Game Corner: Teenage Mutant Ninja Turtles / TMNT II: The Arcade Game (Xbox Series X)

GameCorner

Released: 30 August 2022
Originally Released: 11 October 1989 (Arcade) / 7 December 1990 (NES)
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Amiga, Amstrad, Arcade, Atari, Commodore 64, GameCube, Nintendo Entertainment System (NES), Nintendo Switch, PC, PlayStation 2, PlayStation 4, PlayStation 5, Xbox 360, Xbox One, Xbox Series S, and ZX Spectrum

The Background:
If you were a kid in the eighties or nineties, you were probably really into the Teenage Mutant Ninja Turtles (TMNT). If, like me, you lived in the United Kingdom, you were probably just as enthusiastic as the Teenage Mutant Hero Turtles but, either way, before Mighty Morphin’ Power Rangers (1993 to 1996) and Pokémon (1997 to present) dominated playgrounds, Christmases, and birthdays alike, kids were transfixed by the Teenage Mutant Ninja Turtles (1987 to 1996) animated series. A toned down version of the original Mirage Comics characters, Ninja Turtles was incredibly popular, spawning not just three live-action movies (of varying quality), comic books, and a fantastic line of action figures but also a whole host of videogames, without perhaps none being more popular than the original Ninja Turtles arcade game. Developed by Konami at a time when arcades were full of amazing side-scrolling beat-‘em-ups, Ninja Turtles may not have been the first videogame based on the franchise but it definitely defined the genre that would prove most popular for subsequent videogame releases, particularly in the arcade. After Konami helped to define what it meant to be “NES Hard” with their original NES TMNT title, which proved to be a huge success at the time, they turned to the incredibly successful arcade game for the sequel, which proved equally popular thanks to its presentation and ambitious recreation of its technically superior arcade brother. In later years, the arcade version of the game was further ported and emulated to numerous consoles over the years but was de-listed from digital stores for the better part of eleven years until both versions were included in this Cowabunga Collection for modern consoles alongside a host of other games and quality of life features.

The Plot:
The Turtles’ arch-nemesis, Oroku Saki/The Shredder, has kidnapped their friend April O’Neil and their mentor and father figure, Splinter, and swamped the streets with his Foot Soldiers and other minions. Understandably unimpressed, Leonardo, Donatello, Raphael, and Michelangelo waste no time in grabbing their weapons and giving chase in a rescue mission.

Gameplay:
Teenage Mutant Ninja Turtles is a sidescrolling beat-‘em-up that supports up to four players; some arcade cabinets were apparently set up to accommodate just two, and to allow any player to select any character but, generally, cabinets were set up specifically for four players to play simultaneously. Each of the four Ninja Turtles is selectable and has specific strengths and weaknesses: Leonardo is the most well-rounded, Donatello is slower but has a longer reach, and both Raphael and Michelangelo have fast attacks but are limited in their range. Each character can perform a flying kick and a super attack by pressing the jump and attack buttons at the same time which, unlike other sidescrolling beat-‘em-ups of the time, doesn’t appear to drain your health. In addition, they can hurl their enemies around for extra damage but there’s no forward dash and very little in the way of intricate combos on offer here; it’s a simple, pure “go right and mash the attack button” beat-‘em-up, with the exception of one level, where the TMNT race around the streets on rocket-powered skateboards.

Fight with the TMNT’s signature weapons, and the environment, but watch out for hazards!

While levels and environments are noticeably sparse, there are a few intractable elements that both benefit and hinder your gameplay; traffic cones and street signs can be hit to damage enemies, you can smash fire hydrants to push enemies away, or blow up groups of them by attacking explosive barrels. At the same time, though, enemies can drop on you from behind signs or pop up from sewer holes and throw manhole covers at you; there’s also some spiked walls, laser turrets, freezing blasts, and electrical hazards that can be difficult to dodge without a dash or roll manoeuvre. The search for their friends and family takes the TMNT from the streets and sewers of New York City to the Technodrome itself; along the way, they battle various versions of Shredder’s Foot Clan and some other familiar faces, such as Bebop and Rocksteady. If you’re really, really lucky, you can pick up a pizza box to restore your turtle’s health, but these are few and far between, so you’ll either need a lot of money to replay after losing a life or, better yet, make use of the infinite credits made available in this version of the game.

The NES version is surprisingly faithful and even includes new additions!

For the NES version of the game, much of the gameplay and combat remains intact and surprisingly faithful, especially considering the NES’s limited hardware. Naturally, you’re limited to two players at any one time, but you can still attack with X and jump with A, pulling of flying kicks and smacking the odd fire hydrant, parking meter, traffic cone, and explosive barrel to help thin out the enemies coming at you. The Foot Clan will still burst out from window sand jump out from the sewer, and you can still fall down the holes they leave behind, but the amount of onscreen enemies is severely limited compared to the arcade game; on the plus side, this makes crowd control a little easier and you’re rarely swamped with too many enemies at any one time. While a bit sluggish compared to the arcade title, the NES version performs far better than other similar 8-bit ports, like Double Dragon (Technōs Japan, 1988), though it helps that the Cowabunga Collection gives you the option to disable slowdown and sprite flickering. You’re still able to go diagonally down or fight on higher panes, too, as well as blast along on your rocket-powered skateboard; the NES version even includes two new stages, a snow-swept New York City and a Japanese dojo, each including new enemies, hazards (falling ice blocks and bamboo spikes), and bosses alongside additional cutscenes, which was a nice and unexpected touch.

Graphics and Sound:
Teenage Mutant Ninja Turtles is presented in the finest 2D graphics of the time; the four turtles and their enemies are large, bright, and well-animated; though they have limited idle animations, each wields their signature weapons and looks ripped right out of the animated series. Environments aren’t incredibly inspiring, however; the streets of New York are surprisingly bland and there’s not much going on in most of the levels. Rats will run by in the sewers, enemies will jump out from behind buildings or burst out from walls, and there are some layers to some levels that allow you to fight on higher ground but, mostly, the environments are lacking much of the character and interaction of later TMNT games (with the exception of April’s apartment, which features some impressive fire effects, and the final Technodrome level).

TMNTAFeatures
Speech bubbles, and funky soundtrack, and cartoony effects add to the game’s charm.

There are some fun elements to be found here, though; the TMNT can fall down open manholes and hide from enemy attacks while peeping at the player; when electrocuted you can see their skeleton, and when caught in Granitor’s flame burst, they’ll appear charred and damaged. When grabbed by enemies or battling certain bosses, little speech bubbles will also pop up, which is quite a fun inclusion, as they implore you to mash buttons to escape. Accompanying these are sound bites, with the TMNT exchanging quips and taunts with certain bosses or rallying each other with a cry of “Cowabunga!” You’ll always know when you’ve picked up health thanks to their triumphant shout of “Pizza time!” and, alongside these, levels are generally filled with some up-beat, catchy tunes that work well with the constant combat and the game also includes an impressive rendition of the cartoon’s iconic theme song.

Although its obviously much more basic, the NES version recreates much of its arcade counterpart.

Of course, the NES version has taken a hit (well, more of a pummelling!) in terms of graphics and audio; the sprites are incredibly basic, featuring little in the way of animation and detailed, and the backgrounds and environments are incredibly empty. However, it’s still a decent conversion of the arcade title; flames still flicker in April’s apartment, the Foot still drives cars and motorcycles at you and burst out from behind billboards, and the game does a pretty good job of translating the arcade’s cutscenes into NES-capable sprite art, even using the in-game sprites at various points to progress the story. The music is equally ambitious; while there are no sound bites included in this version, there’s a nice chip tune version of the TMNT theme and everything sounds very appropriate for the hardware. Although there’s a greater emphasis on text in this version, there is no boss dialogue and bosses don’t sport life bars; the heads-up display is also changed to one that’s far more simplistic and certain graphics, like the pizza, have been redesigned to fit the engine. Yet you can still splash in and out of water in the sewer, still race along on your skateboard, and the developers even included new stages and enemies. Although you can disable sprite flickering and slowdown, however, the game is still quite sluggish, which isn’t helped by the way the characters just shuffle or hop along, and I noticed some odd screen tearing as I was playing. Also, the screen scrolls a little out of synch to your movement, meaning you’re often right at the edge of the screen, which causes it to lag a bit and forces you to hop back more to the middle to keep things moving smoothly.

Enemies and Bosses:
For the most part, the TMNT will be butting heads with various members of the Foot Clan; these come in all different colours and variants, with the regular, easily dispatched foes wearing the common purple and the tougher, weapon-wielding goons coming in red, silver, or yellow colourings. These foes will toss shuriken at the turtles, stab at them with spears, or try to flatten them with comically large mallets, among other weapons. They can also throw manhole covers, dynamite, or massive tyres at the turtles and, later in the game, zap them with laser blasters, charge at them in sports cars and on motorbikes, and chase after them on skateboards and in annoying helicopter-like crafts. You’ll also battle robotic enemies, such as the Mousers (who will clamp onto your arm and drain your health) and Roadkill Rodneys, which race around the screen, whipping at you, and trapping you in an electrically charged tentacle.

TMNTABosses
You’ll battle some of the TMNT’s most recognisable foes.

As for bosses, the TMNT will contend with classic enemies such as Bebop, Rocksteady, and Baxter Stockman. You’ll first battle Bebop and Rocksteady individually, but they later come together to try and crush the turtles; each wields a projectile weapon (Bebop a machine gun, Rocksteady a laser pistol) and can attack with powerful physical attacks, like charging or punching. Baxter, however, will attack from the air, dropping Mousers on you from his craft, while Granitor and General Traag are much tougher thanks to their rock-like hides and roasting you with their flamethrower and rocket launcher, respectively. These two are not only notorious spam-artists, repeating the same attacks over and over again, but at also immune to “God Mode” available in this version of the game. While this normally allows you to defeat enemies and bosses in one hit, Granitor and General Traag will need to be whittled down like in the original arcade release so it’s helpful to be a bit quicker on your toes and use a character with longer reach, like Donatello.

