Game Corner [Mario Month]: Paper Mario (Nintendo Switch)


So, for no better reason than “Mar.10” resembling Mario’s name, March 10th is widely regarded as being “Mario Day”, a day to celebrate Nintendo’s portly plumber, an overalls-wearing mascot who literally changed the videogame industry forever and shaped the home console market of the nineties.


Released: 10 December 2021
Originally Released: 11 August 2000
Developer: Intelligent Systems

Also Available For: Nintendo 64, Nintendo Switch 2, Nintendo Wii, Nintendo Wii U, iQue Player
Metacritic Scores: 93 / 8.8

Quick Facts:
Though Super Mario RPG: Legend of the Seven Stars (Square, 1996) enjoyed rave reviews, it took nearly five years to get this spiritual successor. When Square bowed out due to other commitments, Nintendo turned to HAL Laboratory and Intelligent Systems, with art director Naohiko Aoyama crafting Paper Mario’s distinctive mixture of 2D and 3D graphics. Originally conceived as Super Mario RPG 2 and produced for the ill-fated Nintendo 64DD add-on, the game aimed to be a cute, kid-friendly adventure. Paper Mario has been met with critical acclaim and is widely considered one of the role-playing games (RPG) of its era.

Gameplay and Power-Ups:
Paper Mario is a 2D/3D hybrid RPG in which players guide a craft paper version of Mario (and his new allies) through a diorama-like version of the Mushroom Kingdom across nine chapters (including the prologue), assisting non-playable characters (NPCs), becoming stronger through battling, and liberating the captive Star Spirits from Bowser’s minions. Players are given four save files and no difficulty options or settings before venturing into this quasi-cel-shaded adventure. Helpful signposts and some NPCs provide gameplay hints (sometimes for a small fee), and the game’s menus do a decent job of telling you what does what and when. Like in Super Mario RPG and most RPGs from this era, the controls are pretty simple, with players using A to jump, interact with the environment, confirm selections, and talk to other characters, B to speed up onscreen text and exit menus, and performing a spin with ZL to cover more ground. Outside of battles, the right stick toggles the heads-up display, opens the partner and item menus, and allows some partners to perform actions, like Kooper flying at enemies in his shell to initiate battles or Mario holding Watt to light up dark areas. As you progress and locate treasure chests, you acquire battle items for Mario that can be used on the overworld, allowing you to strike enemies or hit switches with Mario’s hammer with B or perform a ground pound or spin jump by pressing A in mid-air. These either initiate battles, activate switches, or uncover hidden Star Pieces, which you trade for Badges. In battle, you select attacks with A and switch characters with ZL, tapping A as enemies attack to reduce damage or ward of status effects like poisoning or dizzying.

Mario has a few fun attacks and special abilities up his sleeve.

Unlike other RPGs, Mario’s stats don’t increase from levelling-up and he doesn’t earn experience points. Instead, most battles award “Star Points”, with players earning more depending on how long the fight goes and how many enemies are defeated. Once you earn 100 Star Points, Mario levels up and you can increase either his maximum Health Points (HP), Flower Points (FP), or Badge Points (BP). As you explore, you’ll find or purchase Badges to equip; each one costs BP to equip, so you may need to shuffle them about or upgrade your BP to hold more. These add additional attacks and buffs to Mario, such as allowing him to strike multiple enemies, shrink them, or knock them into each other. Performing these actions costs FP, with both HP and FP being restored at Toad houses, by hitting Heart Blocks, or by collecting or using items. Your partner’s special attacks also cost FP, so you must be mindful of your attacks or risk running out. When performing special attacks, you must complete various actions, such as holding or tapping A at the right time, moving the left stick, or matching button presses. Success increases the power and effectiveness of your attack, though you must be aware of what Badges you have equipped and which enemies you’re facing as some attacks won’t harm armoured foes or you take damage if your enemy has a spiked head. Badges also increase your maximum HP and FP, trade attack power for defence (and vice versa), and allow you to use more items in battle. Defeating enemies and smashing blocks also awards Coins, which you can spend on items and Badges. Mario’s inventory is painfully limited but you can store items at various shops and use them to restore HP and/or FP, heal status effects, attack all enemies, knock them over, and increase your attack or defence. Upon rescuing each Star Spirit, Mario also gains a Spirit Power, which drains his Star Energy (though this refills automatically, and manually, over time). This allows him to restore some HP and/or MP, put enemies to sleep, temporarily immobilise enemies, attack them all at once, or potentially instantly defeat any non-boss enemy. Unfortunately, only Mario can use Star Spirits and items, which can make battles needlessly tedious when you’re low on HP, FP, or Star Energy.

Mario’s new partners offer some fun abilities and even Peach gets a chance to be useful.

Mario is joined by friendly versions of his most recognisable foes, with each offering different special abilities in and out of battle. Mario superfan Goombario offers hints about each location and attacks with a headbutt, Kooper (my go-to partner) attacks multiple enemies and hits switches from afar with his shell, Bombette destroys cracked walls, Parakarry carries you across small gaps and is great for targeting flying enemies, Lady Bow turns you invisible and intangible (as long as you stay still) to sneak past enemies or pass through objects and attacks, Watt lights up dark areas and boosts Mario’s attacks or paralyses enemies, Sushie can be ridden across water, and Lakilester floats you over spike pits and lava while tossing multiple spike balls at enemies. You can only have one partner at a time and it’ll cost you a turn to switch to them in battle, and you share your HP and FP with them (though enemies rarely attack them), though you can freely switch on the overworld. Each can be upgraded using hidden Super Blocks, adding additional attacks to their repertoire, though I rarely used Goombario or Parakarry in battle. As you clear chapters, you’re treated to an interlude where you control Princess “Peach” Toadstool as she sneaks about and spies upon Bowser and his minions, learning key information to relate to Mario using her tiny star companion, Twink. These are essentially stealth missions, with players avoiding detection and later utilising a magical parasol to transform into one of Bowser’s guards. Peach must also whip up a cake using specific instructions to woo Gourmet Guy and even participates in the game’s final battle by powering Twink up with her enthusiasm. Mario’s also aided (though mostly forced to rescue) Kolorado, a Koopa archaeologist, is carried to the Yoshi-filled Lavalava Island by a friendly whale, and sporadically aided by the wizard Merlee, who buffs your attack, defence, or rewards at random depending on how much you pay. Chet Rippo also doubles your HP, FP, or BP at the cost of decreasing one of the other stats, though I saw little overall benefit to wasting money on this.

Puzzles, platforming, fetch quests, and tasks are abundant in this colourful adventure.

Things start off pretty simple in Paper Mario, with it being obvious where you need to go and the limited map being quite useful. As the game progresses, the map becomes less useful, and you must chat with more NPCs and use your partners to visit new areas. Warp pipes take you to the sewers for additional goodies or fast travel you to previous areas, there’s a train you must get moving to progress, and a haunted forest to traverse by paying attention to the background. While Toad Town acts as your central hub, each location includes an item shop and Toad house and other NPCs who aid you if you speak to them or help them out. At Dry Dry Outpost, you must go back and forth chatting with NPCs to track down head thief Moustafa and acquire a key item to get through the looping desert. When in Lavalava Island, you must search all around, crossing water on Sushie, to find the mischievous Yoshi kids, you’ll gather various items to use in Boo’s Mansion to access the throne room and recruit Lady Bow, and you’ll be hopping in and out of the Shy Guy’s Toy Box to retrieve the items the Shy Guys stole from Toad Town and get the model train within moving to new platforms. Like Super Mario RPG, Paper Mario marries some traditional platforming and puzzle solving with RPG gameplay, with you jumping to platforms, finding keys to open doors and free Toads, and using blocks or stairs to explore. You must hit various switches to uncover hidden paths or activate bridges, plug up magma to avoid being roasted, dive under bridges, smash through wooden panels, and even shift the environment to take alternative paths. Even dead ends can lead to goodies or hidden areas if you send Bombette out or light them up with Watt. When you reach the Shiver Region, Mario’s comically accused of killing the mayor and players must prove his innocence, only for the mayor to simply have been in shock! Players must sneak past (then frantically run from) Tubba Glubba, venture down the different paths of Flower Fields doing glorified fetch quests to plant a beanstalk up to the clouds, smash giant blocks, and raise or lower staircases to progress.

Presentation:
Paper Mario takes a page out of Yoshi’s solo ventures to present a colourful mishmash of traditional 2D sprites and 3D graphics, with the game’s locations all being rendered with a 3D pop-up book aesthetic. This certainly adds some fun character and depth to each location as the camera pans and moves in interesting ways, with buildings often collapsing like cardboard as you enter and exit and Mario flattening down to take a nap. When in battle, the backgrounds maintain the pop-up book aesthetic but with a 2.5D bent, making them (and the entire game) appear to be an elaborate stage play. Despite being a flat, 2D sprite, Mario and his companions showcase a great deal of charm and character in their victory poses and their fun, whimsical dialogue (although Mario never speaks). I especially liked the outrage Mario’s partners voice when he’s amusingly accused of murder and the sass Peach shows when constantly discovered by Bowser, who’s as childish as ever despite having unlimited power. Ironically, however, Mario’s animations are surprisingly limited, which speaks to the simplistic gameplay of the game’s battles. This is true of his partners and enemies, though Koopas will topple over, enemies spin around in a daze before poofing out of existence, and some mini and main bosses even taunt you or transform mid-battle. Although it took me some time to adjust to the visual presentation of Paper Mario, I enjoyed how colourful and daft everything was; the game leans into humour in a big way and is consistently presented as a casual RPG throughout. I was a bit disappointed to see Luigi and other Mario characters sidelined, but it was fun seeing all the enemies you usually bop without a second’s thought are actually thriving races. It was amusing seeing Goombas and Koopas be so enamoured by Mario, to have him partner up with friendly versions of a Bob-omb and Lakitu, and to explore the environment using their unique abilities. The game’s storybook aesthetic is carried through to its cutscenes and interludes, and the cheerful soundtrack, though I must admit that no tunes stuck in my head after my playthrough.

A colourful, engaging adventure with some fun humour and beautiful visuals.

While Paper Mario isn’t exactly taxing the Nintendo 64 and plays things way too safe in a lot of ways, it performs really well and there’s a lot of visual variety in keeping with the Mario franchise. You start at Mario’s house where he and Luigi venture to Toad Town, only for Bowser to abscond with Peach’s entire castle and Mario forced to venture into deserts, haunted forests, and perilous mountains to liberate the Star Spirits. Toad Town alone has loads to see, from the post office to Club 64 at the docks and the dojo, but then you have places like Koopa Village (which you must save from a Fuzzy attack) and Lavalava Island’s Jade Jungle (which is full of hidden paths and little islands and leads to the hazardous Mt. Lavalava). Every location is full of NPCs and some change according to the story as Mario settles unrest, solves problems, or completes often tedious tasks. Flower Fields is perhaps the most engrossing area, sporting a hedge and pipe maze, thorny pits you must float over, and berries to collect and deliver, though I strangely enjoyed the confusing, twisted Forever Forest and even Dry Dry Desert. Each area sees you performing some convoluted tasks to reach a fortress or structure, in which you must get keys, hit switches, and progress towards the boss. Once you save all the Star Spirits, you ascend to Bowser’s Castle, taking a back entrance, rescuing captive Toads, avoiding lava and fire hazards, before reaching Peach’s all-too-quiet castle. Anyone who’s played Super Mario 64 will recognise the layout, though it’s been expanded to include a kitchen and other rooms and given a dark, ominous atmosphere thanks to being corrupted by Bowser’s evil. Other, more surreal areas also exist, such as Star Haven (a cosmic town populated by sentient stars and reached by traversing a mystical bridge formed by the Star Spirts) and Shooting Star Summit, where shooting stars fall harmless and the Star Spirits beg for your help. Additionally, the battle backgrounds change depending on where you are, adding a bit of variety to them even if the battle gameplay can get a bit tiresome at times.

Enemies and Bosses:
Many recognisable Mario enemies pop up in Paper Mario, respawning when you leave areas, though oddly failing to drop SP if you return at higher levels or battle undead enemies like Dry Bones or Gloombas. None of the regular enemies are especially difficult, sporting one or two attacks, but they do become more durable as you progress and appear alongside others who can make even simple enemies more troublesome. Goombas attack with a headbutt, sporting spiked hats to fend off Mario’s jumps or taking to the skies to avoid his hammer. Koopas are similar, though attack from a distance with their shells, while Fuzzies bite you to steal your HP and restore theirs and Bob-ombs explode in a kamikaze attack after being hit. Bullet Bills are endlessly fired by blasters, Monty Moles toss dirt, Boney Beetles, Clefts, and Koopatrols must be knocked over to make them vulnerable, and Bandits temporarily keep you from using items or certain attacks. Pokeys must be cut down to size, Bzzap!s defeated before they can poison you, and Duplighosts transform into your partner and gain their attacks! Colourful Magikoopas hover on broomsticks, fire magical blasts, and heal or buff their allies, some enemies (like the Groove Guy) call in backup or are engulfed in flames to deal fire damage, the various Clubbas hit hard with spiked maces, and Hammer Bros toss a bunch of hammers (or a single, powerful hammer). Some enemies are vulnerable to elemental attacks, such as the Bubbles and Embers and Frost Piranhas, while bigger, slightly more formidable enemy variants act as mini bosses, such as the Blue and Red Goomba Bros who hound Goombario, the giant Gloopers who lurk in the sewers, spitting ink and bopping your head, and the vulture-like Buzzar who attacks on Mt. Rugged, flinging his feathers and proving a formidable (if optional) challenge in the early game.

Despite Jr. Troopa’s persistence, the early game bosses aren’t too challenging.

Similarly, Mario may encounter Stone Chomps in Dry Dry Ruins and must battle the Big Lantern Ghost to recruit Watt, which can be annoying as you must attack his lantern to light up the arena but not so often that he extinguishes the flame, and his attacks often incapacitate your partner. Players can also choose to pay off or fight Kent C. Koopa, a large, short-sighted Koopa who squashes Mario with a ground pound and needs two hits to topple over. When on the outskirts of Starborn Valley, players can either flee from or fight the ghost-like Monstar, though this is merely for show, and must answer questions about the game and its characters when confronted by the Guard Door. The half-hatched Jr. Koopa constantly hounds you between chapters, adding new attacks and becoming tougher as the game progresses. At first, he’s quite weak but then he gains wings to limit your attack options, wields a magical rod, protects himself and attacks with a spiked attachment, unleashes a lightning blast, and even heals himself. While it takes some time for bosses to become more problematic, you do face a lot of them, and they can be difficult if you have the wrong partner or waste turns so be sure to use the Heart and Save Blocks often helpfully placed right before them. Your first challenge is the enchanted Goomba King, who fights alongside the Blue and Red Goomba Bros, though you can easily defeat all three by attacking the Goomut Tree. Next, you track down the elusive and strangely familiar Koopa Bros, who attack in a makeshift Bowser mech and then in a totem formation, with you needing to topple them over and using Kooper to hit all four at once. Tutankoopa guards Dry Dry Ruins, summons a Chain Chomp to attack and distract you, and you must find and battle Tubba Blubba’s disembodied heart to save the Boos of Gusty Gulch. You’ll need Watt to tackle the Shy Squad, who rob Toad Town and attack as a swarm, on stilts, and in a totem like the Koopa Bros, before General Guy steps in with his toy tank…thing. General Guy tosses bombs and fires lightning bolts from the tank’s lightbulb, so I’d suggest targeting that first.

Managing your partner and FP is crucial to succeed against the tougher late-game bosses.

Things ramp up when you face the Lava Piranha, which is accompanied by two Lava Buds that join it in spitting projectiles. After you damage it enough, the spiked plant catches fire, necessitating the use of elemental attacks, and it adds a more powerful fire breath attack to its arsenal. I particularly struggled against Huff N. Puff, who spawns Tuff Puffs every time he’s hit which not only attack you but are consumed by him to restore his HP! You must tap A to reduce the damage of his wind breath, and to mitigate his lightning attack, and pop his Tuff Puffs (while still damaging him) so they don’t bolster his attacks or HP. The Crystal King wasn’t a pushover either as he summons Crystal Bits, freezes you, duplicates himself (with two of the three being intangible), and heals himself to undo all your hard work. While Bowser is unbeatable at the start of the game, he’s more vulnerable in the endgame, though he can make himself invincible with the Star Rod so you must cast Star Beam (which doesn’t cost FP but wastes a turn) to remove the spell. Bowser attacks with claw swipes (which can poison you so be sure to equip a nullifying Badge), fire breath, and a shockwave that incapacitates your partner. He also heals, grows, and becomes immune to the Star Beam thanks to Kammy Koopa. After knocking the old witch off with Peach and Twink, you gain the Peach Beam to dispel Bowser’s magic and continue the fight (with full HP and FP). Though Bowser’s lightning bolt, ground pound, and healing are aggravating, using Watt to power up Mario’s Mega Jump saw me to a hard-fought victory.

Additional Features:
There are 160 Star Pieces in Paper Mario, with many found by whacking or ground pounding certain tiles while others are out in the open or inside chests. If you take these to Shooting Star Summit, you can trade them for Badges, of which there are sixty-nine (nice!) varieties. These can either be found or bought, but you’ll need to upgrade Mario’s BP stat to equip the most Badges as some cost more BP than others. You can also acquire duplicates, allowing you to further boost Mario’s HP or FP, which are capped at fifty apiece (while the BP cap is thirty and Mario’s maximum level is twenty-seven). Although there’s no post-game content, there’s plenty to do, such as finding all the Special Blocks to upgrade your partners, finding all twenty-five of Parakarry’s lost letters, having Tayce T. cook up unique items, and taking on Chuck Quizmo’s quizzes. Your rewards are pretty much always Star Pieces or Badges, however, and there are no additional characters, worlds, or bosses to unlock. However, if you challenge the Toad Town dojo, you’ll face five additional battles against some tough opponents, culminating in a superboss showdown with the dojo’s Master, earning a diploma for each victory and changing some NPC dialogue to reflect your achievement. You can also purchase up to ten Li’l Oinks to populate a small farm in Toad Town, gaining rare items every time a Li’ Oink leaves the pen, and unlock Rip Cheato’s shop for some rare (and expensive) items. Otherwise, you can abuse the Nintendo Switch’s save state feature to help with some of the game’s trickier battles, though it’s still worth fighting every enemy and thinking strategically about which stat up level-up.

Final Thoughts:
I was hesitant about playing Paper Mario, despite how much I enjoyed Super Mario RPG. I assumed it would be a fun, colourful, whimsical little adventure with simple RPG mechanics and puzzles. And, mostly, I was right: Paper Mario isn’t going to be taxing most hardened RPG players, but there’s nothing wrong with a casual gaming experience. However, I was surprised by the difficulty spike near the end game, mainly because it feels forced due to the strange way levelling-up works and how limited your partners and their abilities are. So many battles would’ve been much easier if your partner could use items or Star Spirits and, while some Badges mitigate this, it can get annoying. While the visual presentation can be a little jarring (and disappointing given it’s not a true 3D RPG), the pop-up-book aesthetic works really well and made everything very charming and humorous. Similarly, while I was disappointed to see Luigi get the shaft again, I quite enjoyed Mario’s new partners and seeing a different side to his enemies, who have their own societies and towns and such. While I felt the game dragged in the middle, padding out the runtime with fetch quests and tedious puzzle solving, it usually led to a fun boss battle and some new abilities to make things easier. I enjoyed the variety in each area, who there was a lot to see and do and discover, and the little interactions between Mario and the NPCs. I was also a fan of the Peach-centric interludes, which were a nice break from the main gameplay loop, and how each partner’s abilities encouraged backtracking and exploration. While I don’t believe Paper Mario is better than Super Mario RPG, it was definitely a fun experience in short bursts. It lacked a lot of deeper RPG mechanics and features I expect from the genre, outstayed its welcome at times, and the BP gimmick needlessly handicapped the player’s abilities, but it was very bright and carefree and is probably worth your time if you need a break between more challenging RPGs.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Paper Mario? How do you think it compares to Super Mario RPG and later games in the series? Which of Mario’s partners was your favourite and did you like seeing his enemies expanded upon? Do you agree that the combat and gameplay got repetitive after a while? Which Badges did you equip for your playthrough? Did you ever find all the letters and defeat all the dojo’s combatants? Which Super Mario spin-off is your favourite and how are you celebrating Nintendo’s mascot this month? Feel free to share your memories and opinions of Paper Mario in the comments and subscribe to my Ko-Fi for more Mario content.

Mini Game Corner [Mario Month]: Mario Party (Nintendo Switch)


So, for no better reason than “Mar.10” resembling Mario’s name, March 10th is widely regarded as being “Mario Day”, a day to celebrate Nintendo’s portly plumber, an overalls-wearing mascot who literally changed the videogame industry forever and shaped the home console market of the nineties.


Released: 2 November 2022
Originally Released: 18 December 1998
Developer: Nintendo

Original Developer: Hudson Soft
Also Available For: Nintendo 64
Metacritic Scores: 79 / 7.8

Quick Facts
After Super Mario 64’s (Nintendo EAD, 1996) critical and financial success. Nintendo followed up with a series of spin-off titles, with Mario Party being one of the most lauded. Mario Party was geared towards multiplayer gameplay and set the blueprint for a sub-series of Mario videogames (and numerous copycats). Widely praised, especially when played with friends, Mario Party’s mini games were celebrated for their variety and challenge, though some complained of hand injuries. Nintendo long avoided re-releasing the first title in favour of its sequels or new games, though some of its mini games were revamped in the Mario Party: The Top 100 (NDcube, 2017).

