Pac-Man Museum: The Games They Couldn’t (or Wouldn’t) Include – Reviews of 40 Classic Pac-Man Releases

I love Pac-Man. I didn’t as a kid. I completely missed the entire Pac-Man craze. The Pac-Man games of MY childhood were either generic platformers like Pac-Man World, or throwbacks like Ms. Pac-Man Maze Madness that weren’t necessarily aimed at me. These days, I would list the original alongside such titles as Portal and Tetris as a literally perfect game. I’ve spent a great deal of time during my 12th year as Indie Gamer Chick trying to find a better understanding of why Pac-Man stands head-and-shoulders above all other maze chase games. That’s why I’m celebrating my 13th Anniversary by going through the history of Pac-Man. My concept here was simple: “What if there was an Atari 50-like collection for Pac-Man and its various ports?” So, I went through as many versions of Pac-Man and its sequels and spin-offs from the Golden Age as I could find. If I’ve already reviewed them, I redid them. This is my 13th Anniversary feature, and I wanted to make it special. Thank YOU, all of you, for 13 awesome years. If you want to read my old Pac-Reviews, they’re listed below. For this feature, I’m reviewing the games Namco isn’t including, can’t include, or won’t include in their various compilations. This excludes Arcade1Up, who does include Ms. Pac-Man quite a bit. And make sure to also check out my past reviews of Pac-Man games:

GAME REVIEWS

Quickie Review – Sega Master System’s Ms. Pac-Man: While it has all the new levels that Tengen’s NES port has, I didn’t like the graphics or the action pausing for a second when you get a power pellet. I have no clue why they felt the need to be fancy, but this version didn’t “do it” for me. Verdict: NO!

For those not familiar with my way of thinking of how retro games should be reviewed, I take NO historical context into account. I don’t care how important a game was to the industry, because that doesn’t make a game worth playing today. The test of time is the cruelest test of all, but every video game must face it. I might not be here if not for Pong’s success, but I wouldn’t want to play it today. Not when there’s better options. Therefore, when I review retro games, every game gets either a YES! or a NO!

YES! means the game is still fun and has actual gameplay value when played today and is worth seeking out.

NO! means the game didn’t age gracefully and is not worth seeking out, and certainly not worth spending money on.

For the Pac-Man games with mazes bigger than the screen, I did my best to stitch together full maps for your viewing pleasure. Since the Wikis don’t have them, if y’all want to use mine for those resources, be my guest!

ARCADE REVIEWS

Ms. Pac-Man
Platform: Arcade
Released in February, 1982
Designed by Steve Golson
Developed by General Computer
Published by Midway
Available on Steam, Xbox, PlayStation

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It goes without saying that Ms. Pac-Man is one of the most important games in the history of the medium. It’s arguably the benchmark by which all video game sequels are measured by, which is especially funny considering that it started life as an unauthorized ROM hack of Pac-Man. I’m going to avoid talking about all the legal stuff related to Ms. Pac-Man, except to say “how sad is it that there’s enough for it to get its own page at the Pac-Man Wiki?” I’d prefer to focus on the game itself. From the time I was a kid, I couldn’t believe that the original Pac-Man as a game held any relevance. One maze versus four? Then my sister pointed out that I wouldn’t say a pinball table playing that one specific game over and over was a negative, and she was right. So, these days, I appreciate Pac-Man’s accomplishments much more, but I figured I still preferred Ms. Pac-Man just because it has four mazes, all four of which are exciting in their own right. I think the greatest strength of General Computer was their uncanny knack for making levels that were optimized for close calls and hold-your-breath moments. The first maze is probably the weakest in terms of heart-pounding sections, and even it has one spot (the top center section) that always gets my adrenaline pumping.

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The biggest strengths from the original Pac-Man maze return: there’s no unreasonable turns and plenty of nail-biting straightaways. With that said, after the first maze, the remaining three are some of the most intense in the maze chase genre. This is owed largely to the U-shaped bends in them that offer only one way of escaping and usually must be cleared all at once. The one in the second maze hangs over the ghost house, but the entrances are angled away from it. In the fourth maze, the bend is shorter, but the entrances are straight below the ghost house AND there’s two other pathways that feed them. You can’t rely on the tunnels to save your ass anymore. The most understated change from the original game is that, after only three levels (not cycles or mazes.. LEVELS), the ghosts no longer slow down once they enter the tunnels. Thus, you now have to rely on precision turns to shake your tails. Thankfully, General Computer seems to have understood that they had to make up for what they took away. Since the ghosts take corners slower than you do, the mazes are designed with cornering and turns in mind.

I don’t mean to imply the tunnels are completely worthless. Obviously you still have to use them, and if anything, they’re more exciting now.

It also doesn’t help that there’s no SCATTER and CHASE this go around. While the ghosts still retain their original attack methods, this time two of the ghosts (Blinky and Pinky) will just go off in random directions to start while Inky and Sue (replacing Clyde as the orange ghost) will go to a corner before permanently entering their attack formation. There’s no blind alleys in Ms. Pac-Man, so there’s no place to hide. Also, now the ghosts will just change directions on a dime, which is a dick move that I can’t justify. I’ve gotten pretty dang good at anticipating when Inky, Pinky, or Sue won’t simply turn a corner and catch me, but I just couldn’t get a feel for when the ghosts will all change direction. I think at this point, that accounts for 9 out of 10 of my lives lost, and it felt like rotten luck when it happened. That’s something I never could have appreciated before I took the time to become a halfway decent Pac-Man player: original Pac-Man, for all its disadvantages against Ms. Pac-Man, is a more precise game. Ms. Pac-Man leaves skilled players at the mercy of random chance. “Catherine, if this was a pinball table, you’d sh*t all over it for that” my father said, and he’s right. I might love Ms. Pac-Man’s gameplay, but this is a deeply flawed game in ways I never realized.

Weirdly, the hardest maze isn’t the 4th. I think it’s the 3rd, and that’s largely because of what I’ve dubbed the “killing cages.” This pattern is in both lower corners, and they’re vicious. What’s even worse is there’s a bigger trap in this stage, BUT, you start directly above it, so it makes sense to do that first. I really do think this maze should have come last. Swap three and four and the difficulty scales perfectly.

Once you’ve cycled through all seven fruits, the game randomly chooses which two you get each stage after, and I think that was a big mistake. The fruits are NOT balanced, and the gap between the 100 points you get for a cherry versus the 5,000 you get for a banana is pretty significant. By the point the bananas are an item, it’s a godsend when I’m able to chomp three out of four ghosts, scoring 1,400 points. The banana by itself scores 800 points more than chomping nine ghosts with three power pellets. The banana by itself scores 2,000 points more than a perfect 4-chomp power pellet. It scores more than double what getting TWO of the next highest-value fruit, the pear, nets you. Hell, if you play good enough, you’ll reach a point where you can’t even chomp ghosts anymore. They’re not even vulnerable for one-millionth of a second. All the power pellets do is make them reverse direction. When you reach that point, all that matters is your high score. When the game throws you only cherries or the 200 point strawberries, it’s maddening beyond imagination.

For its many issues, nothing quite beats the satisfaction of a four-ghost chomp in a Pac-Man game.

I never thought I would be good enough to care about any of this type of stuff. Well, now I’m pretty decent at Pac-Man games, and I found myself screaming in agony every time I saw a cherry, strawberry, orange, or pretzel start to hop out of the tunnel. Even the apple sucks. I mean, 1,000 points is nice, but a banana is five times that value. If they didn’t want to unbalance the scoring, perhaps they could have unleashed all seven fruits over the course of the stage? Eat one, the next one gets spit out. OR, create a chain. Eat the cherry, and the next fruit is a strawberry, then an orange, and a pretzel, and so forth. Miss one, and the cycle resets. THAT would have made logical sense, added stakes to the fruits, and increased the game’s overall excitement ten-fold. Alas, I can only review the product I have. Is Ms. Pac-Man a more fun game than the original? Yes and no. For gameplay, Ms. Pac-Man is often more intense. Those mazes are works of art and the chase is arguably more exciting than Pac-Man. But mechanically? I think the original game is the stronger test of your Pac-skills. Ironically, getting good at Ms. Pac-Man makes it a worse experience. Has any game EVER been in that position? Still fun? Sure. An all-time classic? Now I’m not so sure.
Verdict: YES!

Jr. Pac-Man
Platform: Arcade
Released in 1983
Designed by Tim Hoskins
Developed by General Computer
Published by Bally Midway
NO MODERN RE-RELEASE
Read the full Indie Gamer Chick Review

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It’s been nearly a year since I gushed all over Jr. Pac-Man, but now that I’ve really put the time in to memorize the personalities of the ghost monsters and drill their behavior into my muscle memory, I was curious if my opinions on Junior’s maze layouts would change. Now that I have a full understanding of the gameplay beyond casual Pac-Man fandom, yea, I can see how purists wouldn’t dig Jr. Pac-Man’s mazes. Many feature very long walled-off sections that you can practically call “tunnels” because of how long you have to travel before reaching a junction. If you know how to manipulate the ghosts into entering those, it’s easy enough to avoid them. They mostly have enough bends that you can build up distance to win a foot race, but it’s never as fun or exciting as you would hope. The 4th, 6th, and 7th mazes suffer from that design. There’s also a haphazardness to it. Lucky me: during this play session, I chomped Blinky in the exact right spot on the 4th maze for his eyes to get caught in one of the roundabouts at the top. He circled it for so long I literally cleared out the entire right half of the maze without the toughest ghost following me.

That’s the earthly remains of Blinky. I chomped him quite early when I ventured to the right side of the maze, and he ended up getting lost spinning around that one post so much that I was able to empty the entire half before he unstuck himself. Which he eventually did when I scrolled left to begin the other half the maze. Screwing up Blinky also screws up Inky.

While I must concede that the mazes aren’t necessarily optimized for the most exciting gameplay Pac-Man can offer, Jr. Pac-Man does make up for it in other areas. I assumed the large straightaways and long “tunnels” the walls form are only intense depending on whether or not a toy has transformed the dots into mega dots. Unlike Pac-Man and Ms. Pac-Man, Jr. Pac-Man keeps spitting out toys until all the energizers are eaten. Remember: if the toy reaches its target power pellet, it destroys it. Those power pellets are pretty important in the last few stages. At first, I wasn’t sure if it really did “buy back” the lost intensity of the close calls. Maybe it doesn’t completely make-up for it, but it does add a different kind of excitement. In later levels you don’t necessarily want an entire area of the screen littered with mega dots, since they slow you down significantly. That’s where the hidden brilliance of Jr. Pac-Man revealed itself.

I still haven’t really found a strategy for the 7th maze’s “super killing cages” that works consistently, though I did survive this particular round.

Most of my complaints about the maze design happen after the first three levels. It just so happens those first three are the most “traditional” of the seven Jr. Pac-Man levels, and in my opinion, they’re very strongly designed. The mazes with longer straightaways, longer tunnels, or in the case of level five, the short walls with lots of access points for both you and the ghosts, happen around the time the game speeds up and the energizers start losing their potency. In other words, those are the mazes that are built around the effects of the toys on the dots, plus the prospect of the toys blowing up the valuable power pellets. All credit to General Computer: they were all-in for tailoring Jr. Pac-Man towards the new gameplay additions, and if they didn’t work out as planned, come what may.  Is it completely successful? Nah, which is why I can totally understand now why someone who loved Pac-Man and Ms. Pac-Man wouldn’t necessarily love Junior, along with the fact that the mazes take quite a while to clear out. Often the final few dots take quite a bit of work to get to. But, I still love Junior, warts and all, and consider it one of the golden age’s most underrated games. Will someone at Namco work this crap out so we can celebrate this game today?
Verdict: YES!

Professor Pac-Man
Platform: Arcade
Released August 12, 1983
Programmed by Rick Frankel
Developed by Dave Nutting Associates
Published by Bally Midway
NEVER BEEN RE-RELEASED
Read the full Indie Gamer Chick Review

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Professor Pac-Man is the historic curio to end all historic curios. The rarest Pac-Man coin op at only 400 units produced, three-quarters of which were returned and converted into Pac-Land. I’ve already reviewed it, but any collection of Pac-Man that wants to be all-encompassing has to figure out a way to include this. If you think the Professor is weird, it could have ended up even weirder. Professor Pac-Man was the idea of legendary game magazine editor Ed Adlum and a guy named Johnny Lott who was the (checks notes) uh.. the world champion of Foosball? What the f*ck? And yea, that’s apparently all true, though their vision isn’t remotely close to the final product. The original concept was that players would navigate a Pac-Man maze and need to answer trivia questions when they reached the energizers, but Nutting didn’t incorporate that at all. Given how bad their own Pac-Man game was (Baby Pac-Man), that’s probably a good call, though they never told Adlum or Lott that they were axing the maze. Either way, Professor Pac-Man is a historically vilified game, but don’t listen to anyone who says it’s crap. It’s an ahead-of-its-time brain training type of game, and it’s wonderfully well done and a favorite in my house to play on a game night. If this ever shows up on a legit classic collection, you know that collection is going all-out.
Verdict:  YES!

Hangly-Man
aka Popeye-Man
Platform: Arcade
Unauthorized ROM Hack of Pac-Man
Designed by Igurekku
Released in 1981
NEVER BEEN RE-RELEASED

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I can’t believe Namco sued anyone over this. They should have found the developers and sent them a fruit basket instead. Namco looks like geniuses compared to what the developers of Hangly-Man came up with. There’s two mazes in this famous unauthorized bootleg of Pac-Man, one of which isn’t a maze at all. Indeed, this is one of the first versions of Pac-Man that removed the walls from the game. The first maze offers free-roaming sections around the tunnels, while the second maze just plain removes all the walls completely. Pac-Man is not designed for wall-free gameplay. It becomes significantly harder to control, for one thing. But, on the other hand, the ghosts are a lot less threatening. Even the relentless Blinky doesn’t know what to do with himself. Removing the walls is one of those things that sounds good on paper, but in reality, it’s just not very fun. Also, on the level WITH the maze, the power pill might make the walls invisible. It’s so unimaginative. Hangly-Man isn’t exciting at all. The chase has no stakes. Playing this feels like playing a bad Pac-Man bootleg, because that’s exactly what this is.
Verdict: NO!

Piranha
Platform: Arcade
Unauthorized ROM Hack of Pac-Man
Released in 1981
Published by U.S. Billiards
NEVER BEEN RE-RELEASED*
(*Yes, multicades might have this. That’s not what I mean.)

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Whereas Hangly-Man had one wall-free map, Piranha has only one map, and it’s wall-free and somehow even worse. I have no idea why so many would-be cash-ins of Pac-Man decided getting rid of walls was the key to standing out. It completely ruins the gameplay, since the chase element relies almost entirely on walls to, you know, WORK! Without walls, the ghosts in this (f*ck it, I’m not calling them squids) make a beeline for you and stay on your tail until you go through a tunnel or until the game switches between SCATTER and CHASE. The designers added a tunnel to the top and bottom, but apparently you can only use it once per stage. In the original build, where the ghosts look like the Pac-Man ghosts with tentacles, the scoring is more or less the same as Pac-Man. The values are significantly increased in the final build, but that’s not an improvement. It turns out, Pac-Man is actually really, really hard to control without walls. If there was a Pac-Man version of Mario Maker, it would be flooded with levels like this, made by unimaginative 5 year olds. I didn’t think it could get worse than Hangly-Man. I stand corrected.
Verdict: NO!

New Puck-X
Platform: Arcade
Unauthorized ROM Hack of Pac-Man
Released in the 1980s
NEVER BEEN RE-RELEASED

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New Puck-X, AKA “Bumpy Six-Tunneled Pac-Man” is the first bootleg I’ve played so far with actual gameplay merits that need to be discussed, which is probably a positive thing since many bootlegs recycle this specific maze design. The developers opted for subtle changes. Probably the most notable is actually the scoring changes. Dots are worth double, at 20 points, while power pellets are 80. Chomping doesn’t score more, but the Cherry is 500 points, Strawberries 700, Oranges 1,000, Apples 2,000, and Grapes 3,000, and after that, everything scores 5,000. In other words, you’re scoring faster, which means the free life at 10,000 you have to be exceptionally bad to miss. And then there’s the changes to the layout. The most prominent feature is the addition of central bulges in the walls at the top and bottom of the maze.

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The bulges require you to do a little shimmy to get past and remove two of the four long straightaways in the maze. The other two are still there, sorta, but they’re now physically closer to the ghost house. Real estate previously used by the tunnel on the far left and right sides is now part of the maze. To make up for the shorter tunnel, there’s now three tunnels on each side of the screen. I like that more thought was given to the new layout instead of lazily saying “let’s just remove the walls!” With that said, I’m not a fan of New Puck-X’s maze. It’s not a total wash, as the bump essentially “keeps you honest’ instead of allowing you to go on cruise control for entire sections. But the ghosts are easier to confuse with all the tunnels and there’s an overall inelegance to the whole thing. It’s certainly not harder. I put up 80K in my first game. I think this is getting on the right track, but it sacrifices too much tension.
Verdict: NO!

Joyman
Platform: Arcade
Unauthorized ROM Hack of Pac-Man
Released in the 1980s
NEVER BEEN RE-RELEASED

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Joyman is yet another clone that changes the graphics, but to this one’s credit, it didn’t fundamentally wreck the entire concept by removing walls. In fact, it went the opposite direction: it has too many walls. Quick: what’s missing from Joyman’s maze? Turns. What do you need in order to scratch out distance between you and the ghosts in later rounds? Turns. You can see how this would be a problem. At first, I didn’t think Joyman was notable enough to merit inclusion in this feature, but it actually does have a totally unique gameplay quirk. A weird one, but one that made me sit up in my chair and pay attention. There’s five main “sticks” that run down the center of the stage that make up the maze, as each stick is broken-up by having dots in them. BUT, if you lose a life, the walls close in any gaps where you collected the dots. Yes, really! It looks like this:

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Now THAT is an interesting twist I wouldn’t mind seeing explored more, as it creates an extra incentive to stay alive. Dying creates extra-long straightaways and makes eking-out distance that much tougher. That’s not the worst idea I’ve seen. The problem is, this specific shaped maze isn’t very good to begin with. It doesn’t inherently lend itself to close calls or near-misses, which is what this genre absolutely needs to thrive. So, while I’ll grant Joyman the title of “best bootleg I reviewed in Pac Man Museum: The Games They Couldn’t (or Wouldn’t) Include” (which doesn’t count Taxman since it eventually went legit), it’s still not a good game. Like, at all. This is a horrible maze. But, I wouldn’t mind seeing more of this idea if someone else wanted to tinker with it. I think it has legs.
Verdict: NO!

Streaking
Platform: Arcade
Unauthorized ROM Hack of Pac-Man
Developed by Shoei
Released in 1982-83
NEVER BEEN RE-RELEASED

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Apparently (in)famous for appearing in the 1983 teen sex comedy Joysticks, Streaking isn’t a bootleg in the traditional sense. It took the code of Pac-Man and turned it into an entirely new game with new gameplay mechanics. Despite what the name implies, I don’t think there’s any scandalous nudity in Streaking. I didn’t even have to censor the game, like I figured I would. The object is actually to put your clothes on while four identical cops chase you. Twice a stage, an article of clothing will appear at the top of the screen which permanently changes your character sprite, as you put on every article you collect and eventually kind of look kind of like Princess Zelda. Shouldn’t a game called “Streaking” be the other way, with you progressively taking OFF your clothes? I’m not bothered at all by Streaking’s premise, but the gameplay is awful.

(Shrugs) It looks like she’s wearing underwear to me. BUT, just to be on the safe side, I did censor this picture, removing two dots from the character sprite that implied I was wrong. Hey, they could have been to create a sense of depth!

This is yet another Pac-Man knock-off that decided the way to stand out was to do away with those pesky walls, removing all semblance of movement accuracy. If that’s not bad enough, the chasers become too smart after a while, but it’s impossible to shake them without also collecting the dots. You lose a life if you go too long without picking anything up, a mechanic represented by an “endurance meter” at the top. There’s also no way to fight back in this one. The power pellets have been replaced by single-use warp dots that send you to the opposite corner. Of the three bootlegs I played that removed the walls, Streaking is probably the best. At least it feels original and incorporates the items into the gameplay. But this is a terrible game. And also not as naughty as it sounds. Unless that was a tan line. It might have been a tan line.
Verdict: NO!