The Technodrome boasts the game’s toughest bosses, even with God Mode activated!

After fighting through the Technodrome, you’ll be attacked by Krang inside his robot body; Krang’s also a bit of a classic arcade spam-artist as he’ll kick you, and zap you with lasers while you’re down to drain your health in no time. Although Krang is also immune to the benefits of God Mode, he is quite the showboat and will pause to gloat about being invincible long enough for you to land a few decent hits. After defeating Krang, you’ll immediately battle the Shredder. Oddly, Shredder attacks alongside shadow duplicates, effectively increasing his attack power and his threat; Shredder swipes at you with his katana but also unleashes a powerful energy blast that regresses your hero back to a regular turtle and is, essentially, a one-hit kill move. As you battle Shredder, he’ll lose his helmet, which is a nice touch, but there’s not a lot of real strategy to any of the boss battles beyond simply avoiding attacks and striking as fast and as often as possible. Amusingly, the Shredder can be defeated in one hit using the game’s God Mode, which significantly downplays his threat compared to the game’s later bosses. One downside to this game is that the bosses don’t have an energy meter, so the only way you know you’re doing any damage or getting anywhere is by noticing when the boss sprites start flashing.

Three new bosses have been included in the NES version of the game.

Many of the enemies and hazards featured in the arcade version reappear in the NES version, with some alterations and limitations; the Foot can still grab you from behind and Mousers will still bite your hand, but shaking them off is clunkier than before and Roadkill Rodneys now simply fire lasers. There is a new variant of the Foot that tosses dynamite at you, however, and the portraits of tigers randomly spring to life in the dojo stage; you’ll also encounter antagonistic snowmen that fire homing missiles at you in the snow-themed stage. All of the arcade game bosses return as well, but again with less dialogue and being far simpler; Rocksteady and Bebop simply blast at you and kick or punch you up close, for example, but you’ll still get (partially) roasted and blasted by Grindor and General Traag’s heavy ordinance. Two new stages means two new bosses, but there’s actually three new bosses in total as Baxter’s fly form replaces the duo of Bebop and Rocksteady at the end of the parking lot stage, hovering about and firing duel lasers from his antennae (or his wings, it’s hard to tell…) Anyway, Tora the polar bear awaits in the frozen New York City, though I never saw him do anything but wander around and punch at me, and the robotic bounty hunter/samurai, Shogun, battles you at the end of the dojo, swiping with his katana while his disembodied head flies about the place. The fight with Krang and the Shredder remain largely unchanged, except Krang’s sprite isn’t very intimidating and the Shredder can’t seem to one-hit kill you this time around; all enemies and bosses can also be defeated in one hit with God Mode activated as well.

Power-Ups and Bonuses:
Oddly, for a sidescrolling beat-‘em-up, there’s very few power-ups on offer here. The only item you can pick up is the health-restoring pizza and you can’t grab other weapons or gain any temporary buffs or bonuses, though it does seem as though this was originally planned for the game before the option was removed during development. The NES version stays true to the arcade in terms of power-ups and such, however I did notice an annoying lack of pizza, which no doubt would make the game more difficult for anyone not playing with the Cowabunga Collection’s enhancements activated.

Additional Features:
In terms of in-game extra features, you’re obviously somewhat limited here as this was a simple arcade release; you can play through again with a different character and try to beat your high score, or play alongside up to four players, but there’s no additional gameplay modes to be found in the game. The Cowabunga Collection adds a whole slew of additional features, however; first, you’ll gain a sweet 70G Achievement for finishing each game, you can use the Left Bumper to rewind the game if you mess up, and press the Right Bumper to bring up a new options menu that allows save states and display options. Even better, you can opt to activate a number of enhancements, such as the aforementioned God Mode that makes you invincible and allows one-hit kills on most enemies and bosses, alongside a level select, the removal of penalty bombs (which instantly kill you if you linger too long), and the ability to play in “Nightmare Mode”, which vastly increases the number of enemies. For the NES version, you can also remove slowdown and sprite flickering, give yourself extra lives, enable “Easy Menu Navigation” (which I found no use for…), and “Fancy Jump Kicks” for increasing aerial attack effectiveness. The best part is that you’ll still get your Achievements even with these activated; you can also play online, make use of a strategy guide, switch between the American and Japanese versions (though there appears to be little difference between the two), view the game’s box art and manuals, and even choose to watch the game play itself if you wish.

The Summary:
Compared to other games of its era and genre, Teenage Mutant Ninja Turtles is surprisingly light on features and content; there’s the most basic levels of combat and content on offer here, which probably puts it below other games of this type, which offer additional power-ups or combat mechanics. Yet, it’s the original Teenage Mutant Ninja Turtles arcade game! Other TMNT games may have perfected the formula but there’s a charming appeal to the original. The classic 2D graphics, the simple beat-‘em-up gameplay, and the catchy, iconic music all make it feel as though you’re playing an episode of the animated series and really evoke the spirit of the influential cartoon. It might be a case of nostalgia goggles forgiving some of the game’s shortcomings but, for a straightforward TMNT adventure, it’s hard to deny that the arcade game is simple, evocative fun through and through. The NES title was legitimately impressive in its ambition; though obviously hampered by the limitations of the NES hardware, this version carries over all of the features of the arcade title (albeit far simpler in their presentation) as well as including new stages and bosses. For those who didn’t have access to Nintendo’s 16-bit console, the NES version of the arcade title is a decent substitute and a surprisingly faithful conversion considering the graphical downgrade, despite the lack of in-game options generally associated with similar sidescrolling brawlers. The additional features offered by the Cowabunga Collection only sweeten the deal; after years of being denied access to these classic titles outside of ROMS or unlockable bonuses, it’s great to be able to jump into them again at my convenience; both are short, snappy, fun-filled adventures that never outstays their welcome and the arcade title is especially important since it laid the foundation for future TMNT arcade titles so it’s a fun way to waste about half an hour of your life (or less if you plough through on God Mode!)

Arcade Rating:

NES Rating:

Rating: 4 out of 5.

Rating: 3 out of 5.

Great Stuff

Pretty Good

Did you ever get to play Teenage Mutant Ninja Turtles out in the wild or own it on the NES? How do you think it compares to other TMNT videogames and similar arcade fighters? What did you think to the NES version of the game, the new stages it added, and the allowances that had to be made? Which of the characters was your go-to and which of the game’s bosses was your favourite? What did you think to the additional features added to the Cowabunga Collection? Which of the four Turtles is your favourite (and why is it Raphael?) Whatever your thoughts on the Ninja Turtles, be sure to share them down below.

10 FTW: Dark Doppelgängers

10FTW

If there’s one thing any hero can count on it’s that, at some point in their illustrious career, they’re going to have to face off against themselves. Sometimes, like with the classic Demon in a Bottle (Michelinie, et al, 1979) this is a metaphorical battle against their own inner demons and foibles but. More often than not, it’s a literal battle against an evil version of the themselves. Sometimes they’re from another world or a parallel dimension, perhaps they’ve used stolen technology or been cloned from the hero; other times, they are of the same race or seek to replicate the hero’s powers and usurp them. Whatever the case, I’ve always enjoyed a good doppelgänger, generally because they’re just like the hero but dark and edgy or more violent and, being as I grew up in the nineties, I like that kind of stuff. An evil version of a hero can help to elevate the hero by allowing them to overcome their failings and, sometimes, will even edge out of villain territory and become either a full-fledged hero in their own right or a line-towing anti-hero. In either case, today I’m going to run through ten of my favourite dark doppelgängers; evil versions of heroes who are just cool through and through.

10DarkLink
10 Dark Link / Shadow Link

First appearing in Zelda II: The Adventure of Link (Nintendo EAD, 1987) this shadowy version of the heroic Link gets the number ten spot purely because he isn’t really much more than a glorified henchmen for main series villain, Ganon. In true Peter Pan (Barrie, 1902) fashion, Dark Link often takes the form of a pitch-black shadow or a dark, distorted reflection and is able to perfectly mirror all of Link’s attacks and abilities. In recent years, he’s appeared more as a phantom and been given more definition but he’s generally relegated to being a sub-boss for a game’s dungeon and never the true threat to the land of Hyrule.

9Wario
9 Wario

Debuting in Super Mario Land 2: 6 Golden Coins (Nintendo R&D1, 1992), this bloated, disgusting, twisted version of Mario is everything Nintendo’s cute and cuddly mascot isn’t: he’s rude, crude, mad, bad, and dangerous. Where Mario jumps on blocks and Koopa heads to save a delightful Princess, Wario barges through walls and tosses his enemies at each other to steal, loot, or recover treasure. Wario even has his own version of Luigi, Waluigi (who exists more for the sake of existing, I would argue) but, while he crashed onto the scene in a big way by taking over Mario’s castle, Wario has softened over the years. He’s transitioned from an anti-hero and begrudging ally to simply a master of ceremonies as Nintendo moved him away from being the star of his own series of unique games and more towards party games and mini games.