The Review:
As you might’ve guessed, Mario Party is a party game where players compete against their friends or computer-controlled opponents, rolling dice and making moves and playing various Mini-Games, across six initial board-like stages and two unlockable areas, to become the “Super Star”. Players pick from six recognisable characters, though they all play the same, which is a shame considering Wario (my go-to) and Donkey Kong are known for their strength and Luigi is known for his low traction and high jumping, characteristics that sadly don’t factor into the Mini-Games. Players are guided by Toad and a friendly Koopa Troopa, who teach the rules, award Coins and Stars, and detail the controls and objectives. When starting a game, you can set the number of human and computer players, set the difficulty level, and establish how many “turns” it takes to finish. You then select a board, with each sporting different gimmicks and difficulty ratings, and finally hit a rolling dice to decide the order of play. Unfortunately, there’s no way to speed up the games and you must sit and watch as each player takes their turn, navigates the board and its hazards and gimmicks, and competes in single-player Mini-Games, which gets very tedious. Mario Party’s controls are super simple: you press A to hit dice and confirm selections or to jump or swim in some Mini-Games, press B to exit menu screens, view the entire map from the main board, or attack or speed up in some Mini-Games, use A and ZL to perform a butt stomp, and press the Right trigger for an alternative view of the main board map. Your goal is to do circuits of the board, collecting Coins from Blue Spaces and Mini-Games and reaching Toad to buy a Star, avoiding Red Spaces (which sap your Coins) and Bowser spaces, where possible. The player with the most Stars (or Coins, in the event of a tie), wins, and players are awarded additional Stars for having the most Coins, winning the most Mini-Games, or landing on the most “Happening Spaces”.

Navigate colourful boards, dealing with hazards and earning Coins and Stars to claim victory.

Happening Spaces do different things depending on the board but generally swap Toad’s position with Bowser’s, which can be good or bad depending on where you are on the board. If you land on a “Chance Time Space”, you play a roulette-style game where you hit spinning dice to swap Coins or Stars between players, which can again aid or hinder you. Bowser Spaces see the Koopa King challenging you to tougher Mini-Games where you lose more Coins if you fail, or initiate a faster Chance Time game where he steals your Coins, or he forces you to buy a useless item. You’ll also encounter ghostly Boos who steal Coins from any player for free or grab a Star from them for a small fee, Bob-Ombs blast you across Wario’s Battle Canyon, and Koopa Troopa awards 10 Coins each time you pass him. When you’re close to the end, this is upped to 20 and each Blue and Red Space gifts or removes additional Coins. Players can take alternate paths in most boards, either by selecting an arrow, paying to pass a Thwomp or a Whomp, activating a trap, or depositing Coins  to open or shut doors. When playing Princess “Peach” Toadstool’s Birthday Cake board, you can plant one of four seeds to be shunted towards Bowser or Toad or plant Strawberry Seeds to spawn Piranha Plants that steal Stars from passing players. Upon completion, your Coins and Stars are deposited in the Mushroom Bank to spend them at the Mushroom Shop to purchase helpful items. These earn you additional interest on your Coins, double or half your current Coin stock, unlock the credits and sound test, and can remove Boos or Koopa Troopas from some boards. Other items randomly award or take away Coins, randomly switch player positions, and randomly spawn a Boo, Bowser, or Koopa Troopa, none of which I found particularly useful. While some boards are quite simple to navigate, others force you to take different paths to avoid Bowser or reach Toad, while others have you hopping around seemingly at random to reach Toad. Wario’s Battle Canyon was the worst for this as the Bob-Omb cannons keep switching targets and some areas are filled with Mini-Game Spaces or Red Spaces, which drags the tedious game out even more.

Though often frustrating, the Mini-Games are the best part of this tedious party game.

The main draw of Mario Party are the Mini-Games, which are played either solo, in a free-for-all, in teams, or pit one character against the other three. It seems to be random which player is fought against in these latter Mini-Games unless you land on a Bowser Space, where you’re usually on the defensive. Each Mini-Game has a time limit and has you capturing the most Coins. You’ll dig through dirt to locate treasure chests, dive to the ocean floor (with or without a partner) to grab treasure while avoiding Bloopers and sharks, toss a Bob-omb between players to avoid being blown up, and play a Mario-themed version of musical chairs where you must race to the big red mushroom and its treasure when the music stops. You’ll be desperately cutting out shapes as accurately as possible, warping Bowser’s face like the face manipulation minigame in Super Mario 64, alternating button presses to inflate a Bowser balloon, and smashing Coin Blocks. In Skateboard Scamper, you must frantically tap B to skateboard along a crumbling path, jumping over Thwomps and snagging floating Coins, while Box Mountain has you smash boxes for Coins, Grab Bag has you playing “capture the flag” with loot, and Platform Peril has you awkwardly hopping between falling platforms not unlike Rainbow Ride. Some Mini-Games have you frantically wrestling the game’s odd momentum and physics to avoid falling in water, such as Mushroom Mix-Up, Bumper Balls, Hammer Drop, and Bombs Away. Tipsy Tourney sees you completing a picture puzzle by running over squares, Mario bandstand has you tapping A at the right time to play a song, Shy Guy Says has to tapping either A or B to avoid being set adrift, and Cast Aways sees you clumsily flicking the left stick to try and snag floating loot. You’ll be running from Boos as you carry a lightbulb through a haunted corridor, playing jump rope with flames, spinning about like crazy in Slot Car Derby, and trying to (or hoping that) drop a treasure chest through a pipe maze.

Greater challenges await if you can stand to put in the time to grind for Coins and Stars.

In one-on-three Mini-Games, you must all attack a player dressed as Bowser (or avoid those attacks), play bowling, smash Coin Blocks with a massive hammer, gingerly cross a tightrope (or blast the player with your cannon), try not to snap your console futility wriggling free in the Crane Game, butt stomp a raincloud to have a Piranha Plant eat a player (or desperately outrun it), play tug o’ war, and splash about in a paddle boat. Two-on-two games see you randomly paired with another player for some bobsled racing, wiggling the left stick to hobble across a desert, stealing and dunking a bombsketball, and pumping a handcar and steering into tight corners to avoid falling in lava. I rarely got to play a single-player Mini-Game but these see you matching picture squares, playing a slot machine, smacking the right Boo out of a gaggle of ghosts, playing whack-a-mole with Piranha Plants, and pounding tree stumps. Mini-Games are purchased from the Mini-Game House to be freely played but, while they’re the best part of the game, it does get tedious when you play the same ones over and over or must watch players tackle them alone. Mario Party is also quite challenging even on the easiest difficulties as it’s very easy to do laps of a board and not buy any Stars or for players to steal all your Coins and Stars. While the Nintendo Switch’s save state feature helps with this, it won’t help with the game’s janky-ass mechanics that see what should be random actions be pre-determined, ensuring you land on the wrong spaces or are robbed. The computer generally always targets you, which doesn’t help, and it gets very annoying being denied a Star thanks to the board shifting. If you collect 100 Stars, you unlock the Eternal Star board and you can buy Bowser’s Magma Mountain for a mere 980 Coins, finishing each board sees the Power Stars change the map and title screen, and there’s even a special Mini-Game Island that challenges you to play and win all fifty Mini-Games. This mode utilises a life system, with players earning extra lives for every 100 Coins and losing lives when they fail a Mini-Game, and also includes some helpful shortcuts. Clearing every Mini-Game and setting records and beating Toad to the goal unlocks the Bumper Ball Maze Mini-Games, though I’d say this mode is only for die-hard Mario Party players.

Final Thoughts:  
I was hesitant to play Mario Party as I didn’t like the idea of being screwed over by chance or landing on bogus spaces, but I figured I could manipulate the save state system to counteract this. Unfortunately, the game isn’t designed that way; if Mario rolls a six, he rolls a six each time you reload and if Yoshi chooses to swap your Stars with Peach then you’re losing those Stars. Things started out decent enough; the game’s very colourful and whimsical, even with the low-poly models, and I liked how each board had different gimmicks. Unfortunately, things become very tedious very quickly as there’s no way to fast forward or skip computer-controlled player turns, dragging each game out even with the least amount of turns selected. It’s also frustratingly easy to lose Coins and Stars thanks to spiteful players, some games see you earn less Stars because Toad keeps fucking moving (!), and I got annoyed at being forced to watch or play a Mini-Game every thirty seconds. Luckily, the Mini-Games are fun and, in many ways, the campaign is just window dressing for these games, which I’m sure led to many fallouts between friends back in the day. While some or more aggravating than others, they’re bite-sized challenges that can (mostly) be easily mastered, meaning it’s probably better to stick with Mini-Game Island than tackle the main boards. My opinion may be skewed because I played alone against three computer-controlled opponents, but I quickly lost patience with Mario Party. It annoyed me that the characters didn’t have different stats or abilities to make them unique and I wasn’t enthusiastic about grinding for all the Coins and Stars to unlock the bonus boards. I’m also even less enthusiastic about the series as a whole and have no plans to play other Mario Party games, though maybe that Top 100 game would be more my speed.

My Rating:

Rating: 2 out of 5.

Could Be Better

Do you think I was too harsh on the original Mario Party? Which of the playable characters was your go-to and were you also disappointed they didn’t have unique attributes? Did you also find the main game tedious or do you have fond memories of playing with your friends? Which of the boards, Mini-Games, and gimmicks was your favourite? Did you ever unlock the bonus boards and best Mini-Game Island? Which Mario Party game is your favourite and how are you celebrating Mario’s birthday this year? Whatever your thoughts on Mario Party, share them below and, if you want to see me tackle other Mario Party titles, drop a donation on Ko-Fi!

Game Corner [Mario Month]: Wario Land 4 (Nintendo Switch)


So, for no better reason than “Mar.10” resembling Mario’s name, March 10th is widely regarded as being “Mario Day”, a day to celebrate Nintendo’s portly plumber, an overalls-wearing mascot who literally changed the videogame industry forever and shaped the home console market of the nineties.


Released: 14 February 2025
Originally Released: 21 August 2001
Developer: Nintendo R&D1

Also Available For: Game Boy Advance, Nintendo Switch 2, Nintendo Wii U (Japan Only)
Metacritic Scores: 88 / 8.8

Quick Facts:
Designed by Hiroji Kiyotake to symbolise Nintendo R&D1’s displeasure at being denied the chance to create original videogames, Mario’s dastardly doppelgänger first appeared in Super Mario Land 2: 6 Golden Coins (ibid, 1992). Wario then usurped Nintendo’s portly plumber as the face of Mario’s handheld sub-series, leading to three highly regarded portable adventures. Wario Land 4 restricted Wario to an ancient pyramid and incorporated “Metroidvania”-like exploration alongside more traditional platforming mechanics compared to its previous two games. A strong seller, Wario Land 4 was met with widespread acclaim as reviews praised the replay value, colourful and lively graphics, and balanced challenge, though the lack of true innovation was noted.

Gameplay and Power-Ups:
Like its predecessors, Wario Land 4 is a 2D, action-orientated platformer in which players take Mario’s despicable lookalike through an ancient pyramid, navigating a simplistic hub world to take one of four passages and explore four worlds in each, tackling a boss at the end to obtain treasure from the pyramid. Players get two save files and, for the first time in the Land series, a health bar, represented by hearts. Wario can partially or completely refill his health by defeating enemies and collecting Little Hearts to fill a meter, Hearts for a full heart, or smashing special treasure chests for a Full Health Item. Wario’s abilities are largely retained from the previous titles, with him jumping with A (jumping higher the longer you hold the button) and charging at enemies, destructible objects, and treasures chests with B or X. You can hold down the Left or Right trigger to charge ahead, ploughing through most enemies and blocks, perform a leaping charge, butt stomp by pressing down in mid-air, swim by tapping A, and roll into a ball to crash through small tunnels by holding down on slopes. Enemies can be stunned by bumping them, allowing Wario to automatically pick them up. If you hold down B, you can charge a throw, with Wario tossing whatever he’s holding higher and further the longer you hold it down, which is great for smashing blocks, hitting ! switches, or opening certain doors by tossing shapes. Players climb ladders, use warp pipes, and jump to small or moving platforms to progress, earning points for every enemy defeated and the gems they collect. Blue and Red Crystals are plentiful but you’ll want to explore and experiment to collect the Diamonds hidden in each world. Some blocks can only be destroyed with a fully charged dash or by performing a ground pound from way up high. Wario must frantically return to the entrance warp upon activating a Frog Switch, giving him up to ten minutes to do so before the bomb explodes, robs him of some treasure, and returns him to the hub world.

Blast and transform your way through worlds to find the Jewel Pieces needed to progress.

Although Wario can now take damage and fail his quest if he runs out of hearts, he can still be transformed by certain enemy attacks and environmental factors. When consuming food, Wario becomes fat and heavy, easily crashing through blocks and shrugging off attacks. When pricked by a Beezley, Wario inflates like a balloon and floats until he hits a ceiling, floating higher by tapping B, while bubbles force him through water and rapids if you’re not careful. Flames set Wario on fire, causing him to run around in a panic and eventually become consumed, destroying Bonfire Blocks in the process. Similarly, he becomes a snowball when hit with falling snow, rolling down hills and crashing through Snowman Blocks as he goes. When crushed, Wario flattens and awkwardly floats down shafts and through tiny gaps and, when hit by a Yeti’s sneeze, he freezes and flies back. If hit by a Menhanmā’s hammer, Wario becomes a spring, leaping high into the sky and through any blocks by pressing A, becomes a shambling, gloopy zombie when hit by a Skeleton Bird, falling through any platforms as he goes, and transforms into a bat upon touching a Minicula, allowing him to fly by tapping A. While some of these are temporary, others are cancelled out upon touching water or light sources, and they seem far more situational compared to the last two games. I was disappointed that no new transformations appeared and that the transformations aren’t as interesting as it’s usually pretty simple to figure out how to use them. Similarly, while players can uncover hidden doors by exploring and smashing blocks, most worlds are quite linear, with alternate paths generally being quite obvious and leading to the same collectibles. Wario must find four coloured Jewel Pieces in every world and escape with the ghost-like Keyzer to open doors in the hub world’s passages, meaning you either need to explore thoroughly the first time through or return the world to find what you missed. This can be a bit annoying and basically forces you to 100% every world, which can be a chore, especially when Jewel Pieces are only accessible after hitting the Frog Switch and opening new paths.

Despite the mini games and variety, the gameplay loop is tedious and simplistic.

As you explore, you come across mini challenge rooms where you must toss archaeologist Arewo Shitain-hakase past obstacles or at switches to earn additional Diamonds, and you can play three mini games to earn Coins. These see you timing swings of a baseball bat, playing an endless runner, and matching Wario’s face. The Coins earned are used in the Item Shop prior to each boss fight, gifting you powerful, automatically triggered items that reduce or decimate the boss’s health. Otherwise, worlds offer some surprising variety as they’re themed around jungles, temples, factories, and deserts rather than sticking to the Egyptian pyramid aesthetic. Some worlds are notably maze-like, like the looping 40 Below Fridge, which has you rolling about as a snowball to access new passages, and Hotel Horror, which is a haunted hotel maze of doors and ladders. Wildflower Fields has you scaling giant beanstalks, Pinball Zone forces you to throw multiple Chomp Balls into Pinball Tulips to unlock doors, and Doodle Woods sees a floating Hoggus spawn enemies with its drawings. A pirate ghost kidnaps Keyzer in Crescent Moon Village, pistons and conveyor belts litter the steampunk-esque Curious Factory, and you’ll be swimming through underwater passages in Mystic Lake. Flying carpets carry you through the sky in Arabian Night, you must stop the chance wheels at the correct places in The Big Board to gain transformations and open paths, and you hop to swinging, vine-like platforms in the rainswept Monsoon Jungle. The challenge is relatively fair, with most enemies and hazards being more of an annoyance, but the difficulty comes in searching for the Jewel Pieces and Keyzer and racing back to the entrance warp before the timer runs out. Temporary platforms, tricky jumps, and alternate paths both help and hinder this task, but the gameplay loop gets a bit tedious very quickly since you must find all the Jewel Pieces and Keyzer to progress. This means there’s less emphasis on collecting loot and exploring for hidden treasure than in previous games, less focus on the transformations, and more focus on replaying worlds until you’ve found what you need to progress.

Presentation:
Without a doubt, Wario Land 4 is the best-looking game in the series so far. Wario is more animated and expressive than ever, spouting phrases as he succeeds or takes damage and performing various idle poses, such as pumping iron or skipping rope. He even flails about in water and has never looked better when transformed into a zombie or set on fire, which makes it all the more bizarre, disappointing, and frustrating that the game’s story is practically non-existent. Even the Game Boy Color games featured cutscenes and some dialogue, but all we get here is some shots of Wario blasting about in his muscle car, finding the pyramid, and opening its doors. The ending tries to compensate for this by offering large sprite art renditions of Wario’s victories over the bosses, but it’s too little too late and I was very disappointed to see that the story didn’t get more emphasis. Similarly, it’s quite unfortunate that Wario’s stuck inside a pyramid for the entire game, visiting worlds by leaping into warp portals rather than exploring an ever expanding and changing island or larger hub world, things that even the first game did much better. The music was equally forgettable, with none of the tunes really sticking in my head, an annoying jingle playing every time you transform, and the environment and soundtrack warping and distorting when you’re ordered to “Hurry up!” after activating the Frog Switch. It’s a shame as there are some fun, comical moments, like a cameo from Mr. Game & Watch and the various items being wheeled out to attack the bosses, who are all large and disturbing. It might’ve been nice to include some sections where you barrel along in Wario’s muscle car, or to bring back the hats from the first game, or to see Wario properly exploring the pyramid rather than just hobbling to each passage and walking through samey-looking hallways each time.

Despite Wario Land 4 being a visual treat, the lack of focus on story hurts it.

And yet, there’s a fair amount of variety in Wario Land 4, with each passage sporting various environments to explore, each one somewhat related to a specific theme. The Emerald Passage is themed around nature, for example, meaning you explore a palm tree seaside, a flower field, a sprawling lake, and a stormswept jungle. The Ruby Passage is themed around industry, placing you in an industrial factory, a toxic landfill akin to a sewer or junkyard, a freezing fridge with lots of slippery platforms and snow, and a pinball-themed maze. The Topaz Passage is themed around toys, with the first world literally being a toy chest, the second being a toy village, the third being a stationary-themed woods that would fit right in with a Yoshi title, and the final world seeing you knock over and outrace dominos before they block off paths and doors. The Sapphire Passage is themed around horror and ghosts, with you exploring a haunted village, a night-time Indian city, a fiery cavern full of lava and flaming geyser, and a labyrinthine hotel that’s so full of spookies and mysteries that Wario should’ve called Luigi for help! The final area, the Golden Passage, lands you right on the Frog Switch and gives you 9:30 to reach the ending, running a gauntlet of all the enemies, obstacles, and gimmicks you’ve encountered before and utilising each of Wario’s transformations to progress. This world is a golden-bricked environment with falling chandeliers that transitions to a stone temple and features drops to rushing water that loop you around if you’re not careful. None of Wario Land 4’s worlds are particularly innovative or original and they feature less alternative paths and rewards compared to the last three games, making them far more linear save for a few instances where you must search a little harder for missing Jewel Pieces. I liked that they remained visually distinct from other Super Mario games, featuring few gimmicks and aspects from those games, but it would’ve been nice to see them play more into Wario’s strengths and transformations, and maybe feature more collectibles to unearth by exploring.

Enemies and Bosses:
As far as I can remember (it has been a while and I don’t care to dig too deep into it), Wario Land 4 features an all-new line-up of baddies, though some fulfil similar functions, like Menhanmās squashing you with their hammers and Kaentsubos and Pig Head Statues setting you on fire. The most common enemies are the Goomba-like Marumen, who simply wander back and forth, while the Shy Guy-like Spear-Mask prod you with spears and the masked Totsumen charge you. Spikys need flipping over with a ground pound to attack their underbellies, Shieragutchi spring from the seabed, and Goggley-Blades cut through the water to try and skewer you. Bow Balloons and Beezley’s turn you into Puffy Wario, Ringosukī apes toss apples to help or hinder you as Fat Wario, and Skeelton Birds can send you plummeting through platforms if their spit turns you into a zombie. Men’onos and their mummified variants charge with axes, harmless caterpillars slither around the Wildflower Fields, mole-like creatures ram into you, and large sea monsters pop from holes in the background of Mystic Lake. Various robots patrol the Ruby Passage worlds, such as an armoured mech that tosses its head and a robotic bird that flies at you, while miniature toy Wario’s litter the Topaz Passage worlds. They’re joined by spear-wielding Dice, a strange hybrid of a pig and a snail, and ballerina pigs spawned by Hoggus. Bowlers toss boulders in the Fiery Cavern before being turned into Yetis when the world freezes, bats flitter about in Arabian Night, and a large pirate ghost lingers in the background of Crescent Moon Village, being harmless until they spot Keyzer, whom they abduct on sight. There are six bosses to contend with in Wario Land 4, with four being fought in whatever order you tackle the Passages in and the first fought to clear the Entry Passage, each being significantly damaged by the item your purchase, and each fought against a timer.

Six surreal, monstrous bosses offer a decent challenge beyond just ramming into them.

