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Sonic the Hedgehog 3 review

Posted : 4 years, 11 months ago on 1 July 2012 12:29 (A review of Sonic the Hedgehog 3)

During my later grade school years, the 16-bit machines were at the height of the industry. To most, and because of Sega's more than successful advertising, the in-thing was to own a Sega Genesis over a Super Nintendo. Seriously, anyone who grew up during this era has to remember that the "Genesis did what Nintendon't." While the Genesis would be doomed to live out its final days as the guinea pig for failed add-ons, I have to admit there were Genesis titles I was fond of despite my love for the Super Nintendo.

As if one has to guess, Sonic the Hedgehog was at the top of that list, and at the top of the Sonic the Hedgehog list was Sonic 3. While I can't remember what I had for breakfast yesterday, I can sure as hell remember playing the hell out of this game during the brief time I had access to a Genesis when my friend and I temporarily traded consoles in the sixth grade. As blasphemous as some would consider it, Sonic 3 ultimately became the Sega equivalent of Donkey Kong Country to me, easily amongst the best titles the console had to offer. Yet, of course, my friend and I would eventually reacquire our respective consoles and thus I wouldn't touch Sonic 3 - let alone a Genesis - for more than a decade.

Fast forward to 2010 and I would again procure a Sega Genesis and Sonic 3. Needless to say those fond memories of playing the game remained crystal clear in the back of my mind and I was more than looking forward to reliving what I considering a gaming triumph. Unfortunately, a decade is a sizable portion of time and one can only imagine how many games I encountered and played within that frame of time - especially with the lifespan of the original PlayStation in there. So here I was, Sonic 3 in hand once again. Would it live up to the memories? Could it? I was more than curious, I was ecstatic.

So what do I think of Sonic 3 now? Well, the game is as beautiful now as it was back then - at least graphically - but time has certainly thrown it two cents into the equation. For better or worse, Sonic 3 is not the juggernaut I remember. Sure, it's enjoyable but there are several things about the Sonic formula that are way more apparent now than they were back in 1994. The first (and most surprising) is how the game's sense of speed systematically puts a limit on exploration. There are tons of hidden areas within each zone (some of which lead to the insanely awesome Chaos Emerald levels) and their respective acts but there's always an abstract force that constantly reminds you this is not your objective. The levels may be huge and ingeniously designed but with the speed fed "drive-by" approach so ingrained in the gameplay you never truly get to experience your surroundings like you would in a Mario game. I'm sure to some I'm missing the point but the game obviously wants but can't seem to juggle both.

The game also runs into a hitch with Knuckles the Echidna. As a character, I really love Knuckles despite his lack of development here. And that's the problem. I can't fathom introducing such a clever creature and only using him as a prop. This is what makes Sonic 3 feel unfinished in more ways than one, something that was more than proved when Sonic and Knuckles came out. This and the final zone somewhat unhinge all the good the game manages to do with it's new trio of elemental shields, the previously mentioned Chaos Emerald levels and the soundtrack which skillfully hides the deficiencies of the Genesis' sound processor.

When all is said and done, if you still have access to a Sega Genesis it goes without saying that any of the cartridge based Sonic titles would make worthy additions to a growing collection. Still, as should be more than obvious to anyone that's lived a few decades, just be aware that current realities may not much up to the rosy images that have been taking up residence in your mind since your last playthrough. That said, it's somewhat revealing that I feel I have to tread with caution within the era that's billed as the "golden age of Sonic."


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Super Mario Land 2: 6 Golden Coins review

Posted : 4 years, 12 months ago on 30 June 2012 12:59 (A review of Super Mario Land 2: 6 Golden Coins)

When it comes to video games, it's amazing how we sometimes overlook staple video game characters. Despite the amount of respect I've held towards Mario in general the games always seem to be at the bottom of my current backlog of gaming titles. As much as I don't want to insinuate that these games can't satisfy more mature gamers (a thought that is just ludicrous) does such an idea subconsciously lurk within my mind? It's hard to say. Still, when I saw a copy of Super Mario Land 2: Six Golden Coins at the local Game X-Change I knew I had been away for too long. I knew it had to be replayed.

One purchase and playthough later I'm pleased to announce that Mario Land 2 is still the game I remember, a game that is in good company with other GameBoy classics like Kirby's Dream Land and Metroid II. Despite the fact that each Mario game tends to be special in its own way, I can't think of another game that parallels the refreshing variety seen in Super Mario Land 2's levels (even the levels within each zone are far from being rehashes of one another) and the zones are clever and keep you guessing with their occasional, alternate exits. As important as control and graphics are to the package, I have to go out on a limb and say the game's audio is the icing on the preverbal cake.

