Friday, June 6, 2014

Tenchi Sōzō (SFC) Review

Written: May 29th-June 5th, 2014 / Published: June 6th, 2014
Alternate Name: Terranigma [|O|]
Year: 1995 | Developed by: Quintet | Published by: Enix | [|O|]
Hello everyone, StarBoy91 here; very passionate about video games, big retrophile, and massive fan of all things 16-bit... especially this one.  =D  In the '90s there were a handful of RPGs available for the Super Famicom (in Japan) and Super Nintendo (at least, largely in America) consoles; and at the time you could count on two noteworthy companies to give you a really good RPG experience: SquareSoft and Enix.  While the former acted as developer as well as publisher (unless they published for some other company), Enix only acted as publisher for developers who could not publish themselves.  One of the developers that worked for them (technically speaking) was Quintet, who had proven that they were capable of crafting really exceptional games; like SoulBlazer and Illusion of Gaia (or Time if you live in Europe).
 
These games not only performed well but have earned quite a cult following over the years.  Though no character shows up in more than one game (well, the main characters at least) and the tone was significantly different between the two (the former was lighthearted while the latter had a much more darker approach), these two classics were connected through Quintet's trademark touch (and charm) and in terms of its recurring themes, some of which they was brave enough to address while most companies at the time could not touch these.  Yes, they took risks, but as far as I see they were risks worth taking.  =)  SoulBlazer was a near-excellent A-RPG (despite its brevity and easygoing nature) which could work as a starter game for those new to the genre, while Illusion of Gaia I find is a very competently good follow-up despite the fact that it was more linear and easier than its predecessor (if you could even believe that).
By the time the console reached the halfway point of the decade, Quintet figured that the SFC/SNES had room for just one more game.  So they went to the drawing board and decided to craft the third and final entry in what is revered to be the "Gaia trilogy", taking the best elements from both games and turn it into something even greater (and more outstanding) in the process; that game was Tenchi Sōzō (or Terranigma in Europe).  Released in late '95 in Japan and less than fourteen months after the fact in PAL countries in '96, it left a very strong impression and impact on gamers since it came out, and for good reason.  Sadly due to a series of unfortunate events and poor timing on Enix's part, it never made it to U.S. shores, which upset many American gamers at the time and even today (but more on that later).  =(  So, what can one say about Tenchi Sōzō?  Aside from being the best freakin' game ever!!!  =D  I'm serious, this is one of the best games that's ever been made.

The start of a great adventure begins now!  =)
I gave my first impressions on it back in 2012 (with embarrassingly tiny Times New Roman font), and I was blown away by how magnificently well-crafted and emotionally in-depth it was; it also left such a strong impact on me that its become my number one favorite game of all time.  Having played through it again, I still feel that way about it, so I've decided to talk about this masterpiece in further detail.  The third in the Gaia trilogy was immensely successful and received a huge amount of high acclaim from both critics and gamers alike; in a way it was unlike any other game that's come out before or since.  In fact, I don't there'll ever be another game quite like it, which I'll get to in the review.

Oh no, the Black Mage escaped from Final
Fantasy again!
Having bought a Retro Duo after I got my first Super Famicom cart Alcahest back in May '12 I was very excited for it opened up a new world for me: I could play SFC games from Japan.  =D  One of the games I considered importing next was this one, but there was a problem; while the Retro Duo could play pretty much any Super Famicom game your heart desires, the same cannot be said for SNES PAL carts.  While some will work just fine (like with Super Morph, which I got back in March this year) it's likely that it won't work for many of them, which I looked up.  One of the games on the "won't work on Retro Duo" list was Terranigma, so as a result I largely focused on importing Super Famicom games from Japan.  But a thought occurred to me, "Terranigma won't play on the Retro Duo,... but they didn't say anything about Tenchi Sōzō, now did they?".  And I'm glad I carefully thought that otherwise I would've bought the PAL cart and have been disappointed that it would not work; so I opted for the Japanese original instead as a result (which is less pricey than the PAL and repro carts), which was more likely to work.  It was my fourth SFC cart following Alcahest, Mickey no Tokyo Disneyland Daibōken, and Gokujō Parodius! ~Kako no Eikō o Motomete~.  That was one summer that I wouldn't forget, and once Tenchi Sōzō came that July boy was I in for something special!  =)

Battle in the big heavy snow
4.6 billion years ago the planet Earth was created, and as time passed the world grew and civilizations were made.  Eventually there was a battle between Light and Dark, God and Devil, which affected the blue planet gravely in the aftermath; causing the continents to disappear, being scattered to the Earth's core inside, the Underworld, as souls.  One day in Crysta a young boy named Ark discovers and stumbles upon a mysterious (Pandora's) box which was sealed away for quite a time; once coming in contact with it he frees a tiny fluffball named Yomi (or Fluffy in Germany;... heh heh, gee, I wonder why) who will aid him throughout.  Once that happens though it ends up setting off a series of events which leads to Ark journeying to free the continents once more, and afterwards enter Earth's surface the Overworld with little chance to return to his homeland to restore all that had been lost in the great battle.  What fate will be in store for Ark in his big mysterious journey into the unknown?

Aww, takes me back to SoulBlazer  <=)
The premise is exactly just as it sounds: the resurrection of Earth.  And honestly, that's a mindblower right there.  There have been games that took place on Earth before, but the very notion that you're helping contribute to restoring the planet to its former glory (after an aftermath) is something that wasn't done before, and Quintet managed to pull that off with flying colors.  =)  There is a great sense of accomplishment any time you successfully finish a big task, and the way that the world gradually unravels its wonders the more you progress, little by little, is absolutely incredible.  It's something that must be experienced firsthand in order to believe it.  For the sake of posterity throughout the review I'll refrain from making any major spoilers to the game's plotline, and please excuse some drop in quality when it comes to certain screenshots I've gotten (Windows Media Player refuses to work on my laptop for some reason anymore since last month, and now I must attain them through Windows Movie Maker at the moment).  But a perfectly engaging story means nothing if the gameplay is bad; well fortunately that's also where Tenchi Sōzō excels.  =)

Would you look at the sun looming in the
distant background
Taking gameplay aspects from its previous two predecssors and mixing them to one, Quintet managed to make one of the most versatile and most responsive controls you'll find in a 16-bit video game.  Like its oldest brother SoulBlazer you could equip your weapons and armor and level up should you reach a specific amount of experience points, and much like the middle child Illusion of Gaia you could roam around in all eight directions and dash (by either double tapping the direction you want to run towards or by holding the Y button and pressing any direction).  Unlike the two games that preceded it, in Tenchi Sōzō there are some enemies that leave behind money which you could spend to buy vital items, cures and treatment for ailments, weapons, and armor in stores (which is also new since you didn't have to spend a single penny in the last two games).  From time to time you would find potions which would enhance your stats by a few points; whether it be the health, the strength, the defense, or your luck stats.  There are even magic rings that you could use to attack if you felt like it.