The first is a monstrous eggplant that wanders back and forth in an enclosed arena, assisted by smaller minions and eventually turning feral after enough hits. At first, you must ram its face but, when it goes mad, you must hop over it to finish it off from behind. After waking Cractus, you must climb the nearby ladders to avoid its chomping mouth and spiked leaves, butt stomp its head as it passes under you. After a few hits, it spews bile that transforms you into a zombie, adds homing jabs to its arsenal, and floats around more erratically. I fought Aerodent next, a giant inflatable bear controlled by a mouse ghost. You must avoid the pin enemies it drops and hit its glowing feet to expose the mouse, ramming it to deal damage, dodging the flames it drops and desperately trying to land multiple hits in a small window. Catbat was somewhat similar in that you must ram the cat on its head, avoiding its spiked furballs and using the waves it spews to get closer, eventually butt stomping its head to finish it. Finally, I fought Cuckoo Condor, potentially the toughest of the regular bosses. This giant cuckoo clock bird-thing grabs you in its talons and drives you into the spiked wheels on either side of the arena and tosses buzzsaws, which can also be electrified. You must quickly ram its claw to hit the boss, then frantically grab the eggs it drops before they spawn explosive chicks, and toss them at just the right angle to deal damage. The final boss is a multi-phase battle with the Golden Diva, which tosses you about with is Kabuki-like masks, shields itself with a fan, drops green enemies, spawns a rubber ball, conjures black eggs and explosive chicks, and drops a spiked hammer. You must ram, grab, or use each of these to deal damage, either by tossing them or springing into her face, eventually stunning her when she destroys the ground to reveal spikes and butt stomping her head.

Additional Features:
There are four Jewel Pieces in each world and each must be collected to unlock the boss doors. You must also find Keyzer or else you can’t access each subsequent world in the Passage. Every world also hides a CD, unlocking a music track for the Sound Room, and hides hidden challenge rooms where you toss about Arewo Shitain-hakase to snag extra loot. The game can be played on “Normal” or “Hard” from the start, which affects how much health you start with and even the placement of Jewel Pieces and treasure. Beating the game on “Hard” unlocks the extra challenging “S-Hard” mode, and all bosses are revived once you finish the game, allowing you to battle them again and best your time and replay previous worlds to find those missing CDs. You can waste a few hours grinding the mini games to earn extra Coins and try out the different items against the bosses, and you’ll get different endings depending on the difficulty you play and how fast you defeat the bosses, depicting Wario with more or less loot and driving different vehicles. This version of the game also allows you to rewind the action and create save states, significantly reducing the challenge and making it a bit easier to hunt for Jewel Pieces and Keyzer or undo any mistakes.

Final Thoughts:
I was really excited to get into Wario Land 4 since I’ve been a huge fan of the series since Wario’s debut. I was expecting it to be like the last two and feature multiple paths, lots of treasure, and tricky puzzles focusing on Wario’s bizarre transformations. Instead, I got a relatively simple platformer that significantly reduced the focus on these transformations, making Wario more vulnerable and not even offering any new power-ups for him. Sure, you still have to explore the worlds but nowhere near to the extent as before, with most alternative paths being fairly obvious and offering little reward since your treasure barely matters this time around. All that matters are those damn Jewel Pieces and Keyzer, crutches that force you to linger in worlds or replay them just to progress to the boss, which really soured the experience for me. I think it should’ve been mandatory to have one or the other, then have the other gimmick used to unlock bonus areas or challenges. Instead, you can just ignore everything and focus only on collecting those, eliminating much of the appeal in exploring and figuring out the game’s far simpler puzzles. While Wario Land 4 looks fantastic and is a visual treat, this gameplay loops really stifled my enjoyment. The race back to the beginning and to defeat bosses added some tension but also seemed like a forced gimmick to artificially up the challenge, and the minigames were uninspired and boring, which is a shame as the items you buy are quite fun. I was really disappointed by the lack of focus on the story, the linear nature of the narrative, and that Wario was stuck inside a pyramid, even if the worlds have some decent variety. Ultimately, as gorgeous as Wario Land 4 is, I feel it doesn’t live up to its deeper and more complex predecessors, offering far less replay value and being a disappointingly lacklustre title instead of the definitive Wario Land experience.

My Rating:

Rating: 3 out of 5.

Pretty Good

Ae you a fan of Wario Land 4? How did you think it compared to the other Wario Land videogames? Were you disappointed by the smaller scale of the game and the forced collection of Jewel Pieces? What did you think to the graphics and bizarre bosses? Were you also surprised to see there were no new transformations and less focus on treasure hunting? Did you ever beat the game on S-Hard mode? Would you like to see more of Wario or do you think he’s better suited as a side character? How are you celebrating the Super Mario franchise this month? Whatever your thoughts on Wario, feel free to drop a comment below, support me on Ko-Fi, and check out my other Wario reviews.

Game Corner [Zelda Day]: The Legend of Zelda: Echoes of Wisdom (Nintendo Switch)


On this day in 1986, legendary game designer Shigeru Miyamoto and Takashi Tezuka launched the Legend of Zelda series, now one of Nintendo’s most popular franchises.


Released: 13 September 2024
Developer: Nintendo EPD and Grezzo

Also Available For: Nintendo Switch 2
Metacritic Scores: 85 / 8.4

Quick Facts:
After the original Nintendo Entertainment System (NES) Zelda sold over 6.5 million copies, the franchise spawned a handful of generally questionable spin-offs, though the titular princess only took the spotlight in a much-maligned and poorly conceived release for the ill-fated Phillips CD-i. Following the critical and commercial success of their 2019 diorama-inspired remake of The Legend of Zelda: Link’s Awakening (ibid, 1993), Nintendo and developers Grezzo originally conceived the follow-up as an expansion of Link’s Awakening’s dungeon editor. The project changed to put the princess at the forefront and the dungeon editor mechanics became the “Echoes” system (purposely included over series protagonist Link), and the game was specifically designed to appeal to all gamers. The Legend of Zelda: Echoes of Wisdom released to largely positive reviews that praised the innovative changes to the franchise formula and adorable visuals while criticising the restrictive combat options and clunky user interface.

Gameplay and Power-Ups:
Much like the adorable and fun-packed diorama-like remake of Link’s Awakening, The Legend of Zelda: Echoes of Wisdom is a 2.5D, quasi-top down adventure in which players explore a version of the fantasy land Hyrule that closely mirrors The Legend of Zelda: A Link to the Past (Nintendo EAD, 1991) and its sequel. Of course, the most obvious thing that separates Echoes of Wisdom from other Zelda titles is that players now play as the titular princess for the first time in a mainline game…after clearing a quick pre-game sequence where you control a fully powered-up Link and battle the Demon King, Ganon. Once Link is sucked into a rift and lost in the “Still World”, however, you exclusively guide Zelda across Hyrule, sealing rifts and collecting “Sanctions” of the legendary Goddesses to confront the being responsible for the rifts, Null. If you’ve played the Link’s Awakening remake or the classic Zelda titles, Echoes of Wisdom will be immediately familiar, though it does include elements from The Legend of Zelda: Breath of the Wild (Nintendo EPD, 2017) and Tears of the Kingdom (ibid, 2023). Players talk to non-playable characters (NPCs), open chests and doors, or pick up various items with A, jump with B, and perform a spin attack with the Right trigger to cut through grass and move a bit faster (though it doesn’t damage enemies). Unlike Link, Zelda doesn’t carry a sword and shield, but she can still target enemies with ZL to send her “Echoes” in to attack. Zelda wields the Tri Rod, gifted to her by the pixie-like companion, Tri. By defeating enemies or encountering shimmering objects, Zelda can add Echoes to her repertoire with ZR and spawn them with Y. Each has a different cost, as indicated by Tri’s current level, and you must seal rifts and rescue Tri’s friends to level him up, which reduces the cost of using Echoes so you can spawn more to solve puzzles and attack enemies.

Echoes and Automatons do Zelda’s fighting for her and and are essential for puzzle solving.

There are loads of Echoes to learn; they’re mapped to the right directional pad (D-pad), and you can set favourites and sort them by type and order obtained. They remind me of the classic Sonic the Hedgehog (Various, 1991 to 1994) debug modes as you spawn regular props (chairs, creates, etc) or enemies who attack on your behalf. Sadly, this means Zelda mostly takes a backseat in combat as you use Moblins, Wizzrobes, Chompfins, and the like to fight for you. There are different levels, too, with the stronger Echoes taking more hits and dealing additional damage but costing more to spawn. Echoes are also essential for solving the game’s various puzzles. You’ll need flaming Echoes to light torches, keep you warm on Holy Mount Lanayru and melt ice, meat to distract enemies, hopping Armos statues to press pressure pads, ranged Echoes to activate switches, and Wind Cannons to extinguish flames or push you across gaps. Echoes create stationary, moving, and temporary platforms, spawn Strandtulas to create webs to climb between, Bombfish to blow up weak walls and blocks, and Mothulas you can grab to float across gaps. You can spawn beds to sleep in and refill Zelda’s health (though enemies still drop hearts and you can still extend her health by finding Heart Pieces), burrow through soft dirt with Holmills, and light up dark underwater caverns with Tanglers. It can be fun experimenting with Echoes to find hidden areas and solve puzzles, though I stuck to a handful of specific Echoes to get past most areas. There are times when you need specific Echoes like the animal statues specifically created for the Gerudo Dungeon and the Ancient Orb used to access the Great Deku Tree. Other times, you spawn boulders to weigh down platforms, summon specific enemies to appease NPCs, use lava rocks to safely bypass lava, or spawn Water Blocks to swim between bodies of water in the bizarre Still World. Similarly, Zelda can eventually unleash six of Dampé’s “Automatons”, mechanical duplicates of various enemies that deal greater damage and take more hits, but cost Rupees and “Monster Stones” to repair. Considering how many Echoes there are, I found little use for these and honestly got annoyed with the Echo system as it wasn’t as much fun as fighting directly.

The limited Swordfighter form, versatile Tri, and various accessories add to the gameplay.

The Still World is Echoes of Wisdom’s take on the “Dark World” concept from previous Zelda games. Areas of Hyrule are blemished and impassable thanks to rifts that spawn shadowy monsters who cannot be learned and don’t drop hearts or Rupees and can only be dispelled by venturing into the surreal, twisted Still World. In here, elements of the regular world are slanted, fragmented, and turned upside down, forcing you to use Echoes in new ways to traverse the endless void and locate Tri’s friends. This opens new areas on the map and levels-up Tri, who also latches onto objects and enemies with X, allowing you to move blocks from afar or carry objects to NPCs to complete side quests. You can also latch onto moving platforms to be carried across pits and solve puzzles from a distance. Soon into the game, Zelda acquires Link’s “Sword of Might” and assumes his form by pressing up on the D-pad. This allows you to swing and charge the sword and, eventually, fire arrows and toss bombs, but only for as long as the Energy Gauge lasts. You refill this by collecting energy (generally by defeating enemies in the Still World) and the gauge can be increased and her weapons upgraded by saving Tri’s friends and finding “Might Crystals” around Hyrule. I found it best to save the Swordfighter for bosses as even a fully upgraded Energy Guage won’t keep sustain the form for long. Zelda can extend her time in this form, locate Might Crystals, improve her swimming, and gain additional benefits from various accessories. While you can only equip a couple at a time (unless you pay a Great Fairy to make you more “stylish”), these are super useful for negating quicksand, preventing slipping on ice, and spawning more hearts or energy. Similarly, Zelda can wear different clothing for additional benefits, such as recovering more hearts when sleeping in her pyjamas, talking to cats to solve side quests, and increasing her spin radius.

Echoes help you navigate Hyrule, the dungeons, and seal the rifts spilling into the Still World.

You’ll be collecting Rupees to buy items from shops, helping NPCs to earn Might Crystals, Heart Pieces, and empty bottles to store restorative fairies, and collecting keys and maps to progress in dungeons. Like in Breath of the Wild and Tears of the Kingdom, enemies and chests often yield monster parts or various fruits. These can be brought to Deku Scrub vendors to mix smoothies to recover health or energy, stave off frigid cold and resist fire damage for a set time, reduce damage for a set time, and speed up your wall climbing, among other benefits. Every NPC provides hints about where you should go next, though you’re free to explore and tackle each area, rift, and dungeon in any order. Zelda doesn’t acquire new items from dungeons, just additional parts for her Swordfighter form that aren’t necessary to solve puzzles, so you’re free to tackle the main and side quests however you like. These are tracked on the map, and you can set stamps and waypoints to guide you, though some areas are more challenging. Holy Mount Lanayru features freezing water and areas that sap your hearts, the Gerudo Desert is full of quicksand, lava is rife on (and in) Eldin Volcano, and you must grab air bubbles to properly navigate the Jabul Waters and its ruins. As ever, dungeons get larger and more complex as you progress. These include a mixture of top-down and 2.5D sidescrolling sections and have you spawning Echoes to activate switches, open gates, and acquire keys to progress. You move giant boulders, ride elevators, defeat all enemies, climb walls, pull levers, and step on pressure pads as standard. Often, you must use Tri to latch onto objects beyond gates to progress; other times, you must place statues in specific spots or destroy blocks to find keys. Faron Temple has you going in and out, weighing down platforms and lighting up dark areas, while Lanayru Temple sees you heating up (or cooling down) special orbs to thaw or freeze up different areas. Gerudo Sanctum has you pulling out giant plugs to fill areas with or drain them of sand, you must spawn lava rock Echoes to cross and ride flava plumes in Eldin Temple, and you must strategically place (or destroy) Armos statues in Faron Temple.

Presentation:
As it’s based on the Link’s Awakening remake, Echoes of Wisdom looks, (mostly) plays, sounds, and feels exactly the same. This is great, for me, as I’m a big fan of the diorama-like, plasticine art style used to bring this epic fantasy world to life. It’s exactly in keeping with the aesthetic of the classic Zelda games and I much prefer the traditional, top-down approach to Zelda. Like Link, Zelda is mute here, talking only through pantomime or Tri, but she gets a chance to show more personality than ever as she’s framed for the rifts and initially goes incognito, meets Hyrule’s various races and helps with their rifts, issues, and worries, and tirelessly traverses both worlds to save her people and rescue Link. Zelda assumes a few different forms with her Swordfighter ability and clothing, though this latter mechanic doesn’t get much attention, unfortunately. This may be the biggest and most diverse 2.5D rendition of Hyrule yet, but it’s easy to explore (even with the rifts) and the fast travel system makes getting around a doddle. All the classic Zelda locations return, with the mischievous, all-female Gerudo waiting in the desert, two warring factions of Zora out by the swamp, and Gorons residing in the mountains. They’re joined by Tri’s people and the yeti-like Condé on Hebra Mountain, yet locations like Kakariko Village, Lake Hylia, and Hyrule Castle all make welcome returns alongside a typical mist-shrouded forest, spooky graveyard, and dingy swamp. As colourful and varied as Hyrule is, the game really impresses and ups its challenge in the ominous Still World, where a desolate void lurks in the background, NPCs are frozen in time, and parts of the environment are scattered about as bizarre makeshift platforms.

The unique story and reimagined locations are married with some all-too-familiar dungeons.

These are areas where Echoes of Wisdom shines best as it mirrors Breath of the Wild and Tears of the Kingdom by offering largely visually uninspiring dungeons. They’re not as confusing or layered as other 2 and 2.5D Zelda dungeons and are surprisingly easy to figure out considering the additional mechanics offering by Tri and the Echoes. It’s not too difficult to work out when you have to latch onto something and move it to higher ground, for example, or hit a faraway switch with something like a Boomerang Boarblin. Suthorn Ruins eases you into things nicely, appearing as an ancient, cave-like temple of cracked walkways and broken paths. Jabul Ruins emphasises swimming, with you avoiding whirlpools and grabbing air bubbles alongside stepping on coloured switches to raise a waterspout in the main chamber. Gerudo Sanctum features a wind gimmick and is structured like a boobytrapped training ground, forcing you to clear away and drain sand to progress, while Eldin Temple is housed within an active volcano. You must ride steam bursts, cross lava, and carefully climb rocky walls to progress. Faron Temple steps up the visuals as it’s housed within the Still World, so it’s got a surreal air to it, dark chambers, and crystals to charge with electrical attacks. Lanayru Temple and the surrounding mountains was probably my favourite area as you must fight against the slippery ice, stave off the frigid cold, and power up machinery to freeze or thaw different rooms. Things go full bonkers when you confront Null, however, as you battle through his insides alongside Link like the Kafai side quest in The Legend of Zelda: Majora’s Mask (Nintendo EAD, 2000) and traverse a fractured, bastardised version of Hyrule to reach the end. The game’s story is primarily told through speech bubbles, though some higher quality cutscenes crop up now and then. Musically, Echoes of Wisdom does well, emphasising more relaxed tunes than usual and peppering remixes of “Zelda’s Lullaby” and the main overture into the mix, though nothing really jumped out at me as very memorable.

Enemies and Bosses:
All the usual suspects return in Echoes of Wisdom, with every enemy (save for their rift-spawned shadows) capable of being spawned as Echoes. You’ll be swatting crow-like Guays and bat-like Keese from the air (with these latter also boasting fire, ice, and lightning variants), slaughtering spear- and sword-wielding Moblins (the tougher variants also boasting shields), and struggling to reflect Octorock’s projectiles without a shield. Lizalfos thrust and leap with tridents, Peahats pop from the ground and fly at you with their bladed underbellies, Mini-Moldorms snake around, Torch and Freeze Slugs crawl along leaving damaging trails, and elemental Wizzrobes teleport about small areas firing magical energy waves. Tektites pounce from the water, Beamos fire lasers from their eyes, snake-like Ropes lurk in grass, and you’ll even track down a super-strong Lynel that’s worth adding to your Echo line-up. ReDeads and Gibdos freeze you with a horrifying scream, Poes become intangible and toss flames from their lanterns, Darknuts wield giant axes, and ravenous Chompfin wait in the sea. There are also some new enemies to contend with, like the rain-spawning Drippitune and distracting Ribbitune (though they pose little threat), the Tweelus rock monsters who fly into a rage when attacked, swooping Albatrawl, and armadillo-like Caromadillo who roll into a ball to attack you. Many enemies receive shadowy variants in and around rifts and some (like the Ball-and-Chain Trooper and White Wolfos) act as mini bosses. Other optional mini bosses appear in side quests: the centipede-like Lanmola lurks in the Gerudo Desert, the Barinade-like Bori is fought in the wrecked ship, the red-hot Volcanic Talus is battled in Summit Cave, and the sentient gas ball Smog is encountered in the Eastern Temple. Naturally, these tend to be tougher battles, with Volcanic Talus being a flaming variant on the Seismic Talus boss battle and Bori emitting a powerful electrical field that’s difficult to avoid as you frantically destroy its mini jellyfish.

Amidst the fun mini bosses, you’ll find dark copies of Zelda and multiple iterations of series hero Link.

There are six mini bosses to contend with across Echoes of Wisdom, with your first being a battle against Ganon himself! This is essentially a stripped down version of A Link to the Past’s final battle as sees you (as Link) swatting Ganon with your sword as he teleports about, tosses his trident, and lunges from across the screen. You must defeat an Echo of Lord Jabu-Jabu to access the Jabul Ruins, and this fight sees you tossing Bombfish when he breaths in deeply and frantically swimming or hopping to wooden planks as he chomps around in the water. In Faron Temple, you encounter the multi-headed plant monster Manhandla twice, with you again stunning it by tricking it into eating Bombfishes so you can sever each head. In the second fight, it sprouts more heads, with two spitting projectiles. Lanayru Temple’s Slime Eye was a bit of a pain as you must avoid being squashed when it drops from above and spawn ice Echoes to freeze it. Each time you shatter it, it splits into smaller forms, which can quickly clog up the screen and make it difficult to avoid taking damage. When in the Stilled Ancient Ruins, Zelda battles her rift-spawned doppelgänger, who floats about and spawns shadow monsters of her own. You must lock onto her and fire your arrows to knock her down, preferably spawning a Lynel to handle her minions and deal big damage to her as she has a lot of help. Additionally, your most persistent enemy in Echoes of Wisdom is a shadowy double of Link who’s fought three times. Each time, he adds a new weapon to his arsenal which you receive upon victory, meaning you must battle against his sword swings, bomb tosses, and arrows. Link fires up to three arrows, charges a Spin Attack, jumps about, and powers up to be faster or spawn duplicates. Still, it’s generally easy enough to distract him with one Echo and spawn another to hit him from behind even with pits or multiple attacks to worry about.

Some large and complex, unique, familiar, and challenging bosses stand in Zelda’s path.

There are also eight regular bosses, with some being returning faces from the franchise. I fought the Seismic Talus first, which circles the arena and rapidly spins its long, rocky arms or slams them to the ground. You must target the exposed core on its back when it’s stunned or distracted, but the weak spot moves as the fight progresses. Next, I battled the fish-like Vocavor underwater in a 2.5D setting. You must grab air bubbles and dodge the whirlpools it spawns and its tail attack, dropping Bombfish to target the growths on its skin and leave it vulnerable for your sword. The giant mole Mogryph burrows under the sand, sending sand plumes at you, and diving across the sand to skewer you. You must trick it into colliding with the statues to stun it, then spawn your own when it takes to the air, watching for quicksand and sand twisters. I was super happy to see Volvagia return in Eldin Temple for a pretty challenging battle. Volvagia’s largely invulnerable when circling and you must avoid falling into the lava or stepping on red-hot tiles. When it pops from a lava pool, fire your arrows or use Tri to tug at its necklace to stun it, but watch for the energy balls and fireballs it spits and its wide-arching head swipe. Another familiar face, Gohma, guards Faron Temple. This time, you must use electrical Echoes to quickly attack the green crystals on her body to stun her, avoiding or burning the webs she spits out and taking out her babies as they appear. As you deal damage, Gohma stomps about and tries to trap you in her pincers and fires a sweeping laser. Skorchill awaits in Lanayru Temple and spins around on the ice, stomping to drop icicles, or switching to its fire helmet to spit fireballs and performing a flaming spin. You must alternate between ice- and fire-based Echoes depending on which helmet Skorchill’s wearing, with it eventually rapidly switching between both forms by the finale.

As tough as Ganon is, newcomer Null pushes your Echo-casting and Tri-throwing to their limit.