Ms. Pac-Man Plus
Platform: Arcade
Released in 1983 (?)
ROM Hack of Unknown Origin
Possibly Developed by Bally Midway, or not.
NEVER BEEN RE-RELEASED

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Nobody knows the story on Ms. Pac-Man Plus. Was it an official ROM hack, or a bootleg? Images of its gameplay have shown up in official Namco documentation, but that could have been a mistake (or an employee going out in a blaze of glory). If I had to guess, I’m betting on this being an unofficial ROM hack. It’s VERY glitchy, among other things. The fruit often goes right through the walls, and in the first three levels, I saw the ghosts slow down without entering the tunnel more than once. I also activated the “pass through the ghosts” glitch that exists in all versions of Pac-Man (it has to do with the tiles) on nearly every level. I think someone just changed the levels around for fun. There’s a million Super Mario ROM hacks out there, so why not arguably the most famous coin-op ever? Ms. Pac-Man Plus is really just a level hack, too, and not a very good one.

Notice the distance between Blinky (the red one) and me. I didn’t do anything special. He just can’t keep up on this map. There’s too many straightaways.

The only maze that feels true to the spirit of the original Pac-Man or General Computer’s efforts is the fourth one. With the exception of the entrance to the tunnel being gated to the point of being nearly worthless, it’s the only one that feels like it could be legit. The other three fundamentally don’t get what makes Pac-Man work. The second maze, especially. It’s so easy to lose Blinky in it, because it’s basically all straightaways, and since he’s targeting YOUR tile, by time he adjusts to you, he’s already committed to a path you might not necessarily be taking, one that leads him far away from you. Maze #3 feels like any generic Pac-Man rip-off, and the first maze is just awful. So, 25% of the mazes are worthwhile, but you have to play through the other 75% to reach it. That would be a NO! But, I think anyone making a maze chase should study this, because there’s actually valuable lessons in why Pac-Man and Ms. Pac-Man’s mazes work to be found in playing these mazes that absolutely do not work.
Verdict: NO!

CONSOLE AND HANDHELD REVIEWS

Pac-Man
Platform: Atari 2600
Released March 16, 1982
Designed by Todd Frye
Published by Atari
NEVER BEEN RE-RELEASED

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I’ve already reviewed Pac-Man 2600 in Atari 50: The Games They Couldn’t Include, but I was curious if the year-and-a-half worth of experience playing Pac-Man games would have given me new appreciation for the VCS experience. It didn’t. This time, I tried Game 6, which has a fast-moving Pac-Man and fast-moving ghosts, with the difficulty toggled to “Difficulty A.” This is considered the maximum level, and all the problems were still there. The tunnel is almost worthless. The ghosts tend to cluster up. The flicker. The sound effects. The lack of personality. The boring layout. I will give the VCS port one nod, and one only: the scoring is more balanced, with the emphasis on getting chomps and not the “vitamin” that serves as the lone item. I like that, because it tilts the entire scoring flow towards aggression, instead of having this one item be the source of most points. The ghosts are worth 20, 40, 80, and 160 points. The vitamin is always 100, and the dots are only a single point each. It just works better, in my opinion.

Collision is so horrible in Pac-Man 2600. Here, my entire character was engulfing the power-pellet and I still died from a ghost that wasn’t even really above me yet. The whole engine that this runs on is sloppy and wrong. The feel doesn’t come close.

But the maze itself is just awful. The elegant layout of the arcade game is reduced to what feels like a hallway sandwiched between a series of chambers on each end. In fact, that’s exactly what they are: four identical chambers to each side, and that’s where the ghosts finally spread out when they exit the ghost houses. Since the ghosts don’t have their arcade personalities, their attacks are either “chase directly” or “wander aimlessly.” I think two are programmed to chase at all times but I couldn’t find confirmation on that. This is one of the worst maze chase engines ever made. The ghosts have much more “reach” than the ghosts in Pac-Man traditionally have. In the arcade, you can use turning corners to save you. Turning kills you in this version because you stick out too far and the collision is unforgiving. Pac-Man 2600 never had a chance to be good, but that’s mostly based on who was in charge at the time it was developed.
Verdict: NO!

Pac-Man
Platform: Apple ][
Released June 18, 1982
Designed by Brian Fitzgerald
Published by Atarisoft
NEVER BEEN RE-RELEASED

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Admittedly, I had a LOT of trouble playing the Apple version of Pac-Man. At first, I was unable to remap it and was stuck using the left and right arrows to move left and right. So far, so good, but the problem came in vertical movement. A is UP and Z is DOWN. My brain just plain didn’t want to play along with that. I spent a lot of time trying to adjust to the controls, but I only cleared the first maze once. Eventually we got it (it literally gives you the option for “custom keyboard” at the start Cathy, you idiot), and I was able to appreciate what this port accomplished. Arcade-accurate maze? Check. SCATTER/CHASE? Check. Ghost personalities/attack formations? Check, though that one has an asterisk, as the colors aren’t remotely accurate, and once again, my brain had to adjust to this version. But hell, even the blind alleys are in this port. This is a truly remarkable effort. One of the best home ports of any game from this era I’ve played.

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With that said, I’ve spent the last year wiring my brain to know how each color ghost behaves, and I could not rewire myself to adjust to these color ghosts. Still, I can’t stress enough how in awe I am of this port. You don’t expect so many idiosyncrasies to carry over from the coin-op. What’s really interesting is this game originally released as a Pac-Man bootleg called “Taxman.” Atari initially sued over it, and yea, I could see why. Taxman’s designer, Brian Fitzgerald, made all their efforts look like cheap imitators. With all their resources, they were completely stomped by just some guy. Atari wised-up and opted to just buy Taxman, change the title, character names, and cut scenes, then release it as their own product. Odds of that happening today? Anyway, I’m seriously happy for Apple owners that they had arguably the best home version of Pac-Man.
Verdict: YES!

Pac-Man
Platform: Atari 5200
Released in 1982
Designed by James Andreasen
Published by Atari
NEVER BEEN RE-RELEASED

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I bet you think redoing all these old versions of Pac-Man was a waste of time, but I’m doing it for a reason. When I included the Atari 5200 version of Pac-Man in Atari 50: The Games They Couldn’t Include, I hadn’t put a solid year of gameplay into Pac-Man. Now that I know the idiosyncrasies, I have to concede I got it wrong. Granted, I would rather play Pac-Man using my feet than use the non-self-centering analog stick the Atari 5200 used, but that’s no concern today. Pac-Man 5200 is actually a fantastic effort. While the stretched maze looks silly, most of the idiosyncrasies from the coin-op are here. Both sets of blind alleys work, and ghost personalities are here, as is SCATTER/CHASE. Inky being a sickly green is weird, but the ghost behavior feels very arcade true. Even the timing of the power pellets is spot-on. After the second intermission, the pellets gain a little time before they start to dramatically shrink, just like in the arcade. I’m not saying the port is perfect. The actual movement timing always feels different than the coin-op, and even without the notorious 5200 joystick, the controls are probably the most problematic outside of the Atari 2600 version. Still, I’m not afraid to admit when I’m wrong about a game, and I got the 5200 port wrong.
Verdict: YES! **FLIP**

Ms. Pac-Man
Platform: Atari 2600
Released in 1983
Designed by Mike Horowitz and Josh Littlefield
Developed by General Computer
Published by Atari
NEVER BEEN RE-RELEASED

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Originally, I wasn’t going to redo Ms. Pac-Man or Jr. Pac-Man since I gave both games a YES! the first time around. But then curiosity got the better of me when I realized the ghosts were color-coded and I didn’t know if they programmed in their arcade personalities. The answer is “sort of, eventually? I guess?” Blinky started chasing me directly on the first stage.. for about two seconds. Then, he just wandered off, along with the other ghosts. I did notice that Blinky started the next three stages VERY aggressive, to the point that I had to immediately grab a power pellet. If I didn’t know better, I’d swear he was starting the levels in his famous “Cruise Elroy” state because he was corning even faster than me. But after chomping him once, he’d return back to aimless wandering for most of the remaining stage. I was deliberately not getting the dots to see how they would react, but it was as if the ghosts were stuck in a permanent SCATTER mode. Mind you, arcade Ms. Pac-Man doesn’t have SCATTER/CHASE, but this 2600 version clearly does, and in fact, SCATTER seems to activate quite a lot.

The ghosts are apparently stoned or something because I’m over here, and they’re way the f*ck over there, doing victory laps or something.

For the first three or four boards, I was worried that I got it wrong about Ms. Pac-Man 2600. That it really only gave the appearance of a more arcade-like experience, but with none of the gameplay chops. Since the original Pac-Man set the bar so low, really, the look mattered a hell of a lot more than the gameplay, right? Well, good news: Ms. Pac-Man VCS is just a slow riser. It takes about five or six levels before the game really starts to show its teeth. Blinky gains a ton of speed and then the game seems to permanently attempt to run a “divide and conquer” strategy. I imagine the constant use of SCATTER is to make up for a smaller playfield with less turns and fewer dots. Without SCATTER, this would devolve into Baby Pac-Man’s busted gameplay of ghosts being too aggressive.

My best no-cheating game.

The other ghosts seem to have something resembling their personalities. Usually when Blinky “made his move” chances are it was in conjunction with Inky, which feels legit to the arcade, and so is Clyde/Sue being off in their own world. Pinky is the one I couldn’t figure out. It doesn’t feel like they captured its behavior at all. So, it’s not really Ms. Pac-Man, but it’s not exactly Pac-Man either. It’s somewhere between the two. Given the limitations of the hardware, the four mazes they conjured up mostly feel like they invoke the spirit of the Ms. Pac-Man coin op. Like, hey, the fourth maze’s T-shaped double tunnel is here and nearly as heart-pounding as the original. That’s very impressive! On the flip side, they didn’t even bother trying to replicate the third maze and instead came up with something original that feels like a better version of the maze used in Atari’s 2600 Pac-Man, with chambers moved to the top of the playfield. This time, it works wonderfully. So, while this might not be an accurate port of Ms. Pac-Man, I feel that Ms. Pac-Man 2600 stands tall and proud as its own separate game. Under the circumstances, with the pressure of having to save Atari’s reputation after the original Pac-Man, they did a very good job.
Verdict: YES!

Pac-Man
Platform: Intellivision
Released in 1983
Designed by Mike Winans 
Published by Atarisoft
NEVER BEEN RE-RELEASED

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There’s three major problems with the Intellivision port of Pac-Man. The first is the game releases the ghosts one at a time on every stage. The second is that the power pellets take too long to shrink in duration, and the third is there’s just not enough dots on the screen. You see where this is going. It didn’t take me long to realize the duration of FRIGHTENED mode created a circuit of immunity where I could pretty much clear the board with minimal effort. Maybe I wasn’t scoring a ton of points, but even that didn’t last long once I got to the levels with the 5,000 key item. Don’t get me wrong: this is a better game than the Atari 2600 version of Pac-Man, but it’s the Intellivision. It’d be weird if that wasn’t the case. And there’s some impressive elements to this port. It has a form of SCATTER/CHASE and something resembling the arcade personalities of the ghost monsters. It even has the cut-scenes. But, this version of Pac-Man is ruined by the small maze, which is too toothless and too clockable. I imagine children of the 80s got bored quickly with this one.
Verdict: NO!

Ms. Pac-Man
Platform: Atari 5200
Released in 1983
Designed by Mike Horowitz
Developed by General Computer
Published by Atari
NEVER BEEN RE-RELEASED

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This was the final review I wrote for this feature, and I can safely say no other version of Ms. Pac-Man hits the gas pedal quite like the Atari 5200 version does. On the fourth maze, it suddenly gains a massive speed boost, giving the game an entirely different feel. This version of Ms. Pac-Man is weird in general, as eating the dots slows you down in a way that reminded me more of Jr. Pac-Man’s mega dots. I didn’t necessarily like it before, but I have to admit, now that I understand the ghost behavior, I didn’t hate it as much as I did the first time. The 5200 Ms. Pac-Man is remarkably true to the arcade game and I can honestly say I liked this version more than the 7800 port made years later. And yet, I still don’t like 5200 Ms. Pac-Man. The speeds are all wrong. The ghost movement speed. YOUR movement speed. You slow down too much when eating. A few idiosyncrasies are wrong here, too. The ghosts continue to slow down in the tunnels after the third level (a lot of Ms. ports get this wrong) and the timing of the power-pellets feels off. So close, yet so far away.
Verdict: NO!

Ms. Pac-Man
Platform: MS DOS
Released in 1984
Published by Atarisoft
NEVER BEEN RE-RELEASED

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It’s nothing short of breathtaking that, in a feature that includes a review of the Atari 2600 version of Pac-Man and a couple ports of Super Pac-Man, none of them have the title of “worst game.” That dishonor goes to the MS DOS build of Ms. Pac-Man. This is absolutely unplayable. You have to time when to make turns, because if you press UP before you get to the junction, you turn around instead. So, for example, if you’re moving left, and a ghost is behind you, and you want to escape at the junction that you’re about to reach and press UP in anticipation of it, you will in fact turn around and run into the ghost because your entire body hasn’t reached the intersection yet.

This was the end of my best game. It took me nearly an hour to get to the third f’n screen. For this, I was home free, only I pecked at the buttons too soon three times in a row and steered myself right into a pack of ghosts.

Now, I checked and made sure my fingers weren’t actually pressing the wrong keys, and they weren’t. I used the game’s option to remap the keys to other buttons just to make sure the gameplay was as bad as I thought it was and it wasn’t just my arrow keys taking an early retirement. It wasn’t. That’s really how the game plays. It’s actually kind of amazing how inept it is. EVERYONE plays Pac-Man by using the walls as guiders. Try that here, and you will u-turn. It makes no logical sense at all. Why would pressing UP to a character who is moving LEFT make them turn RIGHT? Pitiful. Absolutely pitiful. So, I played it the game’s way and kept my fingers far away from the keys, pecking at the buttons when the time came to move. While I died less quickly, the thing is, any Pac-Man game is a game of quick turns, and this game simply does not allow it. So, congratulations to Ms. Pac-Man for MS DOS. I bestow upon you the title of worst video game Pac-Man. Far worse than even the LCDs.
Verdict: NO!

Super Pac-Man
Platform: Atari 5200
Unreleased Completed (?) Prototype
Designed by Landon Dyer
Non Publisher: Atari

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I now actively question whether this prototype is truly finished or not. There’s multiple signs that it’s not really ready for prime time. For starters, it has the most inaccurate ghost behavior of any game in this feature. The ghosts barely chase you at all and seem to wander aimlessly for the most part, as if they’re patrolling specific sections of the map. I watched as one circled the upper left power pellet’s chamber like it was a treadmill. And they look weird as they do it. Their movement in general has this spooky wobbliness to it. The ghosts also take FOREVER to leave the ghost house after being chomped. It was rare I was able to get a four-ghost chomp even with the turbo of Super Pac-Man. Speaking of which, you can’t use the super pellets to cheese this version. They wear off quickly after the first stage, and power pellets wear off even quicker right from the start. With them, you’re lucky if you get two or three seconds.

You’ll note that I chomped those ghosts when the map was half full.

Strangely, all these inconsistencies from the coin-op fail upwards to make this version of Super Pac-Man arguably the best version of a terrible game. I certainly can’t just phone-in a 100K game. Not with power-ups this flaccid. After just a few levels, the super pellets wear off so quickly that I don’t think they’re useful at all. Without them, I had to go around and get the keys like some kind of peasant, and it actually gave the game a sense of tension and difficulty. Oh, it’s still a NO!, but this totally wrong version of Super Pac-Man was challenging enough and tension-filled enough that I had to at least stop and think about it. If the ghosts didn’t linger in the ghost house as long as they did, I might have been inclined to give this the mildest YES! Maybe. I can’t know for sure. But that I even had to consider it really says how bad Super Pac-Man is. What is perhaps the best version of it fundamentally doesn’t play right.
Verdict: NO!

Jr. Pac-Man
Platform: Atari 5200
Unreleased Completed Prototype
Designed by Mike Horowitz
Non Publisher: Atari

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Much like the coin-op, I’ve already publicly drooled all over this tragically cancelled port of Jr. Pac-Man. The title of best Atari 5200 game I’ve played comes down to one of two possible contenders, and since Jr. Pac-Man never came out and Gremlins did, Gremlins pretty much wins by default. Or does it? While I think the ghosts are mostly correct in this port (though Pinky chases directly quite a lot, too) and Jr. Pac-Man does an incredible job of mimicking the coin-op, the size of the maps don’t match. The squashed-for-television mazes have a lot fewer dots, which matters a great deal in the later stages. I don’t think the speed was perfectly adjusted to make up for it, and it leads to the Jr. Pac 5200 gaining significant challenge. I have a much tougher time clearing out final dots in the 5200 build than I do the coin-op, and I lost a LOT more power pellets too. It makes perfect sense! Less dots means less travel time for the toys, and again, the speed doesn’t feel right. This matters more than I realized. Good news, Gremlins: you’re now alone as the best 5200 game. Here’s why:

Do you know what that is? Well, I’ll tell you what it is: a soft-lock! If you die while a toy is blowing up a power-pellet, the game is over. The game will leave a scar of the power pellet on the screen as if it’s still there and needs to be collected. Except, you can’t collect it. It got blown up. You can pass over it all you want, or even throw another life away, and it’ll still be there. I can’t really complain about this in a never released prototype, and presumably this bug would have been squashed had the game finished production. But, it really sucks, and it’s so much worse than it sounds. This is a pretty hard game already. I think it’s much harder than the coin-op. When the toys reach the power pellets, the explosion animation goes on for quite a while in this version, and you MUST stay alive the whole time it’s happening, even if you have five lives to spare. Even though I’m a big fan of rewind and save states, I don’t use them in games like this. It sort of defeats the point of a score-driven game to cheat. So you can look at it two ways: either it adds additional tension to an already very intense game, or it’s broken. Oh, I still love it, but in the unlikely event this ever ends up in a collection, it will need some work first.
Verdict: YES!

Pac-Man
Platform: Colecovision
Unreleased Completed Prototype
Non-Publisher: Atari

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Go figure the best Pac-Man of the pre-NES consoles never came out. It’s long rumored that Atari put the screws to this specific port because it was too good, making their own Atari 5200 look bad in comparison. I could believe it. What first jumped out at me is how smooth this version is. Pac-Man glides in it, and it’s kind of hypnotic to see. I assume the movement looks the way it does because the maze is stretched out. The maze is fairly close to the coin-op in terms of shape and spirit, and on the medium difficulty at least, the game suddenly goes bonkers at level three. The tempo steps-up, and the Colecovision port becomes one of the fastest versions of Pac-Man I’ve played. Best of all is I couldn’t clock the game instantly like I’ve been able to with other ports. SCATTER/CHASE is here, as are the ghost monster attack patterns. Unlike many ports, this one seems to scale correctly, at least if you play on the second of three difficulty levels. Also, this means absolutely nothing in the grand scheme of things, but when chomped ghosts return to the ghost house, you actually see their uniforms reappear before they return to the playfield. It looks like they’re beamed-on, Star Trek style. It’s really cool to watch. You know what? I loved this port. It’s a fun version of Pac-Man, and that’s all I really want. If we ever do get an all-encompassing history of Pac-Man collection (and Namco would probably need Atari and Digital Eclipse to put it together), I hope they remember this version.
Verdict: YES!

pcmsxcoverPac-Man
Platform: MSX
Released January 18, 1984
Published by Namco
NEVER BEEN RE-RELEASED

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I almost skipped the MSX build of Pac-Man, but I’m happy I didn’t. It looks close to the famous NES build, but it doesn’t play the same. It’s notable that this is the first Pac-Man that uses the reduced-aspect ratio that has the proper maze shape and structure from the coin-op, only with fewer dots. That’s really the only positive thing I can say about this port. This is easily the slowest version of Pac-Man in this feature, and that saps all the enjoyment out of the game. This is especially noticeable when you eat a power pellet. The ghosts lose all their speed, as if you’ve kneecapped them. The ghosts also don’t seem to behave coin-op-accurate either. While SCATTER/CHASE is here, the ghosts seem to enter SCATTER more frequently. Maybe they kept the intervals without accounting for the slower speed? Since the Colecovision version was never released, I’d have to declare this the third best pre-NES version of Pac-Man I’ve played, but even with better graphics, the gameplay is light years behind how good the Apple II version or even the Atari 5200 version felt.
Verdict: NO!

