Friday, March 24, 2017

Mōryō Senki MADARA 2 (SFC) Review

Received: October 15th, 2016 / Written: March 15th-24th, 2017
Year: 1993 | Developed and Published by: Konami | [ ⬤ ]

Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and fan of all things 16-bit.  O.O  Oh, finally, a 16-bit game, I didn't think I'd review another one at this point given my previous three non-16-bit video game reviews.  Oh, happy day!  =D
Image from Wikipedia; Happy 30th Anniversary, manga I never read
In 1987 Kadokawa Shoten published the first in what would be a five-volume manga series called Mōryō Senki MADARA (for the Marukatsu Famicom magazine) written by Eiji Otsuka and illustrated by Shōu Tajima set in medieval Japan about a character named Madara who was reborn with artificial limbs after his evil father Emperor Miroku cut him into eight different pieces out of fear that Madara would live to kill him, for it is his destiny.  This series would end its run in 1997; during this period it would receive its first video game adaptation for the Famicom in March 1990 made by Konami in RPG form (at the time the biggest Nintendo 8-bit game at 4 MegaBits) and would garner two seventy-minute OVAs by Studio Fantasia from March to December 1991.
That eye-catching cover art, oh my God!
After more than three years since the first game Konami would return to the license with the July 1993 release of the 12 MegaBit sequel Mōryō Senki MADARA 2 for the Super Famicom.  Having never played its predecessor I cannot make any comparisons, so I can only judge today's game by its own merits.
 
The game begins in contemporary 1993 Tokyo, Japan, centering on punk rocker Kamishiro and his journalist girlfriend Subaru, the former of which is the main protagonist throughout the entire game.
Subaru tells him to meet her by the forest after school one day to look into a haunted shrine for a potential scoop.  Once they enter however, they find more than they could bargain for as instead of just finding a crashed chandelier and some very old documents (including some very useful equipment found in chests) it's infested with mutated cats and dogs, and in the basement a butterfly monster they've never seen before, almost as if it came from another world.
After having defeated it the two enter a room in the back where they're encountered by apparitions of Madara and Kirin, who are Kamishiro's and Subaru's ancestors, who reveal to them their destiny and heritage as they're given two artifacts (one for each of them).  Satisfied with her discovery, she decides to head home and write about it.
The next day Kamishiro meets with Subaru again and cross the now completed bridge to the East which was under construction before where they stumble across an ancient temple.  Once in the center of the room it's discovered that the Subaru with him now is a half-woman/half-spider creature in disguise, as the real Subaru has been abducted and taken to the alternate version of medieval Japan.  After being reduced to fight the two creatures with his kicks after his newfound sword is snatched away from him momentarily,
Kamishiro is met by a divine goddess who tells him what's going on and will give him a chance to save Subaru, help reclaim Madara's body parts, and defeat Emperor Miroku by transporting him to the alternate realm where creatures of Japanese folklore and mythology also reside.
As he's being transported Kamishiro sees a very imposing being lingering in the shadows.  Could this be Miroku?  Once that's done however, he's transported and
Which apparently is enough to brighten his skin tone a bit...
is given a wardrobe change by one of the first people he meets here to blend in with the alternate reality/time period (as ripped jeans and a wrinkled sweater would not cut it).  His adventure has now truly begun.

Let us commence this grand adventure
Mōryō Senki MADARA 2 is a turn-based RPG viewed from a bird's eye perspective as you take control of Kamishiro who throughout the course of the adventure will add vital characters good at combat to his party.  When you start a new file you can either input your own name or retain Kamishiro's name by confirming the name despite there being nothing and you can also change the dialogue pace if you so choose (even when selecting the options tab in the menu, but personally I just leave it in default).  Also there to adjust if you don't like the default settings is an options tab where you can see what the specific functions in your controller can accomplish.

Well, those are some dead-looking sheep what with
their lack of animation of any kind...
With the A button you can confirm or select something, with the B button you can reject or cancel out something, the menu during the overworld can be accessed via the X button, and relegated to the left shoulder button is the ability speed up your walking pace.  That's right, you can actually go faster if you don't want to walk at a normal pace which I highly approve of; makes both backtracking and getting to your destination a very painless process.  =)  However, being a turn-based RPG made during the early part of the Nintendo 16-bit console's lifespan there will of course be random enemy encounters (except for bosses of course, but that's a given in the genre).

Ugh, I hate bugs, including mutated ones!
Onto the battles, and this is the most fascinating part in the gameplay aspect: instead of always starting at the same position, the characters' and enemies' placement is always scattered and random.  Another cool thing about the battles is that it all happens automatically in real time!  How many other turn-based RPGs do you know of that actually did what Mōryō Senki MADARA 2 did?  That's not to say that you won't be able to access the menu during any point of the battle, you will at the press of a button when it's the enemies' turn which pauses the action until you resume battle.

Exhilarating interior exploration at play
When accessing the menu the tabs will be presented in the top row, whether or not you're in the midst of battle.  During the overworld the tabs are as follows from left to right: items, magic, equipment, formation and stats and finally the two differing options; during battle the tabs are resuming battle, magic, items, and the third tab from the right will let you abort battle if you feel that you're overwhelmed or ill-prepared.  After every enemy has been cleared from battle you will garner experience points and money in most battles, and when you reach a specific amount of experience points you will gain a level and get an increase in stats in the process.

The first boss, she's a toughie!
Every now and then you will come across a village or town, a safe haven in the overworld where you can talk with NPCs outside and inside regular houses, rest up (where you have the choice to recuperate all your HP, all of your MP, or both at once) and save your progress in one of four save files at an inn, an item store to purchase items that'll help prolong your survival, a weapons store to purchase more potent equipment and sell the old ones you don't need anymore (if they can sold in the first place, more on that later), a healing place to relieve any member of your party from a specific ailment (or if a character is dead, revive them) for a small fee; and in certain villages or towns there are places where you can increase your stats and strength for a fee, as well as a blacksmith place in a handful of areas.  There are two different ways of learning magic: you must either find small learning places scattered in the overworld or you could learn in it a stat house for a fee (provided the character can do it and is at a proper level).

Attack of the feline kind
The visuals in Mōryō Senki MADARA 2 have got an impressive painterly look and feel to it in terms of detail, with a really well-chosen color palette going for it to complement the respective scenery.  When the game begins in 1993 Tokyo it's very modern-looking with the gray streets and occasional color to it, but the moment Kamishiro is transported to medieval Japan everything takes on a whole new aesthetic with the grass, trees, foliage, water, mountains, snow, hills, passes, and pavement in the road; it's all very wonderful stuff, and the villages have got an inviting feel to them.  =)  As was the case with Drakkhen and Breath of Fire when time passes in the overworld it starts to change from day to night and from night to day which adds a great sense of atmosphere, only in this case it's like you're literally going through seasons; Spring signified by the very bright green hues, Summer as represented with a dark shade of green, pale orange for Fall, and an appropriate light gray for Winter.  Just to clarify, this RPG does not transpire in the span of years, but the changing overworld color scheme sure gives you that impression.