Now that is one ugly parasite
One of the things that set this A-RPG apart from the other games in the genre was the fact that Ark did not fight enemies with a sword or a blade, a common weapon that's usually used in a game like this.  Instead you get to attack enemies with variants of spears, pikes, and tridents; which is very refreshing after all those times you played RPGs with swords, and I'm glad that Quintet went with this decision.  The moving and action controls are very polished, and the several different ways to attack with said weapons make things more flexible and versatile in the process.  There's the regular attack, the multiple jab attack should you tap the button repeatedly, the dash-lunge, the diving-sliding attack after you jump while dashing, and the slicer attack if you just attack while jumping in midair.  The ability to jump in Tenchi Sōzō is very welcome, particularly during moments where platforming is a must in certain dungeons, which can also be done while attacking; it is also possible to climb up ropes and jump down cliffs as well as create a magic shield to guard you from projectiles by holding down the R shoulder button plus crouching underneath tables and inside small holes, among other things.

Let's shop for some magic
You can have up to nine of the same vital item in your inventory, which I think is a fair number (and the amount of spots in the inventory are much more reasonable than Illusion of Gaia's sixteen, plus the same items (such as herbs) are included together here and do not count as separate items (i.e. small herb x 7) like in the aforementioned predecessor).  It's okay, I don't expect every RPG to have backup storage like Seiken Densetsu 3.  =)  And speaking of the menu, it's got some of the best interactivity I've seen in a 16-bit RPG, in my opinion.  Most RPG menus would have a basic cursor blink from Point A to Point B, but in Tenchi Sōzō you guide Yomi inside the (Pandora's) box, and what I like about it is the very smooth transition of events, for he'll hover from Point A to Point B (and other points too) very smoothly which I find more than refreshing.  Thank you, Quintet!  It's also possible to adjust some settings like the color of the dialog box or what speed you want the dialog to play out, et al.  So yeah, the controls are really good.  =)

Come, Simb--- I mean, little lion cub;
follow me
The soundtrack is, simply put, outstanding; for not only does it perfectly capture the tone and atmosphere of any situation (and I mean any situation) but it just matches the myriad of locations that you'll be traversing to as well.  Of all the numerous high points from this game, the soundtrack deserves a lot of praise.  Comprised of really good instrumentation, the songs range from beautiful, to ominous, to mysterious, to awe-inspiring, to action-packed, to upbeat, to emotionally wrenching, to epic (I probably got the order mixed up in describing this but you get the idea).  As far as I'm concerned this is one of the best soundtracks you'll hear from an SFC/SNES game alongside Secret of Mana, Alcahest, and Chrono Trigger among others, and the strong and powerful effect leaves a big impact once heard.  One of the many good songs from Tenchi Sōzō is the theme of Ark's home Crysta in the beginning of the game; it's a very sweet melody imbued with deep chords and notes which resonates well on an emotional level.  =')

Into the fortress we go
Another fantastic song, and one of the best in the entire soundtrack is the Underworld theme.  Holy crap, is it incredible!  It starts with impending tubular bells and harp strings, but then shortly after it starts it segues to a rivetingly adventurous theme thanks to riveting and inspiring string work throughout, and it works so well any time you're venturing in the Dark World (this is a very good way of expressing that your adventure has just begun).  The Light World theme which takes place on the Earth's surface sounds adventurous in its own right too, with riveting string work accompanied by light horns, concluding with a grand finish.  =)  Some of the dungeon themes, like the fortress and the ones that take place in a cave, all have a distinct theme, and one of the last dungeon themes is overwhelmingly intimidating.  There is one theme with tubular bells and eerie orchestration that plays in a couple moments which I personally consider the scariest song in the whole soundtrack, in that it freakin' gives me chills; oh, my God!  O_O

The more you venture forth the more the
planet evolves gradually  =)
A lot of the different safe areas have their own distinct sound and feel, which I feel is appropriate since Tenchi Sōzō does take place on Earth.  In the areas that take place in what is clearly Japan or China there is an oriental composition which is neat; some cities in Europe have a quaint little accordion ditty with charming sound; the towns in North America have got a calm-sounding jovial theme that matches the locale; and the theme for when you're in the green area filled with flowers and the trees is so beautiful and super relaxing that I could listen to it all day.  =)  There is a theme that plays when you're in a port, and it's a pretty emotional theme; one of the key characters' themes is so deep in terms of music that it's a little gut-wrenching to listen to.  Some of the other key characters have got their own distinct themes as well; one of them is a hip-hop style number that is so funny (if only because of what the character does when you see him), and Yomi's theme is cute (even though it's a brief techno number).  What's incredible about the soundtrack is that even if some cues are very brief they leave a lasting impression because of the way they were composed, which I like.

Very effective atmospheric lighting in this
Buddhist temple  =)
Sometimes there might be a foreboding number that might play before a dire situation occurs, and the boss theme is really good.  Yes, a lot of it is riveting string work; but hey, at least it's more action-packed with intense notes and a bit of punch given towards it unlike the main boss battle theme from ActRaiser 2.  The final boss theme is incredibly intense but sounds so epic as well, and the credits is just unbelievable (one of my top favorite video game ending songs of all time).  That song has got a lot of emotional resonance on me, it's very powerful music, and it's a rewarding theme in the end.  ='{  I'd talk about the rest of the soundtrack, but it would take quite a while for me to do and I don't want to risk repeating myself (I am trying to describe them with words as best I can).  All I can say is just take the soundtrack for what it's worth, for it really is that good.  =)  The sound effects are well-chosen, like the sound effect for Ark's weapon and the sound effect for each set of kanji in the dialog box; there's also something quite intriguing about no sound playing at all once the boss is breaking down as they're defeated.

Incredible place
Let's go over the visuals next.  Some have compared the look of Tenchi Sōzō to that of Illusion of Gaia preceding it, and honestly I'm not sure that's really fair.  I mean granted, the middle Gaia chapter was very colorful and brightly detailed, but with this game while it's not as vibrantly colorful it's got a very well-balanced color scheme and there is a lot of great attention to detail all around (personally I like this game's visuals better).  Whenever you go to a new area it doesn't feel like you're going to the same place twice thanks to the diverse variety in areas.  One area in particular that leaves an impression is Crysta where it's a breezy area full of grass and streams that are around it... also floating in the sky there are realistic-looking 16-bit soap bubbles.  It's a great-looking area, but that was just one example.

Penguins!!!!!!  ^o^
There are a few subareas where the sun sets in the distance and it looks really cool.  There is an area which is ridden with rapids, some barren deserted areas, and even snowy areas.  There are a couple caverns with a lot of intricate detail surrounding the rocks and the falls.  Okay, one example is a village set in the snow and ice with igloos scattered all around with penguins (yay!) residing in the land.  There is a green place with plants, mushrooms, and flowers (which initially starts out as a dangerous wasteland), and what I like about it the most is the serene feel, especially with some portions of the land shaded while others are light (one of my screenshots shows you what I mean).  Some areas have got pretty nifty effects that lend them depth and atmosphere, like the falling snow in some cases, heavy mist in one cliff area, sand flying in desert landscapes which makes it a little less colorful and dark, or even one room in the game where it's all surrounded by a dimly lit red-orange light setting with soft candles scattered about.  It's a really cool setup for an atmosphere.  =)  One area in particular looks highly advanced compared to the majority of areas.  A lot of the areas have got their own look and charm to them.