That said the fact that the game is literally over before it even begins is a bit of a buzz kill. Super Mario Land 2 may be longer than a title like Kirby's Dream Land but it's still short enough to undertake in a single, dedicated sit down or two which is a bit a disappointing. Younger players will obviously find it more challenging than teens and adults but this should hardly deter anyone from playing it, especially when one considers it's rather easy to procure and doesn't cost an arm and a leg like some these older games do. Don't let the game's age fool you, it can easily go toe-to-toe with anything released before or after it without batting an eyelash.

If you have an original GameBoy or a GameBoy Advance SP lying around it's practically a crime not to have this game around for a quick run-through every now and then. Again, I'll admit I'm usually not the biggest fan of first party games despite the quality they're known for but Super Mario Land 2: Six Golden Coins is a good reminder of why we - make that I - should pay more attention to the list usual suspects.


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Mega Man: Dr. Wily's Revenge review

Posted : 4 years, 12 months ago on 30 June 2012 12:54 (A review of Mega Man: Dr. Wily's Revenge)

Love it or hate it, Mega Man games grow like leaves on trees. Given the vast amount of success Mega Man enjoyed during the early years of the NES, it was only natural that some version of the game would end up on Nintendo's portable, gray brick. Mega Man: Dr. Wily's Revenge (known as Rockman World in Japan) would mark the beginning of yet another series of titles for the blue bomber, one of the first Capcom would outsource rather than develop internally.

Given that this title is often referred to as "Mega Man" given the lack of subtitle on the title screen, the first thing most people do is compare this to the 1987 original. This makes since the game borrows from that game, presenting four of its six robot masters. While Cut Man, Elec Man, Ice Man and Fire Man reappear in all their glory, everything else is new, or rather a mix of things from Mega Man and Mega Man 2. For example, while Elec Man's level will remind one of the area they played through on the NES, it's crossed with elements that were used Air Man's level in Mega Man 2. It's an interesting hybrid to be sure, but the allure can be cut short facing your first robot master without the aid of the correct weapon.

Annoying as that is, things get back on track pretty quickly. The damage incurred from robot master weapons and enemies is much more balanced in this rendition, so you won't get blown away as quickly. Unfortunately, trouble again rears its ugly head during the game's concluding levels. While the first Wily level can be tough with its five concluding battles, nothing compares to the last. I love a challenge as much as the next guy but the final level is too big for it britches and throws everything it can at the player. As one can imagine, this puts quite the damper on the proceedings but there are other areas of the game that help make up for it like the excellent soundtrack. Seriously, I can't be the only one who blares Cut Man and Fire Man's theme from the back of my car, can I?

Regardless of my weakness for delectable 8-bit chiptunes, Mega Man: Dr.Wily's Revenge stands as a solid, portable take of the Mega Man we all know and love. I wish the concluding levels of the game were a little more forgiving than they currently are but I can think of games that are guilty of far more. Still, take the above a grain of salt, because the game is definitely capable of making one grind their teeth no matter how one sugarcoats it.


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Dave Barry's Money Secrets: Like: Why Is There a Giant Eyeball on the Dollar? review

Posted : 4 years, 12 months ago on 29 June 2012 10:48 (A review of Dave Barry's Money Secrets: Like: Why Is There a Giant Eyeball on the Dollar?)

Like most people, I have rather peculiar relationship with my income. From asking the classic, rhetorical question of "where does it all go" despite knowing the answer to paying those annoying things that come in the mail each month called bills, there is no doubt that money makes the world go round. Outside the fact one never seems to have enough of it, it's certain that there are certain money-related situations we've all faced. It’s these near-universal experiences that Dave Berry tackles in "Money Secrets" with a sarcastic whit that unapologetically shows us how silly our material-fueled existence really is.

While pointing at all the stupid things we do with our money and how dumb it is for little slips of paper to hold so much theoretical value that we would lie, cheat or blindly run onto a busy freeway for it, there's something brutally honest about Berry's observations. From the stupefying effects an excess of wood furniture has on the executives of a failing corporation to the differing priorities men and women have concerning the various aspects of married life, there’s rarely a moment were he doesn't hit the nail on the head.