Ms. Pac-Man
Platform: Atari 7800
Released May, 1986
Published by Atari
NEVER BEEN RE-RELEASED

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Atari fans will hate me for this, but I wasn’t feeling the 7800 version of Ms. Pac-Man. I found the controls to generally be unresponsive and struggled to corner properly many times. On the plus side, I never just clipped right through a ghost without dying. I did once pass through the cherry without collecting it, but otherwise, this version seems like it works. It just takes a LOT longer to get used to the controls. This became especially pronounced when I was chomping following an energizer, as if the chomp happened at a junction, I often missed the turn I wanted to take. I assume the ghosts and the “randomizer” of the fruits are programmed differently too, as I died a lot less in the third maze’s “killing cages” and put up a shockingly high score thanks to getting more than the expected average of bananas. This is one of those situations where I’m sure owners at the time of release were happy with this build, which has arcade-accurate mazes with minimal stretch or squashing. But this is a build that also didn’t age as gracefully as others.
Verdict: NO!

Jr. Pac-Man
Platform: Atari 2600
Released October, 1986
Designed by Ava-Robin Cohen
Published by Atari
NEVER BEEN RE-RELEASED

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Well, I redid Ms. Pac-Man 2600 to see if they got the ghost personalities right, so I suppose I have to redo Jr. too. Man, am I happy I did. Unlike Ms. Pac-Man, there’s no question the established ghost behaviors from the coin-ops are here. It gives Jr. Pac-Man an authentic Pac-Man feel that neither of the other two 2600 Pac-games have. On a console where maze chases became the dominant genre, Jr. Pac-Man is head and shoulders above the others for intense, exciting chasing with plenty of near-misses. It helps that the mazes are easily the best on the Atari 2600. Instead of scrolling horizontally, the 2600 version of Jr. Pac-Man opted to score vertically. I think this was a much wiser decision. The playfield feels more claustrophobic, lending itself better to the whole point of a maze chase: that closed-in feeling that the coin-op mostly lacks.

It does do a good job of replicating the mega dots, given the limitations.

What I found especially impressive is that, despite the mazes being vertical, they accurately replicate the type of challenges and design elements that the coin-op has. The 4th maze’s vertical slashes. The 6th maze’s goal posts. The 7th maze’s super killing cages. They’re ALL here, and they work almost as well as they do in the coin op, especially when you factor in the toys converting standard dots into mega dots. The only catch is that the speed isn’t the same. It’s much easier to outrun Blinky in a foot race, even if you’re eating standard dots, than in the coin-op. I don’t think that wrecks the game at all, as it remains fairly white-knuckle throughout. The only real downside is that the last few dots on each board might take even longer to squeeze out enough distance to collect than on the coin-op. It’s harder to shake your tails on the vertical mazes.

The real tragedy is this didn’t get released until well after the prime of the Atari 2600. The game itself was completed in 1984 but not released until 1986 thanks to Jack Tramiel ordering a halt to all video game production. This is one of many games that sat in a warehouse to die on the vine.

But, the brilliance of 2600 Jr. Pac-Man is that I never found any point where the scrolling caused me to be trapped when I committed to one pathway only for the ghost off-screen to choose that direction. As far as I can tell, everything is measured out perfectly to assure the game remains fair. I can’t say enough good things about Jr. Pac-Man. In many ways, it’s better than the coin-op. It proved to me that vertical scrolling clearly works better for all the things that make a maze chase great. Jr. Pac-Man stands tall as not only the best of the Atari 2600 Pac-Man games, but it actually has a legitimate case for “best Atari 2600 game.” It’s true, and I’m honestly struggling to think of any game that plays better on the VCS than it. Jr. Pac-Man has never gotten its due historically, but the 2600 version really deserves a better reputation than it has.
Verdict: YES!

Jr. Pac-Man
Platform: MS DOS
Released in 1988
Designed by Chris Graham
Developed by Beam Software
Published by Thunder Mountain
NEVER BEEN RE-RELEASED

Hmmph. Also note my father’s previous life was 10 points. Yes, he died after one dot. It happens a lot in Jr. Pac-Man on MS DOS if you’re not ready to start moving.

When you start any life or new maze of Jr. Pac-Man on the MS DOS, I suggest you move left. If you move right, you’ll immediately die from the four ghosts pouring out the ghost house. That’s one of many, MANY problems with this build. You’ll note that you can see the entire maze. The scrolling that defined the coin-op has been removed entirely from this build. Not that it would have extended the length of the game. You zip around really fast. So fast, actually, that eating the mega dots left behind from the items doesn’t factor in, as I don’t think you slow down at all. To the designer’s credit, something resembling the ghost personalities seems to have been included in this port, but I can’t tell which ghost is which. Partially because two of them are the same color, partially because you zoom around at ludicrous speed, and mostly because the ghosts take FOREVER to return to the ghost house and don’t enter FRIGHTENED mode when they’re inside of it. That last part is the worst, as I ended up losing the value for over half the power pellets because the ghosts were busy putting their clothes back on. On the fourth maze, I ate a ghost at the start, and when I almost had the entire maze cleared, it was still spinning around looking for the ghost house.

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What sealed the NO! for me is the fact that you can eat a power pellet and still die via the ghost you’re racing with towards it. Yep. Multiple times I ate one, the ghost that’s next to the pellet turned into its FRIGHTENED sprite, and then I died because the game hadn’t registered that it was FRIGHTENED yet. I’m not talking about a coin-flip tie at the power pellet. I’m talking about CLEARLY beating the ghost to the power pellet, seeing it change modes, and still dying. Even worse is the fact that, when this happens (and it happens A LOT), since you, you know, ATE THE POWER PELLET, it’s gone for your next life. This completely ruins the game, especially in later levels. Think about it: eventually the power pellets wear off quickly, right? So, how do you maximize using them? Wait until the last moment to eat them. Well, that doesn’t work in this game, because if you grab one then immediately eat a ghost, you still die. I don’t expect a one-man project made for under-powered PCs to be arcade perfect, but I don’t think it’s asking for the world that they actually play logically. Oof. Horrible!
Verdict: NO!

Pac-Land
Platform: MSX
Released in 1988
Developed by Grandslam
NEVER BEEN RE-RELEASED

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I take back every mean thing I said about Pac-Land on the Famicom. This game, which came out three years after that version, is one of the worst games I’ve ever played. ALL the charm from the arcade original is gone. The best thing I can say about it is that D-Pad controls are here. Good move. But, the levels are barren and boring. There’s no scrolling, so the stages load one screen at a time, even though you still have to account for what’s on the next screen. If there’s a hydrant close to the edge of the screen that you can’t see, you have to jump into the next screen. For the most part, you’re walking in a straight line, jumping over fire hydrants, and waiting for enemies to cheap shot you. Unlike the coin-op, you can’t touch enemies at all, so when the cars show up, you don’t survive when you jump on top of them. And this version of Pac-Land LOVES to have the cars spawn when you’re at the edge of the screen. The only way to see them coming is to play an already slow game slower and wait for them to spawn. Outstanding!

That “jumping onto the next screen” applies to the moving platforms. If you just walk onto a screen, you might die.

Sue, who acts as the pacemaker of the coin-op, is right on your tail at all times. She literally spawns within a half second of you entering the screen, and she trails close behind you throughout. If there’s anything hidden behind fire hydrants or stumps, I don’t see how she makes it possible to uncover them. I checked the ones near power pellets and they never moved, so I’m guessing there’s very little hidden stuff in the game, if anything is hidden at all. In addition to the ugly, UGLY graphics, the collision is pretty bad, as you can’t just hop over cars, but you have to comfortably clear them. Their collision boxes seem rectangular, so that’s a problem. The game’s go-to move for “challenge” is having both a car and an airplane come out, where you have to tightly jump between them. I didn’t get far in Pac-Land. I couldn’t figure out how to get past the springboard. I spent a solid fifteen minutes wiggling the control stick, pumping the jump button, and nothing worked. You jump high off power pellets, and there IS a power pellet there, but even grabbing it first, I couldn’t figure out how to do the “sky pump” move. It took me nearly an hour just to get to the third level with all the cheap deaths and crappy collision. Something tells me I’m not missing the “good parts.” MSX fans deserved better.
Verdict: NO!

Super Pac-Man
Platform: MS DOS
Released in 1989
Designed by Chris Graham
Developed by Beam Software
Published by Thunder Mountain
NEVER BEEN RE-RELEASED

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If you had a personal computer in 1989 and really wanted to play Super Pac-Man for whatever weird reason, this port by Thunder Mountain does a much better job of replicating its gameplay than they did with Jr. Pac-Man. It features a completely accurate maze, which is rare enough in Pac-ports. It actually made me wonder if the reason Namco replaced the dots with gigantic fruits was to make it easier for home ports to not have to remove collectables from the game. Anyway, it’s here, along with the bonus stages and cut scenes. The yellow-green-red graphics are ugly, but it looks like Super Pac-Man. Sadly this is still a deeply flawed port. Like Jr. Pac-Man, it plays far too fast. You practically move in full character lengths with every frame of animation, so going from one side of the board to the other takes maybe two seconds.

Oh joy, I beat the bonus stage early. Now I get to watch the timer run out at its normal speed.

The super pellets last too long even as you get deeper into the game. Once I got the hang of the poor controls, the game became a race between me and the ghosts to the first super pellet. If I could get it, the level was over as long as I didn’t immediately eat the second super pellet. I never figured out if the turbo boost is in this port, not that you need it, as the gameplay speed is already set to “unwieldy”. I could barely steer at the normal speed. Also, this is a minor annoyance but when you complete the bonus stage, you have to wait for the timer to run out, at its normal countdown speed, before you continue. If you finish the bonus round really fast, that miserable timer takes a while for it to tick-off. I never figured out if there’s a way to speed it up. Super Pac-Man is a terrible game to begin with. My choice for the worst Namco-developed Pac-game of this era. Any port that aspires to be arcade-accurate has zero chance of getting a YES! anyway, but for what it’s worth, this port would have gotten a NO! even if I was a Super-Pac super-fan.
Verdict: NO!

Pac-Land
Platform: TurboGrafx-16
Released June 1, 1989
Designed by Yoshihiro Kishimoto
Published by Namco & NEC
NEVER BEEN RE-RELEASED

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I boiled the Famicom version of Pac-Land in oil, and I’ve never been a fan of the game in general. Imagine my surprise that I enjoyed playing the TG16 port. It helps that you can choose to play it by either tapping buttons, like the coin-op, or using the D-Pad, like good boys and girls get to do if they go to heaven. If that was the only change, I don’t think I’d been inclined to give Pac-Land a YES! But, the difficulty and movement seems to have been re-balanced in general. I’ve played other versions with D-Pad control, including another port for the Atari Lynx (still to come), and there’s always a pronounced sluggishness to Pac-Land. While that’s not completely gone, this feels like the most responsive version of the game I’ve played. A lot of the cheap enemy placement has been removed too. There was only one moment in the entire game where I felt pushing back on a fire hydrant that unlocked that stage’s helmet was impossible due to having too much enemy interference. At no point was one of the springboards blocked by a ghost, and in general, this feels like a kinder, gentler Pac-Land.

Jumping and movement still has this weird momentum about it, but I was able to adjust to it without fumbling with the controller itself.

Don’t get me wrong: Pac-Land on the TurboGrafx/PC Engine isn’t amazing or anything, but this is my favorite version of the game, easily. Purists will say that the lack of parallax scrolling hurts. I say it’s a positive, because there’s no foreground to block the view. Fans of the Famicom game will say most of the hidden features that made that version stand out are missing. Again, I think that’s a positive. Pac-Land might be a little too difficult to serve as baby’s first platformer, but it was a big hit with the children in my house, who loved the cheerful personality. At the same time, it feels antiquated compared to other platformers from this era. The shame is, the level design has to remain simple and straightforward to accommodate a control scheme that nobody in their right mind would choose to use. They should have redone the entire game, adding more jumping challenges and power pellet moments. And the springboards can still go f*ck themselves.

Which isn’t to say there isn’t hidden stuff. At one  point, I got an item that.. uh.. turned me upside down AND allowed me to moonwalk? The f*ck? Earlier, I got an item that simply had me moonwalking, though it didn’t reverse the controls at all. Pac-Land is weird, yo.

By far my favorite levels were the castle stages, where you have to pick-up keys to unlock gates. But even those lack in pizazz. The great irony of Pac-Land is it beat Super Mario Bros. to the market (the coin-op, I mean), but by time a halfway decent home port of it was released, Super Mario Bros. 3 was about to come out in the United States, and hell, the original Super Mario Bros. offered a lot more fun and challenge than this did. Pac-Land’s only remaining advantage is the graphics. This looks and feels cartoony. But it’s far too subdued. There’s not enough power pellets to chomp the ghosts, which is, you know, the fun stuff! Hell, the power pellets most often show up when no ghosts are on screen. You have to scroll around to get them to spawn. More often than not, they’re right next to the stage’s goal, so you don’t even get to chomp all the ones around. It’s so frustrating. With that said, someone alert Myra, because it’s a miracle! I’m giving Pac-Land a YES!, because I played through the whole game and enjoyed the experience. It wasn’t amazing, but it was a perfectly fine way to burn an hour.
Verdict: YES!

Pac-Man
Ms. Pac-Man

Platform: Game Boy
Pac-Man Released November 16, 1990
Ms. Pac-Man Released in 1993

Published by Namco
Both Re-Released in “Special Color Editions” in 1999 for Game Boy Color

NO MODERN RE-RELEASE

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I figured a black and white Pac-Man would use some form of shading to distinguish the ghost monsters from each-other. After all, their color-coding is sort of essential to playing Pac-Man at a high level. But, Game Boy Pac-Man doesn’t do that. You sort of have to guess which ghost is which. I held my breath many times hoping the ghost approaching me from one side was Pinky so I could do the whole “play chicken” thing with him. Also, the maze scrolls, so you never know exactly where the ghosts are, which can be frustrating when you’re eating a power pellet. Well, it turns out, after I wrote most of this review, I found out there IS a full-screen view, though you have to select it ahead of time and can’t swap between views once you choose.

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Well, that sucks. I didn’t know that when I first played it, but honestly, I’d chosen to play the scrolling version after about five seconds of playing the full screen anyway. That version is unplayable, with unresponsiveness for tight turns and cornering. Stick with the scrolling, which is what interested me in this port to begin with. Weirdly, the scrolling doesn’t make the game more challenging. Actually, I scored higher on this one than any standard-scoring Pac-Man in this feature. All the tricks from the arcade are turbo-charged here. The SCATTER part of SCATTER/CHASE seems to last a lot longer, and it’s easier to out-run the ghosts in general. If you can lure them into the tunnels, they take FOREVER to get out, which becomes especially valuable in later stages. Most importantly, the power pellets last much, MUCH longer, allowing you to munch, MUNCH longer. Heh, sorry. My friends bet me I wouldn’t use that line.

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The end result is the easiest version of Pac-Man I’ve ever played. On only my fourth game, I scored over 130K, more than I typically score in a five life version of the arcade game. It’s also one the glitchiest Pac-Men around. I passed right through ghosts on multiple occasions, including times when I’d eaten a power pellet and was attempting to devour one. While this hypothetically happens in all standard versions of Pac-Man, I set a new record for it playing this. The “Special Color Edition” seems to be more stable, but I still had moments of passing through the ghosts. I’m not so sure what’s so special about having color, but that version also includes Pac-Attack if you’re into that game. I’m not, nor am I into Super Pac-Man, which comes with the Special Color Edition of Ms. Pac-Man, but I do need to talk about it.

That’s adorable.

Super Pac-Man gets all the idiosyncrasies from the coin-op right, like the timing of movement, eyeballs turning into edible ghosts before they return to the ghost house, etc. The problem with this port is how jarring the camera shift when you take the tunnels is, and how it’s much more dangerous to take a tunnel in Super Pac-Man without being able to see the other side. You simply don’t have enough time to turn around. So, you have to play the mini-graphics version, which I have to concede plays better than the mini-screen versions of the other games, but you can barely see the gates. Super Pac-Man sucks either way, so it’s not like I was going to be happy either way, but I can’t imagine a Super Pac-Man fan loved this port, since the close-up graphics version has one big gameplay aspect that simply doesn’t work when you can’t see the whole screen. As for the other three games, I imagine if it was 1990 and you wanted a pretty decent version of Pac-Man for the Game Boy, you were more than satisfied with Namco’s efforts for both of these ports. They’re honestly not bad, even if they’re as slow as evaporation and lack color. I still can’t get over that. Hell, couldn’t they have slapped letters on the ghosts? Literally any solution BUT nothing? Anyway, these aren’t awful but they only have value today as historic curios.
Verdict: NO!

Ms. Pac-Man
Platform: Nintendo Entertainment System
Released in 1990
Designed by Franz Lanzinger
Developed by Tengen (Atari Games)
NEVER BEEN RE-RELEASED

I never once felt the scrolling got in the way of the action. This is SO well done.

Holy smokes! This is NOT a port of the coin-op. I mean, that’s there if you want it. All four mazes are faithfully recreated and require minimum vertical scrolling to work. The scrolling assures an accurate maze, and since it’s kept to a minimum, unlike the Game Boy version, I feel not seeing everything at once isn’t as much of a deal breaker now. The famous “boost” version of the game where Ms. Pac-Man moves at a bonkers speed is included as a toggle. It gets even better, as it can be on permanently, or mapped to a button as a situational boost. There’s even adjustable difficulty. The most noticeable difference is that the game ends. Once you’ve finished 32 mazes, you get an ending. It doesn’t just go on forever. This is a truly outstanding port that’s good enough to earn a solid YES! on its own. But, the four mazes are just the start of a monster-sized Ms. Pac-Man release. There’s three other game modes that have brand new maps. Because of scrolling, I had to stitch these screens together.

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Tengen really did go all-out on their Ms. Pac-Man port, adding over two-dozen new mazes of varying quality. If you want to see most of them, choose STRANGE for the maze selection. Some are inspired. Most aren’t very good. It pains me to say this, but for all their effort, none of the new mazes really feel “professionally designed.” It always feels kind of like you’re playing a ROM hack. It basically is. Often, the designs are so haphazardly done that, when you chomp the ghosts, their eyeballs get stuck spinning in circles and never return to the ghost house. In other stages, there’s so many straightaways that it’s easy to gain distance from the ghosts. And frankly, those are some of the better traits. Like so many designers, Tengen threw in a few levels that are partially or even completely missing walls. If you play with the TURBO function permanently activated, the wall-free levels are nearly unplayable, so you’ll want to play it where that ability is button-controlled. Okay, so this wasn’t as cool as I hoped, but as a package, this is genuinely amazing. There’s a completely different NES version of Ms. Pac-Man, this one developed by Namco, that had the same idea. Beating this version will be a tall task.
Verdict: YES!

Ms. Pac-Man
Platform: Nintendo Entertainment System
Released October, 1993
Designed by Naoki Higashio
Published by Namco
NEVER BEEN RE-RELEASED

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F*cking wow. Three years after Atari Games, under their Tengen label, created one of the greatest home-to-arcade ports on the NES, Namco decided they needed their own version. Why they didn’t just buy Atari Games’ is beyond me. Look at this sad, pitiful excuse for a port. Slow, clunky, and missing some of the key idiosyncrasies from the coin-op. The ghosts enter SCATTER/CHASE like in Pac-Man and still slow down when they go through tunnels after the third level. I threw on the HARD mode thinking the game would find its teeth, but it didn’t. The intense “killing cages” of the third level were completely nerfed on either difficulty. This feels like a bad clone of Ms. Pac-Man and not an official product. On the plus side, Namco did add four mazes, but you have to play through a full arcade level cycle to get to the new stages PLUS an additional cycle of the third maze before the four new maps show up. When one finally did, I let out a cheer. Then the stage was awful and I let out a groan. And then, after only one play of it, the game went back to recycling the fourth maze. I had to play that level three times to get another new level.

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The sheer amount of work required to experience the new elements the Namco build of Ms. Pac-Man isn’t worth it. It’s ridiculous. Three of the four new mazes are typical ROM-hacky stuff I’ve come to expect, with the only surprise being they didn’t go for a wall-free level. However, I will concede the second new maze is actually a quality Pac-Man maze that offers plenty of exciting chase moments without being loaded with unreasonable turns or excruciating long straightaways. The first of the four reminds me of the map from Sega/Gremlin’s Head On, which I experienced on the Sega SG-1000. Wasn’t fun then. Isn’t fun now. So, this is one of the worst versions of Ms. Pac-Man out there. How could it get more insulting? What if I told you that Namco originally built thirteen new stages, but deleted nine of them from the final game? Because they totally did. The maps are actually still in the game code and accessible via a Game Genie. Or, I could just use a ROM hack called Ms. Pac-Man: The Lost Levels by samus12345. Sigh. I suppose I should play them as well. It turns out, I could have just played the new stages using this instead of working for them.