Soar to the sky, feel the wind around you,
embrace the unknown  =)
One of the highlights of the visuals are the Mode 7 effects!  =D  In particular during the point where you navigate Ark in the Underworld, it just looks incredible.  It's a little like the Dark World gradually unfolds before you whenever you move, and being placed underwater too (considering the hardware it's very impressive and blows me away every time).  With the surface world it's a little more straight-looking, but I still find it incredible that Ark is exploring actual continents in a Mode 7 driven world.  Oh, I mustn't neglect to talk about the cutscenes: every now and then after a big mission is completed there is a scene with rendered backgrounds and what transpires in these moments is beautiful (a few of them always bring a smile to my face).  See it for yourself if you don't believe me.  =)

The world's most breathtaking view
The character models are well-designed, and the amount of diversity between character models varies depending on which location you're at, which is nice.  From an observer's standpoint they look a little like something you'd find in a SquareSoft RPG (and speaking of which: doesn't Tenchi Sōzō look a little like a SquareSoft game?  If I hadn't known any better before playing it I would've easily assumed that it was a Square title.  Seriously, in my opinion this is the best-looking SquareSoft game that Quintet made, if that makes sense... never mind).  The animations are solid, in particular Ark's with his jumping, running, diving attack, and shield animations (some of his other animations are fun to look at); I even like the flittering of Yomi's wings despite the fact that he's quite miniscule (also like his design).  I also like the varying designs between the humans and the animals (in particular, the penguins); and a lot of the enemies sport neat design as well (such as the black mages, yetis, ghosts, gigantor knights, skeletons, et al).  The bosses are huge and wonderfully detailed, some of the best-looking in the genre.  There's a shapeshifter that sometimes transforms into bats, a behemoth that is about a third the size of the screen, a parasitic creature, among others.  The final boss has got a fascinating design, even during his final phase (my God, it looks menacing).

Charge!!!
*sigh*  What to say about this game's level of challenge?  Some have contested that it's easier than Illusion of Gaia, and some have argued that it might not be the case.  Personally I consider Illusion of Gaia to be even easier than SoulBlazer (if only due to the more flexible gameplay), but here's the thing: out of the three Gaia titles this one's not only more challenging than its two older siblings (not to say that it's a hard game, but out of the three it comes close) but it actually becomes rather challenging if you get to specific situations where you haven't leveled up enough.  Let me explain what I mean by that: like SoulBlazer you could level up and equip weapons and armor, but unlike the first Gaia chapter where you reached each boss at a proper level each time Tenchi Sōzō gives you a chance to defeat as many enemies as you can before fighting the boss, which you may need to do.  The thing about the boss battles is that if you're not properly leveled up or equipped it may become hard for you, but if you reach a certain appropriate level you may have less of a hard time in that regard.  But if you are willing to persist and feel confident on taking them down while underleveled, bear in mind that it may take longer and recovery herbs (of any size) are not unlimited should you sustain a margin of damage, so use them conservatively.  The same holds true for the last few boss battles, which at best should take a few tries.

Check on each town, they grow gradually  =)
Regardless, each boss battle requires a precise strategy in order to take them down, and as I said before the last few boss battles are quite difficult if you're not careful.  For the first time in the trilogy the main character could get afflicted with an ailment such as poison or even get temporarily stunned whether it be by shock or by being frozen.  Some ailments vary, and for each kind there are cures and reliefs which can be bought in shops.  Some are temporary while others last a little longer, and if one of them consistently counts down then you'd best have the cure in handy.  The thing I find fascinating about Tenchi Sōzō is how it starts out in a linear fashion but then after awhile the adventure becomes nonlinear, which I feel is a good balance for a game like this.  =)  The various dungeons and enemy areas are greatly designed, and sometimes there's more than one path that leads to a specific room.  Now that is not to say that it's a hard game, for it's still a very manageable A-RPG like the two predecessors; it's just that Quintet decided to add some difficulty in the mix for this iteration.  And... I'm okay with that.

Not only did Tenchi Sōzō/Terranigma perform really well upon release sales-wise, but it earned unanimously rave reviews from critics and enjoyed a lot of praise from gamers.  To this day pretty much everyone that's played it ended up either liking it or loving it, like myself.  And yet while that's true it's a fairly underrated game by today's standards; and that's a shame because it's really that damn good, and deserves a little more credit than it gets now.  Had it been released in America too it probably would've been more popular among everyone, but as it stands it wasn't meant to be.  Not getting an American release was a hard blow for gamers in the continent looking forward to playing it, feeling like they have missed out big time.  There have been NTSC repro carts of Terranigma for years, and while most American gamers felt that it made up for the game's glaring absence in the country, it did not completely undo the damage that was done almost two decades prior (as technically it wasn't official).  Unfortunately having come out during the latter years of the console was a risky move, and at the time Enix of America was struggling financially.
It also didn't help that some of the last 16-bit games they published in America did not sell as many units as they had hoped.  So in order to avoid bankruptcy Enix's American division temporarily closed down but at a great cost.  =(  The English translation was completed by the time they closed down, but the American version got cancelled in the process (although, if it did get an American release, I shudder to think of the changes it would've forcibly undergone in the transition).  Not wanting to put a hard-worked translation to waste, they decided to use it for the English-speaking versions of the PAL release, which is rather curious as reportedly (I only played the Japanese version) there is a secret room that makes a joke referencing Illusion of Gaia 2 (in Europe the second game was known as Illusion of Time, so some PAL gamers unless they were well-informed were likely confused by that name).  Some have hypothesized that Terranigma was at one point going to be known as Illusion of Gaia 2, much like Illusion of Gaia was at one point to be called SoulBlazer: Illusion of Gaia, so it would make sense to throw that clever tidbit in-game.  =)

Oh, poor Quintet; they must've foreseen their
own future and that's why they went with that
logo  =(
Another unfortunate setback was that, like both its predecessors (and tangentially speaking: ActRaiser 2 and Robotrek), it was a 16-bit console exclusive.  For years and years and years people have begged that these Quintet/Enix games to be released again, in particular for the Nintendo Wii Virtual Console several years ago.  And honestly these would be great games to introduce to the current generation of gamers.  But despite all that begging it never happened.  Why?  There's nothing at all objectively wrong with these games, and whoever's got the license of Quintet's games (I don't know if it's still Square-Enix) is just not taking advantage of a golden opportunity like this.  It's one thing if they're only available for the Super Famicom and Super Nintendo consoles, but (in the era of the Nintendo Wii U, PlayStation 4, and ... ugggggh... Xbox One (Microsoft, you fail with that name)) not everyone can afford them, which is sad since currently speaking they're the only means to play roughly 83% of Quintet's 16-bit library (the only exception is the first ActRaiser, which got more than one rerelease since it came out; now that's just unfair negligence right there).  Rereleasing these games onto a modern console (or downloadable service) would greatly increase the chances of people playing these wonderful masterpieces, and current-gen gamers would get to see what all the commotion is about, in the end experiencing these games.  Not rereleasing these games even once is just border-on criminal!  >=(