Ganon returns in Hyrule Castle, now noticeably more formidable since Zelda lacks Link’s usual attacks. In addition to his massive trident and teleporting antics, Ganon tosses fireballs and goads you into playing dead man’s volley, so be sure to have your Energy Gauge topped up. This was easily the toughest fight of the early game for me since Ganon is very aggressive. However, Ganon’s not the big bad here. Instead, it’s Null, a shadowy being once imprisoned by the Goddesses that somewhat reminds me of Nightmare from Link’s Awakening. The final battle with Null has three distinct phases, with Link joining you for two of them. In the first, you must latch onto Null’s arms and stretch them out so Link and your (Lynel) Echoes can attack. When it hides in the walls, you must avoid the draining goop it spawns and yank on its arms, again relying on Link and your Echoes since Zelda loses her Swordfighter form in the endgame. In the second phase, Zelda battles alone in Null’s bloodstream, like the Vocavor fight, swimming past giant whirlpools and spawning Chompfins to attack Null’s tentacles. The final phase is basically the same as the first, but much tougher. Null has more hands that are harder to snag (seriously, I kept grabbing Link or my Lynel, which was super frustrating!) and transforms into each of the previous bosses and uses their signature attacks, sometimes becoming multiple at once, or mixing and matching them, meaning you could be faced with as many as four Ganons alongside two flying Mogryphs! This was easily the most troublesome phase as the arena is filled with giant enemies and attacks that are difficult to avoid, so it’s best to sneak in a nap when you can or drink some special smoothies to even the odds. After enough hits, you must snag the “Prime Energy” from its body, rapidly tapping A to dispel the creature and restore the land.

Additional Features:
As in every Legend of Zelda videogame, there are numerous Heart Pieces to be found here. You get full ones for defeating each boss, and another heart for every four pieces you find, with forty of them spread across the map. There are also 150 Might Crystals to find which, when taken to Lueberry, will upgrade your Energy Gauge and Swordfighter form. You only need 125 to upgrade everything but, with all 150, Lueberry builds a machine to fill the Energy Gauge at will (not that you’ll need it by then). There are also sixty-nine (…nice) smoothie recipes to make, with you earning new accessories for crafting set amounts, and twenty-eight accessories to find, buy, or earn. There are eleven outfits to wear, though three are unlocked using Amiibos and one is only awarded after finding all twenty-five stamp locations. Each time you fill a stamp card, the Stamp Guy gives you a reward, such as a bottle or golden egg, and finding all twenty-five lets you dress as him. After finishing the game, you get a stamp on your save file and are free to finish up any side quests or tasks, with the map expanded to show any Echoes or collectibles you’ve missed. There are fifty-one side quests, from showing monsters to NPCs, finding a stray horse, talking to local cats while wearing cat clothes, tackling options side dungeons and mini bosses, ferrying items back and forth, locating a possible spy in the Hyrule guard’s ranks, and playing hide and seek. You can also collect acorns for rewards, play the game in the more challenging “Hero” mode, or head to the Slumber Dojo to tackle timed challenges. These see you battling enemies with various restrictions (such as having no Echoes or items at the start, playing in darkness or against elemental forces, or having healing drinks banned) and endure boss rushes, with various awards gifted depending on how fast you complete each challenge (with the final reward being Link’s iconic green tunic).

Final Thoughts:
I was super excited for The Legend of Zelda: Echoes of Wisdom because I was such a fan of the Link’s Awakening remake and this visual style for the franchise. This is the Zelda I enjoy: colourful, oddball, top-down adventuring with a clear progression system, a bunch of collectibles, and fun enemies and bosses to face.  In that regard, Echoes of Wisdom more than delivers with its clear allusions to A Link to the Past, incorporating the side quest tracking and certain mechanics from Breath of the Wild and Tears of the Kingdom, and giving long-time fans something new to experience through Zelda. While the dungeons were somewhat basic, I really enjoyed all the mini bosses peppered throughout the game, especially the fights against Dark Link, and the bosses were surprisingly challenging. Ganon and newcomer Null were especially taxing at times, though I suspect players who take advantage of the smoothie, accessory, and Echo system may fare better. Unfortunately, as fun as the Echo system can be, I wasn’t a fan of how it replaced real-time combat with almost a real-time strategy flavour. Zelda cannot attack unless she transforms into what’s basically Link, robbing her of a lot of agency (especially as she’s known to be a keen archer) and making battles needlessly tedious. The Echoes were good for puzzle solving but even this aspect was downplayed, with many of the puzzles being far too familiar and not as innovative as the system promises. It’s a shame as there’s a lot to like here but it mostly felt like I was playing with a janky debug mode, spawning random crap into each area to see what would happen, which wasn’t that fun as many Echoes are pretty useless. I wonder if a back-and-forth system might’ve been better, where players control Link and Zelda, switching between them depending on the situation. Echoes of Wisdom is still a gorgeous and enjoyable title, however, and well worth your time, I just think it fails to live up to its full potential at times.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to The Legend of Zelda: Echoes of Wisdom? Were you happy to see Zelda take the spotlight for a change? What did you think to the Echo system and how it took control away from the player? Did you enjoy the surreal appearance of the Still World? What did you think to Null and did you also struggle against his final form? Did you ever complete all the side quests and conquer the Slumber Dojo? Which Zelda game is your favourite and how did you celebrate the franchise today? Whatever your thoughts on Echoes of Wisdom, drop a comment down below, go check out my other Zelda reviews, and donate to my Ko-Fi to see more Zelda content.

Game Corner [Sci-Fanuary]: Ristar (Nintendo Switch)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 26 October 2021
Originally Released: January 1995
Developer: SEGA
MobyGames Score: 8.2

Also Available For: GameCube, Game Gear, Mega Drive, Mobile, Nintendo Switch, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation 5, PlayStation Portable (PSP), SEGA Mega Drive Mini 2, Xbox, Xbox 360, Xbox One, Xbox Series S/X

Quick Facts:
Back in the 16-bit era, mascot platformers were king thanks, largely, to the phenomenal success of Sonic the Hedgehog (Sonic Team, 1991). During Sonic’s long and complicated development, a character who could grab objects was pitched but discarded for being too complex. Years later, SEGA revisited the concept, producing a prototype titled Feel, which went through many redesigns and focused more on platforming than Sonic’s fast-paced action. Though the upcoming SEGA Saturn hurt Ristar’s sales, it was praised for its colourful visuals and unique gameplay mechanics and criticised for its lack of innovation and unfair comparisons to Sonic. Despite plans for a sequel and being included in multiple SEGA collections, Ristar has been all-but forgotten, though he did get an unofficial comic strip in Sonic the Comic Online and there have been calls for a revival over the years.

Gameplay and Power-Ups:
Rister is a surreal and vibrant 2D, sidescrolling platformer that, despite some visual similarities to Sonic, emphasises slow, deliberate platforming. Players control the titular Ristar, a cock-sure shooting star who travels across six worlds (called “Rounds”) to rescue his father from evil space pirate Kaiser Greedy. Each Round has three levels (two platforming challenges and a boss battle) and hidden Bonus Rounds. There’s no timer, no high score table (despite players earning points for defeating enemies and collecting gems), and players can only skip to later Rounds with special trophies that reveal passwords. There are two control schemes available so I mapped jump to the A and Y buttons and grab to the B button. Unlike some mascot platformers, Rister doesn’t defeat enemies by jumping on them or using weapons. Instead, he grabs them with his stretchy arms (extending his reach further the longer you hold the button) and rams into them with a headbutt. While this is effective, it can be quite slow and clunky. Players can grab in different directions, and even diagonally, but you may find you miss your target and take a hit. Ristar’s health is measured, fittingly enough, by stars. You can partially replenish it by smashing treasure chests and collecting either a gold or a blue star, which also gift 1-ups. Other treasure chests contain gems for points and Ristar occasionally grabs items, such as a miniature statue of himself or a gemstone, to bypass traps or activate teleporters. Sadly, the combat isn’t very deep; you just grab and smash everything. Sure, you can cling onto enemies to avoid being sucked into a black hole or to resist the flow of water, but you can slam or throw enemies, which severely hampers Ristar’s abilities. He can also swim and, though he’s a bit slippery underwater, he’ll never have to worry about drowning, so that’s a tick in the plus column.

Use Ristar’s awkward grab to bash enemies, explore environments, and tackle troublesome challenges.

Ristar’s grab can also snag ladders, poles, overhead rails, and various other handholds to allow you to climb, clamber across gaps, and even wall climb…to a degree. This mechanic is very finicky and seems contrary to what the game wants you to do, so it’s good that it isn’t mandatory until Round 6. This Round also sees Ristar use anti-gravity sneakers to clunkily swim/fly about, though this is so limited that it’s more of a handicap. Round 5 sees him slide and ski down a snowy mountain, though this is a glorified cutscene, and ends with him tossing snowballs he builds with his idle pose at the boss, while Round 3 sees him pulling levers to activate or turn off furnaces. Each Round features a special Star Handle that spins Ristar around at high speeds. This ricochets him about to bounce up even spike shafts and clear vast distances, though you must angle him just right to get a “height bonus” and clear the level. Other Star Handles transport you to Bonus Rounds, where you have a strict time limit to navigate a brutal obstacle course and retrieve special treasure. You won’t lose health or lives in these stages, but it can be difficult finding and clearing them. Ristar can also smash certain walls or objects to either break them or topple them, create new paths and bridges, and must bash heavy moving platforms in Round 6 that’ll crush him with their massive hit boxes if he’s not careful. This Round also features multiple teleporters that transport Ristar to hazardous corridors where he either battles a mini boss, tosses missiles at cannons, or rips open the background to uncover gems. Very rarely, players red star power-ups make you temporarily invincible. Ristar also smashes enemy-spawning targets in Round 2, which largely takes place underwater and sees players grabbing bubbles to get higher, dealing with rising and falling tides, and fighting to avoid being blasted into a spike wall by the water current. Sadly, there are no autoscrolling sections where Ristar blasts through space to take out enemies like in its visual counterpart, Rocket Knight Adventures (Konami, 1993) and, while you get score bonuses and congratulatory text after each Round, you don’t appear to earn extra lives or continues and, with no high score table, the points are essentially meaningless.

Sadly, Ristar‘s few unique mechanics and vast potential go underutilised.

Ristar is a very slow game. Ristar plods about very lazily and only gets his ass moving when flying at enemies or bouncing around off a Star Handle. The bulk of the game involves jumping across gaps, spike pits, lava, or other hazards, hopping to platforms and using Ristar’s grab to scramble about. Some jumps can be very tricky since Ristar’s reach will just miss, forcing you to take longer or more dangerous paths or to struggle with his wall climb. In Round 1, you grab floating fluff or passing birds to get higher, reach into tree holes for goodies, and smash trees to light up the woods, though spores stick to you and, like the starfish in Round 2, slow you and then explode if you don’t shake them off. Round 3 sees you tossing Ristar statues into glowing spots to avoid being hurt and trapped by cages, and outrunning rising flames to test your platforming and grabbing skills, and you’ll also hold B to raise a pulley and reach higher ground in the factory section. Round 4 has an odd carry mechanic where you grab metronomes and deliver them to singing birds to open new paths, utilising fans and pincers and conveyer belts and defeating enemies before the can steal your item. This Round features a musical theme, with you being bounced about by drums and timing your grabs just right to navigate narrow spiked chasms, as well as flying along on zip wires and hopping past dancing guitars. Round 5 introduces a slipping gimmick where you must time your jumps off icy platforms to keep from looping around, destroy rocks in the underwater cavern, and again deal with Round 2’s rushing water gimmick. Round 6 is, fittingly, the most dangerous, featuring spiked mincers, the slipping gimmick, poles and handholds that switch positions every time you grab them, and an overhead ray that zaps you to the background and forces you to defeat enemies and grab handholds while obscured. Things get quite challenging quite quickly; Ristar has a big hit box and spikes and other hazards are everywhere, meaning things can get frustrating in later Rounds.

Presentation:
Visually, Ristar is one of the most impressive Mega Drive games. The colourful graphics, deep and detailed backgrounds, and vibrant presentation remind me of Knuckles’ Chaotix (SEGA, 1995), as do the wacky Round intro cards, story text, and sprites. Though one of gaming’s oddest characters, Ristar is full of life, sporting a determined frown, gleefully smashing enemies, yelping when hit, and blasting about when launched. Ristar sports a few idle poses that change in Round 4 and Round 5 to show him bopping along to the beat and struggling with the heat, respectively. The game’s story is very simple (and changes depending on your region) but is beautifully brought to life by both text and large, partially animated sprite art. Despite the title screen drawing immediate comparisons to Sonic the Hedgehog, Ristar is like a mish-mash of Sonic, Rocket Knight, Gunstar Heroes (Treasure, 1993), and Disney’s various 16-bit titles with both its gameplay and visuals, though oddly promoting precision platforming rather than fast-paced combat, perhaps to better showcase the stunning, cartoonish visuals and bizarre environments. While there’s no ending cutscene, stills showcase the ending and key moments during the credits and Ristar busts out a fitting victory pose upon defeating each boss and clearing the game. It’s a shame that his enemies aren’t as interesting, with players mostly smashing boring coloured Orblets, Unfortunately, Ristar can’t duck or look up, has no other combat options, forms, or power-ups, and his hit box is quite large. This is compounded by the odd decision the delay between grabbing health-restoring stars and Ristar’s health being restored, meaning you can grab a star and die before it’s added to your tally! As visually impressive as the game is, though, I was disappointed by the less than memorable soundtrack that cheaply recycles sound effects from Sonic 3 & Knuckles (SEGA Technical Institute, 1993/1994) during the final boss battle.

Ristar excels in its colourful, cartoonish visuals, though not in its gameplay.

Though Ristar plays things safe regarding its level themes, each Round is a kaleidoscope of colours and visuals and often depicted as obstacle courses that test your jumping and grabbing, so combat is often secondary. Planet Flora is your typical, grass-themed intro stage, featuring a sprawling valley in the background, bushes you can pass through (and which enemies pop out of), vine-themed handholds, birds flocking by, and Venus fly trap platforms that snap your heels! You venture into the roots of the forest and through a dark wood, with some impressive lighting effects in the boss arena, before heading to the decidedly Atlantis-themed Planet Undertow. You explore (and destroy) ancient ruins and swim through a coral cave (with no fear of falling debris), trashing machines to stop the current. Planet Scorch features a flashing hexagonal floor, an active volcano in the background that rains explosives, and furnaces that you (and enemies) can toggle on. After bypassing the rising flames and outrunning the screen-filling fire wall, you venture into the sweltering furnace and hop across lava pits formed when Orblets activate special bombs. Planet Sonata starts with a fantastic retro sci-fi aesthetic, with Jetsons (1962 to 1963;1985 to 1987)-style futuristic buildings and flying cars, before transforming into a musical-themed stage, featuring flutes, drums, musical sheets, and even a theatre stage for the boss battle. Planet Freon opts for a snow theme, sporting a glowing aurora borealis in the background, sliding Ristar about, and dropping you into a crystal cavern full of waterfalls and frozen frog statues, Planet Automaton is a hazardous robot factory full of spikes, grinders, and teleporters, with robotic nasties being built or guarding each corridor. Finally, Castle Greedy is a surreal alien landscape full of bonkers alien tech where a little spy camera follows you about at the start and you confront the suitable theatrical Kaiser Greedy in his fantastical throne room. There’s a lot to look at in Ristar’s worlds and the colours certainly pop, but I felt a strange absence of gimmicks for each area as the developers relied more on traditional platforming rather than innovative mechanics, best seen when Ristar’s skiing section is relegated to a cutscene rather than being playable.

Enemies and Bosses:
There are a handful of oddball enemies to smash your starry head against in Ristar, with the most common being the various coloured Orblets. While many of these are harmless unless you bump into them, floating about and generally acting as a nuisance or a handhold, others hang from branches in cocoons, endlessly spawn from metallic pots, briefly electrify themselves, or are surrounded by spikes or flames. Each Round also features unique enemies; though most simply hop or jump about, like Planet Flora’s weird rabbits and lizards, the chunky birds swoop at you and perform a torpedo attack. Planet Undertow is patrolled by fish, frogs, electric eels, and seahorse that’ll endlessly attack until you destroy the spawn point. Large, squid-like crustaceans also appear, taking a few hits to put down, and the first projectile-firing enemies appear in the form of that large enemy and the aggressive lobsters that pop up. Planet Scorch features a nasty vulture who grabs you and a slug-like enemy that emits flame bursts, while Planet Sonata is populated by robotic enemies themed around birds and musical instruments. There are purple pipes that must be destroyed to stop them spitting projectiles, dancing robot birds that toss minions, and large robotic woodpeckers that peck you with their beaks. Planet Freon sees spiked fish in the waters, strange, bulbous aliens floating about in water rings, and mechanical baddies that drop icicles. Planet Automaton sees these weird, Slinky-like robots on the walls that spit projectiles and duplicate when hit, UFO-like robots that float by and fire a laser spread, and weird robot poles with two large, spiked fists, alongside missile-firing cannons and the biggest assortment of coloured Orblets yet! Sometimes, you’ll battle a mini boss or a wave of enemies to finish the first level of a Round, such as Planet Flora’s giant snake that popes from holes in the background and the literal waves of Orblets that rain down in Round 2. Planet Sonata sees you battling three robot woodpeckers controlled by a bird maestro, Planet Freon pits you in a snowball fight against a strange, rotund little alien, and Planet Automaton forces you to run a gauntlet of robotic bosses, smashing a bouncy trashcan-like mech and forcing a large battle robot back against the wall with precision hits.

Though innovative and challenging, the bosses aren’t enough to salvage the game.

Naturally, each Round ends in a boss battle, with bosses changing colour as you deal damage and often spawning Orblets as projectiles or distractions. The mischievous imp Rhio possesses Planet Flora’s elder and compels him to float around conjuring snowflake-like projectiles. You must dodge these and smack him to knock Rhio loose and attack, watching for the miniature tornados he conjures. The aggressive hammerhead shark Ohsat darts in from either side of the screen in Round 2, causing rocks to fall and eventually left floundering when each hit you land drains the arena’s water. The mole-like Adahan attacks in Planet Scorch’s volcanic depths, popping from the ground claws first and kicking up dirt. After a few hits, the fight switches to a freefall section where you must hit him as he bounces off the walls, which can be tricky due to Ristar’s janky grab mechanics. Awaueck rains musical notes that are hard to dodge and is only vulnerable when you knock him from his perch. The strange ice monster Itamor tosses bouncing balls and emits a freezing breath, but the mini boss appears to help you by providing hot soup to toss into Itamor’s maw and melt him from the inside out. The battle robot Uranim tosses junk from offscreen before battling you in an enclosed arena. You must smack him a few times to knock him over and then lure the pincer-like tentacle to hit him to cause damage, watching for his jump and ricocheting projectiles. Kaiser Greedy’s right-hand, Ionis, pilots Eyebar -555, a mechanical snake in Round 6 that boasts a boomerang projectile, machine gun and blaster arm, and ricochet bolts. Dodge all this and hit his shield a few times to dislodge Ionis and deal some real damage. Kaiser Greedy then trumps this by floating and teleporting around his throne room, tossing Orblets, firing a lightning bolt, and conjuring an insta-kill black hole! You must anticipate where he’ll be to grab and attack in a very small window, and hold onto any Orblets to avoid a sudden end, in this ridiculously tough finale.

Additional Features:
Ristar offers two difficulty settings, “Normal” and “Hard”, with “Hard” mode reducing your total health to just two stars and “Normal” gifting you four. Beyond that, there isn’t much else on offer here unless you’re playing the Japanese version, which features a different story and some passwords that enable a stage select, time attack, invincibility, and other effects. If you play the Game Gear version, you’ll have a slightly different experience, both graphically and in terms of the bosses and mechanics, while this version allows you to rewind the action and create save states. If you’re playing the version included in the SEGA Mega Drive Ultimate Collection (Backbone Entertainment, 2009), you’ll get an Achievement if you collect five yellow stars, though there are oddly no Achievement specific to Ristar in the SEGA Mega Drive Classics (SEGA/D3T, 2018) collection.

Final Thoughts:
I’ve been enamoured by Ristar for years. As a kid, I was always intrigued by screenshots in gaming magazines and I always wanted to own it based on my love of 2D mascot platformers but never saw a copy in the wild and a decent copy can be quite pricey. Thanks to modern re-releases, Ristar is more accessible than ever…but, sadly, that doesn’t mean it’s really worth your time. The game looks absolutely gorgeous and goes a long way to show what the Mega Drive was capable of with cartoonish, vibrant 2D sprites. Ristar looks fantastic and his worlds are unique and colourful, though sadly lacks memorable gimmicks as the developers prioritised platforming and Ristar’s unique grab mechanic. This is an interesting gimmick, but one that doesn’t live up to its potential. I just wanted Ristar to do more, perhaps throw or slam enemies or something a bit more dynamic than just grabbing handholds and bashing enemies. The gimmick is sadly underutilised and Ristar lacks the speed and action to complete with, much less usurp, Sonic, with Ristar being slow, far too big a target, and far more limited compared to his peers. Ristar is also incredibly challenging, with numerous spikes and hazards sapping your health and continues and so much trial and error that I’ve no idea how people beat it without rewinds and save states. It’s only a short game, but later Rounds are almost unforgiving with their obstacles and tough mini bosses, and it’s not like the ending is worth your time. The bosses were a highlight, for sure, being big and well animated and making you use Ristar’s grab in different ways. It’s just a shame this innovation didn’t translate to the core gameplay to let Ristar chain together grabs, swings, and attacks, which we’d see SEGA arguably do better in Sonic Unleashed (Sonic Team, 2008). In the end, while Ristar impresses with its visuals and beautiful stages, there’s just not enough meat on the bones for it to stand alongside other mascot platformers. I’m glad I finally saw it through, but I’d much rather playthrough Rocket Knight Adventures or Sonic 3 & Knuckles than this one, which is a shame as it had so much potential.

