BIKER MICE FROM
MARS |
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KONAMI |
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ACTION/RACING |
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SUPER NES |
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As humiliating as it is to say so,
I have to admit that I like this game. Back in the early
1990's, Konami had a habit of buying the rights to the most
ridiculous cartoons and turning them into surprisingly good
games. I'm not sure if they do it for the challenge, or
because their marketing division is as clueless as their programmers
are talented. Whatever's the case, I'll have to live with the
shame of openly enjoying a game based on one of the most shameless
Teenage Mutant Ninja Turtles rip-offs ever made. Thanks,
guys.
Anyway, Biker Mice From Mars is a racing game, very similar to
Super Mario Kart but with an isometric perspective that's more
reminescent of Interplay's Rock 'n Roll Racing. Its blandly
colored, repetitive scenery isn't as impressive as the more
realistic visuals of Super Mario Kart, but Biker Mice does offer the
advantage of a wider range of vision, allowing you to better
anticipate road hazards as well as the racers behind you.
There's no way you're going to get clipped by an unseen turtle shell
in this game... if someone's about to attack you, you'll be able to
see them line up the shot before firing. This gives you the
chance to, as they might say in biker circles, get out of the way if
you want to lead and not follow.
Generally speaking, Biker Mice is very logically designed, with
great ideas that haven't even been implemented in the most recent
Super Mario Kart games. Each character has their own special
attack which replenishes every time they finish a lap... you're
given just enough of them to keep the game from being frustrating
but not so many that you're given an unfair advantage or are tempted
to waste shots. Players also get a random prize as a reward
for completing a lap... if you're ahead, you'll generally get a sack
of money for your efforts, but if you desperately need to catch up
with the other racers, the computer will usually give you a nitro
boost or even a star that makes you deadly to the touch.
Simply put, Biker Mice rewards you for top performance but gives
lagging players a chance to get back into the game, keeping each
race very close and very intense.
After every race, you'll get the chance to spend your prize money
on accessories for your bike... or floating orb, or insect mech, or
whatever you happen to have. Each item noticably improves your
ride, unlike a lot of these games where upgrades are negligable at
best. For instance, buying armor gives your vehicle another
hit point (extremely important in the battle mode) and picking up
missiles increases your stock of special attacks. You can also
improve your engine and tires, and as usual, it's a good idea to
keep your traction and top speed well balanced... this isn't Drag
Racing Mice From Mars, after all.
The graphics aren't exceptional, but they're faithful to the
cartoon, and as usual, Konami put in a lot of little details that
help add variety to the repetitive tracks. Fireworks will go
off at the last lap of any track sponsored by the game's shop Last
Chance, and little crabs will fall out of any trees you bump into
while racing in the tropics. The special attacks are well
animated, too... Grease Pit's mines reduce you to a melted pile of
sludge on contact, and Karbunkle's mutant ray is pretty amusing...
it's fun to watch one of the racers transform into a three eyed
dwarf and desperately try to catch up with everyone else, with a
pair of tentacles trailing behind him as he runs. The best
looking scene in the game is when a set of five races has concluded
and the mice are literally seperated from the men. All six
racers are set on a long, straight track and all kinds of nasty
things happen to the losers. The best players manage to
survive every catastrophe, and even outrace the track itself as it
crumbles, reaching the winner's circle a split second before
tumbling into the wreckage.
The artwork's only occasionally impressive, but the soundtrack
is, like most Konami games of the time, exceptional. It's got
the same infusion of intense rock and familiar cartoon riffs that
the Teenage Mutant Ninja Turtles games had, and although I could
have done without the Biker Mice theme, everything else sounds
great. If you liked the cartoon, then everything will
sound great to you, even cornball catchphrases like "Let's Rock...
and Ride."
Yes, I'm willing to admit that I like this game. I'm even
willing to recommend it to everyone else. But please, PLEASE,
Konami, watch your licensing department a little more closely from
now on. I don't want to have to put my seal of approval on a
Mega Babies game...
KRUSTY'S SUPER FUN
HOUSE |
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ACCLAIM |
FOX
WILLIAMS |
PUZZLE |
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SUPER NES |
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The Simpsons have been one
of the hottest licenses back in the day and still possess amazing
staying power after all this time. However, their games have
definitely been hit or miss. Fortunately, Krusty's Super Fun
House is one of the better titles based on the exploits of America's
favorite animated family.
In an odd yet refreshing twist, you are cast as one of the
supporting characters, Krusty the Klown, who must rid his latest
attraction of the mice (possibly rats… I don’t have the instruction
booklet!) that have infested every room. For reasons that don’t
really matter, Krusty eschews calling the pest exterminators and
takes it upon himself to get the job done. Not only are there rats
to contend with, but certain items must be collected before each
area can be cleared, including but were not limited to flyers
announcing the Fun House’s opening. All of this is basically an
excuse to use elements from Tetris, Lemmings, Gussun Oyoyo, and
other classic puzzlers in a Simpsons game, and the result is more or
less positive.
Krusty traverses each room and must use blocks or other moveable
objects to manipulate the rats into traps operated by other Simpsons
characters. There are enemies including aliens and snakes which
must be dispatched using pies or bouncing balls. Only one object may
be carried at a time, and each block must be precisely placed at the
right time to achieve your objective. The mice climb one square at a
time, and will turn and walk away if more than one block is on top
of each other and directly in their path. Fortunately, blocks may be
turned into makeshift staircases, and there are a variety of other
helpful items... tubes and elbow joint pipes may be interconnected,
creating a pathway which leads the rats to their doom, and wind
blowers force the rodents into otherwise impossible to reach
places.
The game's level design is well done and creative. KSFH start out
simplistic and straightforward, but once the beginning levels get
the player accustomed to its play mechanics, a daunting
challenge awaits. Sometimes crossing the fine line between
challenging and frustrating, this game is very rewarding once you
finally do figure out just how the hell to get those damn mice to
their sadistic, well-deserved demise. Like Lode Runner, this is one
game that needs a suicide button, as sometimes you will inevitably
make mistakes that leave you with no means of escape or victory. If
this weren’t aggravating enough, sometimes you will successfully rid
a long, pain-in-the-ass level of all the mice only to be required to
go back again because you didn’t pick up the prizes or flyer or
whatever the hell needs to be done before the door will be secured
with a padlock. Your reward for all this hard work is a trip to
an even more difficult funhouse.
In this type of puzzler, audiovisuals are not as important as
gameplay. Here, the graphics and sounds are adequate but not
outstanding. One nice touch is that the circusy music can be
turned on or off during gameplay. The soundtrack
is actually cute and appropriate, but I do find myself electing
to play without a background score as this game requires
a large investment of time and carnival tunes played ad nauseum
will sooner or later drive me as mad as the title character. Posters
and inside jokes are visible in just about every room, and instead
of a health bar, Krusty’s energy level is depicted by a charicature
which grows more tired whenever the clown is injured.
Krusty’s Super Fun House is one of those neat little games that
slips through the cracks. Maybe Acclaim should stick to
puzzle/strategy games, as this is one of the few winners in their
lineup. Recommended.