The Gaia trilogy is noteworthy in being spiritually connected as well as approaching themes that Quintet was one of the few companies that was brave enough to express in their own way, and with this third game it's no different.  The fact that these games did not get another release after their initial outing is very sad because they are truly some of the best games you'll find not only in the genre but also on the 16-bit console.  Unlike SquareSoft where they were both developer and publisher, Quintet was the developer while Enix was the publisher (and ever since Enix merged with Square over a decade ago they seemed to have focused more on SquareSoft property than Enix property).  It's ironic then that ActRaiser should take top priority while the remaining quintet of Quintet's 16-bit lineup bites the dust and remain cart-only due the lack of rereleases.  =(  I'm sorry if I'm sounding rude about it, but this has been a problem for what... seven years, maybe more?  I'm just tired of these underrated games consistently being snubbed by solely one title (especially since most of them have been around for twenty years) when they deserve equal amount of exposure.
Now if Square-Enix (or whoever holds the license anymore for Quintet's property) can get themselves in gear and stop fixating on rereleasing this game numerous times
Robotrek was also developed by Streets of Rage team Ancient, but it still counts as Quintet property
and start considering giving these five a second chance at life for the first time, then we'll be one step in the right direction.

So now that I got my little rant out of the way, what is the final verdict on Tenchi Sōzō/Terranigma?  I could literally say a thousand things about this groundbreaking gem and still not have said enough, for it is just as good as everyone has clamored it to be.  =)  While SoulBlazer was lighthearted and Illusion of Gaia was dark, the third and final game in the trilogy offered a good balance of both.  Ark is a very charming protagonist (with his share of manga-like reactions and animations, like when he's shocked for example), and a lot of the other characters and numerous settings are very likable as well.  The soundtrack is spectacular, the gameplay is highly polished and very intuitive, and the plot is absolutely incredible in the way it unfolds (there are plenty of twists and turns, one of them literally leaving me all like "Whoa, no way!  How is that possible?").  Even though I only played the Japanese SFC cart version, I had no trouble at all becoming engaged in and enthralled by the experience until the very end.
As far as I checked online the only real difference between the localized version and the Japanese version (aside from the much thinner English letters from time to time) is that there is an extra Magirock that's not present in the Western version.  Scattered throughout both the Underworld and the Overworld are peculiarly-shaped rocks made out of crystal, and while you won't get any points for collecting all of them (I do come close though) they are a requirement if you decide to purchase magic equipment in magic shops (just regular gold won't cut it).  Some are found right in the open while others may take a little bit to get to and sometimes they serve as a prize if you win an event.  This event in particular involves correctly answering a guy's "yes" or "no" questions until you got them all right inside the secret Quintet building, but get one wrong and you'll have to start over.  But since I can't read Japanese kanji I have a hard time attaining this Magirock, no matter how hard I try to correctly guess.  If you are intent on getting this one when playing the Japanese version, then make absolutely sure to do so before one of the breaking points near the end otherwise you won't get a chance at it again.

Biplane from Pilotwings, eat your heart out  =)
Tenchi Sōzō is, simply put, what I'd like to call a "back to basics" entry to the Gaia trilogy, much like Ys IV: Mask of the Sun (and to some extent Ys IV: The Dawn of Ys) was to the Ys games and like The Legend of Zelda: A Link to the Past was to the Zelda franchise; an entry that reverted back to the original game's formula, which was altered slightly in the last iteration, and improved upon said original in more ways than one.  It managed to take every element that made the past two games great and turned it into something even greater and more in-depth than ever.  =)  It's funny that I bring up the third Zelda, 'cause I don't think it's a real secret: today's game is basically Quintet's own A Link to the Past, and as a competitor not only does it prove to be its equal in terms of quality but it really works as well.  Even so, I enjoyed this game for what it was: a flawless experience.
I know I already reviewed SoulBlazer awhile back, but I'd be more than happy to re-review it again one of these days, especially since I recently got to play the Japanese original SoulBlader.  There aren't many differences between versions (unlike with Actraiser and ActRaiser) but I think they're worth bringing up all the same.  =)
I still have to talk about this game????
As for Illusion of Gaia, this is one Gaia installment that I have yet to review.  But that's okay, since I also recently got to experience the Japanese SFC version Gaia Gensōki, and I was surprised at the amount of the differences between versions.  And to be honest, I much preferred the Japanese original over the localized version; and if you're still dubious about my claim of this spiritual follow-up being easier than its predecessor, then the Japanese version should be proof enough.  When I get to reviewing this game sometime in the future I have to warn you: I'll be giving the American version lots of scrutiny for comparison's sake.  =|  Doesn't mean I still don't like it, though.

Awesome-looking behemoth
While Tenchi Sōzō/Terranigma is technically the final game in the Gaia trilogy, some have contested that The Granstream Saga (developed by some Quintet staff members who formed a group called Shade) for the PlayStation One is a part of the series.  Most people would rather it having nothing to do with the three, however, for its often gotten deadly mixed reviews.  Some believe it to be okay while others find it to be a colossal disappointment.  I haven't played it so I can't say how I feel about it, but I'm not sure which camp I'll fall under if I do get to experience it; I guess it'll all depend on my state of mind.  Maybe one these days I'll try and see for myself if I decide to experience The Granstream Saga this summer.

Tenchi Sōzō is one such A-RPG that left a strong impact on me since I first played it.  It managed to strike every right note depending on the situation, and it was also a deeply and emotionally involving experience as well.  In moments that were uplifting, there was genuine happiness; in moments that were sad, there was genuine sadness; if there were moments that were so ominous that you couldn't help but feel a little nervous (you know the moments I'm alluding to), then there was fear or nervousness.  The boss battles are fun, the last one I personally thought was epic, everything's just chockfull of charm and personality, and the difficulty was evenly balanced (starting easy but then gradually gets harder the more you progress).  I still struggle to beat it on one life like with its couple predecessors, but maybe on my third playthrough I'll get more lucky?

Tenchi Sōzō is one of those few games that I wish would not end, for you often feel a sense of awe and wonder throughout, and you want to explore more.  But when it does end, I look back on the experience and all that occurred until then, and that's when it finally hit me: I cried.  When I beat it two years ago I cried, which is something I rarely do when it comes to video games (there are a few times that I have come close, though; Secret of Mana, Super Mario Galaxy, Illusion of Gaia, Kirby's Return to Dream Land).  The ending is one of the most beautiful that I have witnessed, for it's sad yet at the time it's very uplifting (I won't spoil it, you have to see it yourself firsthand).  Even though I knew what was going to happen, I still cried at the ending after my second playthrough, and it's just incredible how much emotional resonance there is throughout Tenchi Sōzō.  =')

It's a little hard for me to make a spoiler-free review of this game because the experience itself is incredible, but believe me I do try my best.  It is the most excellently beautiful 32-MegaBit SFC/SNES game that I have played, and it is absolutely brilliant; in my book, this is Quintet's Magnum Opus.  =)  It just amazes me how the grand scope is huge and epic even though it's not too long a game; the first time I beat it at Level 36 at around 28 hours, while in my second playthrough I beat it at Level 32 at around 20 hours.  If you are curious about this game, then I recommend you give it a go.  It's not only one of the best A-RPGs you'll find on the SFC/SNES, but I think that it's the best period; and I think you'll get more appreciation for it than you already would if you played SoulBlazer and Illusion of Gaia beforehand.  I do still wish that it was released in America at the time, but I'm glad I imported it in the end.  Once you play it for the first time, prepare for a journey that you won't forget.  =)  Highly recommended!!!  =D