8 Black Adam

Created by Otto Binder and C. C. Beck, Teth-Adam was originally gifted the magical powers of the wizard Shazam and chosen to be his champion, Mighty Adam. After being bewitched and corrupted, however, Adam was stripped of his powers and withered away to dust but, centuries later, was reborn when his ancestor, Theo Adam kills Billy Batson’s parents to lay claim to Adam’s power. Black Adam possesses all of the same powers as Captain Marvel/Shazam but is also gifted with a pronounced mean streak and tactical genius; he briefly reformed for a time, even joining the Justice Society of America and building a family of his own, but his quick temper and deep-seated contempt for humanity generally always drives him into a murderous rampage that few heroes can hope to oppose.

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7 Alec Trevelyan / Janus

Appearing in what is still probably the best James Bond film ever made, GoldenEye (Campbell, 1995), Alec Trevelyan (masterfully portrayed by Sean Bean) was one of MI6’s top 00 agents. However, wanting revenge against the British government for the death of his family and comrades during World War Two, Trevelyan faked his death and formed a criminal organisation named after his new alias, Janus. Trevelyan makes the list because he’s everything James Bond (Pierce Brosnan) was but twisted towards villainy; he and Bond were close friends and partners and his “death” weighed heavily on Bond’s conscious for nine years, making his betrayal even more sickening. In facing Trevelyan, Bond not only faces his biggest regret and mistake but also himself and what he could easily become if the fates were different.

6Slash
6 Slash

First appearing in ‘Slash, the Evil Turtle from Dimension X’ (Wolf, et al, 1990), Slash was originally an evil violent mirror of the heroic Teenage Mutant Ninja Turtles who often appeared in Turtles videogames and merchandise as a sub-boss for the Turtles to fight. For me, his most iconic look is when he’s sporting a black bandana, some spiked apparel, razor-sharp, jagged blades, and a heavy, armour-plated, spiked shell. Slash’s look and characterisation have changed significantly over the years as he’s gone from a somewhat-eloquent villain, to a rampaging monster, to an ally of the Turtles depending on which version you’re reading or watching.

5TheMaster
5 The Master

Originally (and, perhaps, most famously) portrayed by Roger Delgado, the Master was a renegade Time Lord who rebelled against his overbearing masters to freely wander through time and space. While this closely mirrors the story of his childhood friend, the Doctor (Various), the Master was the Doctor’s exact opposite: evil where the Doctor was good, malicious where the Doctor was kind, and wanted nothing more than to extend his lifespan, conquer other races, and destroy (or break) his oldest rival. Though sporting a deadly laser screwdriver and able to hypnotise others, the Master gets the number five spot simply because he’s been overplayed to death in recent years. Time and time again we’ve witnessed the Master at the end of his regeneration cycle, or destroyed forever, only for yet another incarnation to appear and wreck more havoc. He’s even redeemed himself and turned good before, and yet still returns to his wicked ways to plague the Doctor even when his threat should long have ended.

4 Metal Sonic

Speeding onto the scene in Sonic the Hedgehog CD (SEGA, 1993), Metal Sonic stands head-and-shoulders above all over robot copies of Sonic the Hedgehog simply by virtue of his simplistic, bad-ass design. A fan favourite for years, Metal Sonic has made numerous appearances in multiple Sonic the Hedgehog (Sonic Team/Various, 1991 to present) videogames, comic books, and other media. Sporting a sleek, aerodynamic design, chrome plating, and a massive jet engine on his back, Metal Sonic did something no one had done at the time of his debut and not only matched Sonic’s speed, but outmatched it on more than one occasion. While Sonic CD is far from my favourite Sonic title, it’s hard to downplay the iconic race against Metal Sonic in Stardust Speedway or his impact on the franchise.

3ReverseFlash
3 Reverse-Flash

Versions of the Reverse-Flash have plagued DC Comics’ speedsters over the years, most notably Edward Clariss (The Rival), Eobard Thawne (Reverse-Flash), and Hunter Zolomon (Professor Zoom). Sporting a yellow variant of the classic Flash suit and shooting off sparks of red lightning, the Reverse-Flash is generally characterised as using his powers to torture the Flash out of a twisted desire to make him a better hero. Reverse-Flash’s threat is increased by his tendency to travel through time, evading death and plaguing different generations of the Flash; Professor Zoom was even able to manipulate the Speed Force to jump through time and appear to be faster than the Flash. Reverse-Flash has also been the cause of numerous agonies in the lives of multiple Flashes; he’s killed or threatened those closest to him (including Barry Allen’s mother) and delights in bringing the Flash to the brink of his moral code.

2JudgeDeath
2 Judge Death

Hailing from an alternate dimension where life itself is a crime (as crimes are only committed by the living), Judge Death is the dark counterpart to no-nonsense lawman Judge Dredd. First appearing in 1980 and created by John Wagner and Brian Bolland, Judge Death assumes the appearance of the Grim Reaper and uses his demonic powers to kill with a touch. Rocking a metal design (recently evoked by the Batman-Who-Laughs, another contender for this list), Judge Death takes Dredd’s uncompromising enforcement of the law and ramps it up to eleven. Alongside his fellow Dark Judges, he once slaughtered over sixty million citizens of Mega City One and, despite his corporeal form being destroyed or trapped, has returned time and time again to bring judgement upon the living.

1 Venom

Perhaps the most popular (or, at least, mainstream) of all dark doppelgängers is the alien symbiote who, when bonded to Eddie Brock (or others), is known as Venom. Created by David Michelinie and Todd McFarlane, Venom began life as a black alien costume that absorbed Spider-Man’s powers and abilities and sought to permanently bond with him. When Spidey rejected it, it turned to Brock and, through their mutual hatred of Spider-Man, Venom was born. Sporting a super simple design (pitch-black with a white spider logo, emotionless white eyes, deadly fangs and claws, and a long, drooling tongue), Venom plagued Spidey for years. Immune to Spidey’s Spider-Sense and sporting all his powers, but double the strength and viciousness, Venom has evolved from a sadistic villain, to an anti-hero, to all-out hero over the years but, thanks to their equally violent offspring, has been the source of much death and woe to Spider-Man since day one.

0CrimeSyndicate

What dark doppelgänger is your favourite? Were there any I missed off this list, or do you, perhaps, feel the evil copy is a played out trope? Drop a line in the comments and pop back for more lists and articles.

Game Corner: Wario Land II (Nintendo 3DS)

GameCorner
WarioLand2Logo

Released: 2012
Originally Released: February 1999
Original Developer: Nintendo R&D1
Also Available For: Game Boy Color

The Background:
Super Mario Land 2: 6 Golden Coins (Nintendo R&D1, 1992) didn’t just blow its predecessor out of the water in terms of graphical and gameplay improvements, it also introduced the gaming world to one of my favourite characters of all time Wario, Mario’s evil doppelgänger, for the first time. While it would be some time before Wario made the jump to a main Nintendo console, and before he was relegated to simple mini games and cameo appearances, Mario’s evil twin thrived on Nintendo’s handhelds. First, he usurped the Super Mario Land franchise with Wario Land: Super Mario Land 3 (ibid, 1994), which led to a slew of sequels on Nintendo’s handheld systems.

The Plot:
After besting Captain Syrup and her Black Sugar Pirates, Wario is rudely awakened one day to find his castle has been flooded and ransacked by Syrup and her goons; enraged, he sets off to recover his loot and get his revenge.

Gameplay:
Wario Land II is a sidescrolling, 2D action/platformer; players control Wario as he journeys across a variety of worlds, collecting Yellow Coins and dispatching enemies with Wario’s patented Dash Attack and Ground Pound. Wario controls almost exactly as he did in the last game; he can jump on most enemies to stun them so he can pick them up and throw them, or just barge them with his Dash Attack. However, the knockback from enemy attacks is a considerable frustration; not only do you lose vital Coins, you also bounce back quite a way, which can be extremely annoying and lead you to drop to lower levels. What sets Wario Land II apart from its predecessor, and other Mario videogames, is Wario’s inability to die; when hurt by enemies or traps, Wario will lose some of the Coins he has gathered or be transformed into one of a number of different forms.

WarioLand2Forms
Rather than dying, Wario is transformed, allowing access to new areas.

These transformations are essential to navigating the different worlds Wario travels to and uncovering Wario Land II’s numerous secrets; hidden in every world is a piece of treasure, which Wario must earn by matching panels. As with its predecessor, finding the doors to these treasure rooms is no easy feat and Wario must navigate through some tricky puzzles and traps in order to find every piece. Once a world is completed, the player can also earn a Picture Piece to complete a map to the pirate’s treasure by completing a number-matching game. Wario Land utilised a map hub world similar to Super Mario Land 2 but Wario Land II is far more linear…or so it would seem. In actuality, there are many branching paths the player can take as they play; even inaction at the start of the game will lead Wario to different worlds and treasures. Once you finish the game, you gain access to the Treasure Map, which details all the different paths, allowing you the chance to recover the entirety of Wario’s missing loot and reach the true finale.

Graphics and Sound:
Wario Land II represents a time far removed from the basic, unremarkable presentation of Super Mario Land (ibid, 1989); characters and levels are brought to life through large, charming sprites that are a far cry from the first game’s monochrome offerings.

WarioLand2Graphics
Everything looks and sounds pitch-perfect here.

There are a lot of familiar sounds here that return from Wario Land, all of which add to the quirky, slightly off-kilter nature of Wario and his world. Nintendo walked a fine line between familiar and unique but executed this perfectly so that playing Wario Land II is unlike playing any other Mario title from that era and yet recognisable enough so that anyone who played its predecessor will feel right at home with familiar sights and sounds.

Enemies and Bosses:
Many of Wario Land’s generic enemies return here (such as the boomerang-wielding D.D and the Pirate Gooms) but there’s plenty of new and unique baddies to encounter; there’s a little mole cook who will fatten Wario up, pirate pecans who spit fish at you, zombies, and a fishing penguin who lures you in with fake Coins.