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Apparently the thirteenth and final new maze, which isn’t included in the above slideshow as it’s not included in the ROM hack, is an empty room with no walls (because of f*cking course they would do that) with dots that spell out “MS. PAC MAN.” It’s also not hard to see why the 6th maze was deleted (yikes), but the others aren’t that good either. The one thing that I will concede I found interesting was these stages include the first asymmetrical Pac-Man mazes I’ve ever played. That’s something I wouldn’t mind seeing explored more. But the eight deleted mazes are too full of long straightaways. Instead of adding tension, they remove it, as it’s not that hard to give yourself a clear pathway through them. Alternatively, it’s too easy to fool the ghosts into taking them and increasing your distance. The Pac-Man formula requires precisely measured walls, turns, bends, and straightaways to create exciting chase scenarios. These had none of that. I suppose they fit. Namco should really be ashamed of this whole effort, deleted levels and all. An ugly, awful port of a wonderful game. PATHETIC!
Verdict: NO!

Ms. Pac-Man
Platform: Atari Lynx
Released in 1990
Designed by Jerome Strach & Eric Ginner
NEVER BEEN RE-RELEASED

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The best thing I can say about the Atari Lynx port of Ms. Pac-Man is that it knows what it’s doing. Unlike the Game Boy builds of Pac-Man and Ms. Pac-Man, which have far too much scrolling, the Lynx just said “screw it! Micro Ms. Pac-Man ahoy!” It plays well enough, I guess. The weird addition is “lightning bolts” that are said to appear under the ghost house. Except, I never saw a single one the entire time I played, nor did an item ever become one. Oh, they’re in the game for sure. I know because you can use a cheat code to give them to you (simply pause the game and input OPTION ONE, A, then OPTION ONE). Would have been neat if they actually did spawn every round. There were also supposed to be extra stages, but I played through all four level’s cycles, then two full more cycles of levels 3 and 4 when they repeated. If new levels didn’t show up by that point, it ain’t worth getting them. In the Game Boy/Lynx war, I think I’d be inclined to give the edge to the Lynx, even though the graphics aren’t gorgeous. Both games play rather slow, but at least the Lynx has the color graphics. But, like the Game Boy releases, this really only has curiosity value these days.
Verdict: NO!

Pac-Man
Ms. Pac-Man

Platform: Game Gear
Pac-Man Released January 29, 1991
Ms. Pac-Man Released in 1993

Published by Namco
NEVER BEEN RE-RELEASED

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Pac-Man on the Game Gear uses the same style of gameplay as the Game Boy, only it’s in color. It’s basically the same game, right down to having to choose which type of view you want: smooshed, or scrolling. I only played this port because I wanted to experience scrolling with color. Except, this version seems to have re-timed the power pellets so they don’t last forever. Actually, the scrolling version feels very arcade-true. All the idiosyncrasies of the coin-op are along for the ride, and while it does seem like power pellets last a tiny bit longer, it’s not so much more that it feels like a new version of Pac-Man, like the original Game Boy port does. Meanwhile, the 1993 Game Gear release of Ms. Pac-Man is the little sister of Namco’s NES port. The mazes are the wrong colors and the gameplay feels slower and clunkier. I wouldn’t recommend playing either game in the full-screen view, as I found the controls to be generally unresponsive. Especially when you’ve eaten a power pellet. I don’t think I missed more turns on any version I played than I did in the Game Gear Pac-Man’s full screen build. But, the scrolling version feels kind of perfect. Sadly, Ms. Pac-Man retains that “really lazy and badly made bootleg” vibe the NES version had.
Pac-Man Verdict: YES!
Ms. Pac-Man Verdict: NO!

Ms. Pac-Man
Platform: Sega Genesis, Super NES
Genesis Version Released July, 1991
SNES Version Released September, 1996
Designed by Stéphane Leblanc
Published by Tengen (Atari Games), Williams
NEVER BEEN RE-RELEASED

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Take Tengen’s sublime NES Ms. Pac-Man, with all of its newly-designed maps, then spruce-up the graphics and you have the 16-bit builds of Ms. Pac-Man. The Sega Master System build did that too, but that version is an unmitigated disaster. Ugly graphics and a pause when the game transitions to FRIGHTENED mode for the ghosts when you eat a power pellet. I admit, I was worried about the Genesis port, but my fears were for naught. Ms. Pac-Man on the Genesis is every bit as good as the NES build. Actually, I think I might give the edge to the Genesis. Something about it feels fresh. I think the controls when you activate the turbo boost are more accurate on the Genesis. Okay, so the graphics are a bit tacky, but otherwise, Genesis owners who wanted some maze-chase goodness were in for a treat. They could lay claim to having the best version of Ms. Pac-Man. Well, maybe. I suppose the Super NES still has a chance to win that. (Plays the SNES version) It’s exactly the same. Well, that was easy. So, if you have the option, either 16-bit port of Ms. Pac-Man stands tall as the best game in this entire feature.
Verdict: YES!

Pac-Land
Platform: Atari Lynx
Released in 1991
Designed by Joel Seider
Published by Atari
NEVER BEEN RE-RELEASED

Hey look! Parallax scrolling! I wouldn’t consider that a good thing.

Whereas the TurboGrafx-16 version of Pac-Land just barely won me over, the Atari Lynx version didn’t even come close to a YES! Not even in the ballpark. Like the TG16 port, D-Pad controls are here. Unlike the TG16 build, movement is extremely sluggish. In areas where I had to plot out my jumping, I almost always needed multiple attempts to do it. The typical coin-op cheap enemy placement is back, even though it feels like there’s less enemies in general. Yet, when they do show up, they’re often positioned for maximum pain. If there’s a springboard, there’s probably an enemy lurking near it. Plus, there’s tons of little annoyances, like the view being blocked by trees in the foreground. Hey, it’s neat that the Lynx has parallax scrolling, but I want to be able to see what I’m doing.

Hey, speaking of which..

There were a couple twists, the first of which is I found a warp zone in the second level that skipped me several stages. I’m pretty sure I pushed on most of the objects in the TG-16 build, but I never warped. Later, one of the castle stages that I enjoy, with the lock and keys, went dark. You only can see a little bit in front of the direction Pac-Man’s facing. I don’t know if this is new to the Lynx build or if this was in the coin-op, but this didn’t happen on the TurboGrafx build. But, that’s it for the nice aspects. The rest of the game is, at best, a huge bore. Like the nearly completely empty return trip that made up Round 20, where the level went on FOREVER with an empty, flat walkway occasionally interrupted by a puddle. It was like three times the length of a normal level. I timed-out, and thank god that doesn’t kill you. I would have been furious.

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In general, I think these versions of Pac-Land are vastly improved by having save states and rewind. But, I didn’t need those for the TurboGrafx-16 build. Besides, emulation cheating can’t fix a game that has large stretches of emptiness. While the graphics are admirably bright and colorful, Pac-Land on the Lynx just plain isn’t that fun. I can’t imagine anyone ever beat this in the days before emulation. Some of the jumps are insanely unforgiving, and the collision isn’t that good. There’s sections with longs that you have to hop across, but you basically have to aim for the dead center of them. Any other spot and you’re dead in the water. You can’t really try to turn around, either, because you’ll inevitably step off the log. So, while I admire the effort here, and seriously, this murders the Famicom version, Lynx Pac-Land isn’t very good.
Verdict: NO!

Pac-Mania
Platform: MSX
Released March 28, 1989
Designed by Shaun Hollingworth and Peter Harrap
Published by Namco
NEVER BEEN RE-RELEASED

It looks the part. When you don’t see it moving.

The MSX Pac-Mania is one of those situations where the spirit was willing but the flesh was weak. The scrolling is anything but smooth. Instead, it feels like the game loads in slices. It was almost heartbreaking to see, since the graphics are so well done. Even worse, the gameplay takes place in a tiny box surrounded by a gigantic border. So, there’s no way I had fun, right? Actually, as badly as the MSX version of Pac-Mania chugs, the gameplay is as solid as it gets. You’d think the controls would be unresponsive and the jumping would be hard to judge thanks to the stop-motion-like scrolling. But, that’s not the case at all. I felt all the movement and jumping was well done. I could even pull-off moves like jumping into a small gap between two ghosts, and it was nearly as exciting as in the coin-op. Realistically, there’s no reason to include the MSX build of Pac-Mania in a hypothetical future Pac-Collection. But, I think it’s worthy of inclusion because it’s proof that amazing gameplay and accurate movement can overcome severe hardware limitations. It might not play smoothly, but it plays well.
Verdict: YES!

Pac-Mania
Platform: Nintendo Entertainment System
Released in 1991
Designed by Marco Herrera
Published by Tengen (Atari Games)
NEVER BEEN RE-RELEASED

Oh baby! This is FANTASTIC!

OH MY GOD! When you beat the first wave of all four stages of Tengen’s Pac-Mania, something happens. The game loses its frickin mind and speeds up. I wondered if I had somehow gotten the green speed-up power pellet in the last level and not realized it. Nope, because soon after, I got a green pellet and I was moving even faster. “Did this happen in the coin-op and I somehow didn’t notice?” Needless to say, I was very happy playing the NES version of Pac-Mania. By the time this was developed, Atari Games and Nintendo were doing battle in court, so Pac-Mania saw limited distribution. That’s a crime against gaming. It’s one of the best controlling versions of the game, with some of the best graphics on the NES. In some ways, I like it even more than the coin-op.

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In terms of gameplay, despite the technical limitations, very few sacrifices had to be made to gameplay. If anything, I think it’s easier to recognize the high-jumping ghosts, since they’re black in this version instead of a murky gray (on a game with washed-out graphics to begin with), while the lower-jumping green versions are brighter and stand out more. The biggest difference is in the difficulty. The NES version feels much easier. Ghosts tend to clump-up less, and because of the fast movement and responsive controls, the power pellets are much more effective on the NES. But, that’s a positive change in my opinion. While the faster speed combined with the green power pellet can lead to chaotic movement (the only time I lost a life was when I was green-pilled), it’s just a more fun experience. As much as I love the coin-op Pac-Mania, I think the NES version is better. There, I said it.
Verdict: YES!

Pac-Mania
Platform: Sega Master System
Released in 1991
Published by TecMagik
NEVER BEEN RE-RELEASED

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Do you know how bad you have to be to be a bad version of Pac-Mania? After the MSX port, which felt like it was barely working and had scrolling about as smooth as Captain Crunch, I figured the gameplay was so good that it had to be bullet-proof. Screw up the speed and the gameplay is still good. Screw up the scale and the gameplay is still good. Well, the Sega Master System version of Pac-Mania screws up both the scale and the speed. The levels feel positively MASSIVE, which is probably owed to the movement speed. The gap between each dot feels too wide. At first, I thought it would lend a uniqueness to the game. It practically felt like Pac-Man taking place inside a canyon, and I’m not even kidding. But, I noticed that I was going huge gaps between seeing any ghosts. That was red flag number one. Then, after the first wave of four mazes, the difficulty scaled up. The game-changing speed boost of the NES doesn’t really happen here. The pace does go up, but the enemies start to cheat, and the gameplay completely craters.

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So, how does one ruin one of the all-time great maze chases in Pac-Mania? Well, apparently whoever made Pac-Mania must have been really high on female empowerment, because Sue is insanely, game-breakingly overpowered. She’s allowed to do u-turns. Try to jump over her and she’ll just turn around, often being right underneath you. Yep, that’ll do it. Actually, most of the ghosts seem to also be able to do u-turns, but by time I reached this point in the game, the only ghosts I ever saw were Sue and the jumpers. Sue moves ultra-fast. MUCH faster than you do, even if you power-up. Chomp her as far away as you can get from the ghost house and she’ll still return to your position almost instantly. It completely ruins Pac-Mania, because while YOU’RE moving at a normal speed, she’s like Usain Bolt. Faster than any ghost I’ve seen in any Pac-Man game ever.

I tried to avoid cheating as much as I could in this feature, but curiosity got the better of me and I decided to try to rewind my way through this. Even with rewind, I don’t see any possibility for survival in this stage. The enemies ALL move faster than you, and when you try to jump over them, they do a u-turn and catch you when you land. This is broken.

Before this started, to be honest, I wasn’t loving Pac-Mania on the Master System. It cuts too slow a pace, and the jumping physics are nowhere near as useful. The enemy design sealed its fate in the NO! pile. It’s also probably the emptiest Pac-Man game. I never got a single max-value chomp, even when I tried to string combos together in the early stages. The ghosts just spread out too much in the early stages, before they absolutely swarm you at the speed of light in later stages. And then there’s little annoyances. The green power pellet wears off whether you eat a power pellet or not, and I’m pretty sure there’s only like three colors of ghosts. This doesn’t feel like an adaptation made by someone who had a lot of love for the coin-op original. However, I do think there’s value for game developers to see where a great game can go bad.
Verdict: NO!

Pac-Mania
Platform: Sega Genesis
Released in 1991
Designed by Arti Haroutunian
Published by Tengen (Atari Games)
NEVER BEEN RE-RELEASED

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Weirdly, even the mighty Sega Genesis wasn’t able to defeat the NES version of Pac-Mania, even though it was published by Tengen. Don’t get me wrong: the Genny build of Pac-Mania is fine. Instead of waiting for a cycle of levels before speeding-up your movement, this allows you to turn it on from the start. In fact, it’s set up the same way as Tengen’s Ms. Pac-Man games, where you can turn it on permanently or make it a toggle. If you choose toggle, holding the C button sprints you, while pressing A turns it on/off without the need to hold. I love it. What I don’t love is how my favorite idiosyncrasy from the coin-op no longer works: the crush technique. On the coin-op and NES versions, jumping on a power pellet instantly puts the ghosts in FRIGHTENED mode, whether they’re standing on the power pellet or not. The old school yard “tie goes to the runner” rule. And like a know-it-all in the school yard, the Genesis version is like “um, wait, you’re in the air. The ghosts are the runners.” So, attempt the crush move and you die. “Hey, YOU said tie goes to the runner!” That I did. That’s not the sole reason I prefer the NES version, but it ranks. While it might not be my favorite Pac-Mania, it’s still Pac-Mania, and I really enjoyed it on the Genesis, warts and all.
Verdict: YES!

Pac-Man: Arcade Enhanced
Platform: Atari 2600
Released April, 2011
Unauthorized Remake
Developed by Rob Kudla

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All props to Rob Kudla, the late Kurt Howe, and all other developers who put in the work for this fun project. “What if Atari had made a good version of Pac-Man for the Atari 2600?” It’d look something like this. All four ghost colors are represented here, and even though there’s often flicker, there isn’t always. That’s a treat by itself. I do admit frustration in what the options are. There’s a lot of them, but I couldn’t find anything resembling an instruction manual for what the various toggles do. The game at Internet Archive says there’s four mazes, but I didn’t find those either. So, I played through several modes (and several different versions of this game), and I found that the ghosts have SCATTER/CHASE modes and Blinky chases you well. There is a prominent exploit, at least in the version I played, where I could pass right through a ghost consistently when it and I were cornering. There’s also weirdly the ability to turbo-boost your movement by holding the button down. I’m not sure why that’s in there but it basically nerfs the difficulty and led to my father swatting at my hand when he caught me using it. In terms of gameplay value, of course there’s better versions of Pac-Man. But as a novelty, this actually makes a charming and wonderful “what if?” and an all-encompassing Pac-Collection absolutely needs it. This is a labor of love.
Verdict: YES!

Baby Pac-Man
Platform: Atari 7800

Released April, 2018 (?)
Designed by Bob Decrescenzo
Unauthorized Port of the 1982 Pinball-Game Hybrid

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I feel like congratulations are in order here, because developer Bob Decrescenzo has done the unthinkable: made Baby Pac-Man fun. A big misnomer about this god awful piece of crap of a pinball-video game hybrid pin is that it was a big flop financially, or perhaps some kind of absurd rarity along the lines of Professor Pac-Man. Disregarding the quality of the game, Baby Pac-Man was neither a bust nor is it particularly rare. Ever heard of the pinball tables Attack From Mars? Theatre of Magic? Elvira and the Party Monsters? Black Knight 2000? Medieval Madness? Tales of the Arabian Nights? Sure you have. They’re all really famous pins, and Baby Pac-Man out-sold every single table I just listed. All of them. 7,000 units might not sound like a lot, but as far as coin-ops go, it’s not even in the neighborhood of scarce. While finding ones in working condition might require a little bit of time, if you have the money and really want to own this disaster, you should be able to find one.

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Oh, I’m sure it lost money. General Computer, claiming they created the concept of a Pac-Family, sued Midway over Baby Pac-Man, and they won. Also, the game is terrible. I want you to keep in mind that all the horrible things I’m about to say about Baby Pac-Man don’t reflect Mr. Decrescenzo’s efforts. Seriously, this is a fantastic port of a terrible game. Baby Pac-Man is one of the worst pinball layouts ever made combined with the absolute worst arcade version of Pac-Man, where the ghosts have no intelligence, none of the grace of SCATTER/CHASE, and they can even do u-turns. They don’t even have unique personalities. They all have one attack pattern, and one only: you. The only difference is in their speed, but that varying speed and the fact that they hone-in on your current tile means they will always divide and conquer at every junction. Your only possible means of winning is to build up your tunnel-speed on the pinball playfield and swap between the two, working the dots very.. very.. slooooowly. It’s unplayable and absolutely shameful that it was allowed to be released in the state it’s in.

Right on!

How can it possibly get a YES!? “Fixing the AI ought to help.” Yep, he added a toggle that lets you change the brain dead ghosts to the traditional SCATTER/CHASE, Blinky-Pinky-Inky-Clyde attack pattern ghosts. It works great, and Dave Nutting seems to have fallen ass-backwards into having three decent (if unspectacular) mazes that work so much better with the ghosts fixed. Okay, so it’s a little extreme that two of the three mazes have the same corners as Ms. Pac-Man’s third maze, the elements I called “killing cages” but at least they’re more open in this version. Now, the big twist is that there’s no energizers at the start of the game. You have to earn them on the pinball half of the game, along with the ability to zoom through the tunnel super-fast. So, in order to be a successful port of Baby Pac-Man, the simulation of the real-life pinball aspect has to be good. On the Atari 7800. There’s no way, right?

Yes way.

Bob Decrescenzo should be especially proud of the pinball portion of his game. Given the limitations, he has created a very good 8-bit pinball simulator. Life-like? Of course not. But are you able to aim? Yep. Can you trap with both flippers? Yep. Do dead flips work? Yep. I’m insanely impressed. I’ve played a lot of 8-bit pinball simulators, and this is hands-down the best one. Actually, an upcoming review is going to cover 8-bit conversions of real life pinball tables such as the NES version of Pin⋅Bot and High Speed. I’d be happy if they were this accurate. Now, with that said, Baby Pac-Man’s pinball side of the equation is almost as bad as the original coin-op’s game of Pac-Man was. The playfield is too cramped and the most important targets are directly above the flipper gap: the drop targets that eventually activate the energizers. They’re just poorly placed, and besides them, all you really have to shoot is the two spinners. Shooting the left one increases the value of the bonus fruits, while shooting the right one increases how fast you go through the tunnel.

Yep, the scoop animations are here too.

For what it’s worth, I think the video version plays better than the real life one, which is designed for short balls. In fact, Baby Pac-Man in general is designed with very short games in mind. Kill players quickly, so that they have to get off the machine or put more money in. Clearly Bob Decrescenzo wanted players to actually enjoy Baby Pac-Man. I imagine he must love the game, because what he’s done here is truly special. While it’s not life-like, the ball bounces and doesn’t have that “living ball” feel that I normally hate about old timey video pinball. It even has an effective nudge. If Bob doesn’t make more video pinball, the world is missing out. He’s also a jerk for putting me in this position. How do I rate an amazing conversion of such a bad game? Well, I can’t justify the unbalanced scoring of Baby Pac-Man, but in terms of playability? WOW! This is one of the best “homebrews” (I hate that term) I’ve ever played. A truly astonishing effort that should be celebrated by gamers everywhere. You know what? I had fun. Lots of fun, actually. This doesn’t just have value as a novelty. It’s genuinely good. It feels like the right game to end this feature on.
Verdict: YES!

DO THE GOOGLE DOODLE!” Okay. The Google Doodle Pac-Man is a cute novelty, I guess, but as a Pac-Man maze? It’s pretty horrible, actually. It’s too big, for one thing, which makes maximizing the power pellets tricky. There’s not enough gaps or turns to be able to scratch out distance between you and the ghosts. The massive straightaways become problematic as you advance. It’s f’n glitchy too. I passed right through one of the ghosts at one point, and the turning bug couldn’t explain it. It was on one of the many extended straightaways. It’s awesome that Pac-Man is so iconic that it became one of the most famous Google Doodles of all time, but in terms of its gameplay merit? I’d give it a NO!