<(^o^)^TO EACH THEIR OWN^(^o^)>
P.S.: If I have offended fans of the first ActRaiser in my magenta paragraph, then I am sorry.  =(  I do not dislike it, but what I don't like is its overexposure which gets to me personally because compared to it the remaining five Quintet classics feel underexposed, which is not fair.
P.S. 2: I am not sorry, however, for criticizing Microsoft for naming their third video game console the Xbox One.  =P  There is only one Xbox One as far as I'm concerned, and that's the first one that came out in 2001.  I swear, they were not thinking straight when approving that name.
P.S. 3: In case you're wondering: yes, I am aware of the recent fanmade sequel/reboot/remake/whatever made for the PC recently called Terranigma Origins.  Being a fan of this game I am interested, but I haven't played it (if only 'cause I'm not as into playing video games with a keyboard as I was when I was younger; don't know if it'll support a USB controller if I end up changing my mind).
P.S. 4: I love this game so much!  =)  I hope I did a good job reviewing it, for I can't remember the last time I took awhile to talk about one of my favorite games.  I try to do a conscientiously good job when reviewing, even some of the most highly acclaimed of games.
P.S. 5: I don't know what else to add.  Tenchi Sōzō is more than a game, it's an experience; a wonderful experience.
Thank you for reading my review, please leave a comment and let me know what you think!  Hope you have a great summer, take care!!!  =D
............................................................................
Squirrel: "Hey.  Do you know a squirrel by the name of 'Zero'?"
Ark: "Ummm, no?"
Squirrel: "I didn't think you would.  Now, Conker, on the other hand, he's pretty well known."
Moments later...
Squirrel: "Hi there, stranger!  You haven't by chance been acquainted with a squirrel by the name of 'Mr. Nutz', have you?"
Ark: "Actually, I have."
Squirrel: "Really???"  =D
Ark: "Yeah,... what about him?"
Squirrel: "That guy owes me ten bucks!!"  >=(

Saturday, April 5, 2014

My Newest Special Birthday Review

Written: March 24th-29th, 2014 / Published on: April 5th, 2014
Hello everyone, StarBoy91 here; very passionate about video games, big retrophile, and fan of all things 16-bit.  ...  Yeah, I'm gonna have to work on that if I'm going to use that opening.  =$  Anyway, April 5th is almost here.  It's that day of the year again, and you know what that means?
IT'S MY BIRTHDAY!!!!!!!  =D
This is a wonderful day to celebrate for more reasons than one!  =)  Like last year with Skyblazer, I'm going to review a very special video game classic for my 23rd birthday, and it's one of my favorites.  Ah, twenty-three years; how time flies.  But before I start and reveal which game it is, allow me to make a recap.
 
This game was (for the most part) on fire
After Capcom unleashed The Magical Quest starring Mickey Mouse for the SNES to the world in 1992, it became a huge hit, and for good reason.  Not only was it the first 16-bit Disney (and Mickey Mouse) game that Capcom developed, but it also proved to be a competent adversary for Sega's Castle of Illusion starring Mickey Mouse from two years prior.  It had everything everyone ever wanted from a Disney platformer: incredibly polished and intuitive controls (introducing the magic outfit system that served you well under various circumstances), a very good amount of charm, well-designed areas, colorfully beautiful visuals, a wonderful and atmospheric soundtrack, a magical feeling lingering throughout, as well as a decent amount of challenge.  The only thing it didn't have?  A GOOD ENDING!!!  >=(
 
Beautiful area, way too short  =(
Look, I don't expect a really complex plot when it comes to platformers, nor do I expect them to be perfect, but gosh-damn does it really upset me when a game has the makings of something spectacular in terms of buildup and atmosphere, only to be undone by a hard slap in the face unsatisfying payoff (which devalues the whole buildup that led up to it), which was this game's biggest sin.  And it's too bad, because if not for that then it would've been really great; instead it turned out to be just merely great.  =(  And it's not the only thing that's wrong with The Magical Quest, for there was a timer which was a wasted element entirely and the fact that some areas were longer than others, meaning that a few stages were over before you knew it.  Aside from those aspects, there's nothing really that bad with it, as I consider it to be about four-fifths of a good game; it just fell a little short of being a completely good one.  Still, it did good nonetheless, so Capcom figured that a sequel was in order; which I'll review for this occasion.  =)
 
Alternate Name: Mickey & Minnie: Magical Adventure 2 [|O|]
Console: SNES | Year: 1994 | Developed and Published by: Capcom
 
Sometimes I miss the days of magazines
Having come out two years later for the same console, The Great Circus Mystery starring Mickey & Minnie was the first follow-up of The Magical Quest.  Like the first game, I first found out about today's game through a magazine (albeit as a Game Boy Advance game before I found out they were originally SNES games).  It was in Issue 126 of Game Informer back in late 2003; unlike the Nintendo Power issue from the year before where the first game generously got coverage alongside the maligned Disney's Magical Mirror starring Mickey Mouse, the second game (titled Disney's Magical Quest 2 starring Mickey & Minnie when the GBA port was made) only appeared in this magazine in a small blurb.  Some games would get coverage in the middle of the page, while some (to fill in room) only small space, especially when it came to would-be releases.  When I read the blurb, I remember being a little flabbergasted and uncertain from it by the time I finished.  Don't worry though, my readers, I'll get to that later.

After I found out these two were SNES originals several years ago (talk about a dummy moment for ya), I wanted to experience them; and after one of my cousins lent me his SNES console back in 2008, these were some of the games that were on my wishlist.  But there were several problems along the way: I'm not just a gamer, but a collector too.  Which meant that any time I thought that either The Magical Quest or The Great Circus Mystery would be next to buy on eBay, another game would always catch my attention.  Another issue was sequential order; when I read a positive review of today's game on one of the websites I was intrigued, but I was conflicted because I wanted to try these games in their proper order (since playing game series out of order is something I consider a bad habit... one I admittedly haven't completely given up on), and sometimes I considered trying the opposite when I knew it wasn't proper.  So it would be awhile before I tried either of them.

Choose your Mouse
Fast forward to March 2012 when I paid a visit to the retro game retailer 3D Games.  I was in the mood for an SNES game (I was searching for Drakkhen at the time since I remembered them having it).  What I had planned to find wasn't there, but that's okay, since I found something a lot better: two games caught my eye.  One of them was The Great Circus Mystery starring Mickey & Minnie, while the other was the SNES video game adaptation of The Pagemaster.  =)  Both these games I've been curious about for so long (in particular the latter since childhood), so I decided to buy them at the same time; it wouldn't be until my 21st birthday less than a month later that I would play The Magical Quest starring Mickey Mouse.  As far as I'm concerned both were worth the wait and the price of admission; so now that I got all that out of the way, how does Mickey's second Capcom-flavored magical adventure fare compared to its predecessor?