WarioLand2Bosses
Wario Land II has some weird-ass bosses on offer.

As for bosses, Wario Land II doesn’t disappoint and continues the tradition Super Mario Land 2 started with having big, oddball bosses; Wario will face off against the likes of a giant snake, a basketball-throwing rabbit, a giant dinosaur-like bird, and Captain Syrup herself. Though they can usually be defeated with a few well-placed bops to the head, each boss has a specific attack pattern and various phases; many will blast Wario out of the boss room entirely, forcing you to trek back around and start again or require a certain method to injure them (like dunking them through a basketball hoop or blasting lava at them).

Power-Ups and Bonuses:
In Wario Land, Wario controlled very similar to Mario; when hit, he reverted to a smaller form and he collected Power Up Pots to can new abilities. As mentioned above, though, Wario Land II ditches the traditional power-ups in favour of some truly weird transformations.

WarioLand2Conditions
Each transformation has its own benefits.

Certain enemy attacks will trigger a transformation in Wario that is necessary to reach other areas of each world and hidden secrets; Wario transforms into a burning ball of fire when set alight, becomes a zombie to drop to lower levels, or swells up to balloon-like proportions to reach higher levels, amongst other transformations. Part of Wario Land II’s gameplay is figuring out which enemies trigger a transformation and how to use that transformation in each area. It’s only by utilising all the tools at Wario’s disposal that players will be able to conquer each world, all the different branching paths, and access the secret final chapter, which is a time attack challenge through Syrup Castle.

Additional Features:
Collecting all the treasures in the game and completing the Picture Piece map doesn’t just allow you access to Syrup Castle, though; it also unlocks Flagman D-D, a remake of the Game & Watch mini game Flagman (Nintendo, 1980). This inclusion, and Wario Land II’s increased use of mini games compared to its predecessor, could be said to foreshadow Wario’s later preference towards mini games rather than fun little action platformers like this.

WarioLand2Conclusion

The Summary:
Wario Land II takes everything you knew from its predecessor and changes it just enough to deliver a unique gaming experience; appearing far more linear, the game hides many secrets and branching paths in a far more subtle way compared to Wario Land, meaning the no two players will have the same gameplay experience. Fittingly, Wario feels heavy and cumbersome; unlike Mario, he’s not build for precision platforming, which may be why Wario Land II substitutes such gameplay for simple puzzles, mazes, and alternative routes accessed by Wario’s transformations. Yet, at the same time, there seems to be a slight lack of polish to Wario Land II that can make some sections and bosses battles needlessly frustrating. However, the unique aspect of being immortal and changing forms to reach new areas, coupled with the chirpy tunes and big, quirky sprites make this a joy to play as no challenge presented by Wario Land II ever feels game-breaking or impossible.

My Rating:

Rating: 3 out of 5.

Pretty Good

What are your memories of Wario Land II, if any? Do you like Wario and, like me, wish he would return to a more prominent position? What was your favourite of the Super Mario titles on the original Game Boy? Leave a comment below and share your thoughts.

Movie Night: Pokémon: Mewtwo Strikes Back – Evolution

MewtwoEvolutionLogo

Released: July 2019
Director: Kunihiko Yuyama and Motonori Sakakibara
Distributor: Toho
Budget: $27 million
Stars: Sarah Natochenny, Michele Knotz, Bill Rogers, Ikue Ōtani, James Carter Cathcart, Michele Knotz, Dan Green, and Kōichi Yamadera

The Plot:
Cloned from the genetic material of the rarest Pokémon of all, Mew (Yamadera), and enraged at his mistreatment at the hands of humans, the Psychic Pokémon Mewtwo (Green) lures Ash Ketchum (Natochenny) and his friends to its island to witness its plan to enact revenge against all humanity.

The Background:
No doubt you are familiar with Pokémon (Nintendo/Creatures/Game Freak, 1995 to present), a role-playing videogame for Nintendo’s Game Boy and handheld consoles that, with no exaggeration, took the world by storm back in the late nineties. Everyone who was anyone rushed out to buy a copy of Pokémon: Blue Version or Pokémon: Red Version (ibid) back when they first released and, before long, kids everywhere were hooked on the seemingly never-ending stream of multimedia merchandise released by Nintendo. Chief amongst these was the still-ongoing Pokémon (1997 to present) anime series which, while somewhat removed from its videogame source material, nonetheless enthralled kids everywhere and, perhaps inevitably, led to the production of a feature-length animated movie, Pokémon the First Movie: Mewtwo Strikes Back (Yuyama, 1998). Then, for whatever reason, the decision was made, in the midst of a soft reboot to the Pokémon film series and anime alike, to remake this iconic movie entirely through the use of computer-generated imagery (CGI), resulting in this modern twist on what is, in my opinion, still the best Pokémon movie ever made thanks, largely, to the power of nostalgia.

The Review:
Basically, Evolution is exactly the same story as its predecessor but with a few noticeable changes; the most obvious is, of course, the CGI animation but other things, such as dialogue changes, narrative changes, and changes to the music, all help to freshen up the original movie. The opening scenes are largely the same (but, once again, the film skips the prologue that sees Mewtwo make friends with other clones who heartbreakingly die right before his eyes) as Mewtwo is cloned from a single cell of Mew and, unimpressed with the motivations behind his creation, destroys the facility in which it was created and kills all the scientists who birthed it.

MewtwoEvolutionRevenge
Mewtwo swears revemge against humanity.

Summarily manipulated by Giovanni (Ted Lewis), the evil leader of Team Rocket and the mastermind behind its creation, Mewtwo’s rage against humanity leads it to organise a Pokémon tournament in order to build an army of clone Pokémon to “strike back” against the world that treated him so badly. In the middle of their journey through Kanto, Ash, Brock (Rogers), Misty (Knotz), and Pikachu (Ōtani) receive an invitation to Mewtwo’s island and, after braving a storm it created, immediately take umbrage to Mewtwo’s twisted world view and rally a group of trainers, their Pokémon, and even their long-time enemies from Team Rocket, Jesse (Knotz), James (Cathcart), and Meowth (ibid), in opposing Mewtwo’s plans.

MewtwoEvolutionOppose
Ash vehemently opposes Mewtwo’s plans.

Let me state first of all that, unapologetically, I absolutely love Pokémon the First Movie; I still remember going out of my way to purchase a bootleg VHS tape of the film back in the day before finally getting a legitimate copy from a car boot sale. As much as I’ve enjoyed subsequent Pokémon movies, nothing beats the nostalgia of revisiting the original film. It may have some flaws, largely based around the numerous changes made when dubbing the film into English that made Mewtwo far less sympathetic, but I will defend it to this day simply because it came right at the peak of Pokémon’s popularity for me; Pokémon: Gold Version and Pokémon: Silver Version (Game Freak, 1999) were due to be released around that time and the hype was real concerning brand new Pokémon, to say nothing of finally seeing Mewtwo in all its glory (it had been teased in several episodes of the anime prior to the movie’s release), much less going head-to-head with Mew, which was the most elusive of game secrets at the time due to their being no legitimate way to catch it outside of Japan.

The Nitty-Gritty:
Thankfully, Evolution doesn’t really alter that much from the original film, meaning that the only thing you’re really missing out on is the gorgeous anime aesthetic from the original. The CGI looks good on the Pokémon but the human models look a little…off, like they’re made of plastic, which gets a bit distracting at times.

MewtwoEvolutionBattles
A lot of the battles have been improved and expanded upon.

Additionally, there were a few odd choices made here; dialogue is altered significantly, to the point where it feels much closer to the original Japanese dialogue (if that makes sense) but then, about halfway through, the dialogue changes and is almost exactly the same as in the original film (Mewtwo’s closing monologue, for example, is pretty much word-for-word). There’s also the criminal decision to supplant the original dub score with a new one (those who preferred the Japanese score will likely be thankful for this, however) and completely remove Blessid Union of Souls’ ‘Brother My Brother’ from the epic final clash.

MewtwoEvolutionTears
Ash’s sacrifice still hits in the feels…

One change I did appreciate, however, was the complete remove of the “tears of life” sub-plot; in the original, Ash and the others are fed a nonsense story about Pokémon tears being able to restore the dead to life, which was completely missing from the original Japanese version. While this did bring a lot more context to Ash’s resurrection in the film’s climax, it never sat well with me in the original as it always felt wedged in there.

MewtwoEvolutionChanges
Evolution features some welcome alterations to the original.

Similarly, Mewtwo’s mechanical suit gets on hell of a bad-ass upgrade, Team Rocket’s amusingly ridiculous disguise as Viking sailors, of all things, is removed completely (and for the better), and minor niggles like Pokémon being referred to incorrectly have been addressed. There are also some improvements made through this remake, as well; the ambiguity surrounding Mewtwo’s motivations that was explicit in the original Japanese release is far more prevalent here than in the original dub, for one thing. Some of the battles also receive a makeover, such as Ash’s initial battle during the iconic Pokémon theme song and the battles between the cloned start Pokémon and their biological counterparts.