Visiting the mermaid realm
The transition sequence that occurs when partaking in a battle is a cool one as the moment it's initiated the screen will stretch both up and down as it fades to black, followed by the enemy types emerging from shadow in the center rushing towards you with their stationary pose via seamless Mode 7 scaling effects until it suddenly cuts to the battlefield with everyone in their position; it's a very fresh way of alerting you of what you're up against in the genre, though when it comes to the bosses it feels genuinely imposing and disconcerting as they tower over the main characters in the long run (especially some of the really big ones).  I do like the third person perspective of the battle fields with the way the gradient goes from bright in the bottom to dark shadow at the top, and the sense of detail for each respective area is fantastic.

Ow
Some examples of these battle fields are the rocky passes with their rocky infrastructure when you're in a pass, when battle is initiated on the grass I do love the gradient usage of the color green from light to dark, when on a road or path the grass is minimalized to either side, when partaking in battle inside a forest there is a wonderful atmospheric feel to it as the central floor is green (with the foliage above) but the background is dark with shining stars, when battle is happening in the snow it transpires on top of frozen ice, the battle field that take place indoors all vary, and the background for when you confront Emperor Miroku is eye-popping in a flashy way but I do love how the characters constantly flow up and down as if it were an undulating wave-like effect.  I haven't even talked about the indoor areas yet: each of them have got a good sense of décor with the bricked walls and elegantly patterned floors, some might be palette swapped later on, while in a few cases you might be entering an architecture completely in ruins.
When it comes to certain caves the walls are dark or black but you can still see the floor (colors may vary), sometimes there'll be water or lava in there to add some color to that area.  When entering the final overworld there is a surreal, dreamlike quality to it before facing the last few bosses.

This spell sure is electrifying, am I right?
The character designs and animations are really good as they move in a solid manner when it comes to the overworld, turned into something more fluid when you speed up the characters' walking speed; you could make the argument that they're a bit small compared to everything else, but I don't mind that in the slightest because they feel like they belong in the same scenery (which is probably attributed to the lack of actual outlines, which I think was a smart move on Konami's part).  During battle their moving and weapon using and item/magic utilizing animations are swift but effectively done, also I like the designs when it comes to their profiles and how they change when they're either afflicted by a particular ailment or low on health, sustain damage (with their head briefly shaking from the impact), and when they're completely knocked out with their eyes closed.  The prologue and epilogue sequences have got wonderfully designed cutscenes made all the more effective by the good sense of lighting and shading and are great to watch.  =)

Stop that ritualist before he unleashes chaos
to this entire region!
The enemies in Mōryō Senki MADARA 2 are based in part from Japanese mythology and folklore, with plenty of designs having a creative albeit unusual look to them (and at times can be off-putting, like the mutated dogs that literally open up half their body as if they were mouths).  Some enemies that come to mind are a rhinoceros/fish hybrid (my favorite enemy design, with scales and fins on its body and everything), carnivorous plants, half-woman/half-spider creatures that attack you by jabbing its knife-sharp legs at you, flaming heads, and a few variants of cyclopic creatures to name some of the many kinds that you will fight; they animate well too as most of them do express incredulity to being damaged by one of the main characters but in a very subtle and not pronounced fashion (some of them do get palette swapped as you progress but their differing strength and potency is quick enough to discern).  The bosses are huge and tower over the main characters; some of them are oversized humans consumed by evil but mainly you end up fighting imposing monsters, and they are well-designed and animated ones at that; and when the enemies bite the dust they disintegrate in a rainbow-like fashion, plus whenever any of the main characters or the last enemy in a battle or boss lose all their health they get knocked back up in slow dramatic fashion until they fall back on the ground at normal speed (very intensifying when that happens).

Safe haven in the oasis
Mōryō Senki MADARA 2's soundtrack is absolutely breathtaking and one of the many crowning achievements of this turn-based RPG!  =D  Composed by Tappi Iwase, Miki Yanagisawa, Hirofumi Taniguchi, and Aki Hata, their music singlehandedly lends it a proper sense of tone and atmosphere which brings this game's world to life all the while incorporating a graceful touch of Japanese culture to the proceedings; you'd think with the way that it's composed that they also worked on the Ganbare Goemon games (another Konami property that fully embraces the Japanese culture) but surprisingly that's not so.  For all four of these people it was one of the very first video game music endeavors, and considering three of the composers' previous work comprising of Contra Spirits/Contra III: The Alien Wars/Super Probotector: Alien Rebels (Iwase, Yanagisawa, Taniguchi) and around the same time Hata's involvement in Rocket Knight Adventures' sound department that just shows what incredible musical range they had so early in their career, and as far as I'm concerned they've done a magnificent job all around for it's honestly one of the best Nintendo 16-bit RPG soundtracks I've heard.  =)

Carnivorous plants, a dangerous species
Right from the get-go after the classic pre-2003 Konami logo and jingle appear onscreen your ears are in for an incredible treat with the prologue setting the tone for the adventure you're about to start.  When Kamishiro and Subaru first get together (and when inside Kamishiro's home) there is a very pleasant piano melody with a nice aura to it, and the contemporary 1993 Tokyo theme played during its overworld is awesome in its epic flair accompanied by the piano and occasional jazz instrumentation.  That said, it doesn't take very long before the soundtrack veers into mysticism and deep-rooted Japanese flavor; and when it's time for the divine goddess to take Kamishiro to alternate realm/medieval Japan there is there is a mysteriously atmospheric yet inviting theme that gets followed up shortly thereafter by one of the most comforting cues out there with the high level of instrumentation going on (this happens during a rare moment when the dialogue automatically plays, likely to time it perfectly with the song).