My Rating:

Rating: 3 out of 5.

Pretty Good

Do you think I’m being too hard on Ristar? How do you think it compares to other action platformers? What did you think to the grab mechanic and Ristar’s visuals? Did you also struggle with the late game difficulty curve? Which of the bosses was your favourite and would you like to see Ristar make a comeback? What are some of your favourite sci-fi-orientated videogames? Feel free to share any memories you have of Ristar in the comments, support me on Ko-Fi, and then check out my other sci-fi content.

Game Corner: Shinobi III: Return of the Ninja Master (Nintendo Switch)

Released: 14 March 2018
Originally Released: 23 July 1993
Developer: SEGA
Also Available For: Mega Drive, Nintendo 3DS, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation 5, PlayStation Portable (PSP), Xbox 360, Xbox One, Xbox Series S/X

The Background:
Ninjas were a big deal back in the day, whether they were mutated turtles, rainbow-coloured fighters, or mysterious assassins. Ninjas and videogames went hand in hand, resulting in titles so challenging that they defined a generation of players. Eager to have a piece of that pie, SEGA saw notable success with Shinobi (SEGA, 1987), a difficult but enjoyable arcade title later refined for home consoles. Director Noriyoshi Ohba aimed to make the sequel a technical showcase for the then-new Mega Drive hardware, one purpose-built for home consoles and which became notorious for including unlicensed appearances by pop culture icons. A widely praised release, The Revenge of Shinobi (SEGA, 1989) is now regarded as a classic of its generation and inspired not just a semi-recurring comic strip in the United Kingdom, but also a third game. Originally scheduled for release in 1992, Shinobi III: Return of the Ninja Master was vastly overhauled when the developers were dissatisfied with the original version, leading to a lot of content being cut and replaced with new mechanics. Though largely seen as being much easier than its predecessor, Shinobi III impressed with its refined gameplay mechanics and visual presentation, with many seeing it as the best of the classic Shinobi titles. This positive reception (and the lack of copyright issues compared to its predecessor) no doubt contributed to Shinobi III having a lucrative lifespan beyond the Mega Drive as the game was included in numerous SEGA collections, converted to 3D, and added to the Nintendo Switch’s online service in 2018, which eased the pain of how expensive an original copy can be.

The Plot:
When Neo Zeed returns under the command of the mysterious Shadow Master, the legendary Shinobi, Joe Musashi, fights to end their sinister bio- and cybernetic research.

Gameplay and Power-Ups:
Shinobi III: Return of the Ninja Master is the last of the Shinobi titles released for the Mega Drive and, like its predecessor, is an action/platformer with a strong emphasis on projectile-based combat. Like in the last game, players take Joe Musashi through multiple levels (or “Rounds”), each with at least three stages, though this time there are only seven Rounds. As before, there are four difficulty settings to choose from, with the harder settings dramatically reducing your total life count, and players can continue their game a handful of times if they exhaust all their lives. Unlike in The Revenge of Shinobi, however, Shinobi III’s control scheme is locked to a preset that maps your jump to A, tosses shuriken with B, and activates your “ninjitsu” magic with Y. You can still set how many shuriken you start with, however, and you can still pull off a somersault by pressing A at the height of your jump. Press B when somersaulting to unleash a shuriken spread to take out multiple enemies or press down on the directional pad to pull off a flying kick. As before, Musashi can assume a “defensive pose” to deflect incoming projectiles, but this is now done manually by holding B and you can even do it while crouching and crouch-walking. Shinobi can also dash by quickly tapping left and right, dramatically speeding up the action, wall jump by…jumping off walls…and cross gaps and hazards or navigate stages while clinging to ceilings, pipes, and such by holding B. Various goodies are found by smashing crates, ranging from health-restoring hearts, rare extra lives and ninjitsu replenishments, to additional shuriken and the ever-annoying time bomb. Musashi is far faster and more versatile this time around, moving at a swifter pace and boasting a few additional tricks to make combat and gameplay smoother. It’s still tricky pulling off his somersault and the wall jump can be finicky, but I found Shinobi III far more forgiving than its predecessor and focusing more on action than platforming.

Musashi is faster and more deadly than ever, to say nothing of a master rider and surfer!

Players can once again collect “Power-Ups” to boost Shinobi’s attacks, adding his deadly sword to his melee attack and block and transforming his shuriken into flaming projectiles. Players also gain points for every enemy defeated and item collected, and the end of Round score tally also adds points depending on if you used your ninjutsu magic or your remaining health. By pausing the game, players select which ninjitsu technique to use with Y, with each functioning exactly like The Revenge of Shinobi: Jutsu of Ikazuchi temporarily protects Shinobi with an electrical shield, Jutsu of Kariu summons flaming pillars to damage all enemies, Jutsu of Fushin enhances your jumping speed and height, and Jutsu of Mijin has Shinobi self-destruct (costing him a life) to destroy enemies. Only one of these can be used per life but you gain additional uses by finding items, though I found less use for them this time around as Shinobi is largely grounded and the game encourages you to wall jump and spider-walk to clear gaps. Musashi gains two additional abilities, the first being a horse and the second some bitchin’ surfin’ skills! Round 2 sees you racing across a marsh-like field on horseback, jumping obstacles and taking out enemies with your shuriken or ninjutsu. Round 4 has you surging across the water, jumping off ramps to collect items and avoid mines while defeating waves of enemies, with both instances functioning like autoscrolling shooter. Round 6 also sees you in freefall down a canyon, forcing you to hop to falling boulders to keep from dropping to your doom, while many stages force you to clamber to higher levels by finding surfaces to cling to (which isn’t always obvious).

Though more forgiving, some new gimmicks and refined mechanics add to the challenge.

Shinobi III is much more challenging, overall, than its predecessor, throwing far more enemies and hazards at you but with the caveat that most stages keep you quite grounded and I found extra lives a touch more plentiful. Bottomless pits are commonplace, of course, and many times platforms will either be temporary or will require time bombs to destroy so you can progress, but insta-kill hazards are limited to crushing spikes rather than lava pits. Sometimes, you must time your wall jumps and spider-walk to avoid electrified walls and ceilings; others, you cling to or run across conveyers to progress. There are instances where you ride platforms either across a zig-zag-like track or directly upwards, with Round 2 featuring a vertical autoscroller that’ll see you crushed or left behind if you don’t pay attention. Round 3 dumps you in a disgusting, bio-organic nest where the sticky ground slows your movement and Round 4 sees you hopping to sinking barrels around an oil rig, leaping to firmer ground before you drown. Round 5 mimics a similar stage from The Revenge of Shinobi in that you can somersault over chain-link fences but, this time, you must also avoid hidden mines that eventually explode under your feet! Toxic goop, electrical sparks, and support beams hanging under Neo Zeed’s fancy blimp all make traversal an issue in their own way. Round 7 takes you inside the blimp, where drones attack as you ride a precarious moving platform, while the final area of this stage features platforming and skill-based challenges so troublesome that no enemies are required! As if tricky jumps weren’t bad enough, Round 6 puts you in a mist-filled pagoda where spikes jut from the ground and another damn door maze awaits! This was much simpler to figure out compared to the one in The Revenge of Shinobi (I simply guessed the route by taking the high ground), though made more challenging since enemies respawn each time you looped around!

Presentation:
Although Shinobi III is visually very similar to its predecessor, there have been a few improvements between the games. Musashi still doesn’t have an idle pose, but his sprite is much bigger, more detailed, and versatile thanks to his expanded move set. He now grabs the hilt of his sword when powered-up, cuts a mean pose when surfing, and blood splatters whenever he or his enemies take damage! While many sound effects are unchanged from The Revenge of Shinobi and enemies still explode in spectacular fashion, the soundtrack is overall inferior to the last game. Obviously, I have more nostalgia for The Revenge of Shinobi so I’m naturally biased towards that game, but Shinobi III really disappointed in its tracks, and in the less visually interesting enemies (especially compared to the beta version). However, larger enemies (such as samurai and various mechs) do appear more often, almost as mini bosses, and you’ll face far greater numbers and waves of enemies, with no visible slowdown or performance issues. I liked that the bombs now had a visual timer, the additional weather effects (such as rain, wind, and parts of the environment reacting to these elements), and the greater depth added to the backgrounds. Stages are far more detailed, lively, and have many more instances of parallax scrolling, making for a technically more impressive title. This is best felt in the expanded introduction (featuring a larger, more impressive, animated interpretation of Musashi), the new map screen, and the detailed artwork that pops up after you clear a Round. The game also features more story text at the start and end, and even end credits this time around (though there’s only one ending in Shinobi III).

The visuals and gameplay are vastly improved over the last game, resulting in a more impressive title.

Things start with a visual bang in Round 1’s dense forest, with grass and leaves rustling in the wind, which leads into a dank, dark cave filled with waterfalls and rippling water. I loved the marsh lands and docks that rush past in Round 2 and 4, respectively, which see clouds, kites, and tanks in the distance. The cyberpunk-like city of Round 2, the industrial factory/oil rig of Round 4, and the cybernetic research area seen in Round 5 were all worlds above the visuals offered in the last game, with foreground elements (mostly trees, pipes, and other machinery) bringing each area alive and never being too intimidating in how cluttered they were. While Round 6 was mostly relegated to a grey canyon, I loved the sense of speed as you fall to certain doom, though the night sky and full Moon are done far better in Round 7, where thick clouds rush past. Rounds 3 and 5 impressed me the most, however. Round 3 takes place in an ominous, high-tech bio-weapon facility where Neo Zeed’s bizarre abominations and brain-like experiments slumber or burst free from captivity. This leads to a revolting sewer where Neo Zeed dispose of their toxic waste and experiments, meaning the surfaces are teeming with sticky, biological sludges and malformed monsters lurk. Round 5 takes the military base from the last game and sets it against a raging inferno and explosive oil drums, then sees you slashing through another high-tech factory, this one with molten metal bubbling in the background and ominous, vaguely familiar mechanical dinosaurs waiting to be activated. The final battle occurs in a bizarre, cyberspace-like environment that really messes with your mind, while additional lighting effects and environmental details add a level of polish to the Shinobi formula that keeps it both traditional and bizarre and better showcases the Mega Drive’s power.

Enemies and Bosses:
Neo Zeed’s forces are once again primarily comprised of ninjas and soldiers, though these are noticeably cybernetically enhanced. Ninjas drop from trees, somersault over you, toss shuriken, and fly about on bat-like wings, as before, and come in different colours to indicate when you’re getting closer to the big bad. Larger samurai guard the tunnels in Round 1, slashing an energy wave and cutting with their large katana, though these are defeated as easily as the regular ninjas. The soldiers still fire machine guns, but now use mortals rather than grenades and there are no Marines bolstering their ranks, though red-clad female assassins still pop up. Ninjas now ride futuristic hoverbikes, pilot mechs, and are joined by odd, blowpipe-firing figures and floating kabuki-style warriors who emit flame bursts. Crawling brains and sludge monsters attack in the depths of Neo Zeed’s laboratory, soldiers wield laser rifles, shields, and boomerang-like projectiles, and mutated bugs, laser turrets, and persistent drones also await your presence. Steam bursts from vents, enemies crawl on ceilings like spiders, and more mini bosses appear during your playthrough. These include the return of the agile and Shadow Dancer (who now rains spears while jumping around), a gauntlet against an army of mutated brains as toxic goop bubbles nearby, large mechs that dash and attack with rapid-fire pulse cannons, and Karura, a lance-carrying bird man who attacks as you plummet in Round 6 and becomes invulnerable when seen as a whirring blur of feathers. You’ll also take on another supercomputer, though this one zaps you with an electrical field and fires explosive shells into the arena. Round 4 ends with a two-phase battle against an intimidating mech boss that begins as little more than a giant cannon in the water and soon takes to the air and requires you to blast away its cannon and shield before attacking its main body.

Some bizarre and gigantic bosses set the stage for the game’s formidable final challenge.

The first boss you face is another giant samurai, one mutated to sport four arms (two holding katana and two wielding a spear). Though you can’t hop to the high ground and this guy can dash, it’s easy enough to jump over him, use your somersault attack, or roast him with Jutsu of Kariu. Shinobi III takes a turn into the bizarre and macabre in Round 3, which sees Musashi targeted by a gigantic, malformed blob of mewling flesh while navigating the sewers and then facing off with the ghastly abomination. It lumbers in from the right or emerges from the disgusting ground, tossing chunks of flesh or swiping with its deformed hand, and noticeably degrades as you deal damage to its drooping eyes. While Shinobi III opts not to tow the line between parody and copyright infringement with its enemies and bosses, the developers couldn’t help but include an appearance from Mechagodzilla in Round 5. This gigantic, impressively detailed sprite emerges from the darkness and plods about in the background, breathing fire and raining debris. After destroying its head, it’ll unleash a barrage of projectiles from its chest, making this a tricky encounter even though touching it doesn’t hurt you. Round 6 ends with a rematch against Neo Zeed’s big boss, a squat, masked, demonic figure who whips his hair. This time, the fight occurs in a dark room full of doors that the masked fiend emerges from, tricking you with a duplicate. Though the fight is noticeably easier, it can be tough picking the right one and he becomes more aggressive, flinging a spread of darts after enough hits. This time, the final battle is against the Shadow Master, which is a two-phase affair fought in a psychedelic environment. The Shadow Master is super-fast and aggressive, leaping about, tossing kunai, teleporting, rushing at you with a sword, and delivering an explosive hit. After enough damage, he powers up and tosses energy projectiles, a flurry of blasts, and a charged shot from his arm.

Additional Features:
While Shinobi III is quite a challenge even on “Easy”, you can make things even more difficult by selecting harder difficulties, thus limiting your lives and continues. While you can accumulate points, there’s still no high score table to put your name on, though the “Options” menu has been expanded to include sound effects and voices. As in The Revenge of Shinobi, you can grant yourself unlimited shuriken with a simple trick but, even better, Shinobi III features an invincibility cheat activated by playing certain songs in the right order. Not that you really need that when playing this version of the game as the Nintendo Switch offers rewind and save state features to cut the challenge off at the knees. Finally, if you’re playing the version included in the SEGA Mega Drive Ultimate Collection (Backbone Entertainment, 2009), you get an Achievement for finishing the first stage without a continue and, in the SEGA Mega Drive Classics collection (SEGA/D3T, 2018), you get an Achievement if you beat any level without tossing a shuriken.

The Summary:
I never grew up playing Shinobi III: Return of the Ninja Master, so I don’t have the same level of nostalgia for it as for The Revenge of Shinobi. However, this did everything I’d expect from a sequel: it took what worked in the last game and expanded upon it. The visuals are greatly improved, with Joe Musashi being much faster and tighter to control. His additional moves and abilities were a welcome inclusion, mitigating my difficulties at mastering his somersault and adding an extra layer to the platforming and jumping challenges. I appreciated the added emphasis on fast-paced, hack-and-slash combat and the autoscrolling sections, which nicely broke up the gameplay and served as fun distractions. While the soundtrack was disappointing and I wasn’t blown away by the enemies, the bosses were a big step up from the last game. There are more of them, for starters, and the developers shied away from ripping off pop culture characters for some gruesome, intimidating, and fun affairs that better test your skills as a player. I did find the ninjitsu a bit wasted here, however, and it was a shame Musashi didn’t gain new magic or power-ups to use, but the visual variety offered by the stage design more than made up for it. I appreciated that the game veered more towards the surreal and science-fiction to try and mix things up, and that you were rewarded for playing well in stages. There are few cheap deaths and hazards here, and the game does get very challenging when you’re presented with small platforms, temporary ground, and tricky jumps. I can see this being aggravating on original hardware, but this version of the game makes it a breeze even without the invincibility code. Ultimately, while I would probably still choose to play The Revenge of Shinobi due to my nostalgia for that title, Shinobi III was a worthy follow-up that vastly improved almost every aspect of its sequel, making it equally good in my eyes.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Shinobi III: Return of the Ninja Master? How do you think it compares to The Revenge of Shinobi and what did you think to Musashi’s new abilities? Were you also disappointed by the soundtrack and the lack of new ninjutsu magic? What did you think to the new bosses and how bizarre some of them were? Did you enjoy the autoscrolling sections and manage to beat the game on original hardware? Which Shinobi game is your favourite? Let me know your thoughts and memories of Shinobi III: Return of the Ninja Master in the comments, support me on Ko-Fi, and check out my other Shinobi reviews.

Game Corner: Ninja Gaiden (Nintendo Switch)

Released: 12 December 2018
Originally Released: 9 December 1988
Developer: Tecmo
Also Available For: Mobile, Nintendo 3DS (Virtual Console), Nintendo Entertainment System (NES), Nintendo Wii (Virtual Console), Nintendo Wii U (Virtual Console), PC Engine, Super Nintendo Entertainment System (SNES; remake), Xbox (Unlocked in Ninja Gaiden (Team Ninja, 2004))

The Background:
Whether they were silent assassins working for the US government, mutated turtles, or rainbow-coloured warriors fighting for and against our world, ninjas were a staple of the 1980s, especially in videogames. While often depicted as agile foes, ninjas also made up some of gaming’s most memorable characters and, in 1988, a very particular ninja effectively defined the difficulty of 8-bit games for a generation of players. Developed alongside a beat-‘em-up arcade title of the same name, Ninja Giaden was specifically created to capitalise on the ninja craze of the eighties and marked developer Masato Kato’s first full-time project as a video game designer. Inspired by some of Nintendo’s most popular titles, director Hideo Yoshizawa sought to create both an iconic protagonist and truly challenge players to give them their money’s worth. The game stood out by emphasising story as much as action through impressive, anime-style cutscenes and was re-titled for its North American release. Ninja Gaiden’s difficulty was a major talking point upon release and this reputation grew into legend over the years, with many reviews and online personalities ranking it as one of the most challenging retrogames of all time. Regardless (or, perhaps, because of this), Ninja Gaiden is also noted as one of the best of its era, despite some drawbacks in its design, and it even inspired some well-regarded sequels back in the day, to say nothing of challenging a new generation of gamers through 3D reboots decades later.

The Plot:
When ninja Ryu Hayabusa’s father is seemingly killed in a duel by an unknown assailant, he sets out on a quest for revenge that soon pits him against a demonic entity known as Jaquio.

Gameplay and Power-Ups:
Ninja Gaiden, one of the most notorious and quintessential titles for the classic NES, is a 2D, sidescrolling action adventure in which players assume the role of Ryu Hayabusa, a black clad, katana-wielding ninja who battles his way through six levels (referred to as “Acts”), each with as many as four different screens (or “Areas”), to avenge the supposed death of his father. There are no difficulty options here; instead, you must endure one of the games that defined the term “NES Hard” with only unlimited continues and your own perseverance. Well, that’s not quite true. Ryu Hayabusa is extremely fast, agile, and capable, quickly slashing and defeating most enemies with one hit with a press of B or X and nimbly hopping across gaps, to platforms, and to ladders with A. Each enemy you defeat awards points (though there’s no high score table and these don’t seem to grant you extra lives) or a special jar to restore some health. These are must-have items as you’ll be bombarded by respawning enemies (seriously, they often spawn the second you kill one!) and destructible projectiles. You must also be mindful of the timer, which pushes you to keep moving and risk plummeting your death across the game’s many chasms. Oh, and be wary of the extreme knockback Ryu suffers when hit, which often sends him careening to his death. If you lose all your lives and have to continue, you must start from the first Area of the last Act you played, though the game throws you a bone in Act IV by not forcing you to battle past the penultimate boss more than once.

Slash, wall jump, and toss projectiles at an endless swarm of enemies in this tough platformer!

While Ryu is quick and agile, he can be cumbersome in mid-air and is prone to falling through platforms that are otherwise solid, so you must time your jumps properly, which is easier said than done with the sheer amount of chaos on screen! Ninja Gaiden’s big gimmick is Ryu’s wall-spring jump ability, which allows players to hop between walls and vertical sections by tapping A. This is super fun and utilised perfectly, with Ryu clinging to the wall until you press A and easily hopping to higher ground. However, Ryu’s strangely unable to climb over edges, forcing you to jump to a nearby platform and then jump back to progress, and also cannot drop down a pit even if he climbed up it. These sections never outlive their welcome, however, and, if anything, I would’ve liked to see more of them as opposed to the tricky jumps across bottomless pits! Ryu can also utilise special items, usually by pressing up and B, though these are tied to a “Spiritual Strength” ammo count and are usually best saved for bosses or more hectic sections. Ryu can toss shuriken for a ranged attack and utilise boomerang shuriken, blast a fire wheel in a spread attack, and turn his jump into a bladed somersault with the “jump and slash technique”, which instantly kills all bosses! Each of these costs a different amount of Spiritual Strength, so you must smash lanterns and defeat birds to increase your ammo. I’d also recommend holding down and B when you have the jump-slash since it must be saved for the final boss and costs the most Spiritual Power to use. Players may also find the odd extra life, protect themselves with a rare flaming shield, and even freeze all onscreen enemies with a sand timer, though it’s best to time this just right as you don’t want to take damage from the frozen enemies! Any power-ups are lost between Acts, forcing you to get yourself up to strength for each boss, though every projectile can be destroyed if you time your attack just right and many enemies can be tricked into falling to their deaths or despawning if you can manipulate the screen correctly.

Ninja Gaiden does not let up for an instant and constantly screws you over at every turn.