Pac-Mania (Arcade Review)

Pac-Mania
Platform: Arcade
Released September 11, 1987
Designed by Toru Iwatani
Developed by Namco
Arcade Archives Release
Included in Pac-Man Museum+
Included in Arcade1Up’s Pac-Man Deluxe Cabinet

I have no idea why the graphics are so washed-out. I thought it was my emulator, but the Arcade Archives release looks similar.

Today is my 13th anniversary at Indie Gamer Chick, and to celebrate, I’m deep-diving into Pac-Man’s history with my first non-Atari “The Games They Couldn’t Include” feature. This will include multiple ports of Pac-Mania, which is why I’m doing this review. I realized it’s the last 80s Pac-Man coin-op I haven’t reviewed. Well, except Ms. Pac-Man, but that’s in the Games They Couldn’t Include feature because.. well, reasons. Since each version of Pac-Mania I’m playing was developed by a different studio, I figure it’s in my best interest to review the original coin-op so that I’m better able to know who did the best job. It’s sort of a more important game than you think. It’s the first sequel to Pac-Man made by Namco where they seem to have finally understood why the first game was great. It’s not the eating or the turning the tables on the ghosts, which is what Namco thought. Their own sequels, Super Pac-Man and Pac & Pal, leaned heavily into those aspects of the original. How’d they turn out? Even Pac-Man’s creator had to concede that Super Pac-Man is boring. With Pac-Mania, they finally got it: the chase is the fun part, the close calls are the exciting part, and the maze has to be tailored for those factors. It took seven years, but they finally nailed it.

Exciting? Oh yea.

Using impressive (for the era, at least) 3D graphics and an isometric view, you have to navigate four massive mazes that can have anywhere from four to NINE ghosts chasing you. The biggest change isn’t the 3D graphics or larger-than-the-screen mazes. In Pac-Mania, you can jump. Not just that, but it’s one of the most acrobatic and intuitive jumps in gaming history. With practice, you can wiggle in mid-air if you need to in order to utilize the jump to avoid an entire train of ghosts. Of course, the ghosts are rarely in a continuous conga line. There’s usually gaps between them, which is why you need to practice-up doing the sky shimmy, since you might need to angle your jump to land in a tiny space. Often, the final dot might end up being one that you have to avoid every ghost in order to get. Since you don’t transition from jump to running seamlessly (there’s a little bounce upon landing), and since the ghosts are faster than you after a certain point, getting good at jumping is the key to everything. It also lends itself PERFECTLY to the near-misses and excitement of the traditional Pac-Man chase. It’s so well done.

In later stages, the power pellets wear off quickly. That’s why the best strategy for the power pellets that are in corners is to use the “crush method.” Jump on the power pellet while aimed at the wall, so you won’t move upon landing. You’ll land flat on it and instantly chomp any ghosts tailing you.

Blinky, Inky, Pinky, and Clyde retain their original attack patterns, more or less. Inky runs away from you more easily, and Clyde is now often not in the fray at all, but that’s fine. Blinky is the most problematic of the basic ghosts. He gains massive speed if you take too long to beat a maze and throws the timing off for angling your jumps. There’s three new ghosts to the basic lineup. Sue is the first “new” ghost, since she’s her own ghost monster woman now instead of being gender-swapped Clyde, and her attack pattern is modeled after her role in Pac-Land. She follows closely behind Pac-Man, presumably talking sh*t on him like she’s Larry Bird the entire time. But, the two brand-new ghosts are the most dangerous ones. They jump. Funky, the pale green ghost (well, everything is pale in this game, granted) can’t jump as high as Pac-Man, but he jumps whenever you do and makes angling your own jumps much more difficult. Spunky, the gray ghost can jump as high as Pac-Man, making hopping over him impossible.

It’s SO satisfying to jump over the greenies too.

It’s not a perfect game. Chomps are fairly hard to get. I think the ghosts move too fast and you move too slow for them to be particularly effective. It’d be neat if there were permanent upgrades, or at the very least, upgrades that lasted the remainder of your life. The point-items alternate with two special power pellets. The green power pellet gives you a movement boost that only lasts until the end of the FRIGHTENED period of the next power pellet you eat. So, the obvious strategy with that if you get one early on a map is to collect all the basic dots while skipping all the power pellets. I feel that’s not in the spirit of what the designers were going for, but it’s what I did. The pink power pellet very briefly makes all the ghosts frightened, but for the rest of your life, chomp values are multiplied. I really wish they had come up with more items. Like, there’s no compass that points you in the direction of any dots you missed. It’d be neat if there was an item that did that for the rest of the life you have. Or maybe something that lets you jump higher? As good a time as I have with Pac-Mania, it feels like they barely scratched the surface of this engine’s potential. It’s also worth noting that the scoring value of power pellets doesn’t reset if you keep collecting them while the ghosts are in FRIGHTENED mode. Sounds cool, but this is functionally useless in later levels because the pellets don’t last long enough to create combos.

Pac-Mania doesn’t go on endlessly. It eventually does end after 19 stages.

The four levels are all really nicely designed and have charming themes, but this formula feels like it could be built upon. The gameplay of Pac-Mania never evolves once the two jumping ghosts enter the equation. It really feels like so much more could be done to really make Pac-Mania shine. I’m imagining a version with topography, caves, rivers, waterfalls, etc, etc. There’s only the facade of hills, but what if you moved slower going uphill and faster going downhill? I hope when this game turns 40 in 2027, Namco remembers it and gives it the proper celebration it deserves. It took seven long years for Namco to do what General Computer did with a f’n ROM hack: they made Pac-Man exciting again. And, in many ways, they made the best maze-chase version of Pac-Man. Pac-Mania is one of the most exciting games in the genre. The jumping really is fantastic, so much that it alone makes this a contender for best in genre. It’s unbelievable how well it works in the established Pac-Man formula. Do I think Namco was perhaps too conservative with their design? Sure, but at the same time, who knows? Maybe they realized that, after two all-time stinkers, they finally made a really good sequel to their flagship title and walked away winners. Except, Pac-Mania really isn’t celebrated as much as it should be. Hey, it’s my thirteenth anniversary. I’ll celebrate it!
Verdict: YES!
THANK YOU for 13 awesome years! Here’s to the next 13! Cheers!

Alice in Wonderland (Game Boy Color Review)

Alice in Wonderland
Platform: Game Boy Color
First Released October 4, 2000
Directed by Mike Mika
Developed by Digital Eclipse
Published by Nintendo
NEVER BEEN RE-RELEASED

8-bits have never looked more gorgeous.

Last year, when I reviewed the NES classic Mickey Mousecapade, I speculated that the US version removed the Alice in Wonderland theme that was the entire point of the original Japanese build because Capcom was afraid it would alienate boys, who wouldn’t want to play a game based around a “girl’s movie.” As shallow and cynical as that is, that was the only way I could spin the decision to re-sprite the game that made any logical sense. I mention that because my parents bought 11 year old me Alice in Wonderland to play during a plane ride because they thought I might want a “girl’s game” for a change. Mind you, at the time this came out, I’d been on a months-long Perfect Dark bender and was going through a “too cool for ‘kiddie’ games” phase. I was dumbfounded at my parents, but not over the girl’s game bit. “This isn’t a girls game. It’s a little kid’s game” I said before I even played it. Apparently they bought it based on a newspaper review, and I’m ashamed today that I didn’t appreciate how lucky I was to have parents who just randomly bought games for me all the time. But, I brought it along on the trip, and lo and behold, it made the plane ride breeze right on by. Alice in Wonderland is not a little kid’s game, and it ultimately became one of my favorite portable games from this era. Thanks, Mom and Dad.

Okay, this is incredibly nit-picky, but I hated how, when you collect every star in a stage, it pauses the action to inform you that, yes, that’s all the stars. A counter and a sound effect would have been preferable. It even does it mid-jump. So annoying.

At the age of 11, I didn’t give a sh*t about a game’s development. There was only one exception: I trusted games published by Nintendo, which is probably the only reason I gave Alice a try in the first place. Today, Alice in Wonderland’s pedigree is genuinely jaw-dropping. Developed by Digital Eclipse, with art assets from Disney, then published by Nintendo themselves as a first-party release. Ho. Ly. Crap. Shouldn’t this have been a major deal, especially with these graphics? This has to be one the best looking 8-bit games ever. Of all-time. Like seriously, this is NOT a Nintendo 3DS game, but its side-scrolling platform sections often have a VERY convincing sense of depth to the graphics. It’s like an optical illusion. Sadly, GBC Alice in Wonderland is a total non-entity. GameFAQs doesn’t have a single guide for it. StrategyWiki doesn’t even have a page for it, nor does Cutting Room Floor. How many Nintendo-published games have absolutely no clout today? It has to be a very short list, and I doubt any game on such a list is as good as Alice in Wonderland. Seriously gang, this is a winner.

Hell, it even looks like Mickey Mousecapade’s first level. Then I remember that Mickey Mousecapade is based on Alice in Wonderland and, actually, the look is straight from the movie.

Don’t mistake Alice in Wonderland for a pure platformer. Barely a little over half the game is platforming segments, but actually, Alice sort of defies genres in general. There’s multiple top-down sections, including foot-races with the White Rabbit, a section that mimics the movie’s bottle scene that was a major pain in the ass for me to complete as a child, a section where you chase down the Dormouse, one where you paint the roses red, and you even duel with the Queen of Hearts in a game of croquet. Sure, some liberties had to be taken to make this work as a video game, but it’s astonishing how well Alice in Wonderland does at feeling like a product tie-in. It really captures all the big set pieces in the movie. Admittedly, the degree of success varies. I didn’t happen to think the croquet section was any good, and I was really disappointed when the game ended with a massive wave of enemies instead of a proper boss. But, hey, you can only be truly disappointed by a game ending on a whimper if the lead-up to that was spectacular, and Alice really is a special game.

You get unlimited lives when you die, which you will, as the races against the White Rabbit come down to a three-way multiple choice based on luck. Mind you, I don’t think the rabbit itself ever goes the correct way at first, so it’s not like this is impossibly hard, but I don’t think there’s any way to logic-out which way is the “right way.” Thankfully, emulation allows you to quickly restart if you need it. Lately, I’ve done a lot of games that probably weren’t good in their day, but are made better through emulation. Alice in Wonderland was already an elite Game Boy Color title. Emulation puts it in the top 10 discussion.

I doubt there’s been many Nintendo-published games that feel as “indie” as Alice in Wonderland, for better and for worse. The platforming does have an inelegance to it. While movement is accurate, I wouldn’t exactly call the jumping intuitive. Alice leans heavily on B-running and jumping, but I never got comfortable with the limitations of my jumps, IE which leaps were and weren’t “makeable.” This is amplified by the fact that you can short jumps and still successfully land on the platform when the game gives you a tiny boost to complete the jump when a platform is involved. This is especially noticeable with moving platforms, and especially-especially noticeable when you’re trying to land a jump while tiny. It almost feels like the game is taking pity on you when you get that little upsy-daisy, though I suppose I’m grateful it’s there since it helps assure the platforming cuts a relatively frisky pace. The level design is maze-like but never too repetitive or stagnant. At its worst, sometimes it’s dull to wait for moving platforms. But, I’m happy with the focus on exploration over combat, and the levels mostly feel unique throughout.

The Brush Dog sequences are the only ones that feel kind of samey. Also note that even though my sprite is clearly touching the star, I’m not getting it here. Collision detection is certainly Alice’s weak link.

Alice in Wonderland does the bit where you can grow and shrink in size by eating mushrooms. What’s neat is the mushrooms are fixtures that almost instantly grow-back, which is incorporated into the level design. Sometimes you’ll want to immediately redo the mushroom and change back. It never exactly feels puzzley, but there’s a method to the level logic that keeps you on your toes. My biggest knock on the game is that the collision detection has a big learning curve to it. The action is entirely traditional hop-on-head type of combat, even in the top down sections. It’s easy enough on the standard platforming bits, but the top-down is very problematic. It never felt quite accurate or intuitive for me. I almost wish that you had a weapon for the top-down sections. Any kind of melee weapon, really. That and the fact that the game doesn’t take a count of how many of the eight teapots hidden in the game you’ve found. I have no idea what they do. If they unlock something, apparently I’ve never found it.

You just avoid the Tweedle Twins in their top-down maze. You’ll get to kill them as side-scrolling bosses after this. Later in the game, you can hop on the card soldiers. Or, just avoid them, since combat doesn’t reward anything and there’s no risk of damaging yourself.

What I enjoyed most about Alice in Wonderland is the unconventional structure. The middle of the game has a hub world that works like a giant fetch quest with multiple branching paths that seem like you can take them in any order. BUT, it’s not actually non-linear, as you find items in certain sections that unlock your ability to make progress in others, and so forth, and so forth. This could have been annoying, but actually, you can’t make it that deep in the stages if you don’t have the right item, and once you reach the locked-out point, if you don’t have the right item the game ejects you back to the hub anyway. When the level order reveals itself, it’s genuinely satisfying. And, since the game is following the beats from the movie, nearly every level feels like a new set piece. Because of that, the game retains a freshness that few games maintain as long as Alice in Wonderland does. The best comparison I could make is to imagine a Capcom NES Disney game (DuckTales, for example), only with the premium movement animation and cinematic flair of Karateka or Prince of Persia.

You even give up control of Alice at one point for this completely different style of platforming unlike anything I’ve ever seen. Here, you have to physically set up a ladder, climb it, then pull it up before a bird knocks it down to the bottom of the screen. THANK GOD for emulation, where I don’t have to redo this from the start if I screw up. Interestingly, you can’t jump at all during this section, but the game specifically tells you that “leaps of faith” are necessary. They then tailored the level design in a way that complements that, where there’s a logic to knowing when and where to just walk off the edge while holding right.

I do think that the game could have used more boss fights, since the ones included are all enjoyable enough. BASIC, but enjoyable. Yet, there’s no battle with the unlikable walrus, or the caterpillar, or its butterfly form. You never directly attack the Queen of Hearts. Alice doesn’t in the movie, BUT, she doesn’t attack the Mad Hatter or the Tweedle Twins either, and they’re bosses here. What gives? Even a game with an unconventional structure still needs climatic chapter breaks for the sense of progression. I’ve always looked at bosses as the metronome that sets a game’s tempo. Not having enough somewhat throws off the pace and certainly lessens the sense of accomplishment, even though Alice in Wonderland is a short game either way. First timers should only need two or three hours, and I only needed barely an hour even though I haven’t played this in over twenty years. Thankfully, the slower parts of the game never get boring because they’re usually fresh, with some of them having original ideas I’ve never seen before in games. This really does feel like a one-off. One of the most indie-feeling AAAs I’ve ever experienced.

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Next year, 2025, will mark the 25th anniversary of Alice in Wonderland’s release. I sure hope those who own the rights to it are paying attention. It got some critical acclaim back in the day, but I’m guessing it didn’t get a whole lot of sales. I think the marketplace of the 2020s is vastly different from the marketplace of the holiday 2000 season, when this came out. I have to believe that this truly ambitious Game Boy Color experience still could get its due as one of THE greats on the platform. I’d love to see a special edition of this. Maybe it could be bundled with the other Digital Eclipse Disney games like 101 Dalmatians and Tarzan, and packed with behind the scenes stuff. Or heck, imagine what the technology of today could do with this. I’m thinking of a Wonder Boy: The Dragon’s Trap-like remake that simply paints over the already gobsmacking graphics with cel-shaded graphics. That’ll never happen, but I do hope some kind of re-release does take place. Alice in Wonderland isn’t a perfect game. It’s rough at times and it always feels like it could use just a little bit more polish, but for a one-of-a-kind Disney game experience, it’s truly breathtaking. I can’t help but laugh, because the movie this is based on was Walt Disney’s least favorite Disney animated feature. He said Alice in Wonderland “had no heart.” Tell that to Digital Eclipse, because their Alice in Wonderland game is nothing but heart.
Verdict: YES!

Michael Jordan: Chaos in the Windy City (Super NES Review)

Michael Jordan: Chaos in the Windy City
Platform: Super Nintendo Entertainment System
Released November 21, 1994
Designed by Amy Hennig
Developed by Electronic Arts
NEVER BEEN RE-RELEASED

“You think I reach base often enough to perform the act of stealing additional bases? Kind of you to believe that.”

The greatest passion in my life isn’t video games or pinball. It’s basketball. It got its hooks into me as a little kid, 6 years old, and it never got old for me. I actually consider myself lucky that my team stunk back then. Golden State never won anything and never drafted the right players, and it was genuinely unfathomable we’d ever be a contender. Heh, who knew? But, it helped assure my loyalty is to the SPORT and not “my” team, and it’s stuck with me ever since. Before the Warriors started winning championships, the highlight of my basketball-watching life was getting to say I saw Michael Jordan, the greatest of all-time, play four times in person. We lost three of those four games, and in one of them, MJ only had 14 points, but it didn’t matter! I got to see over forty games a season, and the ones when Jordan played were completely different in every perceivable way. When his bald head emerged from the tunnel to shoot lay-ups before the game, everyone in the crowd literally gasped in awe. “That’s HIM!” like Jesus had just walked into the arena. I’ve gotten to see so many of the greats, from Shaq and Kobe to LeBron, Duncan, and yes, even our own Steph Curry. Crowds don’t just stare in starstruck awe at them. I’ll believe someone is the new G.O.A.T. when that happens again. Jordan was in a completely unique class, and I doubt that’ll ever happen again in my lifetime. Or, to put it another way, I’ll believe LeBron is on Jordan’s level when Electronic Arts builds a ridiculous platform game based solely around his stardom.

I don’t know why he bothers dribbling. Everyone knows MJ doesn’t get called for traveling.

Chaos in the Windy City is a completely ludicrous concept. But, the most insane thing about it is, holy crap, this is a pretty dang good game. Oddly enough, the franchise it shares the most DNA with is Ghouls ‘n Ghosts. Really! There’s some creepy-ass visuals in this one that really offset the silliness of this whole thing. Basketball monsters and.. uh, well, more basketball monsters, but seriously creepy ones. Fake basketball-themed items that turn into basketball monsters that then drop basketball-themed items when you kill them. Giants mutant basketball players. I’m frankly shocked the bats aren’t basketballs with wings. But, all the enemies are fun to do battle with. You have an unlimited supply of basketballs to throw at them, but there’s a huge variety of specialized balls that freeze enemies, set fire to the ground underneath them, ricochet off surfaces and multiply, and even ones that heat-seek. Ammo is rarely a problem, as there’s refills for all varieties scattered all over the sprawling levels. My one knock with the combat is you can’t really aim. It’s a basketball being thrown by Michael Jordan for god’s sake! You know how if someone is the best at something they say “they’re the Michael Jordan” of that sport? Well, Michael Jordan is the Michael Jordan of basketball BECAUSE HE IS MICHAEL JORDAN! I would think he’d be able to throw a basketball at something below his waist.

There’s a huge variety of basketball nets set up throughout the stages that dispense items when you dunk on them. No jump shots allowed, as if this were a Dr. J game. There’s two buttons for jumping in Chaos in the Windy City. One of them is a slam dunk button that’s used for a lot more than just dunking.

In order to kill enemies below your aim, you have to press the dunk button, then, well, there’s no other way to say it: you spike the ball into the ground. It’s incredibly silly looking, and very much immersion-breaking. The game isn’t really better for it, or more difficult, really. I died about a dozen times along the way and still finished with over forty lives. The lack of aim just slows the pace down, and that’s risky for this style of game. At its heart, Chaos in the Windy City is an exploration-based platformer. You’re searching the labyrinthine levels for a variety of keys. There’s silver and gold key rings that, once you have them, open every door with a matching padlock. Okay, so it’s super annoying you have to manually scroll through your collection of keys to select the right one instead of doors and buttons just working once you have them, but it is what it is. There’s also solo keys, which is where things sometimes get confusing. Occasionally you’ll see a lock symbol, and once you use the solo keys on them, you lose them. Well, one of those keys is gold, but it uses a totally different gold key than the ones on the golden key ring. Like, they couldn’t have used blue keys instead?

If you throw the ice balls at the floor, the floor freezes and it slows the enemies down. Of course, if you hit the enemies with the freeze balls twice, it kills them. In fact, I never found a single practical use for the whole “floor freeze” move.