One day Mickey Mouse and his girlfriend Minnie decided to head to the circus.  They had planned to meet their companions Goofy, Pluto, and Donald, but Mickey overslept so the two arrived late to the party by metro bus.
Apparently it's a good thing the events unfolded like they did because something went awry at the circus.  As the two arrive Goofy comes out all glum stating that the circus is ruined and has been invaded by monsters and ghosts.  Wanting to investigate further, Mickey and Minnie decide to take matters into their own hands to find out the cause behind all this.  So our heroes decide to right the wrongs that have been caused before having arrived at the scene.
Along the way they discover that the mayhem was all set up by a criminal mastermind, known to many as Baron Pete.  Wait, in the first game he was an emperor, now he's a baron?  What's next: Pete becomes a king??  XD =|  Oh...

Donald: "Now where's that Mickey & Donald
game we're supposed to be in?!"  >=(
Mickey: "Don't worry Donald, old pal, it'll come
out next year, I promise!"
The gameplay is like that of The Magical Quest, and for those that don't know how it plays I'll explain the basics.  Mickey (and Minnie) can jump, duck, swim, throw projectiles at enemies, throw stunned enemies (after having jumped on top of them) themselves, and run down diagonal slopes.  But the biggest selling point for these games are the magical outfits and how they serve you well to overcome specific situations, and The Great Circus Mystery is no exception in that regard.  There are three outfits you'll find and wear throughout, and it's important to alternate between them in moments that matter; which can be cycled through with either the L or R shoulder buttons and then confirming them with the A button.  The controls in this game are very good, and they have a polished feel to them.

The adventure begins again
The first one you'll find is the sweeper outfit with a vacuum containment unit, which you can use to suck up small enemies for coins, blow fire out of candles, and even pull heavy objects towards you in order to get across.  Huh, I didn't know Capcom were fans of Ghostbusters.  However use is not unlimited, which means you'll have to find some batteries to keep its charge replenished.  Next is the safari outfit, which allows you the privilege to climb up walls and swing from hook chains thanks to your hook; it may not prove great it battle, but it does give you mileage as far as reaching higher spots is concerned.  And last but not least is the cowboy getup which gives you a cork pistol and a stick horse which you can use to bounce up and down (though you can stop by ducking).  Like the sweeper outfit, ammunition is limited so you'll have to find some extra corks to fire if you're running on low.  Experiment to your heart's desire.  =)

Most visually impressive area of the game
The visuals have been slightly updated since the last game, and they look more colorful and beautiful than ever, even better.  The colors are well-chosen, and each stage has nicely detailed foregrounds with good-looking backdrops in the distance (creating a bit of depth in the process).  The map screen before you start off any area looks sweet, the Jungle area has got a good look and feel with the drops of water on the trees shining in the gorgeous backdrop, and the Frozen Plains have got neat ice and snow landscapes with an impressive-looking aurora borealis around.  But you know what's even more impressive than that?  The tower segment of the Haunted House!  =D  Normally in these kinds of locations you'd be ascending through a series of steps while outside, but in here you climb it upward while inside as the walls both in the background and on the sides gradually move as you do!  Dude, not even Mickey's Wild Adventure and Porky Pig's Haunted Holiday could pull off something this amazing, it looks really good in motion.  There are even some color layering effects that help augment a sense of depth, like in the outside portions of the Haunted House and while you're swimming underwater where it's always wavy (which looks sweet).  Every other area looks good as well.
 
Another improvement from The Magical Quest was the character design and animation.
Seriously, just compare and contrast Mickey's sprites between the two, you'd be astounded by how improved the quality is in The Great Circus Mystery.  Also, it's smoother and better polished this way.
 
What say we trim this guy's hair, or rather
suck it up all away?
Whilst in the previous game there were only a few frames of animation, this sequel ups the ante by making several frames' worth of it, resulting in a very fluid and smooth animation.  Mickey and Minnie have different walking and posing animations, but the other animations are pretty much equal (save for a few changes).  It's not bad really, for it's honestly very cute.  The Lonesome Ghosts look good and animate decently what with their green garb (wait, green, why is it not blue??).  Some of the charming yet imposing enemies you'll fight are the Mini-Petes (of course), a few variations of Weasels, small clown balls, tiny skeletons posing as ghosts, flying squirrels, small anthropomorphic candles, plus more.  The midbosses and bosses are big and look detailed, for they have great designs like the grimacing ice cloud, the dinosaur, and the wolf with his spinning hair.  Baron Pete looks fantastic as well.  =)
 
Swinging in a crystal-laden cave
The soundtrack of the first game had a distinct sound and feel that was not only fun to listen to but did a very good job at representing the appropriate tone and mood for each area.  The Great Circus Mystery's music, on the other hand, falls short of that.  =(  And that's saying something, because it's Capcom we're talking about, and a lot of their games whether you like them or not have always offered a solid soundtrack to back them up.  So, what happened here?  And what's disturbing is that this serves as proof that the first sequel (regardless of whether or not the sequel is better than the first game) will almost always have an inferior soundtrack to its immediate predecessor; this applies to not just this game but other examples too like Croc 2, Kirby's Dream Land 2, Super Wagyan Land 2, Breath of Fire II, ActRaiser 2, Mega Man X2, and even Final Fight 2.  Such is the curse of trying to top an overall aura that once made cannot be beat.  I mean seriously, name one first sequel that had better music than the original!
Image from Wikipedia
Um, okay... name me a first video game sequel that had superior music that trumped the original!
Image from Wikipedia
Heh heh,... right.  >_>
 
"I WAS FROZEN TODAY!!!"
So, ignoring all that, what is the soundtrack like?  Frankly speaking, this is a weak effort for Capcom-branded Disney licensed standards.  Okay, that's a bit harsh; it's a noble attempt, but I wish all the soundtrack was high-quality as opposed to just a few legitimately good songs (even then they sound shorter); I'm not certain making the music significantly lightweight was well-advised.  The Caves theme is short and repetitive (despite the sweeping flourish near the end; Disney's Aladdin had better cave music than this), the player select theme sounds more upbeat and colorful, the Frozen Plains theme has an icy feel but is super short and feels unfinished at worst, the boss themes sound nowhere near as imposing as the ones from The Magical Quest, and the Haunted Circus music?  Not really big on circus-themed music, but seeing as it's a miracle that it didn't turn out to be super annoying, I find it to be passable at best.  Good news, Mr. Nutz, you and The Great Circus Mystery starring Mickey & Minnie have got one thing in common!  Erm, ... except for the adorably realistic-looking bees anyone has ever seen in a 16-bit platformer.
Nicolas Cage: "No, not the bees!  NOT THE BEES!!!"  DX
Beautiful aurora borealis in the sky, part 2  =)
So are there any good songs?  Actually yes, though they range from barely good to really good.  The ironic thing about this game's soundtrack being weaker than the first game is that the title, intro, ending, and credits themes are better; but that's not saying much exactly.  The title and intro themes fall in the category of barely good, and not just due to their quality.  The only in-game songs I considered to be genuinely good were the rousing and adventurous-sounding Jungle theme, the ever-brooding and mysterious Haunted House theme, and the theme for when you fight Emperor Pete in frame format (if only because he was the main villain in the last game, and Capcom even remixed his theme from there).  The ending theme is wonderful and feels very rewarding when you finish the adventure, and the credits is good to a point but serviceable.  =)  The sound effects are good, plus Capcom improved upon the dialogue box text effects by giving them tolerably light sounds (in the first game it sounded rambunctious, in here it sounds just right).