It's very hot in the desert
The main alternate realm/medieval Japan overworld theme is adventurous-sounding, and the very first village theme is composed in a calm and a quiet manner as it eases you in to the realm that you're now traversing.  Each time you go to a vastly new portion of medieval Japan there are different village themes (like the soul soothing theme first heard in the oasis village and the theme for the village in the Northern region with that beautifully atmospheric piano-driven melody), and when it comes to certain architectures or caves their respective themes can be on the atmospherically ominous side of things.  From the Northern region onward with all the snow it has got a cool-sounding and catchy overworld theme that kicks things up a notch as it adds a sense of urgency to the proceedings (too bad it's only heard until you clear a pivotal point in the game), and when it comes to taking an underground path to a certain boss there is a cool beatbox/orchestra hybrid.  Some songs later on in the game are so surreal like the village theme taking place inside a secret cave and the final overworld theme on the way to face the last few bosses, the latter especially being an extended and quite haunting version of the party fallen cue when all your characters lost their health in battle.  I love the immersive atmospheric quality of Mōryō Senki MADARA 2's music as it really captures the appropriate settings.  =)

*twang*
If there's an issue I do have with the music it's that any time you leave battle (whether you won or aborted from one) then it starts over again, which is a shame because many of the songs are quite long and can only really be heard all the way in-game if you stay still or browse your menu.  It would've been nice if like SquareSoft's Final Fantasy Mystic Quest before it the music would resume from where it left off any time you got out of battle as opposed to starting all over, being one of the earliest turn-based RPGs to do so; I mean obviously not all games are going to follow suit right away but during the Nintendo 16-bit era the only turn-based RPGs that actually did that were mainly Square fare after the fact (the only exceptions I'm aware of are Emerald Dragon and Tengai Makyō Zero).  *sigh*  <=(

Fight against a dark sorcerer
Speaking of battles, I haven't even touched upon their themes yet for there are four different battle themes, three of them being relegated to the bosses.  While the main battle theme is usually the weakest song when it comes to the genre (some exceptions notwithstanding, like the aforementioned Final Fantasy Mystic Quest), I'm glad to say that there is not a single weak song in the bunch as it too is really great for it's got a great sense of instrumentation and riveting string work thrown into the mix; when the boss theme kicks in you know you're in for a real challenge as it's got an ominously dark and threatening vibe to it that at times can sound scary (if the battle's not going your way or if a good chunk of a character's health is taken out at once); the penultimate boss theme is darker and organ-driven; and finally the theme that plays when battling Emperor Miroku is supercharged with a do or die tone to it.  The piano-driven melody during the epilogue is beautiful, and the credits theme is so rewarding to listen to when all is said and done.  =)  I highly recommend you give it a listen, it is extraordinarily incredible; some of it might get lost without the proper visual accompaniment, but the soundtrack's high quality cannot be understated.  I also really like the authenticity of the sound effects that are used when it comes to swords, arrows, and magic, as well as dripping water inside certain caves and the rushing wind in some moments, not to mention the sounds for when you open a door and when you open a chest (and the jingling sound effect for when you obtain an item is neat).

Let's go save Kamishiro's ancestor!
Mōryō Senki MADARA 2 was the first Nintendo 16-bit foray to the Mōryō Senki MADARA series but also the last license made by Konami as there would be two other games done by different developers.  On September 1993 Kogado Studio's Mōryō Senki MADARA: Daikongō Rinhen arrived on the NEC PC-9821 computer, while the second and final Nintendo 16-bit outing of the series wouldn't arrive on the Super Famicom until January 1996 with the RPG Yōchien Senki MADARA, developed by Polystar and the last Super Famicom game published by Datam Polystar (that's a fascinating change, going from Konami to Datam Polystar), which from what I gathered apparently translates to "Madara Kindergarten Saga"--I'm not sure how to feel about that--and that it entails the use of the mouse controller.  Oh, the mouse controller, the one thing I need to play Mario & Wario whenever I decide to import it, but that's for another time.

All right, who let the Minotaur out of his labyrinth?
I remember first finding out about this game in 2014 when I saw it listed on a list of games that Konami made for the Nintendo 16-bit console on Wikipedia, so being curious after seeing its page I saw a gameplay video of it on YouTube by Vysethedetermined2 (where I also found out about games like Xak: The Art of Visual Stage and Ruin Arm), and from what footage was shown I was intrigued and wanted to give it a try but I wouldn't actually get around to importing it until October 2016 (alongside Crystal Beans From Dungeon Explorer).  I will always remember Mōryō Senki MADARA 2 and Crystal Beans as the quickest a game I ordered from eBay has been delivered as I recall the estimated arrival date saying it would arrive in a week's time; imagine my surprise when both arrived only two days after I made the order.  O.O  Two days, when does that happen?  Not that I'm complaining, I'm glad they arrived a lot earlier than promised... and of the two I genuinely enjoyed Konami's RPG the most.  =)

*insert ambient dripping water sounds here*
This game immediately grabbed me pretty much the moment I started and it was at this point that I knew that I was in for something great.  It's fascinating how it begins in present day where it's pretty much grounded in reality for a short period but the moment you face the butterfly creature in the basement, Kamishiro and Subaru discover that they're the descendants of Madara and Kirin, and the moment Kamishiro is transported to the alternate realm/medieval Japan throughout the majority of the experience with all these creatures of folklore and mythology Mōryō Senki MADARA 2 becomes a high fantasy adventure imbued in Japanese culture.  It's really immersive and atmospheric stuff, but that's just the icing on the cake.

Oh no, someone's set the village on fire!  <=O
I love exploring the lands in this game and seeing this world expand as I manage to access places I could not reach before, and it's rather refreshing to see the characters and enemies actually move around in the battlefield as opposed to just attacking while staying in position.  Despite the dialogue being written in just kanji I for the most part could follow it just fine (and in the handful of moments when I was stuck during my first playthrough I looked up a guide on GameFAQs); for the most part Mōryō Senki MADARA 2 is a pretty linear game in terms of where you have to go but there is a moment during the middle where you could go to certain places in any order you'd like (provided your characters are at a sufficient level; also, if you wanted to find certain magic schools you could always roam around) until you cross over to the Northern region.
When you cross over to the Northern region there is a nomadic village that shifts location depending on the current season it is which keeps things exciting but is easy to remember where it is once you memorize the rotation pattern.

*slash*
The aforementioned mid-portion does give this game a semblance of replay value, and what also adds to the replay value is who you get to replace (momentarily) any time you agree to let someone join your party since Kamishiro can only have up to three partners at a time, and if you wanted to recruit one of the previous people who you joined previously again you'd have to do it at a village that had a pub in it.  Before you recruit the new party member however make sure you unequip the character you're going to replace... you never know if some of their old equipment might increase the new member's offensive and/or defensive stats or not.

Confrontation time
When it comes to equipping your characters you can either do so at your own time or have it done at the item and/or weapons store (luckily this is one of those RPGs in case you're uncertain).  Any time you select a specific piece of equipment it'll show two numbers: the current stat and the stat it would become once you equip it (whether it be lower, higher, or unaltered), and naturally you want to equip the one with the higher flashing numbers.  There is a catch though: from the middle onward you'll find peculiar equipment inside chests which will affect your character gravely (i.e. you can't unequip them manually) to the point where you can only remove the cursed equipment at a healing house with the manji symbol on it at a village, and to make matters inconvenient you cannot sell them.  So any time you find new equipment that has not been bought, see if they have a selling price at a store before you proceed to use them.