MewtwoEvolutionSUmamry

The Summary:
In the end, Pokémon: Mewtwo Strikes Back – Evolution is a nice little update to a childhood favourite; it adds in a lot of subtle story beats that were missing, beefs up some of the battles and content, and adds a fresh coat of paint to a classic. Yet, at the same time, it feels incredibly redundant; beyond the CGI overhaul and a few of these alterations, there’s not much new happening here and, considering the fact that the Pokémon movies are completely removed from the anime, it feels a bit weird to have this suddenly released upon us. A big factor into my final score comes down to my unconditional love for the original movie but even I kind of feel like much of the same could have been accomplished by releasing a high-definition, digitally remastered version of the original movie with all of the cut content restored alongside the recording of a new dub and the option to watch in the original Japanese.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think of Pokémon: Mewtwo Strikes Back – Evolution? Do you think it is a good tribute to Pokémon the First Movie: Mewtwo Strikes Back or do you, perhaps, not share my fondness for that movie? Whatever the case, feel free to share your Pokémon thoughts and memories in the comments.

Game Corner: The Legend of Zelda: Ocarina of Time 3D (Nintendo 3DS)

ZeldaLogo

Released: 16 June 2011
Originally Released: 21 November 1998
Developer: Grezzo
Original Developer: Nintendo EAD
Original Version Also Available For: GameCube, Nintendo 64, Nintendo Switch, Nintendo Wii, Nintendo Wii U  

The Background:
I’ve talked before about how my first introduction to the Legend of Zelda series (Nintendo EAD/Various, 1986) was with The Legend of Zelda: Link’s Awakening (ibid, 1993) on the original Game Boy, but even that brief experience was enough to suck me into the hype that surrounded Zelda’s highly anticipated jump to 3D. Development of Ocarina of Time began alongside other Nintendo 64 launch titles like Super Mario 64 (Nintendo EAD, 1996) and was originally planned for the ill-fated 64DD add-on and was originally conceived to use a similar painting-based world progression as Super Mario 64. While series co-creator Shigeru Miyamoto spearheaded the development of an expansive world and versatile combat, it was director Yoshiaki Koizumi who championed the use of the Z trigger to target enemies and Takumi Kawagoe who crafted the cinematic cutscenes to convey the game’s epic narrative. Initially released alongside some limited edition gold cartridges, Ocarina of Time was a phenomenal success, regularly amassing perfect review scores. Reviews were unanimous in their praise and the game became an instant classic that has stood the test of time. Ocarina of Time was ported numerous times over the years but development of a remake for the Nintendo 3DS was first hinted at in 2010, with the team taking the time to meticulous recraft the game for a new generation of players. The project was undertaken by Grezzo, who purposely left some of the original bugs in the game as fan service and not only included but reworked the rarely-seen “Master Quest” mode to be more challenging for even seasoned players. Like the original, Ocarina of Time 3D was met with universal critical acclaim; reviews praised the graphical overhaul and timeless gameplay, and the sales and perfect scores were more than enough to justify Nintendo and Grezzo collaborating to remake its sequel.

The Plot:
Kokiri boy Link is ecstatic to finally be assigned a fairy companion. However, Navi’s presence begins a sprawling adventure that sees Link realise his destiny to oppose the evil Gerudo King, Ganondorf. To do this, Link journeys through time to collect the mystical artifacts needed to rescue Princess Zelda and confront the King of Evil in his foreboding lair. 

Gameplay:
The Legend of Zelda: Ocarina of Time 3D is a remastered version of the classic Nintendo 64 action/adventure game. Players assume the role of Link, a young elvish child in a green tunic whose name they can customise when starting a new save file, of which there are three. Link’s journey takes him all across the land of Hyrule, and through time itself, and the Nintendo 3DS version of the game makes this quest more accessible than ever thanks to some much-needed improvements to the control scheme. Although Young Link starts out with only the ability to automatically jump from ledges, crawl through gaps, lift and toss puts with A, and roll along to smash crates with the same button, he soon acquires his first sword, which is mapped to the B button. The jump to 3D vastly improves Link’s combat prowess; not only can you hold B down or rotate the control stick to unleash a Spin Attack, but Link will also swipe with a series of slashes and can even duck and jab at foes. To make combat even easier, Link is joined by a fairy companion, Navi, who will target any enemies, non-playable characters (NPCs), or points of interest with a press (or hold) of the Left bumper. You can consult Navi for advice on an enemy’s weakness, chat to NPCs from long distance, or use the control stick, B, and A to hop, back flip, and leap at enemies to deal additional damage. Once you acquire a shield, this is mapped to the Right bumper, allowing you to press and hold R to block incoming attacks (and, later reflect certain elemental beams). In place of the Nintendo 64’s C-buttons, players can now map items to the X and Y buttons or to two additional item slots on the touch screen. Similarly, Link’s ocarinas, camera controls, and inventory and map options are also displayed on the touch screen, giving you greater ease of access to everything you need. 

Link’s world, arsenal, and options have been blown open by the expansive 3D engine.

The touchscreen also displays a map of the current area, a miniature version of which also appears on the main heads-up display (HUD), though you can toggle this on and off with the directional pad; his health (represented by hearts), magic meter, and current Rupees (the currency of Hyrule) are also displayed on the touchscreen, significantly decluttering the HUD. Key items you collect to advance the narrative will appear in your ‘Gear’ menu, while equippable items appear in the ‘Items’ menu, which you can customise to suit your preference. In addition to acting as your companion and aiding you in combat, Navi will frequently chime in to remind you of the plot of where you need to head next, ask if you need to take a break, or offer other hints. This can be annoying, especially for seasoned players, as are the constant interruptions from the mysterious owl Kaepora Gaebora, who pops up throughout Young Link’s journey to offer encouragement and advice. Thankfully, you can skip through their dialogue (or ignore Navi entirely, shutting her calls down by entering new areas) with the B button, though this version of the game also includes the ability to receive “visions” from special, obnoxious Sheikah Stones if you ever find yourself stuck. Thankfully, despite this handholding, the game remains as enjoyable as ever; now a fully realised 3D world, Hyrule is large and expansive and you’re free to explore as much as possible depending on what equipment you have. Link can enter water to swim along, for example, but won’t be able to dive until he acquires the Zora Scales, Zora’s Tunic, and Iron Boots. Similarly, destructible blocks, high temperatures, and impassable bridges will block your way until you find specific items or travel through time, though you can still explore much of the overworld field and surrounding areas right from the start. 

The ocarina is part of the game’s time travel mechanic, which affords Link greater options as an adult.

One of the game’s biggest gimmicks is the titular ocarina; by touching the bottom screen, players can play magical tunes to talk to Link’s childhood friend, Saria, for more tips, warp across Hyrule, open new paths, or even make blocks appear or disappear. As you explore and talk to NPCs, such as the mysterious Shiek, you’ll learn more songs that allow you to change the environment, such as turning day to night or causing rain. Link’s quest is split into two distinct parts: first, as a child, he needs to locate the three Spiritual Stones. Then, after awakening as an adult, he can explore new regions of Hyrule in search of five Sage Medallions, all of which are necessary to first access the Temple of Time and then confront Ganon in the desolate future. Link will need to both fight, sneak, and talk his way to these goals; one of your first objectives when you leave Kokiri Forest is to sneak into Zelda’s Castle, a task accomplished only by staying out of sight of her inept guards. When in Kokiri Forest, Link will have to bypass a rolling boulder to get the Kokiri Sword and slap down some Rupees for his first rudimentary shield, before putting these weapons to the test to try and save the Great Deku Tree. Indeed, the first three dungeons lay the ground work for the puzzles and actions you will need to overcome throughout the game; you’ll be lighting Deku Sticks on fire to burn away cob webs, climbing walls and plunging to new levels, hopping to moving platforms, hitting, standing on, or weighing down switches, and defeating all enemies to acquire keys, maps, and compasses all with the goal of acquiring the dungeon’s weapon and defeating its boss. Young Link is eased into all this quite well; the challenge increases with each dungeon he enters, putting new obstacles such as a raging volcano, destructible walls, a hungry fish deity, and a stubborn Zora princess in his path. Although his options are limited as a child, Young Link is key to forging relationships in the future; you’ll only tame the wild Epona by visiting Lon Lon Ranch as a child, for example, navigating the confusing maze of the Lost Woods is far easier as a child, and it’s only by returning to the past that Link can complete a brain-melting paradox, venture into a spooky well, and acquire the Lens of Truth. 

You’ll need both Links’ attributes to beat the game’s dungeons and enemies.

After acquiring the three Spiritual Stones, Link is sealed within the Light Temple until he’s old enough to wield the legendary Master Sword. Upon waking, he’s now older and tougher, but unable to use some of his childish items like the slingshot or boomerang. Adult Link, however, has access to a far greater arsenal of weapons, in addition to NPCs taking him seriously as a hero, though this is countered by the Temples he must conquering being longer and far tougher. Adult Link will explore strange winding corridors, rescue imprisoned Gorons, continuously alter water levels, hop to invisible platforms, and redirect sunlight in his quest for the Sage Medallions, frequently having to travel back to the past to help solve specific puzzles. He’ll also need to collect Silver Rupees to open gates, dissolve red ice, pound rusted switches, lift gigantic blocks and columns, and dodge spinning blades to progress. Adult Link also has the benefit of being big enough to ride Epona, who greatly speeds up foot travel; you can call Epona at any time when in Hyrule Field and mount her with A, speeding her up with taps of A for as long as you have carrots available and clearing fences with ease. If you ever need a break from all the adventuring, there’s a fishing hole available, shooting galleries to earn Rupees and weapon upgrades, a fun (if erratic) variation on bowling, and numerous side quests to complete to keep you playing. 