I can't imagine how painful it must be to have to
swim through icy cold water
Comparatively speaking, The Great Circus Mystery is a much easier experience than The Magical Quest in more ways than one.  The timer's gone this time around, which is good since the first title really had no reason to use it at all.  Capcom's implemented a password feature too (since the previous game had to be beaten in one sitting), but since this is a Disney game by Capcom it's not like you'll really need it all that much.  In The Magical Quest if you lost a life then you would have to restart the stage portion all over again (say Stage 3-3), while in The Great Circus Mystery if you do lose a life you'll restart by the exact point of the area you lost your life in.  Even without all these comparisons, this is still an easy game, but to a point.

Mysterious fog
There are three difficulty settings to choose from, and how the game will be depends on the setting you played under.  On Easy you start with five hearts (which can be added should you find heart containers in either covert rooms or in a "General Store" for two hundred coins), on Normal you begin with three hearts, while on Hard mode you commence with two.  Depending on the mode you play there will be fewer enemies and more platforms on the easier setting and vice versa for the harder setting, with every amount in-between for the normal setting.  The bosses have got decent patterns, and while they're easy they are fun to battle, especially Baron Pete with his two forms.  Like the first game there are unlimited continues, and while it is easy even when the mode is set on Hard it does offer a decent amount of challenge.  But hey, so long as the game is fun, I don't care whatever difficulty it is.  =)

"Take that!!"
When The Great Circus Mystery starring Mickey & Minnie was released in 1994 for the SNES it did considerably good but reaction towards it was mixed to positive, whilst the first game's reception was generally positive.  One of the common complaints geared towards it was the fact that it felt too much like the first game, and it's true; one of the biggest challenges of continuing with a formula set by the original is how to make it not feel stale.  A fair of amount of people will admit that once you've played a Mega Man game, you've pretty much played them all (for exemplification purposes); some people that played both The Magical Quest and The Great Circus Mystery shared the same sentiment here.  It also did not help matters that the SNES version of Traveller's Tales' Mickey Mania: The Timeless Adventures of Mickey Mouse came out around the same time, so both titles were compared with each other (talk about bad timing).  This game also garnered a MegaDrive/Genesis release a short time after the fact (making it the only Capcom-developed Mickey Mouse game ever made for that system), and nine years later it was remade for the Game Boy Advance as Disney's Magical Quest 2 starring Mickey & Minnie.  General consensus was about on par for all three versions of this game, though the handheld version fared a lot worse.  And speaking of which, it's time for me to introduce to you all how I came to know about this game:
[Warning: This segment that you are about to read is done purely out of fun and not mal-intent; expressive passion will also be present, so tread carefully]
......................................... What?  @_@
Certainly, this caught me by surprise when I read it back in 2003, as at the time I couldn't fathom the prospect of a bad Mickey Mouse game (then again, I didn't know any better and I didn't play that many Mickey platformers back then).  Still, I have so many questions.  For starters, everyone has a different perception of what score constitutes as bad (for me, if a game scores below a 5, then it's officially bad); in this mini-blurb Lisa the reviewer comments that it's bad, yet the 6.75 rating she gave it contradicts her attitude towards it.  Second, this isn't a review; this is small superficial summary, it doesn't add anything.  Third, the lack of elaboration does not help matters at all (she's said the visuals were "respectable", but that's it).  Finally, "worst jumping controls in memory"?  Really?  As opposed to what, exactly?  Why does she feel that way?  We don't know why because she doesn't give an explanation behind the reasoning.  Okay, since she hadn't really gone too deeply into it, I'll try to explain for her.
The jumping controls in The Magical Quest were a little bit floaty, but they were still good and solid.  In The Great Circus Mystery you spent less time in the air than you did in the previous installment, since the jumping was fine-tuned and made a bit more solid.  But is that justifiable enough reason to condemn it for having the "worst jumping controls in memory"?
If that's not it though, is Lisa referring to the fact that you consistently bounce up and down with the cowboy getup?  Because if that's the case, you do realize that you don't have to stay with that outfit the whole time, right?  You do know that it can be worked around and that you can stop bouncing by holding down to duck, right?  <=|  That's not reason enough to make that outlandish claim.  I'm going to go out on a limb and presume that either something terrible happened while the game was converted to GBA format (since I only played the SNES original), or she must've not have experienced the SNES and MegaDrive/Genesis versions and only tried the Game Boy Advance port.  Again, there is no elaboration; all we get is "worst jumping controls in memory".

Swinging while battling a sneaky turtle
I'm... not going to pretend that I feel adverse to moments like these, because trust me when I say: I do.  =(  The fact that Ecco Jr. got a 2 out of 10 in NintendoLife is bull crap; the review itself is bull crap too (though I blame that more on the older version's format than the reviewer; the game was treated poorly because it was compared unfavorably to its two predecessors as opposed to being treated as a game on its own, which made the assessment highly unfair).  The fact that Motorcity and Tron: Uprising were cancelled too soon, even though they were legitimately good Disney XD shows, in favor of puerile and unfunny crap like Lab Rats and Randy Cunningham: 9th Grade Ninja is unfathomable.  The fact that the fun and high-adrenaline pumping giant on giant creature feature Pacific Rim got snubbed not once (landed in third in the first box office weekend behind Grown Ups 2) but twice (what do they nominate instead of this movie for Best Special Effects?  Gore freakin' Verbinski's The Lone Ranger, are you kidding me?!?) by a very bad movie is inexcusable.  The fact that 4Kids altered much of the content of acclaimed Japanese anime for American distribution to "ensure American kids would get the proper silly and clearly censored treatment" is highly off-putting at worst.

But you know what?  I don't blame or insult people for that, you know why?  Because these are all based on my opinion, and each and everyone of us has got personal feelings and views on stuff; if every single person felt the same thing, the world would be boring.  Opinions make the world a more interesting place.  To each their own, I say that all the time.  If I do poke fun, it's usually for characters in media or professionals, but not regular people themselves; not due to meanspiritedness, but out of harmless fun plus justification.  I'm not one of those "you're opinion sucks because it doesn't match mine" kind of people, I respect other peoples' viewpoints regardless of whether I agree with them or not.  If I do need an elaboration on why someone might feel a certain way (even if it's on something they like but I don't or they don't but I do), I just ask.  I politely ask "why".  "Why do you feel this way?"  You don't even have to write a book about it, just a simple single-sentence reason is enough (and if it's not, you can add a couple more if you feel it will explain it a lot better).  Pretty much all my reviews elaborate on why I feel the way I do about specific games; if you're going to say a statement that will raise an eyebrow or two, then you had better have a good enough reason to back you up on that.