Treading on thin ice here
When it comes to all your characters being knocked out in battle in RPGs usually one of two things will happen: either you'll be brought back to the title screen and have to pick up from your last saving spot or you'll be brought back to the last spot you saved where you can keep everything you found since then, the latter usually resulting in losing half the money you had by the time you got knocked out.  In Mōryō Senki MADARA 2's case you actually keep all the money, and there's a reason for this: the equipment here is very expensive (to the point where it's five whole digits' worth of Z, this game's currency).  The way to earn money is by finding a certain amount inside chests, selling equipment that is no longer useful to you, and battling tons of monsters; basically the goal isn't simply to level grind (though that's also vital to prolong your characters' survival) but largely to money farm which I honestly don't mind most of the time as the battle music is catchy and that victory fanfare when you win is awesome.  =)
And did I mention how great a design concept the rhinoceros/fish hybrid is?

Oooh, neon!  Nice!
Among the many previous qualities I brought up there are two things in particular that make this a very great and bearable game for me: one is that the characters replenish their health with each step they take whenever in the overworld (until a random battle ensues), which saves you from using HP potions or magic which are reserved for when exploring dungeons (MP can only be replenished by taking MP potions or by resting at an inn).  Another element that majorly benefits this RPG is the choice to alternate between normal walking speed and sped up walking speed which I highly appreciate very much; this precedes fellow Nintendo 16-bit turn-based RPGs Slapstick/Robotrek, Chrono Trigger, Tengai Makyō Zero, and Super Mario RPG: Legend of the Seven Stars, all of which enabled you to go at a faster pace if you didn't wish to go at a normal speed.  The default walking pace is fine here, but more often than not I just hold down the left shoulder button to go faster (it also makes going through the most labyrinthine maze-like dungeons in the end all the more bearable than if you were reduced to walking at a slow pace per step).  =)  Thanks, Konami!

Oooh, that stings!
The battles either start with a character or an enemy, and it's always random who gets their attack next (in some cases two turns in a row); and when it comes to the boss fights there's a huge sense of relief as they bite the dust (that dramatic, slow knockback is effective).  Where Mōryō Senki MADARA 2 begins to be truly good is this impactful moment where after the battle with the ritualist the monster he summoned appears and suddenly destroys an entire region with nothing but the rushing wind in the background and houses in ruin; this is heavy stuff as the stakes have just gone higher, in that not only do you have to contend with Emperor Miroku but also have to find another way to reach the back of the castle (since it's in ruins with holes and gaps) to face the now cocooned creature before it causes the same destruction to the other regions.  It was good before but from that moment it got even better due the sense of urgency and the high stakes.
So there are two main villains that you have to worry about but in the event that there is a tertiary villain (sort of) there is a mystical rabbit character who pops up every now and again who normally has specific creatures fight for him, and any time he pops up there is a mischievous-sounding theme playing to let you know that he's not far behind.  Before heading to the final overworld where Emperor Miroku resides you get a chance to fight him... pretty strong for a diminutive, anthropomorphized bunny rabbit, heheh.

Flame on
If I have any qualms with this game they are few and far between: in battle when one of the four characters is in need of more health naturally what you want to do is heal them with either magic or a potion, and if you selected one of the options during battle and an enemy took out even more damage to the point that a character is dangerously low on health before you got a chance to heal them not only will it automatically pause the battle as it alerts you but the worst thing that could happen is that you might wind up accidentally wasting a potion or a specific MP amount (as for how much HP or MP you actually get back when you heal up or use a potion the amount is random).  The dungeon designs are well thought-out and good, but when it comes to the most labyrinthine dungeons near the end there are random battles that at times can be a bit much to the point where you have to backtrack to the overworld until you're ready to press on (I find it best to save the attack magic for the most demanding of bosses).  I do kinda wish Konami put in a time clock to let me know how long I've been playing it (the first time I beat it Kamishiro was at Level 73 or 74 while in my most recent playthrough Kamishiro was one Level shy of 80), but I really can't complain too much when the game's strengths far outweigh its handful of weaknesses and the experience as a whole is a ton of fun.

It all ends here
While Konami largely crafted action-oriented platformers and shoot'ems (not to mention cute'em ups) for the Nintendo 16-bit console Mōryō Senki MADARA 2 is unique in that it's the only RPG they made for the system (they would go on to create the Suikoden RPG series for the PlayStation consoles after this game) and personally I was impressed with how they tackled this popular genre (especially in comparison to SquareSoft and Capcom).  It's a shame it never hit American shores at the time or since, but with the manga source material and most things pertaining to it being Japan-only its chances of localization were rather slim (thank God I can import SFC games from Japan).  As someone loves and appreciates the RPG genre when it comes to this console I applaud Konami's efforts and if you're not scared off by things like language barrieritis (if you live in America or Europe or don't know how to read Japanese) then I highly recommend it.  =)

But without Konami's involvement
My Personal Score: 8.5/10
<( ^o^)^TO EACH THEIR OWN^(^o^ )>
P.S. Well that took longer than expected, but at least I managed to talk about this obscure game.
 
P.S. 2 Two weeks ago I saw Kong: Skull Island in theatres, the second in Legendary's MonsterVerse series after Gareth Edwards' polarizing 2014 Godzilla movie, and I enjoyed it very much.  =)  Its pacing was quick, it was bursting with color, the cinematography was stunning (that shot of Kong standing right in front of the Sun, as a giant shadow, with all the helicopters heading towards it, chills), Kong had a reasonable amount of screen time, the action was very fun and intense, many of the characters were interesting (the ensemble cast attributes to this), and it maintained my interest throughout.  Better than Edwards' slow and plodding, humorless, po-faced serious, darkly shot, cut to aftermath the moment Godzilla shows up until the third act movie that lacked compelling human characters (except Bryan Cranston who was fully realized and interesting, but he doesn't make it past the first act which is very upsetting because he was one of the highlights in it and his absence is keenly felt afterward).  But for all the misgivings I have with the earlier movie, I do look forward to Kong and Godzilla duking it out against each other in 2020 (my bet's on Kong). 
 
P.S. 3 Last weekend my sister and I went to the theatres to watch Bill Condon's live action take on Disney's 1991 animated classic Beauty and the Beast.  Truth be told I considered rewatching the original in preparation for this version but I didn't; I knew that it wasn't going to beat the original in terms of quality and impact (it was the first animated movie to be nominated for "Best Film" more than a decade before the "Best Animated Film" category came into being), but on its own terms I thought the 2017 live action version to be really good.  =)  It was like the animated classic but with three-quarters of an hour's worth of expansion which I didn't mind (even if it does clock in at over two hours total), I liked the set designs and cinematography and when it burst into color during key moments, it was fascinating to listen to the classic songs in live action format and the new songs aren't bad ("Evermore" springs to mind), and I felt that the cast did a good job.  Regarding Josh Gad's interpretation of LeFou being supposedly "gay", it was such a minor thing and did not take me out of the film at all; that's my two cents on that overblown controversy.
 