What made Chaos make the leap from a decent novelty game into a truly fun experience is the level design. It’s always tough in games like this to arrange the different platforms, doors, elevators, and walls in a way where it doesn’t just feel like you’re a rat in a maze. I normally cite Virgin Games’ Disney output as the worst offender of unmemorable twisty-turny platforms that all feel samey. Chaos in the Windy City’s levels have a logic about them where, yes, they’re large and sprawling, but it rarely feels like you’re just going through the motions of making the same series of jumps over and over. Each of the main stages has a “captive” basketball player hidden in a door somewhere, and while you don’t need them, Chaos in the Windy City was good enough that I wanted to get a 100% completion and find them all. Some are so well-hidden that I occasionally had to replay stages to find them. The game is full of hidden pathways, breakable walls (and no, they don’t have any kind of marker, like Zelda’s cracks in rocks), and fake walls. You’ll want to throw basketballs at everything, including the floor, as sometimes the hidden pathways are underneath you. Sometimes, you even have to use the freeze balls to turn enemies into platforms. The exploration is just fantastic, even if the ending for finding all twenty-one captives isn’t really better. Actually, the ending sucks in general. The game just sort of ends. However, I did appreciate that, when you beat a boss, the victory animation is Jordan’s jumping fist-pump from THE SHOT.

The set-pieces keep getting better as you go along.

There’s just enough distractions along the way to make it all worth it. A surprisingly big variety of moving platforms, force fields, elevators, ladders, and even hooks to hang off of. You can still attack while on the hooks or ladders too, which I very much appreciated. The elevators are slightly annoying because of the button-pressing required to get on and off them, but then again, those levels were awesome mazes. I never got tired of dunking on the hoops along the way, and it really helps a lot that there’s a wide variety of Jordan signature dunks. You never know which one will happen on any given hoop. The four game worlds sound clichéd on paper, but they’re all properly creepy, capped off with a twisted haunted house theme that feels like Tim Burton meets Scooby-Doo. There’s five levels to each of the four worlds, plus a couple transition stages that take place on the famous Chicago L, and a one off “tunnel” stage right before the final world. While I do think that each of the four worlds could have probably subtracted one stage, hey, I had a smile on my face for all but an hour of gameplay. And I can identify that hour easily. I must have triggered some kind of glitch, because in the game’s penultimate stage, an enemy apparently did not drop a key for me that was necessary to finish the stage.

This is where it happened. I have no clue how. None.

I wish I had rewound the game to figure out exactly what happened here, because there was a giant mutant baddie that was supposed to drop the red key that unlocks the stage’s final door. I ran back through the stage multiple times throwing basketballs against every possible wall looking for it. Nothing. So I finally gave up and cued up the GameFAQs guide, then traveled to the spot in question. Where there was no enemy for me to kill in the first place, presumably because I already killed it. I couldn’t pause the game and press select to exit back to the map, like I did when I replayed levels to find the captives I’d missed. See, I hadn’t beat the stage yet. So, I killed myself on purpose, which respawns all the enemies, then made my way to the spot in question, and THIS TIME, the enemy dropped the red key. I want to say that I simply missed the pick-up the first time, except the keys don’t disappear when you scroll off the stage. Something must have happened, but what can you do? Send in a bug report for a 30 year old game? I mean, I DID do that for sh*ts and giggles. But, it shows that there is this weird haphazardness to the whole game. Which isn’t a deal breaker, by the way. This NEVER feels like a big AAA production, and it’s actually kind of charming for it, until something like that key thing happens.

The last boss is a gigantic robotic Michael Jordan who had the courtesy to wear a generic, cheap-looking white tank top with orange shorts instead of a #23 Bulls uniform. Hey, he may be an evil mad scientist who’s trying to.. uh.. do something evil, no doubt. BUT, he’s not about to pay a sports team rights fee for a platform game.

Michael Jordan: Chaos in the Windy City sounds like a joke. It came out around the same time as Shaq-Fu, the horrible tournament fighter starring Shaquille O’Neal, which was about as critically acclaimed as smallpox. Now THAT game is a joke, literally. I think it’s supposed to be a tongue-in-cheek satire on tournament fighters. The problem is, unlike watching a parody movie like Airplane or Naked Gun, video game satires have to be played, and Shaq-Fu is the absolute pits. Michael Jordan: Chaos in the Windy City is a similar satirical premise, only played with complete earnestness. “A platform game where you jump around as Michael Jordan, eating Wheaties and drinking Gatorade to restore your health while throwing hot and cold basketballs at various basketball-themed enemies.” When you put it like that, it just sounds like it’s going to be awful.

Only, it’s not at all. Rough around the edges? Sure. But it’s also unique, genuinely creepy, and undeniably fun. Of course, you have to actually play it to know that, and the pitch sounds so unpromising that many didn’t bother. Nobody in their right mind could call this one of the worst games ever, but people have. In 1997, the moronic staff of Nintendo Power, in their landmark 100th issue, declared Chaos in the Windy City the 7th worst video game ever made. Are you f*cking kidding me? Did they even play the game? I figured they lumped it in with Shaq-Fu, but actually, they put that #3. For the Michael Jordan game, they cited the “poor use of a license” for naming it as one of the worst video games ever made. Yea, who cares about gameplay. It’s a dumb idea, and all dumb ideas are bad games, right? Shame on all of them. Absolutely f*cking disgraceful. If they couldn’t name three worse games than Chaos in the Windy City, they had no business in the game industry.

Yes, that’s a Wheaties box. Wheaties and Gatorade ads are in this game, plus implied ads for Nike too. Mind you, this is before Space Jam made a joke of product placement.

Actually, Chaos in the Windy City is one of the most underrated games on the SNES, or ever, for that matter. The rare platform game that feels unlike anything else out there. Everything the genre needs is done right: breath-taking jumps, playful themes, memorable enemies, and satisfying combat. If I have to be critical, and I sort of have to, I’d say the controls aren’t very intuitive, the boss battles ALL suck, and there’s an overall roughness to the experience. The whole thing feels like it just barely functions right, which explains how that red key could pull a disappearing act. But, the level design, the dunking, the variety of weapons, and the well-implemented search for captive teammates elevate this to an elite status. This is a game that never stops being fun (unless it sh*ts the bed and forgets to drop a key for you). On a console defined by this very genre, Chaos in the Windy City stands out because there’s just nothing quite like it. It’s a silly theme and a bonkers premise, but I’ll be damned if it’s not one of the most entertaining 16-bit games I’ve reviewed yet.

To hit this switch, you have to take the purple basketball, do the dunk jump, slam the ball off the ground, ricochet under that gap in the wall, then ricochet off another wall. And it’s SO exhilarating to actually hit it.

It sucks that this game is remembered as a joke. When a major gaming publication says there’s only been six games ever worse than it, I can’t imagine why nobody gave this a try. In a just world, Michael Jordan: Chaos in the Windy City would have been the start of a franchise. As far as unique, one-off games go, this feels like it really laid the foundation for something bigger and better. That roughness I complained about would have been ironed out with each passing sequel. I suspect there’s multiple reasons why the game airballed. It was released during Jordan’s baseball sabbatical. It was unheard of for a guy his age to retire in his prime, but Jordan was unheard of in general. Even haters probably thought “jeez, that’s it? It’s over?” I think it probably felt.. off, for lack of a better term, to have a basketball-themed game starring Michael Jordan launch in 1994. But, enough time has passed, and I hope EA takes a chance with a re-release of it, or even a remake.

Jordan plays for $10,000 a hole. You’d be better off staying captive.

Oh, it won’t happen. What really sucks is that fans demanded a sequel to Shaq-Fu, a joke game that was never good to begin with. They paid for it with crowdfunding, and then the game sucked because the original sucked. What did you expect? If these people are paying for a sequel to a terrible game, why even bother to make a decent game? No pressure, literally, because it’s a crowd-funded inside joke. Meanwhile, here’s a unique game with legitimate entertainment value that’s so damn silly that you can’t help but be charmed by it, but ain’t nobody stupid enough to remake it today. Nobody wanted it in the first place, and that’s sad because this is one of the best games on the SNES. Yep, I went there. It deserves one last dance.
Verdict: YES!

Legend of Illusion Starring Mickey Mouse (Sega Master System Review)

Legend of Illusion
Platform: Sega Master System
Released in 1998.. wait, really? Ohhh kay.
Directed by Katsuhiro Hasegawa and Hisayoshi Yoshida
Developed by Aspect
Published by Tec Toy
Released Only in Brazil
NEVER BEEN RE-RELEASED

Feeling cramped yet?

Legend of Illusion is an extremely lazy port of the 1995 Game Gear game, which itself is so far and away the weakest of the 8-bit Illusion trilogy. That marvelous engine from the first two games is gone. This time, Mickey can throw.. uh.. bubbles. I didn’t even realize that was what I was throwing until I trapped a fire sprite in a bubble. Before that, I assumed I was throwing rocks. They look like rocks, and 99% of enemies aren’t caught in bubbles by them like the fire sprites are. What was even the point of making them bubbles in the first place? Just call them rocks! Like the rocks I want to throw at Legend of Illusion. It could very well be the blandest Disney game ever made. No butt stomping. No clever level design. The big set pieces all fall flat. The last couple bosses are spongier than frozen pancakes. Granted, I haven’t had a frozen pancake in a half-decade now, but I’m guessing there hasn’t been some kind of innovation in frozen pancake technology since my Celiac diagnosis. Either way, Legend of Illusion is one bland-ass platforming game.

This made me sit up in my chair. Hey, a section where you reflect light to illuminate a hidden platform. That’s a great gimmick for a stage. But then I quickly sat back down, because this is literally the only part where you do it. I think there might be one other, but if I’m right, it’s not necessary to finish the stage.

The stages in Legend of Illusion are short and unremarkable. Whereas the last game feels like the designers wanted at least one clever set piece for each of the fourteen stages, Legend of Illusion feels like a game made by a design team that kept checking their watches. Nothing happens! This doesn’t do a single clever level design bit. Oh, and you’re dressed like Robin Hood for no reason. The big innovation is that now you can grab a rock mid-jump. Oooh. There’s like two things in the entire game that justify this, including the simple last boss fight. Pete throws bombs at you that you have to grab and throw back at him. Like the Mouser fight in Super Mario 2, only not as fun. They set up a gigantic hedge maze, but then it’s a short stage with no actual maze element to it. Um, what? How on Earth do you set up a hedge maze and then have no maze? I really get the impression that nobody wanted to make this. Forget Tec Toy. This should have been published by AT&T because they phoned this sh*t in.

At one point, you create music note platforms to hop across. This is as big a set piece as the game does. Most exciting ten seconds of my gaming life.

This isn’t the most in-depth review, because there’s so little game here. There’s one section where Mickey majestically runs across a landscape that changes colors before fighting a giant caterpillar. Except the landscape in question is completely flat and usually only has one enemy at a time. There’s a shmup section where you ride a dragonfly that feels like a proof of concept for a toddler’s first space shooter. None of the whimsical personality from Land of Illusion carries over. Enemies just sort of linger. Legend of Illusion is exactly what you’d expect to happen when you subcontract out the sequel to two all-time classic games: a game with no passion. Everything likable from 8-bit Castle of Illusion and Land of Illusion? Missing in action, and replaced by very childish point-A to point-B platforming as told by a completely uninterested studio. Why did Sega even bother?

Okay, this is REALLY strange. After you beat the first of two final bosses, you’re placed in this short waterfall stage that has no enemies, where you have to collect all the gems. You can just bolt for the exit, but the ending slightly changes if you get every treasure in this stage. It’s not ENTIRELY toothless as there’s a handful of spikes. I think this is supposed to feel like a bonus stage before the final boss. And honestly, it’s the best stage in the entire game.

Granted, making a sequel to games considered all-time greats is a tall task. But even pretending that the first two games don’t exist, Legend of Illusion is so unambitious that I can’t imagine anyone would be pleased with it. Levels just end with no pomp and circumstance. There’s no clever stage puzzles at all. In fact, there’s nothing even slightly complex in the entire game. Every time I thought a stage was set to be some kind of twisty-turny labyrinth, nope, it just ends. Set pieces are constantly teased and never paid off. What’s left is a game so bland that it can only anger fans of the original two. Like it or not, as the sequel to two sublime platforming experiences, this is going to be compared to them. And it’s one of the biggest letdowns I’ve ever played. The only legendary thing about Legend of Illusion is how lazy it is. In the annals of half-assed sequels, the third 8-bit Illusion game is god tier lazy.
Verdict: NO!

Land of Illusion Starring Mickey Mouse (Sega Master System Review)

Land of Illusion Starring Mickey Mouse
Platform: Sega Master System
Released in 1992
Directed by Yoshio Yoshida
Developed by Sega
NEVER BEEN RE-RELEASED

Now HERE’S a game that understands the need for set pieces.

Jeez, and I thought the 8-bit Castle of Illusion was a great game. Land of Illusion does for it what Super Mario 3 did for Nintendo’s flagship franchise. Folks, this is one of the absolute best 2D platformers I’ve ever played. I’d go so far as to call it the best 8-bit children’s action game I’ve reviewed so far at Indie Gamer Chick. Like the other Illusion games, it’s clearly aimed at a younger audience, but even experienced gamers will be able to appreciate the variety of set-pieces and truly innovative ideas that still feel fresh over thirty-years later. I’m dead serious when I say this is one of a handful of 8-bit games that should be shown in game design school.

It helps that many of the enemies were given personalities. Like this fire sprite that leaves a trail of permanent flames in its wake. At one point, it reaches the edge of the water, where it wobbles trying to keep its footing. Then it plunges to its death. But it’s an adorable death, and death isn’t sad if it’s adorable. That’s just math!

The engine from the 8-bit Castle of Illusion is completely retained for Land of Illusion. I worried that this would give the game the feel of an expansion pack, but that’s not the case at all. At fourteen levels, it’s a much bigger game, and there’s a lot more to do. Mickey acquires two major powers along the way. Early in the game, you gain the ability to shrink in size. Later, you gain the ability to scale up vertical walls. You also get the ability to go back and play previous stages and quit them once you’ve found what you wanted. Okay, so it’s silly Land of Illusion sets that up as a big deal, but it does pay it off. Whenever you have to return to a previous stage, the thing you’re doing it for always happens early in the level you’re replaying. If you’re going to have backtracking, do it that way.

Okay, so it repeats the toy level, BUT, at least it feels different.

I’ve never seen set pieces like the ones in Land of Illusion. It has an auto-scrolling section that is so inspired. There’s buttons all over the floor, and when you stand on them, the scrolling reverses direction. The object is to grab the key at one end of the room and then make your way back to the start, to the left of you. When you’re not standing on a button, the auto-scrolling goes right. So, to get back to the start, you have to go from button to button, which are perfectly spaced-out in order to allow the auto-scrolling to return you to the start with little wiggle room for error. Sometimes you have to use the key to weigh the button down while you clear out the pathway. It’s so exciting and the single best use of auto-scrolling I can recall, but that tracks with the entire Land of Illusion experience. One moment, you’re dodging tornadoes, and the next you’re using them to get past a huge gap. Land of Illusion takes every platforming trope and twists it ever so slightly. But, as is often the case with gaming, those small twists yield big gameplay results.

This boss was the only part in the game that I felt stunk. Land of Illusion is one of those games where you have to pop-up for air when you swim. While the level design leading up to this fight did a really good job as far as that trope goes, the boss fight didn’t work for me. The problem is you’re moving significantly slower, but the crab’s vulnerability window isn’t adjusted for that. When you get to this, remember that you can duck his tornadoes, even carrying the reusable barrel. Actually, the bosses in general aren’t very thrilling to do battle with. They’re not bad by any means, but a few are so meek they don’t even feel like rewards for completing a stage, like how the best easy boss battles should feel.

Twisting established platform conventions is important, but if the gameplay were no fun, it wouldn’t matter. The core gameplay from the 8-bit Castle of Illusion is fully retained here. Combat can be done via a butt-stomp, or you can pick up rocks and throw them at enemies. It controls like a dream, and even things like skidding when you land off a jump doesn’t bother me. The first level is perfectly tailored to helping you adjust to the jump. Thanks to those fine-tuned controls, you can appreciate how well done the level design is. Even if the stage seems like it’s about to do some kind of “been there, done that” platforming cliché, there will still be some grand set-piece that stands out. The final stage is a door maze castle. God, that’s been done to death. Okay, well, what if the stage is mirrored, with an upside down section that you still traverse with normal gravity? They really went all-out with Land of Illusion.

A few of the stages have a maze-like design, but each feels different from the previous one.

It’s such a shame that Land of Illusion on the Sega Master System didn’t get a US release. Sure, it’s on Game Gear too, but that was a relatively expensive piece of hardware. With the 8-bit console era wrapping up, this feels exactly like the type of farewell that SMS owners deserved. I imagine many early adopters of Sega hardware stared longingly as NES owners got their DuckTales and Rescue Rangers. Now, maybe they already could claim to have the superior 8-bit Disney platformer in Castle of Illusion. Certainly a case could be made for any of those three games. Had American kids gotten Land of Illusion, the debate would have been over. THIS is the best 8-bit Disney game, and actually, it’s not even close.

Now World of Illusion being bad is especially inexcusable. Castle of Illusion’s 8-bit version was a masterpiece. They topped it many times over in the sequel.

To put it into perspective, I think if Land of Illusion had gotten a global release in 1992, the question would be “Super Mario Bros. 3 or Land of Illusion?” It’s that good. Mario 3 might win based on the size and scope, but Mario 3 has a lot of downtime too. I’m not a big fan of its desert or ice worlds. Land of Illusion is non-stop fun, and it’s a better game for all ages, whereas I think Mario 3’s later stages might be too intense for younger, inexperienced kids. Land of Illusion would make an excellent “first complex game” for a kid. You can’t fault Sega for transitioning full-time to the Genesis in North America, but Land of Illusion should have been released to the Master System, if for no other reason, as a thank you to the fans that kept the platform afloat. The only question I have left is “why isn’t this called a killer app for Game Gear?” I’d much rather play this than the 8-bit Sonic games. Seriously people, this is a great game. If a collection of the Illusion games comes out without the 8-bit titles, I’m giving it a NO! on principle.
Verdict: YES!

World of Illusion Starring Mickey Mouse and Donald Duck (Sega Genesis Review)

World of Illusion Starring Mickey Mouse and Donald Duck
Platform: Sega Genesis
Released December 14, 1992
Designed by Emiko Yamamoto
Developed by Sega
Included in the Sega Genesis Mini

What the heck happened to this sequel?

Castle of Illusion is a bonafide gaming legend. That’s why alarms were going off in my head that nobody really talks about the sequel all that much. It didn’t get a big budget remake. It’s not spoken of with the same reverence. There were only two possible outcomes for this review: either I’d declare World of Illusion to be historically overlooked or I’d say “I get it.” Well, I get it. World of Illusion is a surprisingly boring game. The sense of whimsy and wonder from the original is completely gone, and all that’s left is a slow, dull platformer. I’m in a state of shock over here, because the entire team from the first game returned for this sequel, but it has no memorable moments and even goes back to several set-pieces from the first game and its excellent Sega Master System little brother. Remember the spider-webs? They’re back, only not as good as before!

One of the biggest problems with World of Illusion is the choices of colors. Only a couple levels are colorful and joyful. The rest are washed-out and muddy looking.

Castle of Illusion was a children’s game, but like the best games aimed at a younger audience, it could easily be enjoyed by players of all ages. That’s not the case at all with World of Illusion. It’s really just a game for young kids. The fact that you get up to eight hit points per life tells you that. The most damage I ever took was three, during an ultra-slow-moving auto-scrolling section. Mickey and Donald get a striking attack of sorts in this game: they wave their cape at enemies, sprinkling them with magic dust. What I found strange is that some enemies are spongy, while identical-looking enemies might be finished in a hit or two. I wondered if there was some invisible meter that measures how potent your fairy dust is. Late in the game, enemies become too spongy, but it doesn’t exactly increase the challenge they present. They just become busy work. I reached the point where I jumped over enemies rather than slay them. Combat isn’t remotely fun or rewarding, so why bother?

It’s not like there’s no decent set pieces. I appreciated that riding the cork into space didn’t take forever. But the core gameplay and level design is too dull.

The big hook is the game unfolds slightly differently depending on which character you choose. For World of Illusion, Donald Duck is along for the ride, and although he plays nearly identically to Mickey, each stage has a unique set piece exclusive to each character. The level layouts become different as well. For what it’s worth, I enjoyed the Donald pathway more than Mickey’s, but I was still just mostly bored. There’s no challenge at all to World of Illusion, and unlike the first game, it doesn’t feel like the level design is particularly fine-tuned. I figured that was done to accommodate the co-op play. I was sort of right, but since the game unfolds a third way if you’re playing with a partner, that isn’t entirely to blame. The events that happen feel like there’s no logical reason for them to occur when they do. Nothing is built-up in World of Illusion. It’s supposed to feel like one continuous adventure, but doing that takes away from any sense of progress.