Now, what did Lisa say about the game's jumping controls in that Game Informer magazine?  "Some of the worst jumping controls in memory".  Uh, huh, right.  Well, since that's all we have from her, we don't know why she feels that way.  Maybe it's the GBA transition, maybe it's her initial experience with it, maybe it's nothing; but if anyone knows why Lisa feels the way she does about the jumping controls, it's Lisa.  If you say something that will ignite a reaction (in a "professional" review, no less), you'd better have at least a good reason to say that, otherwise your word will be challenged and not at all be taken seriously.  It's a little hard to believe that out of all the games she'd reviewed by 2003, this was on her bottom list as far as jumping controls were concerned.  Now I'm a reasonable person and do not bash people because of their opinions... however, since she failed to elaborate on her comment, I hope Lisa forgives me when I express how much I disagree with her through this fan-made image of mine:
Created on MS Paint by me; Commander Peepers (c) Craig McCracken, Disney
"Worst jumping controls in memory", give me a break!!  >=(
I'm sorry I have to be like that, I really am.  I didn't even want to give her "review" more attention than it deserved, but your unelaborated comment provoked me, Lisa of 2003's Game Informer, and you have no one to blame but yourself for that!  I'm sure you must be a nice person, but your thoughts on the game lacked credibility because you didn't give a reason to be negative for the jumping controls, in my opinion.  *breathes*  And scene!  Wow, that feels really good to have gotten all that out of the system!  =)  Nothing against Lisa, the way she wrote her review just rubbed me the wrong way, was all.  All right, back to business!!
[This section is now finished, now to the final paragraphs of my review]

This would be a very good nod to the first game,
if the first game wasn't a dream
A lot of criticism for The Great Circus Mystery was aimed at the fact that it felt a little like the first game all over again.  And while it's true that it is like the first game, it is far from the only thing that's wrong with it.  The soundtrack was disappointing in comparison to The Magical Quest's, as it felt lightweight and uninspired at times (with a few exceptions).  Emperor Pete makes a cameo, and while it's nice, it feels off-putting to me when all it does is give me a painful reminder that the first game was nothing but a dream.  =(  Another flaw is the name: why is it called The Great Circus Mystery?  The circus only takes place in the beginning stage, and the mystery (which isn't all that great) is figured out before you reach the halfway point.  Conversely, the buildup feels weak (but the payoff here is good), and there's a reason for that: I don't feel the same amount of magic here that I felt in the first game.
The Magical Quest had moments that inspired awe and wonder, like this tree sap portion;
moments like these were absent from this game  =(
A mistake I felt this game made was being more grounded to reality, with a few supernatural elements thrown in.  Yes, the magic curtain magically appears when you change outfits, and I can buy the Haunted House fitting in the theme of magic, but tell me: does a circus, a jungle, a cave with fossils, and a frozen plain sound like magical places?  The areas in the first game had an authentic magic aura surrounded to them; this one didn't all that much.
I thought World of Illusion starring Mickey Mouse and Donald Duck and Mickey no Tokyo Disneyland Daibōken had a bigger and more realized sense of magic, to be honest; despite the fact that the latter takes place in the real world, there was magic happening around.
Heck, even the incredibly obscure Mickey Mouse: Magic Wands! had a bigger sense of magic.

Swim, Mickey, swim!  =O
So, even though it's got all these flaws, it doesn't prevent me from enjoying The Great Circus Mystery starring Mickey & Minnie.  It doesn't mean I haven't grown to accept that its got imperfections, because I have.  Like Mr. Nutz which I reviewed last time, I personally enjoy it for what it is but I do understand why others wouldn't.  =)  To each their own.  Despite its issues, I like this game more than The Magical Quest starring Mickey Mouse.  For one, I played this one first, but that alone wouldn't cut it.  The visuals were colorfully polished and more detailed than before, the game was fun to play with fine-tuned controls and polished gameplay, the charm was still there, each stage felt about equal in length, the moot timer was no longer used, the payoff was fantastic despite a less than impressive buildup towards it, and the ending was actually nice and worthwhile (it's made even better by the fact that: it's not a freakin' dream!).  =D  Each individual area was still pleasing to the eyes (especially the rotating tower, that was awesome), and this game left an impact on me when I first played it two years ago.  For the longest time Mickey's Wild Adventure for the PlayStation One was the only 2D Mickey platformer that I played, and to experience another 2D entry after all this time was a very pleasant surprise and experience for me.  I had a lot of fun with it the first day I played The Great Circus Mystery, and I still have fun with it; this is a Disney platformer that I have a lot of fondness for, and it makes me wish that I played it when I was little.  It may be easier than the first game, but it's still a hell of a good forty-to-fifty minutes whenever I play it.

Why aren't the Lonesome Ghosts blue?  Even
Mickey's Wild Adventure got that right!  >=(
If you fancy a good 2D platformer with Mickey Mouse and his girlfriend Minnie in it, then I think you'll have a good time with this one.  =)  If you're looking for a challenging Mickey platformer, I suggest looking up Mickey no Tokyo Disneyland Daibōken instead.  If you're looking for non-demanding entertainment and fun, well you've got it!  If you expect it to match the magic and atmosphere of The Magical Quest, then you should lower your expectations in that regard.  If you could care less about its challenge and enjoy a platformer for what it is, I think it's worth a look.  I don't think it matters if you play this game before (or after) The Magical Quest, because even though some flaws will be more apparent if you play one before the other, it's still one of the best Disney-themed platformers you'll find on the SNES.  Take it for what it's worth, for Mickey's second (not so aptly named) magical adventure is really good.  =)

When looking at both these games, it's easy to appreciate them for the games that they are.  It's also easy to wish for Capcom to combine the best of both games and create the ultimate Nintendo 16-bit Mickey platformer.  Capcom granted gamers' wishes in 1995, but only in Japan; ten years later it would see a Western release as a GBA release.  Oh yeah, because as we all know that's the perfect way to experience Nintendo 16-bit titles!  =P
That game was Mickey & Donald: Magical Adventure 3.  But that's for another time, I'm afraid.
( >'.')>TO EACH THEIR OWN<('.'< )
P.S.: I hope none of you thought I was being too harsh when I expressed my disagreement with Lisa's "review" for Game Informer.  What I was trying to get across was that if you don't clarify a reason for making a statement like that people will get confused and want to know why it was uttered to begin with.  Again, not being mean, but it just bothered me.
 
P.S. 2: I had originally planned to review this game back in early 2013, but I felt I didn't have a sufficient amount of screenshots at the time, so it was delayed as a result.  =(
 
P.S. 3: Now that I reviewed a game for my 23rd birthday, it's time ponder what I'll review for my 24th?  But that's a year away from now, so we'll see.  ;-)
 
P.S. 4: I had to make a Wander Over Yonder reference, I had to!  It's been almost two months since the last episode aired, and while I love the show to death I don't know how I feel about its new episodes first airing on Disney XD as opposed to Disney Channel.
 
P.S. 5: Glad I got my thoughts on The Great Circus Mystery starring Mickey & Minnie out of the way!  =)  Hopefully it'll take less than a year and one third until my review for Mickey & Donald: Magical Adventure 3 comes out.
 
P.S. 6: I still miss Mickey's old voice actor Wayne Allwine.  =(
 
Thank you for reading my special birthday review, please leave a comment and let me know what you think.  Take care!!!  =D