Ninja Gaiden fully deserves its reputation. I played on the Nintendo Switch, so I had the advantage of save states and rewinds, and even then I could see how challenging this game would be back in the day. Things start off quite tame, to be fair, and you’re introduced to Ryu’s wall-spring jump and the platforming challenges in a way that eases you into the gameplay loop. However, it’s not long before birds are swooping in, ninjas are leaping from offscreen, and enemies and projectiles are filling the screen, screwing up your jumps, knocking you down pits, or whittling down your health bar as you hop and climb about. There isn’t much to the game, technically speaking, with no environmental hazards to worry about save for some dragon-themed turrets and the many pits that fill the stages. there is no lava, for example, no toxic funk, and Act III doesn’t include slippery platforms or icicles. Platforms don’t even move or crumble beneath your feet; they’re just spaced further apart, get gradually smaller or have enemies perched on them, and the game tasks you to clamber up ladders or hop up vertical shafts to progress. Some Areas do have you moving from the right side of the screen to the left, to be fair; each Act has different destructible gimmicks to drop items and power-ups; and you occasionally climb long-ass ladders, avoiding birds as you go. There are no bonus stages to break up the action, however, though the game places a surprising emphasis on story, more so than most games of its era. Ninja Gaiden’s difficulty is in its platforming challenges and the sheer influx of enemies, who constantly fly at you and spawn in no matter how many times you defeat them. They linger right where you need to drop, guard small platforms over pits, and rain down in large numbers, mocking your attacks as you struggle to be quick enough to clear some breathing space. There’s always something else up ahead and you’re constantly being tested, with the game requiring split second decisions and punishing you severely if you hesitate or don’t take risks. The special items certainly help in these situations, but it’s a calculated risk as you don’t want to be left on empty when the boss appears!

Presentation:
I was honestly blown away by Ninja Gaiden. While the game’s a little too zoomed out at times, making the sprites a bit too small and reducing their detail, this greatly benefits the gameplay as you can always see the entire screen and get a better idea of what’s coming at you. Every sprite and projectile stands out against the different, colourful backgrounds and I never lost track of Ryu, even when the game noticeably struggled to keep up with the action. Sprite flickering and screen tearing is common in the later stages of Ninja Gaiden, where the enemy numbers increase, you’re more likely to be tossing projectiles, and the bosses get bigger and more ambitious. Still, I can forgive this as it’s a product of its era and adds to the charm and my progress was never impeded by these issues, just the damn knockback, Ryu’s stiff mid-air movement, and the cacophony of hazards onscreen! While enemies are somewhat basic and Ryu doesn’t have an idle animation, he exudes a lot of personality in his swift movements and fun wall jump and is fleshed out beyond most other 8-bit protagonists thanks to the many anime-style cutscenes that relate the game’s story. These were incredibly impressive, boasting large, partially animated sprite art and a lot of dialogue, even if there were some translation errors. Ryu’s battle sees him accosted by the Central Intelligence Agency (CIA), fall for the beautiful and mysterious Irene Law, learn of an ancient curse on some statues, and get mixed up with demonic forces! Cutscenes occasionally interrupt the gameplay, providing a dramatic view of the ominous Temple of Darkness and seeing Ryu challenged by Bloody Malth, to say nothing of detailing Ryu’s quest for revenge and some unexpected revelations regarding his father! This is all set up from the opening cutscene, which includes some parallax scrolling and sets the standard of the anime aesthetic for the game, though I admit that I wasn’t blown away by the game’s soundtrack, which was fitting for the action but not exactly memorable.

The game’s anime-style cutscenes and impressive visuals were a surprising highlight.

Players battle across some varied, if uninspired, environments throughout Ninja Gaiden, including the city streets (with alleyways, buildings in the foreground, basic skyscrapers in the background, and neon signs to jump to), battle the first boss in a seedy bar, and hop to girders against the rocky walls of a spawling factory. This leads to an outside location where you must hop to stone platforms and pillars against a mountain range, a flowing river with wooden platforms dotted across its surface, and the aforementioned snowy mountaintop where Ryu must climb vines as makeshift ladders. Act IV sees Ryu parachut into an Amazon rainforest, where the background is a mess of tangled greenery and the swamp-like water spells instant death if you slip from the log platforms. This ends with you scaling another mountain and magically infiltrating the Temple of Darkness, a suitably gothic castle full of tracks, mine carts, and featuring a long stone bridge, with dark brick work contrasting the orange foreground. When you venture into the Temple of Darkness, you’re faced with an excruciating grey backdrop, one dotted with demonic statues and imagery, that’s rivalled by Act V’s purple brick background and stone-grey platforms. Thankfully, this eventually gives way to a looming mountainside, and you’re tasked with hopping across some of the game’s trickiest jumps and heading up the mountain, which stretches high into the sky and ends with a castle rooftop set against a cloudy night sky. What really impressed me about this final Area was that it returns as the first Area of Act VI, with you now going to the left for Ryu’s toughest challenge yet! As you venture deeper into the gothic structure, you’re faced with columns, tall walls, and demonic imagery. With more surfaces to cling to, you may find your jumps or progress impeded as Ryu accidentally clings to walls you weren’t aiming for, which is just another headache to contend with as enemies fill the screen and tax the 8-bit hardware to its limit.

Enemies and Bosses:
There are a handful of enemies that stand between Ryu Hayabusa and his vengeance, with most of them being recycled again and again and only becoming more troublesome due to their sheer number and annoying placement. At first, you’re slaughtering street punks who rush you with baseball bats, toss knives, or fist-fight you while wearing boxing gloves. Dogs scramble across the floor at high speed, bats and various birds fill the airspace and screw up your jumps, and even tigers take a shot at you once you land in the rainforest! You’ll come across soldiers who charge at you, fire bursts from machine guns, and wield bazookas, sword-wielding baddies, martial artists who fly at you with a propeller kick, and even brutes swinging maces! Green-clad ninjas rain from the sky and slice at you with katana, Halloween-themed killers toss machetes and axes in sporadic arcs that seem to always hit you thanks to the game’s janky hit boxes, and dragon-themed cannons spit fireballs. Ninjas fly overhead on jetpacks, tossing a spread of shuriken that are all-but-impossible to avoid, gaunt corpses slink about, and Grim Reaper-like banshees chuck wooden swords (or possibly crosses). By far the worst of the regular enemies, in my opinion, are the scythe-tossing minions whose blades fly like boomerangs and are incredibly difficult to avoid or destroy, especially when other enemies leap from offscreen or they respawn half a second after being destroyed! As you play, you’ll inevitably spot the “Enemy” health bar in the heads-up display. This is reserved for encounters with the game’s bosses, the “Malice Four”, and shows you’re doing damage to your tougher foes even if your health is dropping dangerously low.

While some bosses are easily exploited, you’ll need specific special weapons for the final challenges.

The first of the four is the hulking Barbarian, who slowly stalks you in a dive bar and swings a cutlass-like sword up close. You must use your speed and wall-spring jump to outmanoeuvre him, which is easier said than done due to his hit box. The masked Bomberhead awaits in Act II and carries a chain blade that he twirls around and flings your way. This can be tricky to avoid as its direction is seemingly random, but your projectiles serve you well here and you can toss everything since you lose it all anyway. Act III’s Basaquer is much more daunting since he’s far more mobile and harder to hit. He somersaults overhead and kicks up a slew of destructible stones upon impact, but the flame wheel makes short work of him. Act IV forces you to battle two foes at once, each with their own health bar, in an enclosed space, with sprites flickering and the hardware limping along. The large, dog-like Kelbeross hop around and ruin your health bar, but you can position yourself under the pillars to stay safe and whittle them away at your leisure. Bloody Malth certainly cuts an intimidating figure with his ceremonial armour and lightning, but his shield is purely for show so just toss your projectiles until he’s done and don’t fall off the roof! The difficulty really spikes at the end of Act VI, where you face three bosses back-to-back, starting with Ryu’s brainwashed father, attacking an orb rather than his sprite to undo his brainwashing. Then, the demonic wraith Guardia de Mieux/Jaquio attacks, floating above and spitting two fireballs that are virtually impossible to avoid! Honestly, without the insta-kill jump-slash, I have no idea how you’re supposed to beat this guy so be sure to have that item when you reach him or you’ll have to play through Act VI again! Finally, a Xenomorph-like demon represents your final challenge. This is a far easier battle, however, as all you must do is avoid or destroy the fireballs he rains down and attack his dome-like head and spiked tail to reveal his glowing heart, which must be destroyed to gain victory.

Additional Features:
There’s nothing else on offer in Ninja Gaiden, unfortunately. Not even a high score table or additional difficulty modes, which is very rare for a game of this era. There are no cheat codes for the NES version, either, so the only additional features of note are the save state and rewind features offered by the Nintendo Switch. These are a godsend for this game and dramatically reduce the difficulty, replacing it with frustration as you constantly rewind back to undo mistakes, though it’ll be no help at all if you reach Jaquio with anything but the jump-slash!

The Summary:
I’d heard all about Ninja Gaiden and was well aware of its reputation as one of the hardest games of the 8-bit era of gaming. It was a daunting prospect, one I doubt I would’ve tackled without the Nintendo Switch’s modern-day features, but I’m glad that I did. The game is very visually impressive, making the most of the NES hardware and being particularly ambitious with its anime-style cutscenes and story-based narrative. While his sprite is very basic, Ryu Hayabusa exudes a lot of personality and has a remarkable range of movement. There are a lot of special attacks on offer to help keep the game interesting and fun, though it’s incredibly satisfying to slash enemies into an explosion of fireworks with your katana. The wall-spring mechanic was inspired, adding an extra layer of verticality and fun to the otherwise simplistic platforming, with my only note being that I would’ve liked to see more of it! The enemies wore out their welcome very quickly, unfortunately, both visually and with the slew of enemies and projectiles reaching obnoxious levels simply to frustrate players and encourage further rentals. I much preferred the big, more fearsome bosses, though even they are handicapped by a lack of attacks and animation frames. While environments aren’t anything too innovative, I liked how the game emphasised high walls and pillars at times, even if many were purely there to mess up your jumps. The challenge offered by the platforming is truly taxing and I’m sure it tested many NES kids back in the day. The rewind and save states help with this, but you still need a lot of skill, luck, and trial and error to deal with everything happening on the screen. I had a lot of fun with Ninja Gaiden, even in its more frustrating moments, and I was impressed by a lot of it, even when the hardware struggles at times. However, I would’ve liked to see a bit more from the game, be it a bonus round, difficulty options, or more emphasis on the jumping and climbing.

My Rating:

Rating: 3 out of 5.

Pretty Good

Was Ninja Gaiden a beloved addition to your NES library? How did you fare with the game’s challenge and did you ever beat it on original hardware? What did you think to Ryu’s wall-spring jump and special attacks? Did you struggle in the penultimate battle against Jaquio? Which game in the franchise is your favourite and would you like to see the original series re-released on modern consoles? Let me know your memories and thoughts on Ninja Gaiden in the comments, support me on Ko-Fi, and check out my other retrogame reviews on the site.

Game Corner: Sparkster: Rocket Knight Adventures 2 (Nintendo Switch)

Released: 11 June 2024
Originally Released: 23 September 1994
Developer: Konami
Also Available For: Mega Drive, PC, PlayStation 4, PlayStation 5

The Background:
The success of Sonic the Hedgehog (Sonic Team, 1991) saw anthropomorphic mascot platformers become a popular trope throughout the nineties, with a superpowered earthworm, an intergalactic adventurer, and a gun-toting jackrabbit making a rocket pack-wearing possum seem normal! The brainchild of Nobuya Nakazato, the man behind many Contra titles (Konami, 1987 to present), Rocket Knight Adventures (Konami, 1993) was one of the most popular and celebrated Mega Drive titles. Despite a port for the Super Nintendo being allegedly cancelled, Rocket Knight Adventures was followed by two sequels the very next year: one exclusive to the Super Nintendo and the other this notoriously expensive Mega Drive-exclusive title. Although not as well-regarded as its predecessor and seen as inferior to its Super Nintendo counterpart, Sparkster: Rocket Knight Adventures 2 was praised for its colourful gameplay and tweaked rocket pack mechanics. Sparkster: Rocket Knight Adventures 2 inspired a six-part story in Sonic the Comic (1993 to 2002) but the franchise was dead in the water until Climax Studios attempted a revival in 2010, to mixed reviews. However, the game, the other 16-bit Rocket Knight titles, finally received a modern re-release with this Re-Sparked! collection, a widely praised release that came with some fun bonus materials and quality of life features.

The Plot:
When King Gedol’s lizard forces invade the kingdom of Zephyrus and rogue Rocket Knight Axel Gear kidnaps Princess Cherry, Sparkster searches for seven magical swords to oppose the Gedol Empire and best his rival.

Gameplay and Power-Ups:
Just like the other 16-bit Rocket Knight games, Sparkster: Rocket Knight Adventures 2 is a 2D, sidescrolling action platformer. However, unlike the original game and its similarly titled Super Nintendo cousin, there are no run-and-gun elements to Rocket Knight Adventures 2 as Sparkster’s sword has been robbed of its sword beam. This significantly impacts the primary gameplay as you now rely on Sparkster’s bog-standard sword swings, which can fall a little short at times. You attack with Y and jump with B, executing a jump sword swing and clinging to poles using Sparkster’s paws and tail when you jump to them. Unlike in the other games, Sparkster’s rocket pack charges automatically and has different levels of effectiveness depending on how full the meter is. As long as the meter’s at least partially full, you can press A to rocket dash in the direction you’re facing, diagonally to take out turrets, and upwards to get higher. If you press A without a direction, Sparkster spins on the spot to attack enemies and, when the rocket pack is fully charged, Sparkster spirals in a “Screw Attack” (no relation), travels further, and bashes through destructible blocks and walls. While waiting for the meter to charge does take a lot of agency away from the player, it charges pretty quickly and you have far more control over Sparkster off a upwards boost, which greatly aids with reaching platforms. Sparkster can still ricochet off walls to get higher, though this is still underutilised, in my opinion, with Rocket Knight Adventures 2 focusing more on traditional platforming. Players still collect gems for points, though this time there are two types: regular blue ones and red ones that kick-start a slot machine for additional gems, health (now apples and chunks of meat), extra lives, or a rocket pack that instantly sends you flying in a Screw Attack. Naturally, these can all be found in the game’s stages, too, and you receive a score tally after clearing each stage for bonus points.

Sparkster’s sword is nerfed but his rocket pack and mech game are stronger than ever!

Sparkster can also grab the new power-up icon that gifts him a flaming sword to increase your attack power, though you’ll lose this when hit or advance to the next stage and I can’t say I noticed a significant difference, especially as many enemies die in one hit. Rocket Knight Adventures 2 has seven stages and four difficulty settings, with players only seeing the true ending by beating the game’s harder difficulties. Sadly, the shoot-‘em-up stages from the other two games are gone, replaced by three sections where you control Sparkster’s giant mech, the SparkRobo. Two of these are Rock ’Em Sock ’Em Robot battles with Axel Gear that are similar to that one boss from the first game, and the other is a sidescrolling autorunner where you blast enemies from the sky using the SparkRobo’s rocket punch (Y, which can also be charged) and jump over bombs tossed by enemies on the ground (also with Y). Sparkster doesn’t ride any minecarts or miniature mechs here and only has to deal with one autoscrolling section, where players dispatch enemies, destroy or jump to crates, and hop between train carriages to avoid a nasty spill. Spikes, flame plumes and lava, and insta-death traps are still present, however, with quicksand swallowing you, moving platforms ridden past spikes, and even a sand twister tossing you about atop a pyramid in Stage 2. This stage has a higher and lower path, which you may wish to switch between for different rewards and dangers, while Stage 5 features many switches to open doors, doors guarded by projectile-firing gargoyles, and conveyer belts. Stage 2’s pyramid gimmick differs from the Super Nintendo version, featuring a race from rolling balls and false doors that loop you back to the outside until you find the correct path. You’ll also cross lava on moving platforms and by clinging to overhead pipes, which gain destructible spiked hazards and even Gedol henchmen by Stage 5. Stage 3 sees Paeli, leader of Gedol’s lizard ninjas, bombard Sparkster and the blocks of the stage from his airship. This destroys the ground and forces you to take high-speed tubes up to the top of the ship to destroy barriers and drop the ship from the sky.

Presentation:
Sparkster: Rocket Knight Adventures 2 is a bit of a mixed bag, visually, something immediately evident from the lacklustre title screen (simply the game title against a moving sky background). This does pan down into the opening cinematic and mech battle against Axel Gear, however, a fight you can skip if you wish, which causes you to miss a collectible and displays an absolutely garish secondary title screen. Unlike in the Super Nintendo game, stage intros are back but they’re far less visually interesting than in the first game, and every sprite has been redesigned to give it a more anime flair. Although I miss the cute, squat Sparkster of Rocket Knight Adventures, he looks pretty good here and is far more animated. He bops about as if itching to get going, his rocket pack is almost constantly aflame, and he stands heroically when left idle. Sparkster also squeals when hit, reacts when piloting the SparkRobo, has more animation frames, and displays more personality than on the Super Nintendo thanks to Rocket Knight Adventures 2 including more pantomime-like, sprite-based cutscenes. These are similar to those of the first game, seeing Sparkster leap into action when Axel Gear kidnaps Princess Cherry and advance between stages, with elements from previous stages (such as Stage 1’s train) appearing in others. Unfortunately, like the Super Nintendo title, Rocket Knight Adventures 2 cannot live up to or surpass the original’s soundtrack. Things are jaunty enough, for sure, but nothing stuck in my head like the main from the first game. Interestingly, Rocket Knight Adventures 2 does replicate the slowdown from the first game, with the frame rate noticeably dipping when Gedol’s forces drive vehicles or too many sprites and explosion effects appear at once.

The visual overhaul is great for Sparkster but not so much for the enemies and environments.

Perhaps most unforgivably, Rocket Knight Adventures 2 appears far blander than the first game and its Super Nintendo counterpart. Stage 1’s forest section is disappointingly subpar compared to the first game, with the ground being a far more basic block of sprites and the background having little to distract you, even when the overgrown ruins creep into play. The train section adds some spice and variety, for sure, but it paled in comparison to the Super Nintendo title. Similarly, while both games include a desert, they’re rendered very differently. Stage 2 has a neat shifting sand and heat shimmer effect in the background, but its pyramid is blockier and more akin to ruins, making it far less visually engaging than SEGA’s competition. Stage 3 took place atop the pyramid’s ruins and in an airship, which was, again, a far cry from the steampunk-style battle craft from the first game, even with its fake doppelgängers of Princess Cherry and larger, blade-like propellers. Stage 4 was like a poor imitation of a similar city stage from Rocket Knight Adventures; sure, the SparkRobo looks cool (if a tad goofy), but the city lacks the detail and appeal of the first game. Things pick up in Stage 5, which takes place outside and inside King Gedol’s heavily fortified castle-cum-weapons factory. The background is a bit busy at times, but I liked all the moving parts, alternate routes, and the danger brought on by the turrets. While the mech battles against Axel Gear are in bland, dark caverns, you battle him in a traditional swordfight against a grandiose background and confront King Gedol in his opulent throne room. If you find all seven “Keys to the Seal” swords, you’re also treated to a great sprite-based cutscene of Sparkster becoming “Gold Sparkster”, a form he retains for the end credits and loses when he returns the combined magical sword in the game’s ending.

Enemies and Bosses:
Instead of fighting pigs or wolves, Sparkster tackles the lizard forces of the Gedol Empire, whose infantry leaves a lot to be desired. Sure, armoured lizard-men spontaneously appear from boulders or even gems, but it takes a long time before they attack with swords. In Stage 1, for example, they might get the drop on you, but they just charge at you while unarmed; they don’t even lose their armour when defeated, making them far less satisfying to kill. By Stage 5, they’re hiding in large, snake-themed turrets and you’ll battle more formidable forces, such as gun-toting lizards (who oddly explode when defeated) and sword-wielding snakes whose body parts can hit you. Gedol’s forces drive steampunk-style vehicles in Stage 1, flailing their buzzsaw-like arms and forcing you to strike and rocket to safety, and pilot chicken-like mech walkers and float on balloons in Stage 4. Their forces are bolstered by some robotic enemies, such as annoying spiked balls that home in on you in Stage 3 and the returning robotic owls who can screw up your jumps. Interestingly, not only are bosses far weaker when playing on the easier difficulties, but you’ll miss some additional screens and mini bosses if you play on “Easy”. Stage 1 sees you battle a disturbing living plant that can only be damaged by rocketing into its face, which it protects with its extendable arms. You’ll also get an assist from some possum helpers when facing an ugly-ass lizard, with the two of you bouncing about an enclosed arena and the boss tossing bombs or rolling into you. A sentient plume of lava awaits in Stage 2, one that spews a flamethrower and controls the lava and forces you to the rail above to rocket into is face. Finally, there’s a large, robotic lizard face that hounds you throughout Stage 5, dropping spiked enemies, summoning lightning walls and lizard minions, and screwing up your traction with a conveyor belt.

Large bosses can cause a headache with their wide-reaching attacks and limiting your attack window.

The first true boss is a variation of the Raccoon Robot enemy from the first game, this time integrated into a train. You must rocket away from its wide-reaching ball arm and avoid its projectiles, quickly striking the weak spot on the front of the train and dashing to safety as the arm flails wildly, which is quite taxing as the arm covers almost the entire screen and the projectiles can catch you off guard. Stage 2 ends with a gigantic, armoured snake whose only weak spot is its torso. You must dodge its claw arm, which it’ll fire out to reel you in and vigorously shake you, then chase it to the background. While hiding back there, it bursts its long, extendable tail, bursting from the ground and swishes it about, though you’ll also have to watch when it leaps across the tomb. King Gedol’s second-in-command, Paeli, is fought on the roof of his airship and seems to be a sorcerer or genie or something. He fires a flaming shot that both hurts and shrinks you, transforms into a genie-like form, then bursts into harmless miniatures that rain down as bombs and apples. One of these miniatures sparkles, so that’s your target; hit him and Paeli runs around in a panic like Captain Fleagle for you to deal real damage to him. Near the end of Stage 5, tall, spindly robots stomp about, spinning their long, stick-like arms, tossing bombs, and firing lasers. They’re easy enough to take down, even with the rails, conveyers, and enemies nearby, but you’ll then fall into a small arena and battle two of them. One fires pellets, lasers, and spins its arms but, upon defeat, is replaced by its green brethren, who leaps to the ceiling dropping bombs and drops to the floor to be finished off.