P.S. 4 Last night (3/23/17) I saw Daniel Espinosa's Life in theatres which I was curious to watch after seeing the trailer.  I went in with an open mind (never having seen any of the director's previous movies) and thought it was largely a very good and at times suspenseful movie--yeah it's essentially Alien with shades of Gravity thrown in but I wasn't bothered too much by that because I was sold on the performances and gorgeous cinematography (the scene where we're introduced to the crew to the point where they catch the alien-containing space probe is one long uninterrupted take, and I'm a sucker for long takes), and I don't know what it says when I thought the first victim's death was genuinely disturbing and stomach-churning to watch than all the violence and gore in Logan (but then that was an R-rated Western-flavored comic book movie, this is an R-rated movie set in space with zero gravity... one where you could somehow close off hatches at Earth-like speed...).  The movie was 103 minutes but it certainly didn't feel like it, and while I liked it overall (I can see why it's getting a mixed reception, it's not for everyone) the resolution was rather downbeat (and the implications to the way it ends: absolutely horrifying).

Thank you for reading my review, please leave me a comment (spam will not be tolerated) and let me know what you think; hope you have a great day, take care!  =D

Friday, March 10, 2017

Adventures of Dino Riki (NES) Review

🔥Written: March 9th-10th, 2017🔥
Alternate Title: Shin Jinrui: The New Type [|⬤|]
Year: 1987, 1989 | Developed and Published by: Hudson Soft
 
Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and fan of all things 16-bit and----really, no 16-bit again??  If I don't review another 16-bit game soon I don't know what I'll do...
September 1986 saw the Famicom release of Takahashi Meijin no Bōken Jima (aka the Hudson Soft version of Escape's 1986 Wonder Boy arcade game published by Sega) which got followed by an American NES release in September 1988 as Adventure Island with Europe getting a chance to play it in 1992 as Adventure Island Classic, which no doubt many of you have heard of as its Nintendo 8-bit status is well-known whether or not you liked it, for it has been rereleased on numerous occasions (namely on Nintendo's Virtual Console downloadable services).
 
Stone hatchets at work
Long before the aforementioned prehistoric platformer would spawn a franchise however there would be another Hudson Soft-developed prehistoric game on the Nintendo 8-bit console with the February 1987 Japanese release of Shin Jinrui: The New Type (published there by Rix Soft) which wouldn't see an American NES release until September 1989 as Adventures of Dino Riki where unlike Japan Hudson Soft got to publish themselves.  This game is the prehistoric caveman equivalent of the vertical shoot'em up genre, and unlike the other Hudson Soft prehistoric game this game never got followed up by anything nor did it ever get a rerelease (not officially, at least).  So what is this game like?

I!  CREATED!!  FIRE!!!  WHICH I'LL USE
AGAINST YOU ALL!!!!!!
(Provided you don't damage me, that is)
In Adventures of Dino Riki you take control of a caveman named Dino Riki who you can move around in all eight directions as the screen gradually scrolls upward automatically, revealing more of what's ahead of you.  Of course, being the shoot'em up that it is, you can only fire in the direction ahead of you regardless of which portion of the screen you're at.  Largely you'll go about your adventure on foot, but there are moments when you'll have to platform by jumping (which takes a bit to get right), whether it be from lily pad to lily pad or jumping over a gap to a small platform (unless you have wings on your back).  Throughout the course of the game you'll stumble across helpful items which you can unveil by shooting at flowers (because that's how it works) or seemingly empty spots: there's the gems for points, boots for slight speed augmentation (yeah, this is one of those shoot'em ups), a fist to improve firepower (up to three times, everything after if you don't get hit will result in an onscreen enemy wipeout), a heart to extend your health capacity by a bit, a piece of meat to replenish any lost health, a star to wipeout all onscreen enemies, and a bird to give yourself wings to fly in midair by holding down the jump button (you can get up to two of them) so do not let go until you're over the ground.

Soaring high above ground level
All throughout you'll be facing enemies that come either by themselves or in hordes straight on or in curves from offscreen ahead of you or to either side but never from offscreen below you (save for the horned skulls), but one thing to take into account is that they will fire projectiles towards you which you must maneuver around to evade.  The initial projectiles you dish out ahead of you are the tiny weak stones that are thrown at slow speed, but once you get the fist icon you'll upgrade yourself to the stone hatchets which not only are more potent but can be thrown in quick succession at a time for a few moments, after that you'll get a boomerang which not only will be thrown at such a swift pace but also can be utilized a ton by tapping the fire button, until finally there's the firepower which is not only the strongest weapon in the game but it acts as a spread shot which can be used by simply holding down the button (as opposed to the previous three weapons where you had to consecutively tap the fire button in varying quantities).  Each time you sustain damage not only will your weapon be downgraded by one but your current speed will be downgraded by one as well which is a bit annoying but can be sustained if you successfully avoid enemy fire.

Pterodactyl confrontation
Adventures of Dino Riki's visuals are of the colorful variety, transpiring in three different locales: land, ruins, and mountains.  The land segments are plain with the foliage set on each side of the screen where sometimes you'll occasionally reach blue water with some lily pads to help you cross over, a few of which may submerge and reemerge from the water; the ruins segments take place in a desert-like landscape with the yellow sand adorned by stone walls and columns that later on you have to overcome round-shaped quicksand, some of which will disappear and reappear in place; and finally there's the chartreuse-colored mountain segments that are rocky in structure where you have to cross over dark chasms, sometimes stumbling upon fossilized crawler remains (mainly dormant, some will spring to life).  Unfortunately the boss room is lacking in variety as you essentially fight all the different bosses in the same rocky brown dead end with the identically placed swirly plant life.

Demonic pigheads; must be possessed
Dino Riki has got a cute and simple design to him, with his big eyes and basic walking animation and goes all bug eyed flailing his arms whenever he takes damage; despite firing North you can still see him from his sides and front profile whenever you move to the left, right, or towards the bottom of the screen.  Among the enemy roster you'll be facing and putting up with fanged hornets, demonic pigheads, horned skulls, dive-bombing pterodactyls, sentient skeletons, and a series of black circles circling around you as they close in on you to name plenty.  The bosses are huge and imposing, like the Tyrannosaurus Rex and the huge cobra snake, but likewise all the bosses share the exact same palette, but the explosion effect for when you're victorious over them is brief but satisfying.

Boomerang Power
The music in Adventures of Dino Riki is serviceable and aptly fitting for the respective settings, though they can be on the short side--unfortunately due to the lack of credits no one knows exactly who worked on the soundtrack (a part of me wonders if it was the same sound team from Adventure Island, but I might be wrong in that regard).  The first stage has the most pleasant-sounding theme as it eases you into the current setting at this point, the second stage attempts an ominous tone with the literally dead setting, the third stage sounds okay, and the final stage is foreboding in terms of composition as you're nearing the end.  The title theme is decent, the victory cue is good, and the boss theme is bombastic.

