Sunday, January 30, 2011

Super Mario World 2: Yoshi's Island


Publisher: Nintendo
Developer: Nintendo
Release Date: October 1995


Amazingly enough, as the mid-90s approached, Nintendo seemed to be distancing itself from its flagship character. Though Super Mario World was followed by several Mario-themed spinoffs like Super Mario Kart and Mario Paint, a direct sequel to World was not immediately forthcoming. As a kid I wondered if Nintendo wasn't abandoning Mario. When Nintendo of America introduced its edgier "Play It Loud" advertising campaign in 1994, Mario seemed to all but disappear from the company's portfolio, with glitzier franchises like Donkey Kong Country and Killer Instinct suddenly monopolizing the headlines.

In this climate, Yoshi's Island was not the subject of a grand unveiling, nor was it hyped by any of the video game magazines of the period. My first notice of it was a tiny picture of the Baby Mario sprite riding Yoshi in a collage of upcoming SNES games in the January 1995 Nintendo Power. I don't believe any actual mention of the game was made in that issue, so it left me wondering intently as to whether a new Mario might not be on the horizon.

Little notice was attracted when Yoshi's Island was finally revealed. People didn't know what to think. A Mario game where you don't control Mario, but rather Yoshi carrying a baby version of Mario? "Simplistic," hand-drawn graphics in the midst of the CGI craze started by Donkey Kong Country? Quickly the game was shoved to the back pages in favor of what were perceived as more graphically-advanced 16 and 32 bit games.

For these reasons I was reluctant to purchase Yoshi's Island upon its release. It didn't seem like a "real" Mario game, and the graphics weren't all that impressive in magazine stills. I bought it a few months after its debut almost as an afterthought, but boy was I glad when I finally did.

Yoshi's Island indeed isn't truly a follow-up to Super Mario World(the Japanese version doesn't even include SMW in the title), but forges its own path. It establishes its own set of basic mechanics, centered around the making of eggs which Yoshi can use to defeat enemies and solve puzzles. Yoshi never dies(unless he falls off a cliff), but when he is hit he loses Baby Mario and precious seconds off the timer. It goes without saying that the controls, which first introduced Yoshi's now-famous butt-stomp and flutter-jump, are tight and smooth and the level design is as clever as can be. The hand-drawn worlds appear as if they have literally been scribbled with crayons, and are sprawling, colorful, and bursting with life and charm-- much of which is made possible by the powerful Super FX2 chip built into the cartridge, which allows for advanced sprite handling capabilities termed by Nintendo in advertisements as "Morphmation."

Though the game generally received good reviews, a few outlets viciously criticized it for what were termed as "simplistic" or "childish" graphics. Game Players magazine in particular wrote an infamous critique which rated it in the 60s out of a scale of 100 primarily for its graphical style. Many game reviewers were put off by the lack of computer-modeled sprites or 3D polygons, particularly given the game's use of the Super FX2 chip. Those reviewers have been proven fools over time, and many of them are now among the very people who include it in their various "Best Games of All Time" lists. Yoshi's Island indeed is one of those rare games that has actually accumulated more respect and adulation in the years following its release than it received in its own era.

Similar to what Wario Land: Super Mario Land 3 did with Wario, Yoshi's Island also spawned a new series of platformer games based exclusively around the Yoshi character. This series has spanned several systems, including the Nintendo 64, Game Boy Advance, and Nintendo DS. Nintendo would even do a makeover of its Japanese puzzle game Panel de Pon with Yoshi's Island assets and publish it for Super Nintendo in North America as Tetris Attack in 1996. Just like with all of its franchises, Nintendo has without a doubt gotten its money's worth with Yoshi, Baby Mario and company.

Altogether Yoshi's Island oozes with that trademark Nintendo ingenuity and charm. It is one of the most purely fun and original platformers ever created and puts its flashier contemporaries, such as Donkey Kong Country and Sonic the Hedgehog, to shame. It is in fact rumored that Shigeru Miyamoto specifically settled upon the "childish" art style because his bosses were ordering him to use that same inhuman, cookie-cutter CGI look which Rare used for Donkey Kong Country. Miyamoto then ruffled more than a few feathers when he stated publicly that DKC proved gamers will settle for mediocre gameplay as long as the graphics are nice. He has been proven correct over time, as Yoshi's Island, though not as popular upon its release, has withstood the test of time far better than Donkey Kong Country, and is recognized today as residing in a higher echelon of quality than most every 2D platformer that has come either before or after. It is truly one of the greatest Super Nintendo games ever made.

Saturday, January 29, 2011

Final Fantasy Mystic Quest


Publisher: Square Soft
Developer: Square
Release Date: October 1992


Before Final Fantasy VII was released in 1997, Japanese-style RPGs were almost non-existent in North America. The Super Famicom had possibly the most prolific RPG lineup in gaming history, yet only a tiny fraction of them made it out of Japan. Being a rabid fan of the genre when I was a kid, it was a frustrating task to find games, and when you did, you developed an appreciation for them no matter how terrible they were. Final Fantasy Mystic Quest is the kind of game which tests the boundaries of even that fanaticism.

Mystic Quest is a beginner's RPG in every sense of the word, designed specifically with "dumb" western players in mind. Everything about it is agonizingly simplistic, from the linear map screen, to the battle system, to the item management, to the primitive graphics and sound. It holds your hand throughout and altogether reeks of being a low-rent production. Not that the game isn't still soundly assembled, but for the serious RPG fan it is nothing more than a forgettable diversion.

After being hooked on the groundbreaking Final Fantasy II, I was excited to discover Mystic Quest, but was very disappointed once I actually got to play it. Beyond residing in the same genre, the game overall bears minimal resemblance to the franchise it's named for. Of course this was back when Square used to slap the Final Fantasy name on just about everything they released in the US, whether it was a Seiken Densetsu game or a SaGa game, so one shouldn't have been surprised.

Mystic Quest does hold a distinction as being one of the few, if not the only, Japanese-produced, turn-based RPG ever to be released in America first-- it would come to Japan about a year afterward as Final Fantasy USA: Mystic Quest. This was back when it was considered experimental to bring J-RPGs to the US, and Square probably felt they needed a tool to help ease American gamers into the genre. From that point of view, the game does what it sets out to accomplish. As to whether those new RPG gamers ever actually wanted to play another RPG again afterward is another matter entirely.

B

Sunday, January 23, 2011

10 most memorable SNES title songs

10. E.V.O. Search for Eden (Enix, 1993)


A serene, string-laden song perfectly suited for a game about the vicissitudes of Mother Nature.



9. NFL QB Club 96 (Acclaim, 1995)


When you think of music in SNES football games, you usually think of shoddy production with muffled instrumentation. That wasn't the case here.



8. The Lost Vikings (Interplay, 1993)


Very nice instrumentation and voice samples. This was one of those multi-platform games that truly took advantage of the Super Nintendo's audio capabilities and thus sounded exponentially better than the Genesis version.