Unfortunately, as high as "Money Secrets" climbs, it comes does come with a sense of disappointment. Given that I was so smitten over this release, I was more than eager to check out additional works by Barry. Sadly, I would end up somewhat dissatisfied with "History of the Millennium" and "Boogers are My Beat," giving me the impression that "Money Secrets" is the exception rather than the rule when it comes to his writing and has made me wary of purchasing any additional books. Despite such uncertainties, I can’t recommend this one enough and it’s easily a highlight of the books on my shelf.


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Cow and Boy review

Posted : 4 years, 12 months ago on 29 June 2012 10:44 (A review of Cow and Boy)

When it comes to newspaper comics, it's difficult to explain how my interest came about. For the most part, reading the newspaper was far from a daily ritual until I started working at my current job. Having an hour compared to the half hour lunches of the past, to most it would be no surprise that I'd want some reading material to go along with my cup of coffee. Quaint as that may seem, little did I know I'd find something nestled between the stories of the local paper, something unexpected....

Nowadays it's almost a forgone conclusion for me to check out the latest adventures of Big Nate and Cow & Boy. My attraction to Big Nate is more than obvious, it being a much more sophisticated take on the formula that fuels the ever popular Diary of a Wimpy Kid books, but the reasons behind my enjoyment of Cow & Boy remain elusive. As problematic as that would seem, I don't think I really need a reason to justify it - it just works.

Still, with Big Nate teaming with life through its book releases, I was interested in what I could find for Cow & Boy. That's what leads me to this book and the one thing that holds it back. That thing? Unlike the current strips in the newspaper, Boy is a bit younger in this collection and, while it's a silly argument given that one of the main characters is a talking cow, I have a hard contemplating someone this young tackling concepts this deep. I don't mean this as an insult - I'm sure kids are capable of deep thought - but the fact that Boy seems to be a teenager (or a tween) in newer strips really helps in ironing out this issue.

Again, as silly as that little qualm of mine is, the book delivers on every other front. In all honesty, the only thing I could really ask for is another release. I'm sure I'm not the only one wants a book of newer strips to complement this collection, but it is definitely overdue if it doesn't exist already. Still, eager as I may be to check out the strip during the week, I'm more than willing to uncover what makes Cow and Boy so devilishly alluring.


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Big Nate on a Roll review

Posted : 4 years, 12 months ago on 29 June 2012 10:40 (A review of Big Nate on a Roll)

A few years ago, newspaper comics were something that didn't concern me. While it's true that we all live inside our own bubble, those hour lunches at work give me a chance to check out the local newspaper when I otherwise wouldn't. It's from these brief moments away from the insanity that is retail that I discovered I had a favorite comic strip, or rather comic strips.

It's really hard to explain how I became attracted to Cow and Boy, but the reasons are all too clear when it comes to Big Nate. Ironically, that reason is hinted at on the cover of these books where Jeff Kinney (author of the Wimpy Kid series) is quoted as being a fan of Big Nate. It's not too hard to see the connection between the two, but it's their differences that are of note and what ultimately make Big Nate superior. Kinney's Greg Huffley is brat and there are times where I absolutely loath his selfish behavior. This is never the case with Nate who, while not immune to blissful ignorance of childhood, at least acts like he's part of the universe and not the sole reason for its being.

As it stands, "On a Roll" is another solid outing in a series I hope to follow to its conclusion. Still, at the same time I can't say this one is a slam dunk like the previous volumes. The best thing I can say about the book is unlike "In a Class of by Himself" I didn't see the ending of this one coming from a mile a way, which was definite buzz kill. This time around, Peirce focuses on Nate's adventures in winning a custom designed skateboard. The overall plot is fine but its laser beam focus comes at the expense of character interaction and variety. For example, despite the opening it's not long before Nate's life at school takes a back seat and that's a setting where Big Nate derives some of its best humor.

"On a Roll" isn't without its problems but its way too early to hit the panic button. Whereas Kinney has a real problem brewing with his main character in the Wimpy Kid books, Peirce has a long way to go before he even gets close to such a conundrum.