Stay clear of the deadly fire hazard
The first three stages are divided into four checkpoints, so when you lose a life you'll start again from the beginning of one of four parts of this stage, culminating in a boss fight the moment you reach the end.  The fourth and final stage, on the other hand, is divided into four parts--none of which have any checkpoints, which shouldn't be a problem if you can handle it because not only are there many helpful icons to prolong your survival (plus enemy pattern memorization is key) but also these parts are shorter than any of the first three stages by comparison.  If you're one of those people who opposes the notion of boss rehashes, having to deal with the bosses you fought previously until you face the final one... yeah, this is one of those games, I'm afraid: with the first three parts all having paths leading up to the boss you fought before and the final part having a very short path leading to the very last boss.  And while this game might have a health system you will automatically lose a life when you fall on water, fall on quicksand, fall down a chasm, get roasted by a giant laser beam-sized fire spewed by a triceratops statue, or when a skeletal crawler touches you.

A slew of boomerangs surely helps
I first played Adventures of Dino Riki when I was very little when I played on one of my Italian cousins' plug and play, and despite not being very good at it (I never got past the halfway point of the first stage) at the time it left a lasting impression on me; during the 2000's I discovered that the majority of the games I had played on the plug and play were real Famicom and NES games, and so in May 2004 my family and I had bought a top-loaded NES console at GameCrazy (RIP) but I wouldn't procure my own copy of this game until 2005 if I recall correctly (Adventure Island, which I also first experienced via plug and play, was one of the first NES games I bought) and... at the time I never really got that far either because truth be told shoot'em ups aren't exactly my strong suit when it comes to games (that and my gaming skills were not as good or as refined as they are now), at least that's largely the case.  That said though, when I revisited this game quite recently I was surprised at how manageable it was given I managed to get very far after a lot of trial and error.  <=O

So, much, death
The thing about shoot'em ups is that you have to pay attention to what's going on onscreen at all times as there will be enemy projectiles firing towards you which can be easy to miss if you're not cautious or careful... but in this case the enemies don't all fire at you at once and if you're able you can try to maneuver around them in order to avoid them.  The health system is very helpful as you don't have to worry about doing it all without receiving a single hit as is the case with the majority of games in the shoot'em up genre, but what also helps is that you can get a chance to shoot at the enemies before they get a chance to shoot at you depending on they are in relation to you (namely the horde of fanged hornets).  One other thing that really helped ensure progress is the ability to continue from the stage portion you died in once you got a game over: simply hold down the up button during the game over screen and press Start.  =)  Surely beats starting over from the beginning, thanks, GameFAQs.

Flying overhead
And while I'm on the subject, this isn't a very long game; in fact, when I looked up longplay videos of Adventures of Dino Riki on YouTube I was shocked to find that it apparently can be beaten in about as short as twenty minutes if you're truly good at it.  I don't think that's something I can manage, but the idea that a game in this genre can be beaten in such a short amount of time is a bit surprising; it would explain the highly polarizing reception this game has gotten since release (that and there's only one difficulty).  Survival in shoot'em ups require that you be at your most powerful in order to withstand your foes, and being at your slowest can make your situation very dangerous as it makes avoiding enemy firepower hard; at the same time, going very fast can prove to be a detriment if you don't learn how to control it properly as you don't want to accidentally fall off from the land or sustain damage from enemy fire.  Jumping is also something you have to practice when it comes to platforming unless you fly in midair with the wings on your back which does give you a sense of relief as you don't have to worry about going on foot (unless you get hit twice if you got two bird icons).

Life finds a way
Something I noticed when playing this game is that when Dino Riki succumbs to the deadly hazards he'll be stripped of all his speed and power but, when he loses his last bit of health from an enemy projectile he'll keep what power and speed he's got left; for instance, if Dino Riki lost his last bit of health as he had a boomerang then instead of starting over with the measly stones he'll resume from the checkpoint with the stone hatchet.  Depending on the score you got by the time you got a game over and returned to the title screen Dino Riki will have a slightly different or modified appearance; he'll either be smiling or transcend his loincloth in favor of a more modern outfit.  Also this game is very flickery at points; my goodness, I know Nintendo 8-bit games tend to have flicker issues at some points but in here it can be enough to make any of the three parts (if not all three at once) of the HUD disappear outright (mainly due to the boomerangs or the firepower)... on the bright side, I am pleased to have found one other serious shoot'em up I'm somewhat competent at playing to a point outside of Darius Twin, Super Earth Defense Force, and the dragon riding portion of Xak: The Art of Visual Stage just to name three of the exceptions (no, cute'em ups don't count, those kinds of games are much more manageable than regular shoot'em ups in my opinion).  =)

COBRA!!!!!
If you want to play a nonconventional shoot'em up where instead of maneuvering a spaceship around you have to guide a caveman who occasionally jumps then Adventures of Dino Riki is decent for what it is; if you're looking for a very difficult shoot'em up this game isn't it (oh, the fourth stage does amp things up, but the first three stages are a cakewalk once you memorized the item location and enemy patterns), not to mention that the bosses don't really put up much of a fight with their overly simplistic patterns; if you wish to play something short then I think you'll be fine.  It's certainly not a high quality title, which I'm not coy to admit, but honestly you could do so much worse than this rather harmless Hudson Soft-crafted caveman outing.

My Personal Score: 6.0/10
<( ^o^)^TO EACH THEIR OWN^(^o^ )>
P.S. In retrospect, you can tell on a visual sense that both Adventure Island and Adventures of Dino Riki were done by the same company... right down to the fact that you're controlling a caveman that goes all bug eyed when they lose a life.
 
P.S. 2 Last Saturday I saw Logan in theatres, and I've got to say it was a really damn good sendoff for Hugh Jackman's Wolverine; and a very adult superhero movie at that for it definitely earned its R rating in terms of violence and language but also grit and emotion (there's an exceptionally human quality to this movie).  Better James Mangold-directed Hugh Jackman movie than The Wolverine, which I still like but honestly would rather watch the 138 minute extended cut than put up with the 126 minute PG-13 theatrical cut that took out the entire badass ninja fight sequence.  WHY???  That change just bothers me.  >_<
 
P.S. 3 After not having seen it for a very long time, I got to watch Don Bluth's Anastasia (the only film of his that I saw in theatres when it came out in 1997) on Netflix (I don't own a widescreen DVD of it which I should seriously rectify)... I was disappointed that they showed it outside of its 2.35:1 aspect ratio save for the ending credits (because God forbid an animated movie be shown in CinemaScope, even though nowadays that's pretty much the norm) but because it's been so long since I saw it I decided to put up with it.  I remember liking it when I was younger, but my goodness have I forgotten how good it was!  I think what struck me the most outside of the beautiful colors and wonderful rotoscoping animation combined with occasional CGI (which I also forgot was there) and very good chemistry with the main characters was the writing (the writing, in the context of the movie, carries meaning and depth I felt), and honestly I forgot half the time that it was even rated G (also David Newman's soundtrack is quite good).  I admit I was a bit hesitant to revisit it on account of learning more about the actual events that happened in years past which I feared would affect my enjoyment of it, but I'm glad to say that I still enjoyed it for what it was despite the otherwise historical inaccuracy (which I can overlook because of how good it was for a non-Disney movie of the '90s, in my opinion, and it's got heart to it).  Long story short, still love it, would like to watch it again someday in its proper format.  =D
 
Happy 30th Anniversary, Shin Jinrui: The New Type!
 