Graphics and Sound:
When it first released on the Nintendo 64, Ocarina of Time was the pinnacle of what the console could achieve; a large open(-ish) world with many varied locations, a sprawling narrative, and numerous NPCs and enemies to interact with. It had a day and night cycle, with skeletal enemies and ghosts spawning at night, areas changed as you journeyed through time, and Link was at his most expressive yet, swinging his sword, shivering and sneezing, or gasping when low on health. Unfortunately, the Nintendo 64 version hasn’t aged all that well; the graphics were quickly surpassed by its successor, which fixed multiple issues with Link’s model and other textures, and the presentation was soon noticeably lacking against subsequent games, though the performance and sheer impressiveness of the original still holds up overall. This version of the game gives Ocarina of Time a much-needed graphical overhaul; not only are the menus made far more intuitive, allowing you to quickly apply tunics and boots to Link, but all the character models (especially Link’s) have been given an upgrade to be more expressive and detailed, even on the Nintendo 3DS’s smaller screen. Speaking of which, there’s obviously the option to enable the 3D features of the system, though I’d recommend leaving it off as it can really make your eyes hurt after a while and it distracts from all the funky new textures and colourful revamp given to Hyrule, the text, and basically every aspect of the game. 

Hyrule’s colourful and ever-changing locales have been given a much-needed graphical boost.

Unfortunately, this hasn’t extended to expanding upon the admittedly barren Hyrule Field; while an impressive overworld, bolstered by a triumph theme song, Hyrule Field quickly becomes annoying to cross through even with the benefit of Epona and there’s not much happening there even in the grim future. Thankfully, the game’s towns and regions make up for this, Hyrule Market, Kakariko Village, and Goron City are all bustling urban environments with lots of back alleys, houses, and nooks and crannies to explore and you’ll marvel at the beauty of Zora’s Domain and the magical wonder of Kokiri Forest. Even better, every area always has ore toit; each opens up when you acquire new equipment or return as an adult, allowing you to brave the intense heat of Death Mountain, dive to the bottom of Lake Hylia, and tackle to hazardous Gerudo Desert. Each area is full of lively NPCs, from condescending guards to overbearing monarchs and mischievous forest imps. Each will flesh out the world and offer clues, both vague and explicit, on how to progress, with some even tasking you with fetching or delivering an item for them and others, like Mido, showing outright aggression towards you. Over the course of your adventure, the lives of Hyrule’s inhabitants and the nature of the world will noticeably change; in the seven-year time jump, the grotesque Dampé will die, Hyrule Market will fall into desolate ruin, construction work will be completed, Lake Hylia will dry up, and Zora’s Domain will be irreversibly frozen. Sometimes, you can impact these events, such as restoring the waters to Lake Hylia, reducing the windmill operator to tears, and restoring the family in the House of Skulltula, and other times monuments to Ganon’s evil will remain in the world, like the deceased Great Deku Tree and boiling lava pit where Zelda’s Castle once stood. 

Dungeons are more distinct than ever and the cutscenes and models have been nicely retextured.

Link’s journey also takes him into a variety of dungeons; the first three are visually very distinct, with you exploring the cobweb-infesting insides of the aforementioned tree, venturing into a dangerous rocky cavern, and trudging through the insides of Lord Jabu-Jabu while carrying (and tossing) the self-entitled Princess Ruto. Puzzle elements such as switches, platforms, and gated areas are personalised in these dungeons and noticeably more uniform when tackling the elemental Temples as Adult Link, though these make up for this by being bigger, more challenging, and no less visually distinct. Each dungeon has a memorable theme assigned to it, whether strangely upbeat or darkly ominous, and Link must utilise all his arsenal to best them, including returning as a child to solve puzzles or acquire new items. No two Temples are the same here; you’ll be tracking down naughty Poes and pushing puzzle blocks together in the Forest Temple, hopping over lava and vertically traversing the Fire Temple to free Gorons, desperately sinking, swimming, and altering the water level in the Water Temple (something made much easier by this version’s colour-coded areas), crossing an eery river on a large barge and uncovering invisible hazards in the Shadow Temple, and using sunlight and time travel to overcome the Spirit Temple. In addition, there are many smaller challenges to overcome; you can uncover fairy fountains to gain helpful buffs, endure the frigid dangers of the Ice Cavern, sneak around Gerudo’s Fortress sniping the all-female guards from afar to rescue the construction workers, and push gravestones to uncover secrets. While characters (and especially Link) will grunt, laugh, and make rudimentary sounds, all of the game’s dialogue and story is told through text, though it’s no less engaging, and each cutscene grabs your attention, with the tale of the three Goddesses, Link’s triumphant rescue of Epona, and the emotional reunion between him and Zelda being just three standout moments. 

Enemies and Bosses:
Almost all of the franchise’s classic enemies make their 3D debut here, with Link slashing at bat-like Keese, dropping bombs to destroy crazed Armos statues, reflecting projectiles back at Octoroks, avoiding the squeeze of Wallmasters, frantically chasing down Leevers, and cutting Tekties in two. Many of Link’s enemies are memorable for their disturbing nature; Gibdos and ReDeads, for example, will shamble and crush you with their embrace, screaming to freeze you in place, while disgusting Like Likes will shallow you (and your shield and optional tunic) whole, and Cuccos will take a spiteful revenge if attacked. Many enemies are specifically designed to take advantage of Link’s new combat abilities; you’ll engage the formidable Stalfos, Lizalfos, and Dinolfos in sword combat, striking when their guard is down and defending against their sword swings, and similarly only be able to attack the Wolfos when they’re not defending against your sword strikes. Likewise, you must wait for the Skulltula’s to show their bellies to destroy them, Poes will only be vulnerable for a short time, club- and lance-wielding Mobiles cannot be attacked directly and require the use of stealth and your ranged weapons, which will also keep you from getting shocked by Biris, and be temporarily unable to use your weapons upon touching bubbles. Other enemies, such as Fire Keeze and Dodongos, can set you on fire, burning any wooden equipment you have attached, freeze you in place, or are disguised as regular objects like doors to keep you on your toes. 

Young Link’s dungons and bosses will expertly teach you ky gameplay mechanics.

Young Link will have to defeat three bosses to obtain the Spiritual Stones which, like the dungeons themselves, set a precedent for the game as they are best fought with the weapons you obtain in their lair. First up is Queen Gohma, a massive, slobbering spider-like creature that scuttles about on the ceiling, drops Gohma Larva to attack you, and lurches or drops on you. Fortunately, you can shoot a Deku Seed at her big, glaring eye to stun her, easily allowing you to destroy her with a few sword swings. King Dodongo is a little tougher as he’s much bigger and rolls around an arena with lava in the middle. When he pauses to breath fire at you, you need to toss a bomb in his mouth to stun him for an attack, with the biggest issue here being avoiding his cannonball-like rolling. After chasing a Big Octo around a rotating spiked platform and slashing at its ass, you’ll battle Barinade within Lord Jabu-Jabu. This pulsating, electrical monstrosity protects itself with Giant Biri, which must be destroyed to expose its core, and blast of electricity from its artery-like appendages. Your best bet is to hang back with your guard up and continuously toss your boomerang to take care of Barinade’s defences, then leap in sword attacks when its stunned. Later, Young Link will need to venture to the Bottom of the Well to retrieve the Lens of Truth, which is guarded by the unsettling Dead Hand, which teleports in a burst of dust and holds you in place with a field of disembodied hands while it closes in to take a bite. Similarly, Young Link will battle an Iron Knuckle in the Spirit Temple, though this fight is both slightly easier and slightly harder than battling them as an adult. It’s easier because Young Link can completely hide under his Hylian Shield, but harder because his Kokiri Sword does way less damage; you also can’t get too close as the Iron Knuckles deals massive damage with its axe, though it can be tricked into destroying nearby columns to restore your health. 

Thankfully, the versatile combat system is capable of tackling even the most monstrous bosses.

Adult Link has a far greater challenge ahead of him as he must battle five monstrous bosses to acquire the Sage Medallions, with each Temple also sheltering at least one mini boss. The four Poe Sisters will give you the runaround in the Forest Temple before leading the way to Phantom Ganon, an apparition of the King of Evil who randomly appears from paintings strewn around the arena. Pick the right painting and fire an arrow at him until he ditches his steed and then engage in a game of dead man’s volley, smashing his magical projectiles back at him to bring him to his knees, but make sure you keep your distance as these exchanges intensify very quickly. After chucking bombs at the Flare Dancer and avoiding its explosive demise in the Fire Temple, you’ll take on the fire-spewing dragon Volvagia. Volvagia will fly around the small island, diving into and bursting from pools of magma strewn about; when it does, you’ll need to avoid its flame-like whips and smash it with the Megaton Hammer, then take shelter on the climbable walls of the island as Volvagia causes rocks to rain down. In the Water Temple, you’ll have a surreal encounter with Dark Link that’s easily won with the Megaton Hammer or Biggoron’s Sword before taking on the most annoying boss of the game, Morpha. Morpha is a sentient nucleus that brings the arena water to life, sprouting tentacles that will grab and throw you into the spiked walls that line the room, and which can only be damaged by snagging to with the Longshot and pummelling it before it can hop away. After besting another Dead Hand in the Shadow Temple, you’ll battle perhaps the strangest boss of the game, Bongo Bongo, a grotesque beast that can only be seen with the Lens of Truth. This battle is made tricky by the arena floor, which will vibrate as Bongo Bongo hits it, ruining your aim as you shoot arrows at its hands to stun them or its eye to open it to a more meaningful counterattack, 

All of Link’s weapons and skills will lead him to a climatic confrontation with the King of Evil!