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Diary of a Wimpy Kid, Book 4: Dog Days review

Posted : 4 years, 12 months ago on 29 June 2012 10:35 (A review of Diary of a Wimpy Kid, Book 4: Dog Days)

As a reader, I discovered the adventures of Greg Huffley during a nine month lull between job opportunities. Unlike our "hero" Greg, I can only play video games for so long before they lose their luster. Call it maturity call it what ever you want, I find it impossible to spend endless hours in front of a TV like I could in my youth, and in all honesty I wouldn't want to. Still, such personal revelations aside, I came across these books when I was looking for something non-video based to stimulate my mind and keep me sane during the aforementioned period. As if the popularity of the series wasn't enough of a clue, I ate the first three books up and quickly asked for seconds. A few months later I had "Dog Days" in my hands the day of its release. An hour after getting the book, I was more puzzled than entertained and the reason why would remain a mystery for quite a while.

Thankfully, that innocent little devil known as time as revealed to me why "Dog Days" and it's follow up "The Ugly Truth" aren't as strong as those in the original trio. In a nutshell, Greg Huffley, is a brat. I can't believe it took me four books to realize this but Greg is the poster child for the everyday, all-American brat who is incapable of appreciating anything. I know this probably isn't a surprising or interesting statement coming from someone who doesn't particularly like children or doesn't really care for reflecting on his own childhood (which is ironically what attracted me to these books in the first place) but it's downright hilarious - a.k.a. sad - that Kinney has made a fortune selling children a dead-on reflection of how fickle and shallow they can be. It's so brilliant it's like selling bottled water.

As nauseating as Greg's behavior has become, I find myself more attracted to Rowley and Mr. Jefferson. While I could never see Rowley headlining a series, it's amazing how Rowley is free of all the negativity that weighs Greg down. Rowley never lets anything get in the way of enjoying the moment (unless he's with Greg who isn't immune to outside pressures) and we all know when the two "break up" it's Greg who gets the short end of the stick and is miserable, not Rowley. As for Mr. Jefferson, I would get just as aggravated over Greg's antics, and I'd almost go as far as to disallow my *pretend* son to hang out with someone so thoughtless. Okay, so everything in Rowleyland isn't perfect - his parents are a bit too clingy and overprotective - but I think that's a decent trade off when compared to the delusions Greg's mother has about his "wonderful" summer at the end of the book.

In the end, "Dog Days" is as intriguing as it is disappointing. The unfortunate part of such an equation is whether or not younger readers really understand the inner machinations of these characters - which ones should really be embraced and which ones should not. Maybe I'm not giving kids enough credit, but given the main character falls in the later category and is so celebrated I'm somewhat doubtful of the message getting across. Kinney is a clever author so I'm sure this is all part of his plan, but in the end the results aren't always attractive.


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Metal Gear Solid review

Posted : 4 years, 12 months ago on 29 June 2012 12:01 (A review of Metal Gear Solid)

It goes without saying that every once in a while a game comes around that is dubbed as an experience. Beyond the simple fact that every game is an experience in and of itself, we tend to use such terminology when a game is lauded as above and beyond or is considered essential playing. Unfortunately, while many believe the endless praise they pay towards these games helps them remain appreciated down the road, it often has an undesired effect - sometimes that praise only delays the negative and unforeseen - or rather ignored - aspects of a game from being seen. While there are several games that come to mind when looking for the usual suspects, one game tops them all: Metal Gear Solid.

Now, I'm not here to rain on anyone's parade. I still have a great deal of respect for what Metal Gear Solid brings to the table, and I couldn't imagine any serious PS1 library without it, it's just that after my latest play through I'm no longer willing to let the game's triumphs overshadow the things that drive me clinically insane. So what are those things? Well, before we get into that let's look at why the game is celebrated.

As if it's any kind of real surprise, the driving force behind Metal Gear Solid is the narrative and its cinematic nature. Of course, we all know the jokes that go along with this territory: "Metal Gear Solid is a great movie, err... game to play" and "there's about fifteen minutes of gameplay in the entire game." While there is some obvious hyperbole in there, there's a bit of truth to the sarcasm. Additionally, the skepticism that many level at the story and its plausibility is justified as well. Still, this being a video game, a place where imagination should be allowed to roam free, and taking into account what Kojima and his crew were trying to accomplish, I'm willing to sacrifice some control and realism for the sake of the overall vision. The most crucial element in all of this is the characterization of the game's key players. The full voice acting goes a long way in accomplishing this and it's amazing well done (outside the hilariously bad continue screen pleas) but it's the writing that clinches it. Unlike a Mega Man X game where Capcom tries (and fails) to make us feel bad about "retiring" bad guys, Metal Gear Solid actually does make one feel bad about gunning down the members of FoxHound. For example, while the actions of Psycho Mantis and Sniper Wolf are far from excusable, once we hear about their tragic pasts they become more than a mere obstacle blocking your way. As poignant as the characters end up being, the obvious anti-nuke message and the "just live" sentiment near the end come off a lot more tongue-in-cheek than most would probably like. We all know that Snake is going to be dragged back to the battlefield at one point or another, there's no need to toy with us about that.