Thank you for reading my review, please leave me a comment (spam will not be tolerated) and let me know what you think; hope you have a great day, take care!  =)

Friday, March 3, 2017

BurgerTime Deluxe (GB) Review

🍔Written: March 2nd-3rd, 2017🍔
(As played on the Super Game Boy)
Year: 1990, 1991 | Developed and Published by: Data East
 
Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and fan of all things 16-bit, which this game is not... crap.  =|
Image from Wikipedia; Happy 35th Anniversary, you classic arcade game
On June 1982 came the Data East arcade game Hamburger as released in Japan, but when it came to the Western counterparts it would be rechristened as BurgerTime which you may no doubt recognize it as.
It was a huge hit upon release as it would spawn many home conversions for '80s consoles (Atari 2600, Intellivision, ColecoVision, Famicom/NES) and computers (Apple II, Mattel Aquarius, PC Booter, Commodore 64, TI-99/4A, PC-8000, Sharp MZ-80K/700/800/1500, Sharp X1, MSX) alike.  Many people who played it felt that it delivered the goods with its simple yet hard to master gameplay as Peter Pepper tried to make burgers while having to contend with sentient sausages (Mr. Hot Dog), eggs (Mr. Egg), and pickles (Mr. Pickle).
Data East's classic would also influence BurgerTime knockoffs like Mr. Wimpy to name one and the protagonist Peter Pepper would be one of numerous video game characters to cameo in Disney's affectionate 2012 animated love letter to video games with the video game movie hit Wreck-It Ralph.
Before long BurgerTime would garner a 1984 arcade-exclusive spinoff called Peter Pepper's Ice Cream Factory where he's transcended the burger-making business in favor of ice cream (because that's the first thing you think of with a character named "Peter Pepper" involved), by comparison having seen a very limited release and did nowhere near as good as the first game (likely due to the unfortunate Video Game Crash that occurred the year prior).  This would be the only game where ice cream making would be the goal in the series as all the subsequent games afterward would focus strictly on crafting burgers (including the unofficial Intellivision sequel Diner and the arcade follow-up Super BurgerTime where you took control of Peter Pepper Jr.).
 
On February 1991 the Game Boy handheld saw the release of BurgerTime Deluxe in Japan which would be released in America that March with Europe following suit later in the year which borrowed the template from the original arcade game but updated and added some things to make its own.  How fares it?
In this game Peter Pepper's Burger establishment is being threatened by the newly formed competition Nuten Doughnut to which its manager has ordered his forces to take you out by all means necessary.  You must do what you can to survive these forces and make your way to the top to preserve the burger-making business.
 
It's go time
As Peter Pepper the goal is to make burgers with all its layers placed in each stage's section (each area comprising of four parts), with the only way to drop them to the descending section being by walking over them, with entry to the subsequent stage being accessed by clearing the entire stage.  There to make your life a living hell however are the forces of Mr. Hot Dog, Mr. Pickle, Mr. Egg, and during the last four stages Mr. Doughnut as they will attempt to trap you with no way out unless you outmaneuver them in these intricately maze-like (but not really) setups with the only way to defend yourself being by sprinkling pepper on your foes which will temporarily incapacitate them--unfortunately you only have a small amount of that arsenal and refills are few and far between (if you can get to them alive at least) as you begin each game (or continue) with five.

Must avoid contact with that pickle
In each area are different sections which you can get to by climbing the stairs, which is the only way to bypass the enemies in pursuit of you whenever the opportunity arises.  Any time you walk over a layer of a burger by itself it'll fall down and take the place of what was below it if there's anything below it otherwise it just lands one section below you; however, if there is an enemy or more on the burger layer while you just finished unhinging it the weight of the enemy or enemies will cause said layer to fall more than one section and therefore make the other layers follow suit.  Each enemy pops up from a door and during the first few seconds of its arrival it's undergoing invincibility time which means that said enemy will not hurt you so long as it's not solid; one of the ways to take the enemy out is by squishing them with the layer you just unhinged while they stand below you.

"I've no choice but to give you the drop"
Every once in awhile an icon will pop up that will aid you in the process, depending on what layers and/or enemies you took out: there's the pepper shaker and cup of coffee which will give you one extra pepper sprinkler, there are fries that will take out all enemies at once the moment you touch it, consuming a bar of chocolate will render Peter invulnerable to enemy contact for a momentary period (as well as temporarily incapacitate the enemies who you touch in this state), and lastly there's the Peter Pepper icon which will net you a life.  More often than not they are placed in the most inconvenient of places during these areas and will be available to grab for about ten or more seconds in which case they'll disappear should you not reach them on time.

Super Peter Pepper
The visuals, done by Y. Yamamoto (who would go on to be the senior graphic artist for Tatakae Genshijin 3: Shuyaku wa yappari Joe & Mac/Joe & Mac 2/3: Lost in the Tropics) and Seiichirō Ishiguro (Nintendo 8-bit RoboCop, World Grand Prix - Pole to Finish/Al Unser Jr. Turbo Racing/Turbo Racing, Game Boy Side Pocket), are simple enough but manage to retain the classic charm of the old arcade game while having slight updates.  Each set of areas are adorned with brick walls but have got differing elements to distinguish themselves from the past areas: in some stages are windows with a dinner table with two chairs, in certain stages are signs that have either the word "Burger" or "Open" or "Thanks" to name a few examples, and there are different kinds of lamps attached to the walls.  Peter's animations are simple, especially as he goes all bug-eyed and incredulous as an enemy touches him and his cheering animation is cute as a stage is finished.  His pursuers all animate decently whether they're moving or being squished, and I love how the burger layer plops as it falls down the descending sections.
Is Peter Pepper a pig in this game?  Either that is the most awkward keeled over pose ever or he's got a giant, round arse
Each time all four parts of the area are cleared you'll not only be greeted with a simple four character password but also get to watch a brief cutscene, largely at the expense of Peter as he either gets squished by a burger bun or climbs down an escape rope so fast that he perishes in flames (dark).  At one point he enters a restaurant not knowing until it's too late that a Mr. Hot Dog is there who comes out wearing Peter's cooking garb as Peter exits out buck-naked.  Heheh, I love that Data East felt the need to include that as one of five different password icons...  =\