Match your skills against Axel Gear then power-up to Gold Sparkster to depose King Gedol.

As in the other Rocket Knight titles, your most persistent foe is the rival Rocket Knight Axel Gear, who you fight in a mech battle at the start. Though this is optional, you’ll miss a Key to the Seal sword and learning the SparkRobo’s controls for later on. You must avoid Axel’s punches and hold A to block when he throws a shot or a projectile. Though you don’t get a projectile attack, you can throw uppercuts with B or Y or hold one of these to charge a straight punch. While this battle is much easier than the top-down mech fight from the Super Nintendo game, it’s no less tedious. Axel constantly guards and backs away and there’s a noticeable delay between button presses that can catch you out. While you don’t necessarily have to win this first mech fight, you will have to in Stage 4. However, to get to this rematch you must race through the streets and avoid Axel’s missiles, hitting them back at him to cause him to flee to his mech. Best his mech (with patience and persistence) and you battle Axel in a sword fight. Axel summons lightning walls that you can ricochet off otherwise they’ll hurt you and Axel again sports the same attacks as you, rocketing about, spinning as a flaming dervish, and swinging his sword. He does tend to hover about doing nothing, leaving himself open, and drops the final Key to the Seal upon defeat. With all seven, Gold Sparkster gets a permanent rocket charge and is much faster, which is very useful in the final fight with King Gedol. This is a two-stage affair, with the lizard king blinding you with a flash and charging lightning bolts from above or spawning a meteor shower. You can only attack him during this charge animation and, after enough hits, he transforms into a gigantic form that takes up the entire background! In this phase, King Gedol fires eye lasers that travel across the floor, walls, and ceilings, ricochet about, or randomly fire in all directions. You must dodge these and rocket into the gemstone that appears on his forehead to finally put him down for good.

Additional Features:
Sparkster: Rocket Knight Adventures 2 has four difficulty settings that fundamentally change the nature of the game, altering the length and challenge of the stages and changing the ending depending on how hard a challenge you set for yourself. You can further adjust the game’s difficulty from the main “Options” menu, changing how many lives and continues you play with. The game also includes a password feature, allowing you to skip to later stages and easily acquire all seven Keys to the Seal. These magical blades are hidden in each stage, sometimes in plain sight and sometimes requiring a bit of exploration to find. You’ll need all seven to play as Gold Sparkster and get the best ending, encouraging a replay or two (though be sure to take out Axel’s mech at the start for the first sword!) This Re-Sparked version also comes with the American and Japanese versions of the game, boasts an awesome anime opening, allows you to apply filters and borders, and negates even the hardest difficulty with a rewind and save state feature. The collection also comes with a boss rush, advertisements and concept art, the box art and manual, and the entire soundtrack for all three games. Those playing the PlayStation 4/5 version can also earn nine Trophies, one for clearing the first five stages, one for beating the game on any difficulty, one for unlocking Gold Sparkster, one for achieving the true ending, and one for beating the boss rush.

The Summary:
I’ve played Sparkster: Rocket Knight Adventures 2 before thanks to the magic of emulation, but never got past the first stage because, as a big fan of the original and an avid Mega Drive collector, I always wanted to own a physical copy of the game. It took a while, but the Re-Sparked collection finally made that a reality, only to present me with a game that’s visually inferior to its predecessor and Super Nintendo cousin in many ways. While Sparkster looks great and there are some interesting effects in some stages, the environments just seem far blander and far less engaging compared to the other 16-bit titles. Honestly, the game made a bad impression from the start and never really recovered; the rocket gameplay is much improved, but the main enemies lack animation frames and personality. The locations lack the steampunk trappings of the other titles and are far more generic which, coupled with the bizarre downplaying of the rocket pack and ricochet gimmick and removing Sparkster’s sword beam, means Rocket Knight Adventures 2 is just another colourful platformer. It’s fun enough, for sure, and some stages have interesting gimmicks, such as zipping through the airship and piloting the SparkRobo, but where are the flying sections? Where’s the quirky humour? Where’s the memorable music? The bosses were decent enough and I liked that you face more of them on harder difficulties. The one-on-one with Axel Gear is probably the best version of that fight, it’s just a shame you have to sit through another tedious mech battle to get to it. Rocket Knight Adventures 2 is also far too linear at times and felt the easiest of the three 16-bit titles, with King Gedol being the simplest of the final bosses and the hardest part being tracking down those hidden swords. In the end, I enjoyed Sparkster: Rocket Knight Adventures 2 but nowhere near as much as I wanted to. It fails to live up to its predecessor, lacks the visual punch of the Super Nintendo title, and was a disappointing experience after years of pining for it.

My Rating:

Rating: 3 out of 5.

Pretty Good

Do you think I’m being too harsh on Sparkster: Rocket Knight Adventures 2? How did you think it compared to the first game and the Super Nintendo sequel? What did you think to the new rocket pack mechanics and the lack of sword beam? Were you disappointed to see the flying sections removed? Did you ever find all the Keys to the Seal and unlock Gold Sparkster? Would you like to see a new entry in the Rocket Knight series? Tell me what you thought to Sparkster: Rocket Knight Adventures 2 in the comments, support me on Ko-Fi, and go read my other Rocket Knight reviews.

Game Corner: Sparkster (Nintendo Switch)

Released: 11 June 2024
Originally Released: 15 September 1994
Developer: Konami
Also Available For: PC, PlayStation 4, PlayStation 5, Super Nintendo Entertainment System (SNES)

The Background:
Sonic the Hedgehog’s (Sonic Team, 1991) incredible success paved the way for a slew anthropomorphic mascot platformers back in the 1990s. We had everything from a heroic frog, a gun-toting jackrabbit, an intergalactic adventurer, a fragile bobcat, and a superpowered earthworm, so why not a possum with a rocket pack? Created by Nobuya Nakazato, who spearheaded many Contra titles (Konami, 1987 to present), Rocket Knight Adventures (Konami, 1993) became one of the most popular and lauded titles for the Mega Drive. Although a SNES port was allegedly cancelled, Rocket Knight Adventures was followed by two sequels the very next year: one a notoriously expensive Mega Drive-exclusive title and this similarly-titled but unrelated SNES-exclusive game. Although largely praised for its visuals and gameplay, Sparkster was criticised for not further expanding upon the first game’s formula and 1994 was, essentially, the end of Sparkster’s brief time in the spotlight. Although Sparkster did get a six-part story in Sonic the Comic (1993 to 2002), he didn’t get a cartoon like his more popular peers and was forgotten until Climax Studios attempted a revival in 2010, to mixed reviews. Sparkster, and its other 16-bit titles, finally got a modern re-release with this Re-Sparked! collection, a well-received release that included bonus materials and quality of life features.

The Plot:
When the kingdom of Eginasem is attacked by Generalissimo Lioness’s Wolf Army and Princess Flora is kidnapped by rogue Rocket Knight Axel Gear, Sparkster fights to save the land.

Gameplay and Power-Ups:
Like its predecessor, Sparkster is a 2D, sidescrolling action platformer with run-and-gun action in which players take control of Sparkster and his rocket pack and battle through a fantasy land infused with a dollop of steampunk madness. As before, players choose between three different difficulties, though you’ll only experience the full game and the true ending by playing on at least “Hard”. To aid with this, Sparkster incorporates a password system, one still relevant as the rewind and save state features won’t help you when you get to a nigh-impossible boss battle in the late game. Sparkster’s entire repertoire of moves and abilities returns alongside a couple of additional abilities. You jump with B and attack with Sparkster’s sword and sword beam with Y. As before, holding this button charges Sparkster’s rocket pack, allowing him to blast off in the direction he’s facing, straight up, or diagonally. If you don’t press a direction, he simply spins on the spot and, when aimed at walls, he’ll ricochet to higher areas. While there’s no need to swim this time around, Sparkster still clings to vines, branches, and poles with his tail and you’ll be hopping, sliding, and jumping to these purchases a lot more this time around. Pressing L or R sees Sparkster perform a flaming kick, of sorts, for an additional attack and mid-air boost, something you’ll be using a lot to reach higher platforms as Sparkster’s otherwise uncontrollable after blasting off. Although there are still no power-ups to collect, you can grab gems to increase your score (and your life count once you get 100 gems), the odd 1-up, and fruit (apples and bananas) to refill your health. There are far more gems this time around as well, possibly to offset the steep difficulty curve, but there are no horizontal sections where you blast along using Sparkster’s rocket pack.

Rocket along for more action-packed adventure and a handful of new gimmicks.

However, the spirit of these sections is evoked when Sparkster hops on a chicken-like mech and races through the jungles in Stage 3. In this long section, you press Y to fire a ring shot from the mech’s mouth while also attacking with Sparkster’s sword beam to dispatch enemies coming from behind. You must also duck under spikes and other hazards, get launched to other mechs, and take out waves of enemies as you race along. Later, in Stage 7, the game adopts a top-down view and you control Sparkster as be flies through space in pursuit of Generalissimo Lioness’s massive ship. In this section, you can still fire Sparkster’s sword beam but can also hold B to fire a spread of pellets to take out turrets and enemies. This is actually a bit awkward thanks to the button placements and it’s easy to miss incoming projectiles as a result, though the section is a burst of exhilarating fun until you get to the near-impassable wall that is a top-down Rock ’Em Sock ’Em Robot mech-battle against Axel Gear. In Stage 4, you use tubes to blast around the interior of an attack submarine and must avoid water jets that blast you into ceiling spikes. Stage 5 sees you venture into a pyramid, one that constantly shifts as you pass door-like tiles. You must shift and rotate the environment to find goodies and progress, which can be very aggravating and confusing as it’s not immediately clear which configuration you need to move on. Later in this same stage, you ride a translucent, rotating triangle platform up a shaft, avoiding spikes as you go, while high-speed tubes masquerading as musical instruments blast you along or send you back a fair bit in Stage 6. This stage also sees you bouncing to drums, riding air currents, and using teleports not unlike those in Rocket Knight Adventures.

New, even cheaper hazards will test your reflexes, patience, and rocket skills.

Sparkster is extremely similar to Rocket Knight Adventures, so much so that, at times, it feels like a SNES reimagining of the first game. You begin in a very familiar medieval forest setting, blast to a steampunk-like ship, and encounter many of the same hazards at times. Similarly, the game’s difficulty curve is slow but steep and things start off easy enough, even with the seemingly endless waves of enemies spawning in, but you’ll soon see boulders transform into enemies, clamber between bars and poles to avoid molten metal, and battle against conveyer belt platforms that push you towards instant-death gears. Giant crushing hazards are also present alongside an odd paint mechanic in Stage 2 that briefly turns you red, sheer drops in Stage 3 where it’s almost impossible to avoid being damaged by robotic owls, and bursts of steam courtesy of wolves running on treadmills in Stage 4, which also includes an all-too-brief pogo mechanic. Stage 4 also sees you frantically outracing a wall of rushing water not unlike the flame wall from Rocket Knight Adventures, except this one pushes you into wall spikes or drowns you in seconds if it overtakes you. Stage 6 also has you quickly hopping between cymbals trying to avoid being crushed when they clap together and falling into the tubas, which warp you back to the start of the obstacle course. Stage 7 is, essentially, a pretty standard top-down space shooter that has you weaving between laser blasts and destroying turrets, while Stage 8 has you traversing a long corridor on a space station and ducking under gigantic missiles that instantly kill you on contact. You’ll also ride a flame burst up a long shaft battling an oddly shaped wolf mech and encounter ceiling turrets that bounce lasers off bug-shaped robots. While instant death hazards and bottomless pits aren’t as prominent in Sparkster and there are far less tricky sections where you’re outracing crushing or dangerous hazards, the gigantic bosses and some cheap moments are sure to wipe out your stock of lives.

Presentation:
Although Sparkster overhauls the graphics and presentation of Rocket Knight Adventures, redesigning Sparkster into a more serious, anime-inspired protagonist, it continues the same cartoonish charm of the first game. Leaner and sporting a grim frown, Sparkster constantly has one paw on the hilt of his sword, glares at you when left idle, and squeals when hit or killed. Sparkster outdoes its predecessor with a more elaborate title screen and opening cutscene, which employs in-game sprites to show Axel Gear kidnapping another princess. This scene, Sparkster’s cannon blast to space, and Axel’s later escape from Sparkster’s wrath all closely resemble cutscenes seen in Rocket Knight Adventures, lending more credibility to my claim that this game is part-sequel, part-remake. Unfortunately, there are far less cutscenes like this in Sparkster, no stage intros, and the music is a far cry from the first game. While it’s jaunty enough, there are no tunes to rival the main theme of Rocket Knight Adventures and, while the game performs far better, with none of the slowdown from the first game, this is greatly aided by Rocket Knight Adventures: Re-Sparked’s “Boost” toggle from the ZL menu. Still, there are a lot of impressive visual effects included here; day turns to dusk turns to night, the Stage 7 missiles have a quasi-3D look, Sparkster’s rocket pack seems to charge faster, and there’s a unique (if odd) feature in Stage 2 where all sprites are rendered as silhouettes behind giant white screens. I also really enjoyed the sense of speed as you race along on your chicken-walker in Stage 3. The environment blurs past and there’s a lot of action here and, thankfully, no bottomless pits or unfair, split-second tests of your reflexes.

Anime paintjob aside, Sparkster rehashes much of the first game in its visuals and mechanics.

Sparkster seems to lean into the steampunk/fantasy aesthetic far more than Rocket Knight Adventures. You start in an open field, hopping to branches and trees, before blasting to Axel’s ship in what’s basically a combination of two stages from the first game. Clouds fly past the ship, which features flashing lights, destructible elements, and wolves popping from holes in the floor. Stage 2 is a cluttered factory that’s a mess of chains, lights, steam, and tubes and can be tricky to navigate as a result. Similarly, Stage 5’s desert exterior can be confusing as many columns and stone blocks obscure you. There’s a neat heat shimmer effect to this stage and I did like venturing into the pyramid; as perplexing as it was, it was far more memorable than the attack sub. You do end up outside this submarine, going to the left side of the screen and taking down biplanes, but it’s a bit dull compared to Stage 6’s bizarre musical-themed world. While this sticks out like a sore thumb against the other steampunk and medieval settings, it’s certainly whimsical and unique, even if it’d be more suitably in Zool: Ninja of the Nth Dimension (Gremlin Graphics, 1992). Stage 7 may just be a space shooter but there’s a lot of detail on the Generalissimo’s gigantic mothership (too much, at times, as turrets, enemies, and projectiles are hard to spot). Generalissimo Lioness’s space station has an impressive curve effect to its long-ass missile corridor, multiple missiles sitting stationary, and claustrophobic missile shafts to ricochet around in. It’s all very visually similar to Rocket Knight Adventures but just different enough to be unique. Still, I would’ve liked a greater visual distinction between the Wolf Army and the Devotindos Empire as the wolves’ armour even flies off like the pig infantry’s and the game ends with a big sprite art of Sparkster flying at the screen, just like before. While this art and the background accompanying the credits is more detailed, it’s still all a little too similar to be truly original.

Enemies and Bosses:
Just as you decimated an army of wacky pigs in Rocket Knight Adventures, so too will you cut through various wolves in your quest to liberate Eginasem. These wolves are functionally identical to the Devotindos Empire’s infantry, charging you with swords and powering defences to keep you at bay. While they don’t wield bazookas, they pop from the foreground, transform from boulders, bounce you back with shields, and wear different outfits depending on which stage you’re on. Various wolf mechs also appear, such as the one fought when you ride a flame pillar in Stage 7, and wolves riding chicken walkers in Stage 5. Stage 5 also sees a wolf pilot the Elephant Robot in a fight that’s functionally identical to the Raccoon Robot mini boss from Rocket Knight Adventures. You must avoid its extending arms and buzzsaw hands (which play the keys at your feet), dodge the explosive maracas, and rocket into the orb on its forehead. Robotic enemies also appear, such as the aforementioned owls (returning from the first game) and various robotic drones shot down in Stage 3 and 7. Robotic shrimp-type-things bounce about on Stage 6, robotic worms pop from walls in Stage 4, and the massive, wacky robot monkey, Ukkey-Ukikky that acts as the mini boss of Stage 1. Ukkey-Ukikky leaps and dives at you, chasing you and trying to stomp you, and becoming more aggressive when you steal its bananas, though it’s not too difficult to rocket-charge into its big, stupid head. You battle a tripod robot not unlike an octopus in the pyramid, one which flies about after a few hits by spinning hits legs like helicopter blades. Stage 2’s mini boss is fought on a rising elevator whose core looms overhead as a glaringly obvious target, one protected by two turrets. You must also defeat a gigantic flying mech in Stage 7, one that punches, fires a spread shot, and explodes in a shower of apples upon defeat.

Gigantic and troublesome mechs box you in and stand between you and victory.

Colonel Wolfheim confronts you midway through Stage 3, piloting a praying mantis-like mech and relentlessly tossing bombs and flailing its long arms. Unlike the fight against Captain Fleagle, you simply attack Colonel Wolfheim’s mech directly rather than reflecting his bombs. Colonel Wolfheim returns atop the attack sub, now commanding a giant cannon protected by smaller turrets. After you deal enough damage, the cannon detaches and is revealed to be a mech, which fires a massive flame burst and swings its spiked arms around wildly. Your best bet is to get behind Colonel Wolfheim’s mech and rocket-burst into it. The first boss is Temper-Drilln, a gigantic suit of golden armour that bursts through the airship’s hull, spawns wolves to distract you, and fires an eye laser. You must hop to its fists as they punch through the floor and time your rocket charge into its eyes to bring it down, a difficult task given the limited room to manoeuvre. Stage 2 culminates in a battle against a massive trash compactor. You can cling to the pole overheard to attack the exposed core and dodge some of its attacks, which consist of debris and buzzsaw-like arms. If you drop down, be wary as the ground is a conveyor belt that causes you to take damage from the boss. Stage 3 ends in an autoscroller battle against the Crazy Caterpillar, a robotic insect that wriggles along an overhead vine and drops parts of its body to bounce and explode into you after taking damage. It also tosses regular bombs and bounces in front of you firing flame bursts that can be hard to avoid given your larger hit box thanks to your chicken-mech. At the end of the desert, you battle a robotic worm around a bunch of ruins, forcing you to platform about to chase it down. It also burrows underground, breathes fire, and splits apart when you hit the glowing red sections of its body. Midway through Stage 8, you attack the core of the Generalissmo’s space station, rocketing into four rotating crystals and destroying the rings that protect it, which speed up as you deal damage.  

The only consolation to Axel Gear being so damn difficult is the final bosses are much easier…

Like in Rocket Knight Adventures, Sparkster constantly pursues Axel Gear, a rival and corrupt Rocket Knight who kidnaps the local princess and evades Sparkster at every turn. You finally battle him at the end of Stage 6 before a giant organ. Like in the first game, Axel Gear has the same abilities as you, ricocheting about, flinging sword beams, spinning into you, and diving with a flaming kick. Thanks to the verticality of the arena, it can be difficult hitting Axel Gear, but it’s nothing compared to the top-down mech battle at the end of Stage 7! Here, you press Y to fire a weak-ass projectile, tap L and R to punch with each robotic fist, and hold the triggers to block. You can hold Y to charge a dash but, in my experience, it did nothing, and I wouldn’t guard for long as Axel destroys your arms. While you can land a few solid shots, Axel constantly has his guard up, rushes you, and obliterates you with an unblockable barrage. I genuinely have no idea how you’re supposed to beat this fight as I was forced to use a password to skip to Stage 8. This is, obviously, Generalissimo Lioness, who breathes fire across the ground, conjures a boomerang-like energy wave, and fires two electrical beams using his sceptre. It’s best to stay in the middle of these, duck under the energy waves, and perfectly time a jumping vertical rocket boost to avoid the Generalissimo’s attacks, attacking whenever you can until his biological visage reveals his cybernetic interior. The final boss, accessed only on “Hard” mode or higher, is the Missile Core, a large, stationary target that fills the screen with flaming projectiles resembling wolf heads, drops spiked mines, and fires a gigantic laser across the screen. You should dash to the far left to avoid the mines and safely destroy the projectiles then rocket-charge into the core, landing a quick sword beam strike before dashing to safety, though the projectiles increase as the fight progresses.

Additional Features:
Rocket Knight Adventures: Re-Sparked includes both the American and Japanese versions of Sparkster alongside the impressive anime opening, different filters and borders, the aforementioned “Boost” toggle, and the incredibly helpful rewind and save state features. The collection also includes a boss rush for the game, various advertisements and concept art, the box art and manual, and the entire soundtrack alongside various Trophies for the PlayStation 4/5 version. These require you to clear every stage (meaning you must play on at least “Hard” mode), finish the game on “Normal” mode, and clear the boss rush. There is also a hidden “Crazy Hard” mode in Sparkster that’s accessed with a push button cheat code and passwords to jump you to any stage on any difficulty, which is basically required as I have no idea how the hell you beat that Axel Gear mech fight!