After overcoming another Iron Knuckles as Adult Link (revealed to be Nabooru in disguise), Link will battle Ganon’s surrogate witch-mothers, Kotake (who controls ice) and Koume (who controls fire). As they fly well out of range, you’ll need to use the Mirror Shield to reflect one element back at the other to bring them down; after enough hits, they’ll fuse together into the strangely alluring Twinrova and wield both elements. This time, you need to absorb three consecutive hits of each element on your Mirror Shield to blast them with a flame or ice burst, all while avoiding being charbroiled or frozen solid. Once you have all the Sage Medallions, the Six Sages will create a magical bridge for you to enter Ganon’s Castle, which contains mini challenges themed around each Temple, more Iron Knuckles, and a two-stage showdown with the King of Evil himself. In the first phase, you need to hang right back and avoid falling down to the lower levels as it’s a long journey back up to his throne room; Navi is useless here but you can still L-Target Ganondorf, reflecting his bolts back at him in another game of dead man’s volley that’s actually easier than when fighting Phantom Ganon as Ganondorf is largely stationary (though he does have a more powerful multi-blast attack). Damage Ganondorf enough and he’ll bring the whole castle down, forcing Link to run for safety as Princess Zelda magically opens gates, before transforming into the gargantuan, rampaging pig-beast, Ganon. This fight is ridiculously easy, though, even with the scripted loss of the Master Sword; simply roll between Ganon’s legs when he swipes at you and attack his tail with either the Megaton Hamme or the Biggoron’s Sword until you can retrieve the Master Sword. Eventually, Zelda will hold him in place with her magic, meaning all you have to do is land the final blow with the Master Sword to banish Ganondorf and restore peace to Hyrule. 

Power-Ups and Bonuses:
As ever, you can replenish Link’s health using hearts, fairies, or potions; enemies, crates, and bushes will drop hearts to restore your health bit by bit or you can assemble four Heart Containers by searching about, or gain an extra heart with each boss you defeat. Fairies and their larger variants will also restore your health and you can even capture them in one (or all, as I do) of the game’s bottles to restore some health when you’re defeated; similarly, potions will also replenish your health in the same way. You’ll also find Magic Jars to refill your magic meter, which drains as you cast spells, and Great Fairies will increase your meter just as they teach you these spells. These power-up your Spin Attack, allow you to cast a blaming attack, let you setup a mid-dungeon teleport that’s super useful in the Water Temple, and surround you with a temporary protective shield. Some weapons, like the elemental arrows, and items like the Lens of Truth also drain your magic, so use them sparingly to avoid being caught short. 

Link’s weapons, gear, and magic can all be upgraded to counter new enemies and areas.

Many of Link’s trademark items and weapons are featured here, either in chests, gifted to you by NPCs, or bought from shops. You can fire Deku Nuts and arrows with the slingshot and Fairy Bow, respectively, with the latter also able to fire flaming, freezing, and light arrows for additional damage, retrieve items, hit switches, and stun or damage enemies with the boomerang, and cross distances by latching onto special surfaces with the handy-dandy Hookshot. The Megaton Hammer will activate rusted switches, the iron Boots let you sink to and walk on the bottom of lakes, the Hover Boots let you briefly run on thin air at the cost of your traction, and you can toss bombs, let loose Bombchus, or stun enemies with a blinding Deku Nut. Link can also earn (or buy) coloured tunics to withstand extreme heat and breath underwater, dive deeper with Zora Scales, and acquire swords so powerful they need to be held with both hands. Additionally, Link can acquire three different shields and upgrade his wallet, ammo, and the range of the Hookshot by completing mini games and exploring dungeons, as well as use bracelets and gauntlets to heave large objects with ease. Secret grottos and areas can be sought out once you earn the Shard of Agony by destroying Gold Skulltulas, Link can rescue Epona from the greedy Ingo by outracing him as an adult, and Young Link can buy and plant Magic Beans that will sprout into floating leaf platforms in the future to find yet more goodies. 

Additional Features:
There are thirty-six Heart Containers to find here, which will increase your health to twenty hearts. This can then be doubled by visiting a Great Fairy outside Ganon’s Castle, who will effectively half the damage you take from enemies. There are also 100 Gold Skulltula’s hidden all over the game and they’re well worth seeking out, at least to start with, as destroying increments of ten will restore the family in the House of Skulltula and award helpful gear like a bigger wallet, the Shard of Agony, and a Heart Piece, though the final reward of a Huge Rupee is very disappointing. Both Young and Adult Link can choose to complete trading quests; Young Link’s is based around trading masks with various NPCs, sometimes being stiffed on the sale, all to acquire the Mask of Truth so he can talk to Gossip Stone, while Adult Link’s trading sequence is tougher, but yields a far better reward; by racing across Hyrule without warping, often against a tight time limit, and trading items back and forth, you can eventually acquire the unbreakable, super powerful Biggoron’s Sword that makes mincemeat of enemies and bosses. If you can’t be bothered and don’t mind wasting your Rupees, you can buy the destructible, nigh-useless Giant’s Knife instead, but this is a complete waste of time. It’s also worth completing the shooting galleries, even though the Gerudo one can be tricky due to being an auto-shooter and the tight window for landing bullseyes, as these will increase the ammo for your ranged weapons. Similarly, you can take on the Gerudo Training Ground, solving puzzles and besting enemies for keys to grab the Ice Arrows, but this is entirely optional and mainly for completion’s sake. 

Hunt down Gold Skulltulas, test yourself against the bosses, or take on the “Master Quest” challenge!

This version of the game comes with some lucrative additional features; while it unfortunately doesn’t add back in the Sword Beam or Unicorn FountainOcarina of Time 3D includes a “Boss Challenge”, accessible from Link’s house after clearing the Forest Temple, which is essentially a boss rush against all the game’s bosses against a time limit and with limited health and items. However, a far more substantial inclusion is “Master Quest”, which is unlocked upon first beating them game. Although previously included in the “limited edition” releases of The Legend of Zelda: The Wind Waker (Nintendo EAD, 2002), this much tougher version of the game has been tweaked here to mirror the entire game. “Master Quest” also noticeably mixes up the puzzles and enemy placements, offering a substantial challenge even for seasoned players as tougher enemies and more difficult puzzles appear as early as Kokiri Forest; even the Gold Skulltula locations have changed, and you can also test yourself against the “Boss Challenge” for this mode, too, which stands as a much appreciated inclusion for long-time players of Ocarina of Time. Finally, you can still teach a friendly scarecrow a custom song, win yourself a cow by racing Ingo, hunt down the Big Poes haunting Hyrule Field, try and snag the elusive Hylian Loach, and this version of the game gives the option of using the Nintendo 3DS’s gyroscopic controls (which, again, I wouldn’t recommend), and removes and changes some of the blood effects. 

The Summary:
When I was a kid, there were a handful of games everyone owned for the Nintendo 64 and Ocarina of Time was one of time. Although I’d only had a brief flirtation with the franchise when Ocarina of Time released, I knew it was a big deal as all the gaming magazines hyped it up and it was exciting to delve into this sprawling, action-packed, nuanced adventure. I replayed Ocarina of Time over and over, finding every secret and obtainable item possible, even exploring it with an Action Replay to wring more out of it. It was a seminal title, one that hooked me on the franchise forever more, and this 3DS revamp is everything the original was plus more. The graphical overhaul is very much appreciated, to the point where I’m sad that this port is stuck on the 3DS’s small screen because Ocarina of Time has never looked better. The quality-of-life features offered by the touchscreen and the additional hints are great, addressing every issue gamers had with the original version and offering even more content, including the fabled “master Quest” challenge. While I would’ve liked to see the game tweaked and expanded like its successor, Ocarina of Time 3D is still the definitive version of this classic game in my eyes. Being able to play on the go, reliving those memories and conquering those challenges and losing myself in this immersive fantasy adventure is a thrill that’s only gotten better with age. Everything from the memorable NPCs, the fun side quests, then intuitive and surprisingly deep combat, to the massive bosses, the quirky humour, and the entertaining time travel mechanics keep me as hooked now as they did as a teenager, and I still regularly plug this cartridge in to relive those memories. Honestly, you don’t need me to say it; Ocarina of Time has more than earned its flowers and all I’ll say here is that I highly recommend you add this version to your library as soon as possible, or dust off your Nintendo 64 and start a new playthrough today! 

My Rating:

Rating: 5 out of 5.

Fantastic

Have you ever played the Nintendo 3DS remaster of Ocarina of Time? If so, what did you think to the graphical overhaul and additional features included? Would you like to see this version ported to the Nintendo Switch to make it more accessible? Did you own Ocarina of Time back in the day? If so, which of the game’s bosses and dungeons was your most or least favourite? What did you think to “Master Quest”; did you manage to beat it? Which Zelda titles would you like to see remade in the future? I’d love to hear your memories of Ocarina of Time so leave a comment below or on my social media, and be sure to check out my other Zelda content across the site! 

Game Corner: Johto is Still the Best Region in Pokémon

GameCorner
JohtoTitle

Make no mistake about it, when Pokémon Blue Version and Pokémon Red Version (Game Freak/Nintendo, 1996) were released in 1996, they didn’t just change the videogame industry; they redefined it completely. While other videogame franchises were extremely popular, Pokémon was an unparalleled phenomenon. Literally, when I was a kid, there was nothing like Pokémon; everyone was into it, everyone played it, everyone wanted more of it. I remember wanting to buy Pokémon Blue so badly that I actually bought it brand new for £5 more than the Red Version just so I could play the edition I wanted. Once we had completed the videogames and traded as much as we could, we extended our experience with the various glitches in the videogames by using the infamous Fly glitch to catch Missingno or .M, obtain a whole bunch of Master Balls, Rare Candies, and vitamins, and also to catch the elusive Mew. I remember playing my version of Pokémon Blue for well over 150 hours fighting the Elite Four over and over again and raise my team to Level 100 and to fully evolve every Pokémon. As we were playing the videogames, everyone was also deeply into the anime, religiously watching and following every episode, and even swapping and comparing their trading cards (though I never actually saw anybody battling with them).