As for my problems with Metal Gear Solid, some of them actually start with a quick read of the manual. I'm not talking about misprints or misinformation; I'm talking about the writing of loaded statements. Can anyone read the section on the second page (What is "Metal Gear"?) and not feel the bar has been set way beyond the sky? "Fighting alone does not make a game, stealth is more important!" "Metal Gear had a huge impact on gamers and manufactures alike." "...the "Metal Gear" series continued to be widely discussed as a visionary masterpiece." All these of these cringe worthy statement beg the question: why couldn't Konami let their product speak for itself? So, I take it a game that emphasizes stealth is better than a game that encourages running and running, or a game that has both. If Metal Gear had such an impact, why didn't we see a game during the SNES/Genesis era? Finally, when a company calls their own product a "visionary masterpiece" I can't help but lose a little faith in what I've been told about Kojima's humbleness. We won't even touch things like the phrase “human drama” in it's relation to a video game or putting the words "Metal Gear" in parentheses.

Okay, so the above doesn't really count because we're not really talking about the game, so let's get to that all-important element, game play. I'll admit years ago everything seemed fine and dandy to me in this respect; snapping necks and shooting stinger missiles quickly became second nature. Unfortunately, I completely forgot about the ill-conceived inventory system (why can't the Key Card always be active? I love switching between items like crazy in gas-filled rooms) or how touchy the controls are when it comes to the difference of flipping an enemy over my shoulder and choking them. The kicker is just how annoying some of the scenarios you're thrown into can be (the communications tower) and surprising amount of expertise they require. At times it feels like you're set up to fail. I'm hardly against trail and error (actually, I think they give badges out to Syphon Filter players for that), and I know I'm not a particularly good Metal Gear Solid player, but I'm just not going to put in all that time to remember the game backwards and forwards, and remember where cheaply placed camera turrets are in electronically jammed areas. All in all, there's a level of cheapness ingrained within that I just couldn't ignore anymore.

Ironically, as troublesome as the above can be, the true meat of Metal Gear Solid's game play is the various boss fights. You'll stumble upon bosses at a super accelerated rate and they pretty much make the game what it is, not the parts in-between. Unfortunately, as fun and inventive as some of these battles are (the Hind, Sniper Wolf) they often feel more like an extension of the storyline than a component of the game play. There really isn't a boss fight that's not unique or memorable in its own way, but this is another area where the current reality snaps one out of their nostalgia fueled bliss. Some of these fights are annoying as hell to say the least, especially the two tortuous battles that lie beyond the titular battle tank.

Sound wise, beyond the previously mentioned voice acting, Metal Gear is competent to stellar. While I'm always in the mood for a good "Duel" (the boss theme) and can easily appreciate the rest of the mood-setting score, it's simply workman-like its construction and application. It's not really inspiring despite being appropriate. As for the sound effects, the amount of detail easily shows when your fire your weapons in areas that produce an echo or when you tap walls to attract enemies.

Despite all the qualms above, is Metal Gear Solid still worth owning and playing? The answer is an unsurprising yes, but at the same time I can no longer pretend the game is the bulletproof masterpiece many bill it as. Additionally, I am also done with the thought that it is automatically better than any of the Syphon Filter titles because of its pedigree. That may be true when it comes to narrative and cinematic quality, but not when it comes to the game play, which should be at the front of any gaming experience. Metal Gear Solid takes a gamble in this respect and wins, but it's not exactly the prettiest kind of win. Still, if there is anything could help Metal Gear Solid in the present, it's for people to be realistic about how it stands today and not pretty up the picture because they can.


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Mega Man: Robot Master Field Guide review

Posted : 4 years, 12 months ago on 28 June 2012 08:53 (A review of Mega Man: Robot Master Field Guide)

As a Mega Man fan, to say the last year has been easy would be a lie. I saw the light at the end of a ten year-long tunnel snatched away from me in the form of Mega Man Legends 3 (a game I would have bought the 3DS for but a BIG part of that is Nintendo's fault) and Capcom's decision to shelve the series out of what appears be spite for Kenji Inafune's insanely bizarre exit. Crazy as the last one truly was, I'm probably the only "fan" that's quote unquote happy Capcom pulled the plug. What was the last great Mega Man game? 1997's Mega Man X4? The last few Mega Man X games? A painful slap in the face. So while I'm sure some are angry with me now missing out on Legends 3 is a small price to pay to ensure that a developer like Inti never gets near the license again. (Okay, I'll admit Inti had some good composers in their ranks but that's as far as I'll go.)

