low budget, bad gameplay, bland and repetitive visuals, boring and basic soundtrack, and just a very unfun time overall. Avoid.

OVERALL | 35/100 ½

The game is riddled with everything that makes Spider-Man video games just the saddest thing I've discovered about the 90s as part of this challenge. Low budget, bad gameplay, bland and repetitive visuals, boring and basic soundtrack, and just a very unfun time overall. Avoid.

Game #114 | THE DIG Review (1995) | Not Beaten

  

THE DIG (November 30, 1995)
Genre: Point & click adventure
Platforms: MS-DOS, [Windows]
Developer: LucasArts
Publisher: LucasArts
Moby Score7.9

Started: December 31, 2023
Finished: January 01, 2024
Beaten: Not Beaten
Playtime: 3.5 hours

I enjoy LucasArts adventure games and I've played lots of them as part of this challenge. Loom, Monkey Island 1 and 2, Full Throttle, Indiana Jones and now The Dig, which had been recommended to me a few times when I reviewed the others. Straight off the bat, it's easy to see why. It's an incredibly atmospheric adventure with a more serious tone than usual for LucasArts, though not bereft of their trademark witty and dad joke loving characters.

It's about a 5-person group assigned to plant nuclear bombs on an asteroid that is on collision course with the earth to basically make it securely orbit around Earth. The group that is assigned for the job is an interesting mix, as you got one journalist, a technician who is also running for congress, an archeologist, a pilot and the main character, the Commander. 

The Commander, Boston Low, the journalist, Maggie Robbins, and the archeologist, Ludger Brink, enter the inside of the asteroid after blowing it open, stumble upon an odd puzzle within and are teleported into deep space. When they come to, they are on an alien planet that seems to no longer have any sentient life on it. Based on what is left behind on this planet though, it seems clear that there WAS sentient life here at least. So you start solving these mysteries to figure out a way back to Earth.

Unfortunately, for such a great setup for its story, a big issue with The Dig is that its puzzles are maddening. I'm OK with a few obtuse puzzles, they are practically unavoidable in LucasArts adventures, but The Dig puts a new meaning to it. There is one puzzle in particular, where some sort of fish / turtle is eaten in front of you and its remains are spit back on land. Interacting with it opens a window where you see about 15-20 pieces of this fish in disarray. The goal is to reassemble everything into the correct order. How are you supposed to do this? Well, there are the really conveniently placed remains of the same type of fish on the next screen. So go there, remember how ALL these pieces are set up, go back to the fish in disarray, and try to place everything in the same way. 

EXCEPT. You have to place it EXACTLY in one specific way and every item has to be in EXACT order, otherwise you didn't do it right. After spending way too long on this dumb puzzle, I looked up online how to set it up. After setting it up exactly that way, the game said I STILL did it wrong, meaning something was probably an inch off or something. I couldn't be bothered to find out, so I called it quits there.

There are more bad puzzles in the game up to that point, and most definitely after I'm sure, but the problem with these puzzles is that 1) they're bad, obviously but 2) they ruin an otherwise incredible atmosphere set up by a very well paced first act, the great visuals (for its time), the cinematics and the sound design. 

OVERALL | 60/100 

The game feels much more big budget than prior LucasArts adventures, and it has some cool ideas, like talking to your crew members and regularly being able to ask them about clues you find as well as just engaging in optional conversation and getting to know them better, but the puzzle difficulty ruined it for me. Only play this if you're a more hardcore point & click adventure fan, because you're gonna be at some of these puzzles for a long while without a guide and even with one, some of them are just tiring.

Game #113 | DONKEY KONG COUNTRY 2: DIDDY'S KONG QUEST Review (1995) | Not Beaten

 

DONKEY KONG COUNTRY 2: DIDDY'S KONG QUEST (November 21, 1995)
Genre: Platformer
Platforms[SNES]
Developer: Rare
Publisher: Nintendo
Moby Score8.3

Started: December 22, 2023
Finished: December 24, 2023
Beaten: Not Beaten
Playtime: 3 hours

Donkey Kong Country 2: Diddy's Kong Quest came out pretty much exactly a year after the original set the SNES world on fire. Because of that, it's actually impressive how creatively designed the levels are, how beautifully composed the soundtrack is and how well the game flows at many times.

Even still, I caught myself not quite enjoying this as much as it felt like I should at every second. I truly found myself controlling Diddy Kong and wondering "Do I not like platformers that much?". I can't say I grew up with platformers, though I did play many hours playing Super Mario Bros. 3 and both World games as a child. So maybe there is some truth to that. But then again, replaying Super Mario World about a year ago was a lot of fun.

Then I thought about Mega Man. About Sonic. About Kirby. About Wario. I enjoyed their platformer games for what they were (besides Mega Man, me and that series just isn't going to work out unfortunately) but didn't fall in love with any of them despite the praise most of the games have gotten. And it's a similar story with Donkey Kong Country 1 and 2. I love their visual style and their soundtracks. I can appreciate the gameplay and level design for what they are. But the loop just isn't all that fun to me relative to how it probably should be.

So I'm leaving these thoughts here just to catalogue the game as part of the challenge I'm doing, and if you're someone like me who is on the fence about the platforming genre, maybe you just find someone who shares your gaming tastes. 

If I had to guess what the issue is, it's probably the fact that platformers are based on quick reaction times and the patience to learn patterns and repeat them for success. As a 26 year old, I feel like that's not the kind of stuff I can let myself be lured into anymore. With that comes the lack of patience for failure that I perceive comes cheaply, which is kind of what I felt in this game, more so than in the original Donkey Kong Country, though only by a little bit. Your character is pretty large compared to the overall screen, and your field of view is small as a result. Which means a lot of the time, I'd get hit by a character just appearing at the edge of the screen, leaving me with a small window to react. Another example are the jumps, which you have to execute within a small window because your characters can't jump all that far, even while running, leading me to fall to my death all too often by an inch.

OVERALL | 72/100 ½

Overall, it's a game I probably would love, similar to early Super Mario platformers, if I had played it as a kid and learned a lot of the patterns and secrets over dozens of hours of dying easy deaths, but Donkey Kong Country 2: Diddy's Kong Quest did not have that same appeal to today's me unfortunately.

I'll leave the review with this. If you're looking for retro platformers, Donkey Kong Country 1 and 2 are undoubtedly among the best gaming had to offer at the time. The way I play games these days just doesn't seem to work with these platformers all that well.