Visually, the underwater sequence is like a lower-res version of Donkey Kong Country’s swimming stages. I was never a fan of Donkey Kong Country’s underwater sequences, but I’d prefer them over this. Mickey’s is very slow, very plodding, and very low on thrills.

None of the set-pieces really made me sit up and say “okay, now it’s starting to cook.” When I found out the game has two branching paths that change depending on which character you pick, I didn’t imagine it being entirely different levels. Like, the transition level in the underwater level sees Mickey climb Bald Mountain. “BALD MOUNTAIN?! NOW YOU’RE TALKING!” I said, but there’s no encounter with the Chernabog. Just a few of the fire sprites and a couple lightning strikes. Donald doesn’t even get that, as he instead hops across life preservers in a beach setting. The gimmick is supposed to be that Mickey and Donald “get new spells” as they complete the game, but that’s just a framing device. It doesn’t really factor into the gameplay. You’re not casting spells while you play to, say, create the magic carpet. The level starts and you cast the spell and, poof, carpet. Same with the air bubble for the swimming area.

The closest the spells come to being “real time” are when you use them on cards to create a bridge. But again, it’s a framing device. It feels more like you’re talking to the cards than you are enchanting them. Active spell-casting is not incorporated into the ACTION in any way, shape, or form.

Sigh. This is a game that never gets out of first gear, and I’m not entirely sure why. It could be something as shallow as the appearance, but I think there’s more to it than that. I think the addition of combat ruined the game. It was a lot more fun when you were hopping on enemy heads and doing a butt stomp. Don’t get me wrong: I’d rather play this than Fantasia, but this feels like a major step backwards from Castle of Illusion. And that’s especially weird because this offers all the replay value and hidden secrets that I whined about being missing from that first game. It can’t possibly be the pace that caused my boredom, right? The original Illusion had a slow pace too, and World of Illusion has the run button! And yet, World of Illusion feels much slower and much less imaginative. I really never shook the feeling that this was a game aimed at YOUNG children. Like, under 8 years old, and I don’t happen to have anyone in that category to test that theory. Sasha, my 8 year old niece, was the best I could do. But at this point, Sasha is an experienced gamer, and even she thought World of Illusion was too simple.

In the fifth level, Donald gets a hedge maze while Mickey gets one of the most slow and miserable auto-scrolling sections I’ve experienced in a game.

The co-op mode gave me an excuse to dust-off my Genesis Mini and ask someone close to what I felt was the target audience for their opinion. Sasha took the reins as Mickey while I played as Donald. I appreciated that the set pieces play out a third way in co-op, but two players doesn’t improve the World of Illusion experience. There are some co-op set-pieces, like gaming’s worst-ever mine cart sequence where you have to alternate jumping on it. This segment goes on FOREVER. Some say that there’s children from 1993 still stuck in that cart. Mind you, besides that AWFUL section, the two player mode was probably the best designed of the three possible pathways, with a lot of changes made to accommodate the two players. For example, in the first level, there’s teeter-totters that you jump on, which launch a log into the air that comes back down on the teeter-totter and flings you to a higher platform. In the two-player mode, one player must launch the other to the higher platform, then you drop a rope down to them. So, a slow game becomes even slower. How keen.

Since we played co-op on the Genesis Mini, I don’t have any screens, so I’ll take this moment to say that World of Illusion has the most dull haunted ship level this side of the Genesis Ninja Turtles.

It became clear really fast that World of Illusion is optimized for the co-op mode. And it does a good job of avoiding the typical frustrations that come with co-op platforming. Instead of scrolling a player off screen being lethal, a little bubble with “HELP!” appears so the “primary” player can scroll towards them. I have to concede that World of Illusion is one of the rare co-op platformers from this era that really does a damn good job of creating reasons to have two players. Hell, the one truly original, imaginative section in the game, a level themed around Christmas, only happens in co-op. For a very brief moment, this felt like a sequel to Castle of Illusion instead of an off-brand ripoff of it. But, for four out of the five worlds, even the 8 year old was bored, especially compared to Mickey Mania or Magical Quest. In fact, she was invested enough in Magical Quest to beat it on her own. She’s capable of loving Mickey Mouse games a LOT more than me.

The section themed around Donald walking through a gigantic pop-up book fails so completely. It’s a solid idea. I mean, THAT IS the Paper Mario franchise, isn’t it? But with these graphics? No. It just doesn’t work. It looks like any other part of the game, so the whole “you’re walking through a book” whimsy is not coming through.

With World of Illusion, Sasha wanted to quit early on, during the mine cart section. So did I, and I’m happy we didn’t, since the rest of the game hovers around “decent but bland.” It at least rose to the level that I had to think about my verdict a little harder. Ultimately, both of us did a Siskel and Ebert thumbs down to the rest of our family when we finished. So badly done was World of Illusion that Sasha, all of 8, asked if it was made by different people than Castle of Illusion, which she enjoyed very much last year. “Are you sure?” she asked with complete sincerity when I confirmed to her this was a genuine sequel from the same team. I think a big part of that was World of Illusion is nowhere near as colorful or vibrant as Castle of Illusion. Actually, the game is kind of ugly. It really feels like a sequel nobody wanted to make. Even the bosses are dull, lacking in both challenge and sense of scale.

You know that trick games do where they paint the background to make the actual boss look bigger? It doesn’t work here. The scale of the action doesn’t match the facade they created.

It’s not that World of Illusion is actively bad. Well, maybe a little with the inconsistently spongy enemies. Seriously, sometimes it feels like the magic dust doesn’t work at all. It’s very confusing why identical enemies sometimes take two hits and sometimes it’s four to five. I never could make sense of it. For a while, it seemed like it was tied to how close I was to them, or maybe if they had an enemy in front of them that I already beat, it would take longer. But there’s no meter or on-screen indicator that says that you have to wait for your power to increase. Not that it matters, because even when the enemies are taken down in one shot, the whole “whipping a cape” at them feels weak. The best thing I can say about World of Illusion is it made me better appreciate what Castle accomplished. It has a slower pace too, but it feels inspired. This feels like something done to fill a release schedule.
Verdict: NO!
BUT, if you’re entertaining a young child who isn’t deeply experienced with video games, I think the co-op might actually be a great learning experience. They might need help with the mine-cart part early in the game, but otherwise, this would be a perfect 2D platforming introductory game for a child 5 to 7. I’m still not giving it a YES! but I could see how I might have if I’d been able to play World of Illusion with a child relatively new to gaming.

“Tickle tickle tickle!”

Mickey Mania: The Timeless Adventures of Mickey Mouse (Super NES and Sega CD Review)

Mickey Mania: The Timeless Adventures of Mickey Mouse
Platform: Super Nintendo Entertainment System, Sega CD
Released October 26, 1994
Developed by Traveller’s Tales
Published by Sony Imagesoft
NEVER BEEN RE-RELEASED

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Mickey Mania released a month before Donkey Kong Country, but it’s cut from the same cloth. Donkey Kong Country was promising next generation rendered graphics on a 16-bit platform. Mickey Mania’s promise is a game where, for the first time, you’re playing an actual cartoon. Just pretend Rabbit Rampage didn’t happen (and that game isn’t very good anyway). This isn’t Dragon’s Lair where you’re doing button prompts. Oh no. You’re inside worlds that closely match the art style of six famous Mickey shorts: Steamboat Willie, The Mad Doctor, Moose Hunters, Lonesome Ghosts, Mickey and the Beanstalk, and The Prince and the Pauper. Some do a better job than others, but as far as matching the sprites go, yea, these look the part. Okay, so the Mad Doctor cartoon is black & white and the level in the game isn’t, but that’s no big deal. Do you know what’s REALLY remarkable? The Sega CD version isn’t a major graphical downgrade from the SNES version. David Jaffe confirmed the Genesis build was the “core” version that the SNES port was then built off of, so that makes some sense. Regardless, Mickey Mania is a seriously gorgeous game.

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The problem with Mickey Mania is the action has very little to do with the cartoons themselves. You fight enemies either by hopping on their heads or, more commonly, by throwing shiny gold rocks at them. Actual gags based around the cartoons are limited to the enemy sprites, but not necessarily their behavior. Some are closer to the source material than others. The skeletons (including the skeleton spiders), falling knives, and bats are all from the Mad Doctor short. But a lot of gags that would have lent themselves perfectly to video games are also missing, like a part where Mickey crawls through a tunnel with falling bricks that feels like it perfectly predicts the type of set piece you would expect in a video game nearly five decades before they were around.

I actually found myself giggling out how video game-like Mad Doctor is. It was made in 1933, mind you. Look at that! How did they miss putting that in the game? If that ain’t a perfect Mode 7 set piece, what is?

The game couldn’t do anything that complex. The most complicated it gets is, at the end of the second level, you have to create a bomb by pushing a beaker across a table and mixing three different chemicals, then place them over a Bunsen burner. Or maybe later on you have to push a flower pot under a water drip. That’s it. That’s as “interactive” as it gets, and stuff like that is extremely rare in Mickey Mania anyway. Everything impressive about the game is limited to the presentation. Strip that away and this would be a fairly simple platformer by this era’s standards. There’s no complex movement. There’s no double jumping or wall jumping. It’s just jump, push, and throw as you make your way from point A to point B. Hell, there’s rarely even pomp and circumstance when you meet your goals. Some of the cooler stages just sort of stop.

Lonesome Ghosts’ gag with the stairs actually isn’t even a gag from that cartoon, though I could have sworn it was.

For example, the level based on Lonesome Ghosts has no climatic moment. In the cartoon, Donald, Goofy, and Mickey get covered in molasses and flour. When the ghosts go to torment them more, they get scared away by three stars of the short looking like ghosts. That’s the whole punchline for the episode. That’s not even hinted upon in the game. An even bigger offender is Mickey and the Beanstalk doesn’t have the giant at all, unless you’re playing the EU exclusive PlayStation build. For everyone else, he’s not even hinted at besides hopping around its buffet table, and his iconic “fe fi fo fum” line isn’t represented at all in the game. These things aren’t even in cutscenes. There really are no cutscenes. What’s the point of doing these cartoons if you leave out over half the gags and all the punchlines? The charm of “playing the cartoons” is lost when the levels don’t have the structure of the cartoons or specially the payoff to all the whimsical characters and settings they’re trying to invoke.

They didn’t even get a cutscene showing this. Hell, static screens would have been better than nothing. One of the biggest things that hurts Mickey Mania is a complete lack of pizazz.

Mickey Mania is actually a victim of the time period. The concept was great. The developers all had a proven pedigree. The heart was there. The technology simply wasn’t ready yet. This was a 2000s concept produced in the 90s. In another decade, they could have done a cel-shaded platformer with cutting edge animation that could directly mimic scenes from the shorts. In 1994, all you could do was give a generic platformer a series of facades that resemble those beloved Mickey Mouse cartoons. Now, having said that, the game is actually okay and holds up relatively well, but this is where I have to split the review apart. But, before I do, I want to say that I wouldn’t want a re-release of Mickey Mania, nor would I want a remaster that just beefs up the graphics. I’d prefer a remake that, at times, retains the core level design, but adds in context-sensitive actions like being able to turn Mickey/Donald/Goofy into ghosts. And yea, they should have had Mickey fight a giant for everyone and not ONLY in the PlayStation build. Is Mickey Mania the first game that gated stuff out from platform to platform to this degree? Not exactly a contribution to gaming to be celebrated.

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SPLIT DECISION: SUPER NES

Well, this is strange: I found out right before publication that EASY on the SNES is NORMAL on Sega CD. Huh? Seriously? I’ve never been so f*cking pissed off about a game’s adjustable difficulty in my life. Well, I’m mostly pissed at myself for not checking first. I just threw the game on to see if Mickey Mania blocks later levels on EASY. It doesn’t. So really, the only major difference between the two versions is collision detection. While it’s not perfect on the Sega CD, it’s MUCH closer to being sprite-accurate, whereas your box is provably much bigger than your character on the SNES. Take a look at the above slideshow, where I got Mickey on the same spot of the elevator and ducked. On the Sega CD build, I’m not taking damage, and on the SNES version, I am. On Sega CD, I have to get directly next to the skeleton for it to damage me while ducking. On the SNES, you literally cannot use your sprite to judge what’s safe and what’s not. It doesn’t match the Sega CD build, and hell, it doesn’t match the game’s objective reality of where the things damaging you are on the screen. This collision is historically awful.

See, even situated further over, it’s still lethal (the screen is faded because it’s literally fading to black), whereas I’m safe on the Sega CD port anywhere but next to it. But look at that sh*t. Our two sprites couldn’t be further apart, and I know they’re capable of better because this doesn’t happen on Sega CD.

Not only is the collision worse, but there’s just more of everything on the SNES. It first becomes noticeable in level two, when skeletons are introduced that, once defeated, shower the screen with their still-lethal bones. The ones on the SNES explode into ten bones on NORMAL. Even on HARD, Sega CD’s skeletons only burst in six, and the pattern they come down on is more reasonable to dodge. On the elevator part of that level, skeletons will perch on top of the carriage and self-destruct, raining bones down on players. The Sega CD’s bones have a pattern with an intuitive dodging area. The SNES bones cover the screen in a different, harder to judge pattern AND that’s before you factor-in that the collision is a lot less accurate. Consequently, dodging is never intuitive on the SNES, since there’s no way to logic-out safe buffers between you and what you’re trying to avoid. On Sega CD, ducking is fairly perfect and reliable. On the SNES, all the problems that happen when you’re standing carry over. Again, the Sega CD’s collision isn’t 100% flawless, but I never had to rewind the game just to figure out what exactly damaged me. On the SNES, I lost count of how many times I said “wait, I took a hit back there? FROM WHAT?”

The SNES is missing half the final boss fight too. This is the end of that game. There’s an entire different fight with Pete right before this on the Sega CD.

I assumed the SNES game was beefed-up to “rental-proof” it. That was a common practice during this era. Publishers were annoyed that a child could pay a couple bucks to rent a game and finish it in a single day. It’s either that, or stuff had to be toned-back on the Sega CD version to accommodate the less powerful hardware. Either way, I found the SNES game to be too unforgiving with the damage. Mickey Mouse is, and always has been, a children’s property, and it shouldn’t be subject to typical buffing of difficulty. I don’t mind the content that was cut. The missing section of the final boss fight with Pete is really just back-and-forth busy work, and the “The Band Concert” is little more than a glorified bonus mini-game that doesn’t feel remotely connected to the short that it’s named after. While most of the game is, more or less, identical to the Sega CD version, Mickey Mania on the SNES is too frustrating for its own good. Easy mode does help, but I think even children would get mad at taking damage from things that aren’t really touching you.
SNES Verdict: NO!

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SPLIT DECISION: SEGA CD

Fun fact: originally, I only chose the Sega CD version as the primary subject of this review because I read on the game’s Wikipedia page that a level based on the Band Concert was cut from the SNES port. It was one of my favorite Mickey Mouse shorts as a child. Then, I beat the Sega CD version the first time without finding it. Gosh darn it. I got it the second time around, and boy, was it a let-down. It really is just a glorified bonus stage where you jump up a series of floating boxes. It lasts maybe a minute. But, god bless it, because I actually had a lot of fun playing Mickey Mania on the Sega CD. There’s a LOT less cheap shots. There’s a LOT less projectiles that just fly in from off-screen. It’s just plain more enjoyable. There’s some pretty dang decent level design in this. Again, it never truly accomplishes the sensation of playing a cartoon. There’s just not enough interactive gags to do that. I’m sorry but you’re going to have to do a lot more than pushing a potted plant under a water drip. But, as a typical 90s mascot platformer? Mickey Mania ain’t half bad.

Another example of the Sega CD’s kinder, gentler nature: the Mad Doctor boss. On the SNES, he positively spams the screen with these bottles. They’re all over the screen, and thanks to the poor collision detection, knowing where is a “safe zone” and where isn’t is punishing trial and error that weirdly never feels consistent, either. That’s not the case at all in the Sega versions. The box isn’t accurate, but it’s much closer to your sprite. You can suss out where the damage is coming from.

I do wish the combat had been more than just throwing rocks or typical hop-‘n-bop action. What could have further sold the idea of “being inside the cartoons” was giving each level a unique weapon. For example, in the final stage, you’re fighting what looks to be the weasels from Who Framed Roger Rabbit, only they’re wearing medieval cosplay. Wouldn’t it have been swell if Mickey had a sword to fight them? Or hell, if you want to keep the projectiles, why have generic rocks? Paint them as ink balls in Steamboat Willie, or crossbows in Prince and the Pauper. Everything involving immersion is limited to the background. Of course, that’s true of 99% of games from this era, but you can do little things to complement the facade, and Mickey Mania doesn’t. I feel bad for the designers because I know they had BIG plans that never made it off the drawing board thanks to an ironclad publishing deadline. Mickey Mania was mostly sold on having cutting-edge graphics, and that’s a risky business plan when you’re literally on the cusp of the next generation of consoles launching. If the Gaming Historian wanted to do a video on a famous game that could have been SO much better, this is it.

Oddly enough, the Moose chase doesn’t really benefit from Mode 7 as much as you’d think. The Sega CD version lasts longer than the SNES one and is the one and only part of the game that I felt was harder on Sega’s platforms than on Nintendo’s. But, both are still visually impressive.

I’ve never cared about audio/visual advantages, so having added voices or a full orchestral soundtrack wouldn’t have made the difference at all in my decision. Which is a good thing because we actually didn’t get the orchestral score working, and we’re not sure why. It worked for Power Rangers! The sound effects and voices were there. I don’t know why it was missing, but it sort of proves my point. Good graphics and a nice soundtrack are only nice to have if the game is fun to begin with. If Mickey Mania’s gameplay had been as punishing on Sega CD, my verdict would have been the same as the SNES version. Instead, the Sega CD’s more accurate collision detection allows me to more carefully examine the game’s other merits. I prefer Mickey Mania’s series of set-pieces to the type of zig-zaggy Disney platformer that Virgin Games was cranking out (see my review of their version of Aladdin). The levels in Mickey Mania never wear out their welcome, and there’s plenty of checkpoints. It’s also a game that benefits greatly from emulation tomfoolery. I had the children play the game this morning, and they all really enjoyed it. With Steamboat Willie recently in the news, they were all familiar with the short, and they were smiling ear-to-ear. That made this review worth it.

Weirdest difference between the two ports: on the SNES, I was constantly trying to jump off the ropes only to re-grab them as soon as I let go. I don’t remember this being an issue on Sega CD.

Okay, so maybe the combat doesn’t feel “true” to Mickey Mouse, and sometimes the enemies are too spongy, but I still enjoyed Mickey Mania as a platforming experience. It feels like a natural evolution of Castle of Illusion, even though the two games have no connection. While the set-pieces don’t feel as interactive as they should, the enemy sprites are top-notch and, yes, enemies are mostly fun to deal with. Mickey Mania might not be the most creative game, but as a slightly average, slightly pedestrian platformer with an amazing presentation, it’s still worth a look thirty years later. It might not feel like a cartoon, but the entire concept makes for a fun theme for a mascot platformer. I never got bored at any point during the two Sega CD runs I made, with the possible exception of the middle of Lonesome Ghosts. Otherwise, the stages are paced-out absolutely perfectly. Sure, I also never shook that feeling that a lot of ideas got cut for either time or hardware limitations. Mickey Mania was ten years ahead of its time, but this is one of those cases where the game is worse off for that.
Sega CD Verdict: YES!

This is the level select code. Just go to the sound test in the options menu, set the three effects to these, then hold LEFT on the exit until you hear a chime. On the SNES, it’s “Beanstalk 1” and “Extra Try”, then highlight EXIT and hold the L button for ten seconds.

And if you’re wondering where the PS1 version is, I watched this video and decided “why bother?”

The Magical Quest Starring Mickey Mouse (SNES Review)

Magical Quest Starring Mickey Mouse
Platform: Super Nintendo Entertainment System
Released November 20, 1992
Directed by Yoshinori Takenaka
Developed by Capcom
Re-Released for the Game Boy Advance in 2002
No Modern Release

If any platformer deserves the title “whimsical” it’s this one. Like, you pick up these cherry tomatoes and you expect them to be throwing weapons. Nope. Helicopters. Cute.