Anyway, like most people I put in my pre-order for this thing over a year ago. The e-mails declaring it's delay almost became a running gag. So now we have the book and while it's a great companion piece to the Complete Works books I'm afraid I'm going to be a little bit critical with this one. Why? Well, my main gripe is the fact I already know everything this book had to tell me outside a one new factoid about Top Man. Beyond that I've read all the information that's in here on various websites. Yeah, I'll admit it's nice to have it on hand in book form but I was honestly hoping for some previously unreleased info. What's here is mainly taken from Mega Man and Bass which people have already translated from emulated ROM images years ago.

Another thing that somewhat bugs me is the guide's lack of explanation. For example, the book tells you that Flame Man changes his oil three times a day but it doesn't tell you what this behavior refers to in the real world (although anyone that's taken a World Cultures class in their high school days should have an honest clue) but younger players/readers may not make such connections.

That said, the Robot Master Field Guide is a nice book but it doesn't even begin to challenge either Complete Works book. I would definitely suggest grabbing those first if you haven't already. But in all honesty the nicest thing I can say about this is book is the price is right.


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Mighty Final Fight review

Posted : 4 years, 12 months ago on 28 June 2012 08:49 (A review of Mighty Final Fight)

When it comes to retro NES titles, I find it rather odd that Mighty Final Fight is the quote unquote rarest game I was looking to add to my collection. While I'll admit the SNES port of the arcade original is where Final Fight started for most, I can't say that title is why Final Fight has remained at the forefront of my gaming memories for as long as it has. So given that, what's so special about Mighty Final Fight? How could a downscaled rendition of a SNES classic be of such note? Well, as one would expect given the formula behind it, calling Mighty Final Fight special is somewhat of a stretch, even for someone who is pretty smitten with the game. It's obvious that hundreds of games, games from the Double Dragon series, Battletoads to Sega's Streets of Rage have crossed strikingly similar terrain over the years.

As blindingly derivative as gaming can end up being, most know there are times where experiences can thrive upon their simplicity. As simple as a game like Final Fight was, there's a part of me that can't help but think that it was a bit too simplistic to really show off a (new at that time) console like the SNES. This isn't to say I was disappointed with Final Fight, but to say it was a quantum leap over the last generation of brawlers (beyond graphics) would be a lie. It's this - the lack of any real progression - that makes Mighty Final Fight so attractive in an ironic sort of way. Simply put, there is no real sacrifice made in taking the series back a console generation. While I’ll concede that’s not exactly the most positive thing one could say about a game, the game’s super-deformed presentation has its own way of charming the player and is a worthy avenue to explore in contrast to the straight-edged look of its technologically advanced brethren.

That said, Mighty Final Fight still contains many of the irritants of the time. Despite being a last generation NES title, the amount of time the sprite layer of graphics spends flickering during game play is rather obscene. Granted, it's never enough to flat-out rail-road the experience but it does slightly mar what is an otherwise spectacular looking game. Perhaps what's even more surprising (e.g. disappointing) is the audio by Setsuo Yamamoto. I absolutely love good NES music but outside the crunchy boss theme Yamamoto's themes seem a little uncomfortable with their meandering nature. The last thing that brings the final grade down a bit is the difference power and speed have in relation to game's characters. Giving each character their own individual attributes is something that any game should implement, but as far as which one is the greater (or which one is more useful in helping you beat the game) speed has the definite edge over power since there are so many instances where speed is much more beneficial and can easily make up for lack of power.

Despite this, Mighty Final Fight is an enjoyable romp that is reminiscent of a simpler time. Unfortunately, the real problem with Mighty Final Fight is its cost. Again, not that you'd think it by looking at it, but the game is not exactly common and with so many other quality beat-them-ups available for a fraction of the cost, it's debatable how many will justify the purchase. Those looking to experience the game while avoiding the price tag may want to check out the game on GBA where it one of the three games included in the Capcom Classic Mini Mix. Regardless of which path you choose, don't pass up on what can be experienced here just because of the art style or simplicity; Mighty Final Fight can be rather engaging if given the chance.


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