Buy them all, buy them twice, buy all the merchandise!

With Pokémon such a huge hit among my generation, and my circle of friends, excitement reached fever pitch with the release of Pokémon the First Movie: Mewtwo Strikes Back (Yuyama, 1998) and when, during the anime, marketing, the film’s fun little short, Pikachu’s Vacation, and the movie itself, we all got our first glimpses of brand new Pokémon. At the time, these Pokémon were referred to as Pikablu and Buru/Snuffle; though they, and Togepi, would later turn out to be rather inconsequential Pokémon in the eventual sequels, they caused a wave of controversy and speculation in the playground. People would catch Missingno’s and rename them “Pikablu” just to trade them into other people’s videogame’s and glitch them out and wild theories ran rampant about how these Pokémon could be caught in Blue, Red, and Yellow Version: Special Pikachu Edition (Game Freak/Nintendo, 1998).

Anticipation was high for Gold and Silver.

Anticipation was so hot for the eventual release of Pokémon Gold Version and Pokémon Silver Version (ibid, 1999) that we rushed to download GameBoy emulators and Japanese ROMs of the videogames just to play them. We even saved them onto floppy disks (remember them!?) and brought them into school to play; it didn’t matter that we couldn’t read the Japanese text and had no idea what was going on, we just wanted the new Pokémon videogames that badly! You have to remember that, back then, the Internet was still really new; where I grew up and went to school, I had the most basic of dial-up connections and was never allowed online for more than a few minutes at a time, meaning that our entire stream of information about Gold and Silver was based on speculation, videogame magazines, and the anime. So when we saw more of these new Pokémon appear in Pokémon the Movie 2000: The Power of One (Yuyama, 1998) and in the anime, anticipation was at an all-time high! In the end, I got a copy of Pokémon Silver from my best friend, who gave me a French copy of the videogame that was, as a European cartridge, in English and fully compatible with UK consoles and, let me tell you, the hype was entirely worthwhile.

Graphical improvements and a striking new rival added to the games’ appeal.

The improvements in the new videogames were immediate; being on the GameBoy Color, the bold, cartoonish graphics were no longer hindered by the GameBoy’s always-primitive colour palette. In addition, the music and sound effects, already one of the most recognisable and enjoyable aspects of Pokémon, had improved dramatically. Having picked Squirtle in Pokémon Blue, I decided to shake things up and choose the fire-type Pokémon, Cyndaquil, for my new adventure in the Johto region (as a general rule, I stay away from grass-types as I feel they have far too many weaknesses and are ineffective as offensive Pokémon). Unlike Blue and Red, your rival is not a fellow Pokémon trainer but, instead, a young boy accused of stealing one of Professor Elm’s starter Pokémon. After your first encounter with him, you’re given the option of naming him for the police, and run into him at various points throughout the videogame. Unlike the rival from Blue and Red, though, this aspect is not as prominent as it originally was; instead, the narrative emphasis is split across numerous objectives: in addition to bringing your rival to justice, you must also catch all the Pokémon and complete the Pokédex, stop the return of Team Rocket, defeat all of the Gym Leaders and the Elite Four to become the Pokémon Champion, capture the roaming legendary beasts Entei, Raikou, and Suicune, investigate the Ruins of Alph, and capture the legendary Ho-oh and Lugia.

Gold and Silver introduced a lot of new elements.

Gameplay-wise, Gold and Silver remained relatively unchanged; alongside super-rare shiny Pokémon, two new Pokémon types were introduced, Steel and Dark, and the Special stat was split into Special Defence and Special Attack (these last three effectively gave players a better chance of combating the previously over-powered Mewtwo). One of the greatest additions to the series ever was a little bar underneath the HP meter that filled up after each battle, allowing you to visually see how many Experience Points your Pokémon had and how close they were to levelling-up; in addition, players were given a Pokégear, which acted as a map, telephone (allowing you to have rematches with trainers you’d previously beaten), and a radio (used for gameplay tips, to awaken sleeping Pokémon, and to pick up transmissions from the Ruins of Alph).

The Pokémon world was expanded through breeding and two regions for the price of one!

Other new features included a day and night system (which would not return until 2006), letting your mother save money for you (which would result in her buying you cool toys for your room), the ability to have your Pokémon hold items (including Berries) that could improve their speed, offensive or defensive capabilities, heal or cure status ailments, or to help them evolve, brand new PokéBalls that were more effective at catching specific Pokémon types, and perhaps the most significant gameplay feature: egg hatching. Up to two Pokémon could be left at a Day Care Center which, if the Pokémon are compatible (or if one is a Ditto), will result in the player receiving an Egg. After walking around with the Egg for varying amounts of time, the Egg would hatch, producing either a brand new Pokémon or a Pokémon that knows a move it normally wouln’t. Egg breeding, for some dedicated players, became as instrumental as EV training to crafting the best Pokémon possible; personally, I just used it to fill up the Pokédex with the brand-new Baby Pokémon like Pichu. What really made Johto stand out from Kanto, though, was the sheer size and variety the region allowed; not only could you walk, cycle, surf, and fly around the region, you could also travel up and down waterfalls and through whirlpools to reach new areas and legendary Pokémon. Best of all, and unlike any other region ever, defeating the Johto Elite Four awarded players with the S. S. Ticket which allows them to board the S. S. Aqua and travel back to Kanto! This basically means that you get to revisit every area from Pokémon Blue and Red (excluding the Cerulean Cave) and rebattle not only all of the Kanto Gym Leaders (some of whom are new, including the previous videogame’s rival, and with new Pokémon) but also the Kanto Elite Four!

In addition to some returning faces, your gender was no longer limited to a boy.

Make no mistake about it, this is still the greatest post-game feature in any Pokémon videogame. I don’t give a damn about the Battle Frontier or any of that noise and, while hunting down legendary Pokémon is fun and rewarding, nothing beats going back to the previous videogame’s region and, effectively, doubling the length of the videogame. The Pokémon in Kanto are a higher level than before, offering a greater challenge to your now-stronger team, and you can even acquire a Pass to take a train back and forth between the two regions. As no Pokémon videogame since has been as big as Gold and Silver, this, coupled with Pokémon being at the peak of its popularity among my generation at the time, means that Johto is, and will forever be, the greatest region ever seen in all of the franchise. Not only can you battle with a friend using the Link Cable and then battle that friend again whenever you wish by visiting Viridian City, not only can you travel back to Kanto and rebattle all the old Gym Leaders and Elite Four, but, once you have completed this, you gain access to Mt. Silver where, after traversing a difficult mountain cave filled with high-level Pokémon and utilising a whole bunch of HMs, you reach the top of the mountain and are challenged by Red, the player character from Blue and Red in what remains one of the toughest Pokémon battles ever! Finally, there was Pokémon Crystal Version (Game Freak/Nintendo, 2000), a third version of the videogame that, like Pokémon Yellow, expanded and improved upon the Gold and Silver experience. For the first time ever, players could now choose to play as a girl, Pokémon sprites had limited frames of animation to bring them to life, the first of the Battle Towers was included, and the videogame featured a brand-new side-plot involving Suicune and the Unown. Given that it contained the best of both versions, and more, Crystal was probably the preferred title to pick up at the time though, for me, its release coincided with a noticeable drop in popularity for the franchise that would not be rekindled for some time.

Updated for a whole new generation, and brought to life in Pokémon Adventures.

In 2009, Game Freak and Nintendo released upgraded and enhanced versions of Gold and Silver for the Nintendo DS; Pokémon HeartGold Version and SoulSilver Version brought Johto up to date with the graphical improvements made to the series since the release of Pokémon Diamond Version, Pearl Version, and Platinum Version (ibid, 2006; 2008) while also reintroducing gameplay mechanics not seen since Pokémon Yellow. While Pokémon titles between Pokémon Crystal and HeartGold and SoulSilver were fun, they paled in comparison to the experience offered by Gold and Silver; because of that, having these videogames updated and enhanced on the Nintendo DS was like downing a glass of sweet-tasting nostalgia and finally allowed me to re-capture that same level of excitement that can only be experienced through the eyes of a child. With 251 Pokémon to capture, Gold and Silver’s Pokédex was nowhere near as impossible to complete as today’s 800-plus. Though the mystery surrounding Celebi never came close to that of Mew, and there was never quite the same amount of rampant rumours or glitches in Gold and Silver as in the previous videogames, Johto’s scope, coupled with the numerous new features that only enhanced the gameplay of Blue and Red, made Gold and Silver far superior to their predecessors in every way. While characters like Red and Blue have been semi-recurring throughout the franchise, Gold/Ethan, Silver, and Kris/Lyra have been cruelly overlooked and under-featured in everything but the long-running Pokémon Adventures manga.

Lightning in a bottle.

Many of the innovative gameplay mechanics introduced in Gold, Silver, and Crystal carried over into later Pokémon titles; shiny Pokémon and egg breeding (and hatching) became recurring themes, hold items gained more prominence, interactivity between the player and non-player characters was increased through various Key Items, Battle Towers were expanded and made increasingly challenging, Pokéballs increased in their variety, and roaming Pokémon became commonplace. However, with each new iteration and expansion, Pokémon always seemed to be striving to recapture the magic of the Johto era. Admittedly, and obviously, a lot of this is due to nostalgia but, for me, Pokémon would never be as popular or as exciting as when Gold and Silver were released and, to this day, I would always choose to revisit Johto above any other Pokémon region, new or old.