Almost done with this stage
Seiichi Hamada (Makai Hakkenden Shada, Herakles no Eikō II: Titan no Metsubō, Darwin 4081, Game Boy Side Pocket), Seiji Yamanaka (Tantei Jingūji Saburō: Toki no Sugiyuku Mama ni, Game Boy Side Pocket), and Takafumi Miura (Nintendo 8-bit Heavy Barrel, Game Boy Lock 'n' Chase, Game Boy Side Pocket) all contribute to BurgerTime Deluxe's sound department, and the music is serviceably catchy.  =)  The melodies are brief, sure, but there is at least a sense of variety as the music changes every two full areas: the music for the first two areas is bouncy and upbeat as you're just getting into the controls, the third and fourth areas' music sound like the equivalent of something you'd hear in a rodeo as the main players are being introduced circling around the arena (at least to me it does anyway), and the fifth and sixth area music gets into the real nitty gritty as things are really starting to get tough--nothing spectacular, but it beats hearing the same song over and over throughout the course of the game.  The pepper sprinkling sound is adequate, the sound for when you walk on top of a layer is decent, there's a sound cue any time a helpful item pops up, and when you get the items in question the sound effects actually vary (like the cup of coffee that has got a swallow-like sound when you grab it).

Time to wrap this up, yolks
Since its release BurgerTime Deluxe has gotten a middling to generally positive reception, with the common word of mouth stating that while it's nothing special it is worth playing despite its sheer sense brevity.  In 2000 there was a Flintstones-themed BurgerTime license for the Game Boy Color in the form of The Flintstones: BurgerTime in Bedrock by Conspiracy Entertainment; in 2003 G-Mode acquired the majority of Data East's property after they went bankrupt, with the release Data East Arcade Classics on the Nintendo Wii in 2010 that included the original BurgerTime and Peter Pepper's Ice Cream Factory (and thirteen other, nonrelated games) and this game seeing a Nintendo 3DS eShop rerelease in 2011; 2009 debuted the Namco release of BurgerTime Deluxe on the iPhone and Windows and Apple computers (not to be confused with this game); culminating in the latest entry of the series BurgerTime World Tour which was a 3D update that came out on the Nintendo Wii's WiiWare, PlayStation 3's PlayStation Network, and Xbox 360's Xbox Live Arcade from 2011 to 2012.

Surrounded
I was a very young kid when I played BurgerTime Deluxe on the Game Boy during the mid '90s, which was the very first time I played a game with the "BurgerTime" moniker attached, and my sister and I liked it roughly two decades ago so I do have a small fondness for this game (even though back then my gaming skills were not as good or as evolved as they are now).  One of the things I often did when I was younger visiting some of my cousins in Italy was play games on the Plug and Play (in America I played with the SNES and Nintendo 64 consoles over at my relatives), not realizing at the time that many of the games available on it were real Nintendo 8-bit games until the 2000's when I fully embraced the internet (didn't matter which continent the Plug and Play was available in, chances are you would wind up playing games that never came out in America and/or Europe in an official capacity... too bad 8-bit games ran at 50 Hz speed in PAL regions); I was surprised when one of the games on it was BurgerTime, it was similar to BurgerTime Deluxe but not quite the same (it had color) that I initially thought that the original came out after the Game Boy game... obviously it was the other way around (the thing about Plug and Plays was that the copyright information would be taken out entirely, likely to avoid getting lawsuits from the respective companies).  So that was a fascinating experience.

Sprinkle action
BurgerTime Deluxe is a largely manageable game to play once you know exactly what to do, plus there are unlimited continues if you're to try to prolong your current sitting (however, doing so will start you back in the first part of the current area you're in).  The real challenge comes from trying not to resort to the pepper sprinkler so easily and often because it's something that runs out very quickly, so in order to preserve it you should simply focus on walking--be it just moving around, completely unhinging the burger layer with the enemy or enemies on top of it, or squishing the enemies below you.  Something you may notice is that they will go wherever you go; so say that enemy is a section below you and you stay above, therefore it will go up to your section regardless of whether you stayed on top of it or are going down from it.  Essentially half the time what you're doing is playing a game of "Follow the Leader" as the enemies are trailing against you, but trust me, that's going to save you on plenty of occasions (it's not completely foolproof, but it is an effective strategy when applied properly).  Pausing the game when it comes to stages that are wider than the screen would allow you to survey your left and right to see if the coast is clear or not.

Running
Another thing you may notice is that the helpful items would pop up depending on the specific layer(s) or enemies you took out (and which ones are important, but there are some moments where you may have to ignore them because the enemies in question would be near it or attempt to trap you should you have no peppers on you; also, there are stairs that would pop up that weren't there before once you cleared a columns' worth of layers).  The difficulty does amp itself up just slightly with each successive area, but what'll prove to be the most taxing and infuriating set of stages are the last four that dominate the sixth area... well, okay, the last two.  Several years ago I tried playing through this game but never could succeed in beating it no matter how many times I tried, so I decided not to press on with it then (but was pleased that I had gone farther than I ever have before); very recently I started the game anew and got up to the sixth area again but struggled to beat Area 6.3 and 6.4--the last of which is demanding in terms of design (there were moments when I came close to succeeding but failed and had to start the sixth area all over again after the last life has been spent)--that after countless attempts it began to be frustrating to the point that I was going to review this game whether or not I actually beat it (the latter would've been a big no-no for me).  Thankfully, I managed to beat it after countless tries on my last life with no peppers (how is it that I manage to beat some games for the first time on my very last life?  It's very disconcerting).  =D

Did someone say "Sausage Party"?
BurgerTime Deluxe is very short and can be beaten in a very short time if you stick with it without fail; it might not be a great game but that's not what it set out to do--Data East just wanted to create a simple little game with an '80s arcade flavor to it with a few updated touches which they managed to pull off fairly decently in my opinion.  If you like BurgerTime or wish to play an installment of the BurgerTime series this Game Boy outing is not a bad time to spend, just try not to lose it when it comes to the last two stages; if you want to play something bigger you're not exactly going to find it here; but if simple arcade fun is what you're looking for then this will serve you just fine.  =)

My Personal Score: 6.5/10
<( ^o^)TO EACH THEIR OWN^(^o^ )>
P.S. Clips of Wreck-It Ralph screengrabbed from my Region 1 DVD of it, property of Disney.  Still a really great movie, I look forward to seeing what they do with the sequel next March.  =D  And yes, I am aware that Peter Pepper also appeared in Chris Columbus' Pixels, but I haven't seen that one.
 
Thank you for reading my review, please leave me a comment (spam will not be tolerated) and let me know what you think.  Hope you have a great day, take care!  =)
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Wait a damn minute: ninety-eight lives and ninety-five peppers???  o_O (2:50-2:55)