The Summary:
As a huge, lifelong fan of Rocket Knight Adventures, I’ve always wanted to give Sparkster a go but, being a SEGA kid, I never got the opportunity, which is another reason I’m grateful for Rocket Knight Adventures: Re-Sparked. Although the visuals have been overhauled and are more anime inspired, losing the chubby, chibi-style look of the first game, everything is as colourful and sharp as ever. Sparkster is now grim and serious, constantly ready to fight and ploughing through enemies with a burst of gusto, and has more gems to collect that ever. Interestingly, Sparkster places more emphasis on traditional platforming than its rocket pack gimmick, even omitting the horizontal shooter sections from the first game, which was a bit of a mistake, in my opinion. The chicken-walker chase and top-down space shooter sections had the same energy, but it was disappointing to not do more with the rocket pack. I liked that there were less chase sections and insta-death hazards and there were some interesting new gimmicks, like the shifting pyramid, though it also felt a little too safe. Many sections, cutscenes, and even bosses felt very similar to Rocket Knight Adventures, almost as though the developers wanted to atone for not porting the first game to the SNES. I didn’t mind this, but it felt more like a rehash at times and was especially disappointing as none of the game’s tunes match those of Rocket Knight Adventures. I did enjoy the massive bosses and how they continued to be creative and visually appealing, but that mech battle against Axel Gear can go and burn in hell! Honestly, I was tempted to knock another star off simply for that, and the requirement that you must play on at least “Hard” mode to finish the game. Thankfully, the rewind and save state features eased the pain of these sections but I was annoyed that I needed a password to skip that boss, especially as the subsequent bosses were much easier. In the end, Sparkster is a worthy follow-up that has a lot of visual appeal. It performs really well and challenges even the most seasoned platformer player, but its difficulty curve and more repetitive sections bring it down a notch compared to the first, especially as the develops didn’t take full use of the SNES to expand on the story and in-game cutscenes.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you own Sparkster back in the day? How do you think it compares to Rocket Knight Adventures? What did you think to the anime paint job given to the sprites? Did you ever legitimately beat Axel Gear’s mech and, if so, how? Which of the new gimmicks was your favourite? Would you like to see a new entry in the Rocket Knight series? Whatever you think about Sparkster, share your thoughts below, consider supporting me on Ko-Fi, and check out my other Rocket Knight reviews.

Game Corner: Rocket Knight Adventures (Nintendo Switch)

Released: 11 June 2024
Originally Released: 6 August 1993
Developer: Konami
Also Available For: Mega Drive, PC, PlayStation 4, PlayStation 5

The Background:
Thanks, largely, to the phenomenal success of Sonic the Hedgehog (Sonic Team, 1991), anthropomorphic mascot platformers were all the rage back in the 1990s to the point where, in a landscape featuring a gun-toting jackrabbit, an acrobatic bat, a superpowered earthworm, and an intergalactic adventurer, a sword singing possum with a rocket pack doesn’t seem all that strange! Designed by Nobuya Nakazato, the man behind many of the notoriously challenging Contra videogames (Konami, 1987 to present), Rocket Knight Adventures was lauded as one of the best titles available for SEGA’s all-powerful Mega Drive. Though a popular and well-regarded title, Rocket Knight Adventures was essentially Sparkster’s peak; a Super Nintendo port was allegedly cancelled and its sequels were both region-locked and ridiculously expensive for decades. While Sparkster received a six-part story in Sonic the Comic (1993 to 2002), he didn’t get an animated spin-off like some of his peers and remained in obscurity until Climax Studios attempted a revival in 2010. Mixed reviews notwithstanding, the game captured a lot of Rocket Knight Adventures’ spirit and long-time fans of the franchise finally got a modern re-release of the original three games with this Re-Sparked! collection, a warmly received release that included a handful of bonus materials to celebrate the unfairly forgotten series.

The Plot:
When the Kingdom of Zephyrus is invaded by Emperor Devilgus Devotindos’s pig army, heroic Rocket Knight Sparkster fights to rescue Princess Sherry from the clutches of his rival, Axel Gear, and stop their forces.

Gameplay and Power-Ups:
Rocket Knight Adventures is a 2D, sidescrolling action platformer with elements of run-and-gun action and some sidescrolling shoot-‘em-up sections. Players take control of Sparkster, the titular Rocket Knight, a possum clad head to toe in armour, armed with a sword, and carrying a surprisingly versatile rocket pack on his back. You swing Sparkster’s sword with A or Y, sending out an energy spiral to attack enemies from a set distance, and press B to jump, with Sparkster snagging poles and branches with his tail. By holding A or Y, you charge Sparkster’s rocket pack; once the meter is full and flashing, you can release and Sparkster will fly off in the direction you press. You must often use this manoeuvre to richochet off walls to progress higher in stages, sometimes over lava, and to blast between vines over large, spiked balls. If you don’t press a direction, Sparkster performs a grounded spin attack to deal damage and reflect certain projectiles and Sparkster is often invulnerable when performing his rocket attacks. The rocket pack can take some time to charge so it’s worth planning ahead if you’re looking to quickly blast away and you must often blast off while jumping for additional height, either to reach doors, platforms, or high up goodies. Sparkster has a large health bar (represented by hearts) but it’s whittled down quite quickly. Apples and bananas will partially or fully fill it and you can snag a handful of generous 1-ups along the way. You also earn extra lives if you collect enough points, receiving a bonus at the end of each stage. Before you start, you can also adjust the game’s difficulty, which changes how many lives and continues you have, though trust me when I say the game’s hard enough even on “Easy” mode.

Rocket through colourful stages and take on tricky platforming as the sword-wielding Sparkster.

Occasionally, Sparkster collects a power pack or is dropped into an area where he flies indefinitely. These sections turn the game into a high-speed, action-packed autoscrolling shoot-‘em-up and have you weaving Sparkster between missile and other projectiles while picking off airborne enemies. Sparkster can also swim, automatically treading water and moving through the drink depending on your button presses, attacking with his sword and blasting from the water with his jet pack. However, his movement becomes noticeably sluggish and his hit box alters, making it tricky to navigate the tight, hazard-ladened depths. Each stage tests Sparkster’s platforming and rocket pack skills in different ways, from simple ricochet tricks to jumping to vines and branches, to racing from hazards (such as walls of fire, spiked knights, and crushing floors) that spell instant doom to the Rocket Knight. Platforming is largely satisfactory here and the usual tropes of swinging platforms and precarious handholds appear, but you’ll also be riding mine carts, leaping across bottomless pits and ducking under spiked ceilings. Stage 2 has you pass behind waterfalls using special platforms to progress, Stage 3 sees you using the reflective surface of rising and falling lava to hop to platforms, while Stage 4 has you clambering on the underbelly of Axel’s ship trying not to plummet to your doom. When on the roof, and during the final confrontation with Axel, you battle a strong wind that’ll suck you to an instant death, while Stage 5 has you race through claustrophobic tunnels avoiding knights that kill you on contact. The challenge is palpable but increases as you progress, easing you into the game’s surprising difficulty and introducing new gimmicks that test how you control Sparkster. Unfortunately, there are no power-ups to aid you (no shields or invincibility or anything like that) and you’re limited by your lives and continues, though thankfully this version includes rewind and save state features that finally allowed me to beat the game after more than thirty years!

Various gimmicks and dangerous hazards make the late game a considerable challenge.

It’s not long before hazards become troublesome for Sparkster. Each stage is split into multiple, interconnected areas, with the first stage culminating in you traversing Castle Zephyrus, which is full of burning pits and sees you being chased by a wall of fire. This will instantly kill you if you don’t keep moving, made harder by the stone walls you must hop over and the flame bursts you must duck to avoid, though this is all practice for a similar section in Stage 5, where you must run, ricochet, and jump away from Axel as he pursues in an insta-death mech suit! While it’s simple enough to hop to tree branches in Stage 1, Stage 2 introduces spiked balls to avoid while jumping, while spiked ceilings and surfaces dog both your high-speed jaunts on mine carts and your efforts to control a propeller platform in Stage 5. Stage 4 sees you taking out bazooka-wielding pig soldiers in tight corridors, your progress barred by temporary energy barriers, while Stage 5 introduces the rising floor gimmick that ended my runs as a kid. With enough speed and timing, you can outrun this hazard but it’s very tight, even when abusing the rewind feature. This stage also includes teleporter doors that represent your goal in each section, though they’re functionally no different from the regular doors you enter prior to this stage. Stage 7 introduces a springing ground, almost a quasi-anti-gravity feature, to boost your jumps, though it’s limited to snagging some out of the way goodies and battling a boss. The autoscrolling sections start off simple, with you mowing down aerial enemies and attacking a giant, robotic snake, but your manoeuvrability is tested in Stage 5, where you weave between gigantic missiles and cross-crossing gunfire and engage in glorified dog fights with mech walkers. Things are much simpler when you’re blasting through an asteroid field in Stage 6, though you must still be mindful of the small projectiles that can get lost against the stars. Stage 5 also culminates in you taking control of your own giant mech, though your options are simply limited to stomping back and forth and swinging its buzzsaw arms with A or Y; there’s no block or charge attack or anything.

Presentation:
Rocket Knight Adventures is and always has been a joy to play, purely from a visual standpoint. Released at the peak of the Mega Drive’s popularity, when mascot platformers were extremely popular, the game oozes colourful, cartoonish appeal. Presented with a steampunk-style fantasy land, players explore environments teeming with personality. You see the castle being attacked in the background of the first stage, panicked civilians and chickens run and flutter, and enemies are sent into a panic when hit, running around with their briefs on show! Though he can be a little clunky and his hit box is quite large, Sparkster is a wonderfully realised character. Blasting past the Konami logo at the start and standing proud against the title screen and in the brief prelude, he radiates heroism. Not only does Sparkster bop up and down by default, but he also judges the player when idle and calls to them to get a move on. He also squeals in pain when killed, reacts with panic when falling, and regularly advances towards his objective and enemies in the handful of cutscenes between stages. As if these stunningly lively and detailed visuals weren’t enough, Rocket Knight Adventures is bolstered by an infectious soundtrack, one of my favourites of the era. However, it’s true that the game peaks with Stage 1’s iconic and instantly memorable overture, which is rightly evoked for the end stage score tally. Still, the boss themes are really good and add to the tension when facing these troublesome foes. One negative about Rocket Knight Adventures, however, is the slowdown which occurs when there’s too many sprites on the screen. Thanks to the large scale of some enemies and the many explosions and effects peppering certain moments, the game can struggle along for a few seconds. It’s never impacted my progress, but it is noticeable. Furthermore, the title screen, despite showcasing large sprite art for Sparkster and the game logo, is surprisingly bland, especially compared to the detailed environments.

A visually impressive treat with one of gaming’s best and most memorable soundtracks.

Things start out safe enough with Stage 1’s flat fields, which act as a testing ground for players to test Sparkster’s moves, but even this area is full of detail, from the aforementioned castle in the background to the besieged homes and ransacked environment. As you blast through the skies, mountains and water rush past, with a lovely splash effect appearing as you skim the water’s surface. Sparkster loves to charge head-first into enemy strongholds, the first of which includes busts, skewed portraits, and windows where the first stage’s boss looms. While Stage 2 starts comparatively bland, you’re soon climbing vines and avoiding spikes amidst a large waterfall and racing around on high-speed mine carts. Stage 3 begins in a quartz cavern with a reflective effect applied to the lava, extends to an underwater cavern, and ends with you battling a gigantic robotic fish in a volcano. Stage 4 takes place on Axel’s ship and really leans into the steampunk aesthetic, having you navigate inside and outside the ship, clambering to poles, jumping to platforms, and passing energy barriers powered by pigs on treadmills! Stage 5 takes the steampunk aesthetic to the next level as you blast through the skies of a heavily polluted, heavily guarded pig city. There’s a real depth to the polluted backgrounds that’s married with the mechanical facility to crash into, a robot factory full of narrow corridors and insta-kill hazards. Stage 6 and 7 add a science-fiction twist to the steampunk fantasy and see Sparkster blasting through an asteroid field and infiltrating Emperor Devotindos’s “Pig Star” space station. Though you’re limited to a few rooms and boss battles here, you can see the stars and asteroids in the background and end up falling back to Earth in an escape pod, burning up on re-entry and showered by debris from the exploding space station! The large sprite art returns for the end credits, which feature Sparkster heroically flying towards the camera, and the pantomime-like cutscenes add to the game’s visual charm, with Princess Sherry, King Zephyrus, and Axel gear all exuding the same personality seen in Sparkster’s cartoonish animations.

Enemies and Bosses:
The Devotindos Empire is primary made up of armour-clad pigs, disposable ground forces who stand no chance against Sparkster’s sword and rocket pack. Though they leap from the background, drop down on balloons, and wield swords of their own, the pig infantry is easily dispatched in a single hit. Occasionally, you battle large groups of them, but you can simply rocket through them, making them more of a nuisance than anything. The sailor variants are a bit more formidable thanks to their bazookas and you being confined to tight corridors, as are the jet ski riders, who fire a spread shot while you’re floundering in the water. Pigs also race around in steampunk-style cars and chicken walkers, which can be trickier to put down as they’re much bigger and take more hits to defeat. At least they can be defeated, though, which is more than can be said of the later spiked armour variants. You’ll simply bounce off these guys and be killed if you touch them, so you must run from them and lure them into a molten metal trap to end their threat. Emperor Devotindos bolsters his forces with other robot minions, such as robo-owls who can spoil your jumps and robotic duplicates of himself, which spring to life at the worst possible moments, take a few hits to put down, and offer a significant obstacle thanks to their large hit boxes and pursuing you across the environment.

The piggy pests pilot some perilous mechanical marvels that’ll test your reflexes.

The pig infantry also controls numerous large, steampunk-style craft to act as mini- and end bosses. The first is a lumbering tank that fires slow moving cannonballs and tries to roast you with its flamethrower. Your best bet is to rocket behind it to quickly pummel it, but you’re then forced to avoid and frantically slash it as it pinballs around in the rapids in an exploding frenzy. A large mech greets you at the start of Stage 2, taking up the background and sporting extendable arms with buzzsaw-like hands. You must battle the finnicky swimming controls to avoid being hit, attacking the glowing red sphere on the front of the mech to put it down. Stage 3 sees you battle a gigantic crab mech, attacking its extendable pincers and avoiding its ring shots once they’re destroyed, floating precariously close to the craft to hit its cockpit. This stage ends with you fighting a giant robot fish in a battle not unlike the Lava Reef Zone boss. You must jump to floating platforms, which get faster and faster, avoiding the lava and the shower of pellets the fish spits. When the pilot appears, be sure to smack him a few times and grab the bananas if you’re low on health. A more powerful pig walker attacks in Stage 5, one that fires dual lasers and is protected by an energy barrier you must whittle down before the craft can be destroyed. Finally, Captain Fleagle constantly hounds you in Stage 4. First, he hides behind an energy barrier and tosses bombs which you must reflect back at him (the timing can be tricky and the bombs have a large blast radius, so watch out!) You must avoid Captain Fleagle’s shots on the roof and send him running once more. After knocking sentient bombs onto a flying mechanical pig head on the underside of the ship, Captain Fleagle calls in his large mechanical doppelgänger. Mirroring Captain Fleagle’s movements, this mech causes debris to  by shaking its hips and fires large blasts from its torso, giving you a small window to attack it. Once it’s destroyed, the battered Captain Fleagle runs and jumps around in a panic as the battleship explodes, finally finished for good after a few whacks with your sword.

Giant, steampunk-style robots and mechs often act as gruelling end of stage bosses.

Gigantic mechanical enemies also appear as mini- and end bosses, such as the Snake Mecha that lunges at you in the first flying section and the Big Spider at the end of Stage 1. This thing crashes its head through the castle walls and ceilings, giving you a chance to land some attacks, but you must avoid standing in the wrong place and being smacked by its spiked tail. Stage 2 features a weird collection of spheres, not unlike a mechanical caterpillar, that dives in and out of a waterfall. You must do the same and blast between vines to avoid its wide arc and pummel the weak spot on the end of its tail, which is pretty tricky given the hazardous environment. Stage 2 ends with you battling a menacing steampunk train that charges towards you firing slow shots and then transitions to an upper path, swinging and extending its claw arms, before finally firing bouncing shots from its wrecked behind, its weak spot changing each time. A satellite-like robot challenges you in Stage 6’s asteroid field, blocking your shots with a shield and firing a dual spread shot, and you must take on the strangely sized pig mothership, too. Since this hurts you if you touch it and fires relentlessly, you must target the many turrets to deal damage, switching position as it teleports in and out, taking out its minions, and dispatching its giant mouth cannon before you get fried! As the fight progresses, the cockpit detaches, leaving you to destroy the main body of the ship. However, the cockpit transforms into a mech that fires pellets, a ricocheting laser, and flailing its arms. You must strike the ball it bounces between its hands to deal damage, then fly around as it bounces around the screen in a frenzy, which makes for a troublesome boss due to its large hit box and the lack of health pickups.

Axel Gear and the persistent Emperor Devotindos won’t go down without a fight!

Your most persistent enemy is rival, corrupt Rocket Knight Axel Gear, who kidnaps Princess Sherry and constantly ducks you. When you finally go toe-to-toe with Axel in Stage 5, it’s in a Rock ’Em Sock ’Em Robots mech battle. After racing to your mech, you must avoid his hits and tap A or Y to swing your buzzsaw-like, extendable arms and damage his craft. It’s a bit clunky and difficult to avoid damage but, eventually, Axel’s mech is destroyed. Axel then appears at the end of the asteroid section of Stage 6, now sporting a gigantic laser cannon and firing smaller homing missiles. You must loop behind him to attack and take out his smaller shots, watching for his circular movements as he prepares each shot. Axel than challenges you to a more traditional sword fight mid-way through Stage 7’s gruelling boss gauntlet. Here, Axel sports the same abilities as you, swinging his sword, unleashing a rocket spin, and ricocheting about. Note that your sword beams cancel each other out and he’ll eventually cause explosive decompression! You must cling to the poles, attacking Axel with your sword beam and avoiding his missiles and circle motions, finally flying with your rocket charge when he’s charging his own. Emperor Devotindos is the game’s final boss and certainly doesn’t go down easily! Your first battle isn’t too bad, with you simply dashing from across the screen and charging into the pig monarch, dodging his progressively faster projectiles. After enough hits, he reconstitutes himself into a maniacal cyborg and you must avoid his extendable legs and rocket into him diagonally. Emperor Devotindos downloads his consciousness into the Pig Star’s main core, causing it to float, teleport, and bounce around firing various laser spreads that you must avoid while charging at the small red weak spot. As you escape the exploding Pig Star, Emperor Devotindos (now little more than a television screen) pursues you, thrashing tentacle-like limbs, firing ring projectiles, and barging into you. You cannot attack here and must simply survive until atmospheric re-entry finishes the bovine bastard off, a daunting prospect as Emperor Devotindos is hard to avoid and deals a lot of damage.

Additional Features:
There are four difficulty settings to challenge in Rocket Knight Adventures, with each one altering how many lives and continues you play with and slightly altering the end text. If you beat the game on anything other than the hardest difficulty, you’ll be challenged to try a harder difficulty once the credits have rolled. Interestingly, you can input a code from the pause screen to record your progress as the game’s demo mode, though the level select code apparently only works in the Japanese version of the game. Luckily, Rocket Knight Adventures: Re-Sparked lets you pick between the American and Japanese versions of the game and offers a host of additional features, too. There’s the slick, sexy, anime style opening that makes me wish we’d gotten a cartoon back in the day, various filter and border effects, and the always helpful rewind and save state features. You can also play a boss rush mode and view various advertisements and concept art for the game, peruse the box art and manuals, and freely listen to the game’s kick-ass soundtrack. The PlayStation 4/5 version also comes with numerous Trophies for you to earn, with nine specifically earned from playing this game (best done on the hardest mode to stack them) and clearing its boss rush.

The Summary:
I’ve been in love with Rocket Knight Adventures since I was a kid. I was captivated by its bright, cartoonish visuals and fun, action-packed gameplay from the start and regularly find myself humming that memorable Stage 1 theme in my day-to-day life. One of the biggest gripes of my life-long gaming career is that I was never able to beat this game back in the day; that damn crushing floor always ended my playthroughs. However, this version of the game changed all that. It’s telling that I needed the rewind and save state features to finally beat this game and shows just how challenging Rocket Knight Adventures is. It lulls you into a false sense of security by easing you into the challenge, slowly adding more and more obstacles and insta-death hazards and leaning more on split second reaction times as you progress through its detailed and varied stages. Yet, while the difficulty curve is off-putting at times and the game occasionally seems needlessly unfair and cheap (infinite continues would’ve helped mitigate this), I still find it a hugely enjoyable experience. Sparkster is a fantastic character and often unfairly forgotten in the pantheon of mascot platformers and I loved his sword- and rocket-based gameplay. The ricochet mechanics were a neat feature; however, if anything, they were underutilised and the game relies on traditional platforming tropes and mechanics than its unique selling point, which is a bit odd. I loved all the big enemies and bosses, the switch to sidescrolling shooter sections, and the sheer variety on offer. No two stages are the same and the game’s constantly throwing new gimmicks at you, from mine carts to flying platforms to mech battles and races through mazes. There are few games as visually appealing on the Mega Drive than Rocket Knight Adventures, which has such franchise and merchandise appeal that I’m honestly surprised we didn’t get more games and tie-ins, such as toys and comics and cartoons. Still, that doesn’t diminish how enjoyable Rocket Knight Adventures is. To this day, it’s one of the best platformers on the system and this Re-Sparked version just makes it more accessible and entertaining than ever before.

My Rating:

Rating: 5 out of 5.

Fantastic

Was Rocket Knight Adventures in your Mega Drive library back in the day? What did you think of the rocket-based mechanics and the colourful visuals? Which of the game’s bosses was your favourite? Did you manage to clear the game without modern quality of life features? Which of Sparkster’s sequels was your favourite and would you like to see him brought back from obscurity? Either way, whatever your thoughts on Rocket Knight Adventures, leave a comment below, consider supporting me on Ko-Fi, and check out my other Rocket Knight reviews.