When I started doing Disney reviews last year, one of the games that came up the most was Magical Quest. “You’re gonna do it, right?” The thing is, this is actually one of the few “retro” games I had during my childhood. I had it for the Game Boy Advance. Back then, I liked it fine! It was short and it often lost its boldness, but, you know, it’s fine! Then I played it in 2021, and it was, you know, fine! And then I just played it again before I started typing this and it was, you know, fine! And now I find myself staring at my monitor wondering if I’ve made the right decision on what game to review. I really only chose this because I’m starting yet another Disney marathon and I knew I could run through it really quickly to kick off the marathon. Now that I examine these games in detail, what bothers me about Magical Quest is that it feels like every cool idea is just getting the surface scratched.

Well, this pic turned out good. “No, not the touch of death!” Or maybe Mickey is telling him off. When you tell someone off, you must jab your finger in their face for emphasis. It’s tradition. And he’s calling him “bub” for sure. Again, tradition.

The idea is that you gain three costumes along the game’s meager six worlds that give Mickey different abilities. The magician costume is just your traditional projectile, but it also can bring a magic carpet to life. So, that’s something. It’s the other two costumes that I care about. The fireman costume has an entire stage built around it that’s among the most clever fire levels in gaming history. Various platforms are constantly catching fire and you’re forced to douse them with your hose before using them. As short as Magical Quest is, you can tell a big reason for that is they put a lot of fine-tuning into the set-pieces. The timing for all the fire-based stuff is spot-on. But then it’s taken a step further when you have to use the fire hose to shove crushing blocks out of their current position so that you can use them as a platform. That’s neat! That whole fire stage is one of the best platforming levels in gaming history. We’re talking about one of the most common genre clichés in an over thirty year old game somehow still feeling fresh. That’s a big achievement. So, why doesn’t Magical Quest as a whole feel along the same lines?

Excellent boss fight for that level too. Actually, all the bosses are pretty good.

The mountain climbing gear feels almost like it was made for a Bionic Commando game. It’s my favorite costume to use, and also the costume that gets underutilized. The level for it goes really quickly, and then it’s not really useful again. It’s such a let-down because it’s a blast to use. Grappling hooks are rarely as intuitive or enjoyable as they are in Magical Quest. But the consequence of that awesomeness is that there’s absolutely no challenge to the stage. It doesn’t even qualify as “clever” because it feels like you’re largely circumventing much of it. Now granted, I’ve played this game enough to know that I can just bypass most of the enemies, but if I recall, I did that as a kid too. Then the final level really doesn’t do any big set pieces for the climbing outfit. It’s the best part of the game, but it feels like they didn’t know what to do with it, and you don’t expect that from Capcom.

The final level having fake-out doors where you have to replay the mini-bosses is a dumb idea. Either do a boss rush or don’t. If you’re going to do it the way Magical Quest does, where the wrong doors lead to mini-boss fights, at the very least cut their damage by half.

And I really don’t want to use the excuse “well, it’s a children’s game” for why I feel Magical Quest underutilized some of its concepts. I think it’s safe to say the SNES Aladdin is aimed at a younger audience, but it’s still one of the best platformers on a system largely defined by platformers. I think that was on the table for Magical Quest. The engine they built here was so solid that Capcom was able to pull two sequels out of it. As I prepare to kick-off yet another Disney marathon that will include the whole trilogy (it didn’t, but I will get to it in 2025), I wonder if I’m going to ultimately wish that the three Magical Quest games were combined into one. I don’t know what to expect! I’ve not played the other two. All I know is, unlike Aladdin, I don’t feel like they squeezed the maximum potential out of this engine. By time Aladdin’s credits rolled, I really think they had arranged every combination of platforms and acrobatics possible without feeling repetitive. That’s not remotely the case for Magical Quest. When the credits rolled, I just got this weird “were they crunched for time?” vibe.

A lot of would-be set pieces just plain don’t work. Like these things, or rolling down hills on apples, where you don’t really “bind” to the moving objects and they’re often not necessary towards making progress anyway.

Mind you, for all my complaining, I really do think that Magical Quest is one of the better SNES mascot platformers. Memorable set-pieces, excellent play control, and a frisky pace that really never lets up makes this one of the best children’s games on the SNES. While I could do without the mini-bosses, the end of stage bosses are all fun to do battle with. If I have to complain outside of my whining about how subdued all the gimmicks but the fire suit are, I’d say that this is that rare game where it’s the normal baddies that are unmemorable and underwhelming. They often feel like they’re only there because they need to be. None are memorable. None are cleverly used. I get the sense that Magical Quest was rushed through development in order to have a big children’s game the year after the SNES launched in North America. It really speaks to how well-oiled the Capcom machine was that they could come up with a totally solid game like this. I just think it’s a little overrated. Magical Quest is really good. It ain’t great. Fingers crossed for the sequels, but as for the original, hey Mickey, you’re so fine, but you absolutely DO NOT blow my mind.
Verdict: YES!
Hey Mickey! Clap clap clap. Hey Mickey! Clap clap clap.

Mighty Morphin Power Rangers Video Games: The Definitive Review – 12 Full Reviews for Famicom, Sega Genesis, Sega Game Gear, Sega CD, Nintendo Game Boy, and Super NES)

My #1 favorite television show from my childhood was Power Rangers. The show started up around the time my memory started working. Not so much the first season. I was only 4 when it aired, but as my parents remind me, I was frightened of many elements from the show. Rita had this skull in her castle that had spooky flashing eyes that had me hiding behind my mother. I was scared of most of the monsters, memorably one that was half octopus, half pineapple. Yes, really, and to my infinite credit, it’s a lot scarier looking than it sounds. I don’t remember any of that, but I distinctly remember being terrified of Lokar. He was a recurring disembodied head different from the nicer disembodied head that told the Rangers what to do. Lokar is introduced on the show by a pair of gigantic goddamned eyes that open up and it’s actually still, to this day, the scariest visual the show has ever done. Seriously, watch this. The clip should start at 17:16. That’s some pretty intense visuals for a children’s show.

Now, we must be misremembering the order of events, because that clip above is Lokar’s THIRD episode, but I know for sure it’s the above clip that had me clutching my mother while crying hysterically at the age of 4. He debuted in the two-part Island of Illusion about three weeks before that. My hypothesis is that I never made it past the “TODAY ON POWER RANGERS” segment for Island of Illusion when he was shown, and I never saw Part Two either. Back then, with the exception of Goldar and Scorpina, Rita’s monsters never returned. When Lokar returned for what was originally intended as the season one finale, Doomsday, I didn’t see it coming and that sh*t traumatized me as a child. Seriously, I almost quit watching the show. If any producers of Power Rangers are watching this, chances are one of the angry letters you got was from my father.

Seriously, this might STILL give me nightmares.

That’s really the only negative memory I have. I loved Power Rangers. I never missed an episode.. except those ones with Lokar. Unlike Saturday morning shows, a new episode of Power Rangers was on every weekday. It was such a big cultural phenomenon that season two premiered in prime time, which I watched with my parents! And the lead-up to the big screen movie was every bit as exciting for me as Christmas was. I saw it twice in theaters. The second time was on my sixth birthday. No, I can’t explain why Lokar frightened me but Lord Zedd didn’t. I even remember my father say “poor man” when he married Rita. The thing is, Power Rangers was part of my life long before video games were. I had a couple of the Game Boy Advance Power Ranger games, and I had Dino Thunder for my GameCube, but I never really played them. If I had been a little older, I probably would have had all the games in this feature. I’ve previously only sampled them all. This time, I played every single game I could find that featured the words “Mighty Morphin Power Rangers” plus the two Sentai games that came before them, until the end credits rolled. Below are full reviews for the following games:

  • At least they got the Shogun Megazord scale right.

    Chōjin Sentai Jetman (Famicom)
  • Kyōryū Sentai Zyuranger (Famicom)
  • Mighty Morphin Power Rangers
    for Game Gear
    for Game Boy/Super Game Boy
    for Sega Genesis
    for Super NES
    for Sega CD
  • Mighty Morphin Power Rangers: The Movie
    for Super NES
    for Sega Genesis
    for Sega Game Gear
    for Game Boy/Super Game Boy
  • Mighty Morphin Power Rangers: Fighting Edition (Super NES)

Now that my friends at Digital Eclipse are doing a Power Rangers game, I figure I’ll do my part by making this review, which can serve as a guide for where Power Rangers went wrong in video games. And it went wrong, wrong, WRONG, almost universally. I have faith they can do better. Throw a rock and you’ll hit a game developer who could do better. But, they’re a good choice. I promise no rock throwing.

GAME REVIEWS

For those not familiar with my way of thinking of how retro games should be reviewed, I take NO historical context into account. I don’t care how important a game was to the industry, because that doesn’t make a game worth playing today. The test of time is the cruelest test of all, but every video game must face it. I might not be here if not for Pong’s success, but I wouldn’t want to play it today. Not when there’s better options. Therefore, when I review retro games, every game gets either a YES! or a NO!

YES! means the game is still fun and has actual gameplay value when played today and is worth seeking out.

NO! means the game didn’t age gracefully and is not worth seeking out, and certainly not worth spending money on.

Chōjin Sentai Jetman
Platform: Famicom
Released December 21, 1991
Designed by Hirohisa Ohta & Tomoko Okamoto
Developed by Natsume
Published by Angel
NEVER BEEN RE-RELEASED

For you non-Sentai fans, this is was the last installment of Sentai before Sentai seasons were converted into Power Rangers.

This is the first ever Sentai or Power Rangers game for consoles, and frankly, it’s shocking that it took until 1991 to happen. Even more shocking: Chōjin Sentai Jetman is actually a pretty solid action game, though one that certainly feels paint-by-numbers. You can pick any of the first five levels, and then pick any of the five Rangers to tackle those. In theory, this is fine, even if there’s functionally only three choices. The Red and Black Rangers each use the same sword and have 8 health points. The White (Pink) and Blue Rangers use blasters and have 6 health points. Only the Yellow Ranger is unique, as he has a power-punch wave, along with 7 health points. There’s actually balance to this, as the two full-range weapons require more shots to take down enemies than the other weapons do. And in a way, this is all moot since all five Rangers have a kick move that can be done by holding UP when you attack. So, it’s not THAT deep, but the combat is satisfying, with good collision and just enough OOMPH to be immersive even with smaller sprites. Chōjin Sentai Jetman is apparently a close cousin to a semi-famous NES game by developers Natsume called Shatterhand. It shows.

Each of the five rangers has a screen-clearing bomb that’s activated by pressing START. It looks the same for all five: they take to the sky and fly across the screen, and all the enemies go poof. Bombs are infrequently dropped by baddies, so you don’t have to be totally stingy with them.

As decent as Jetman is, it feels like a huge missed opportunity. The five levels, action packed as they might be, are samey, with no set-pieces and the same enemies. There’s also zero difficulty scaling through the first five levels. Why not give all five Rangers unique weapons and different attributes, then tailor the level design around that concept by having players take control of each Ranger once? Natsume was handed the ability to give players a one-of-a-kind action platforming experience on a silver platter and they blew it. And I haven’t even gotten to the boss battles. Actually, let me talk about the mecha in general. A unique aspect of Jetman is that each of the mecha (aka Zords in the US) flies. This was a golden ticket for each level to be split into the platforming bits and then brief shmup bits. Since the platforming action is solid, I imagine Natsume could have thrown together solid space-shooting segments. Nope. Like so many Ranger/Sentai shows, the action cuts straight to the Jet Icarus segments. Yes, that’s what this Sentai’s Megazord is called. Jet. F*cking. Icarus. Damn, that’s badass. If only the boss battles lived up to that name.

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The boss fights are really simple, clumsy one-on-one fighting games with only a basic punch move, a useless jump move, and blocking (which is done by holding down). To the game’s credit, the action is so stiff and lifeless that it legitimately feels like two rubber suit giants fighting, just like in the show. Of course, in the anything-goes realm of video games, that’s not a positive thing anymore. The bosses are indeed the weakest links in the game. It’s a VERY stripped down tournament fighter where you block moves and counter-punch, only without satisfying impact. You get a special meter that builds up as the battle goes on. Any attack but the most powerful one is basically worthless, so just wait for it to fill-up all the way. Only the final boss puts up any challenge, but it’s still basic and incredibly dull. It’s such a downer, because the action stages themselves are well done. This might be the most unhappy YES! I’ve ever given out. Chōjin Sentai Jetman is fine, and dammit, that’s so annoying. There’s nothing more depressing for me on this job than a game that plays well but got there without any risks or ambition. Natsume did the absolute bare minimum, and actually, the end product is still alright. It’s so frustrating, because imagine what they could have done with an actual vision.
Verdict: YES!

And “doing the absolute bare minimum” will be a reoccurring theme for the rest of the Power Rangers/Sentai gaming franchise. You’ve been warned.

Kyōryū Sentai Zyuranger
Platform: Famicom
Released November 6, 1991
Designed by Michito Okamoto, Masako Araki, and Yūji Watanabe
Developed by Arc System Works
Published by Angel
NEVER BEEN RE-RELEASED

I’m playing a less-strobe-heavy version of this made specifically for me by Tetrahedrus at the request of Garrett Gilchrist. It’s not 100% strobe-free, but in the original build, the game flashed constantly from weapon use, enemy slaying, etc. This version’s strobes only happen during cut-scenes. Have you ever had a game made just for you so that it won’t risk your health? I hope people know how much that means to me. No matter anything else, it means the world to me. And if you want to hear about my history with epilepsy, go here. I do NOT speak the Queen’s English. They edited in phrases like “mum” because they’re from the UK and people there don’t love their mothers enough to call them “mom” which sounds more dignified than “mum.” I kid.

This part specifically still flashes very violently even in the less flashy ROM hack that I inspired. If you have or suspect you have photosensitive epilepsy, consult your doctor before playing any video game.

Before firing up Zyuranger, I couldn’t believe they didn’t bring this game out in America at the start of the Power Ranger toy craze of 1993 – 94. Even if the NES was dying, how many millions of Nintendo kids out there would have wanted a Power Rangers game for their NES? More importantly, how many parents would have bought said NES game for their kids? I think a million seller was on the table. I really do. Except, Kyōryū Sentai Zyuranger really wouldn’t be as easy to adapt to the NES. In Power Rangers, Rita’s minions on the Moon, with the exception of Goldar, rarely get involved. In this game, Witch Bandora’s gang are all the bosses. There’s a few rubber suit monsters of the week, but they appear as normal baddies. Remember Pudgy Pig from the sixth episode? That’s a basic monster you fight in bulk along the way. Golem Soldiers, aka the Putty Patrol, rarely show up. Do you know who else doesn’t show up in playable form? The Green Ranger. Or Megazord, aka the Guardian Beasts. Just in cutscenes and a pong-like mini-game. Now that I’ve played through Famicom Zyuranger, I really don’t think American audiences would have gone for any of this. As disappointed as I was in the combined mecha battles from Jetman, and as basic as they are, it IS better than nothing.

Hey, I was frightened of that pig as a kid.

The strange thing is, Kyōryū Sentai Zyuranger does exactly what I wanted Jetman to do. The game is divided into five stages, and instead of being taken in any order, you play as one Ranger per stage. The object isn’t just traveling from point A to point B, but finding ten power coins per stage which grants you the metaphysical powers of the Guardian Beasts, aka the Zords, which in case you didn’t know, are actually gods (lowercase g) in the original Sentai version. And again, you don’t get to pilot them or use them in any meaningful way. They don’t even defeat monsters in cutscenes. You want your giant robots? We got your giant robots right here, playing hot potato and video table tennis. That’s why every copy of Kyōryū Sentai Zyuranger came bundled with an empty bottle, so you could mail in the tears of disappointed children for a coupon good for 10% off* select Zyuranger toys.
*Offer good only for the versions of the toys that don’t let kids combine them. Ain’t nobody having fun on our dime.

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Instead, each cutscene at the end of stages shows the Rangers finishing off everything with the handheld Power Blaster. AKA “no giant monster fights this episode? Well, that sucks.” And you don’t even get to fire it yourself! I’m shocked they even allowed you to fight enemies at this point. Why stop where they did? Why not just have the game be a picture of the producers pointing and laughing at the idiots who bought this? Anything that a child would want in a Sentai or Power Rangers game is simply not here. The most you get is the Rangers acquiring and using their individual components of the Power Blaster. Each level starts by using a generic blaster, but eventually you’ll come across a door that grants you the use of that Ranger’s power weapon, usually around the time you find that stage’s fourth coin. All the five weapons do successfully manage to feel unique, and they also defeat enemies much faster. Sadly, the OOMPH is pretty poor in general thanks to some haphazard collision detection and poor sound design. You’ll notice the character sprites are massive in Zyuranger, and yea, the graphics can be pretty okay, but compared to Jetman, the action is just not good.

Goushi’s stage, the entrance to Bandora’s palace, is crazy short. I literally couldn’t believe how quickly it ended. But, he gets to be the one who beats Grifforzar (aka Goldar in the US). Who also turned out to be the easiest boss in the game. Geez. It’s because he’s the Black Ranger, isn’t it?

For the most part, I was just kind of bored playing Zyuranger. With the exception of the Blue Ranger’s level, which does the barest minimum to quality as a maze, as I actually didn’t find all ten coins the first time, the levels are boring and basic, and the challenge comes largely from bad collision and cheap enemy placement. In the thirty or so minutes it took me to finish, the game produced one lone highlight: the second boss battle. It’s fought with the Pink Ranger on two moving platforms. She has the most fun weapon: her bow, and this boss is actually built around how you use that bow. That’s it. That’s the one and only “this ain’t bad” moment of this entire miserable excuse of a Sentai game. The rest of the Rangers often have these strange double-swinging animations that might make no contact at all and kill enemies, while other times (especially against bosses) they go right through them and register nothing.

Dump confetti on this part, because this single boss battle qualifies as an unambiguously exciting and fun video game moment. The rest is just boring.

Now, the million dollar question is could this have been translated to English, brought to the United States in time for the 1993 Christmas season, and become the last ever bestseller for the NES? As bad as this is today, in 2024, I think this might have been considered more acceptable in 1993. Some things would have been ridiculed either way. Megazord and Dragonzord playing Pong would have been a farce, and some of the between-rounds actions being trivia questions would have been as dull here as it was in Disney’s Adventures in the Magic Kingdom. Funny thing, too: you can play any of the mini-games in the menu. If you pick “trivia” you will be asked one single question, then it dumps back to the game’s main menu. One question, and one only. Why even bother to include it on the menu? While I do think this, converted to MMPR, would have been a bestseller, it’s only because the property was as hot as any toy craze had EVER been. But, as a video game, I’d be fine with burning this game’s green candle at both ends.
Verdict: NO!

Mighty Morphin Power Rangers
Platform: Sega Game Gear
Released in 1994
Directed by Koji Ishitani
Developed: SIMS Co.
Published by Sega
NEVER BEEN RE-RELEASED

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I’m not a fighting game expert by any means, and the Game Gear version of Mighty Morphin Power Rangers is structured like a tournament fighter. But, for what it’s worth, from my casual fighting game fan perspective, this actually surprised me by being a better than decent game. This version of MMPR is a 1 on 1 fighting game that, at times, takes the structure of a brawler. Before each stage’s main rubber suit monster, you have to defeat a wave of putties, one at a time, that each only takes one or two blows to kill. My biggest complaint about the game is there’s too many putties. I think they could have cut it by more than half and retained that “true to the show” feel. Like, four to six would be fine, right? Remember, this is not a side-scrolling brawler. It shares more DNA with the Street Fighter franchise than something like Streets of Rage. So, how many putties are you slaying in that first stage? Fifteen. It’s just too much, to the point that I could totally understand why a game with quality fighting mechanics like this could still earn middling reviews.

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Now, with that out of the way, while the volume of the putties is tiring, the way they’re used isn’t. At least after a couple stages. When you hear about how the putties are part of the game, you probably expect that you fight all of them in one long segment, then the boss. That’s how the TV show was. But, actually, there’s no set level formula. At least once per stage, Goldar will show up to pester you. Even though he has a full health bar, ignore it. He flees after a few hits, which is pretty true to the MMRP Goldar character who never won, but also never lost. Or, sometimes the boss starts the stage, then vanishes until the climax, sort of like me in bed. Like a boss. Sometimes Goldar alternates with the putties, or there will be a fake-out where a putty jumps on the screen, but it teleports away and then Goldar swoops in for a chicken-sh*t cheap shot before vanishing. Forget being a critic. As just an ordinary gamer, I appreciate they didn’t stick to one specific recipe for the levels. I actually think that decision saved the game, because no amount of awesome mechanics can overcome that much mindless repetition. I just wish the putties were trimmed by at least half, and maybe give the early ones a little bit more health so they’re not just fish in a barrel. The game starts with TEN PUTTIES that all are killed in a single hit, and you can literally kill them as they enter, before they even get a chance to throw their first punch. It’s cannon fodder, but there’s nothing exciting about it. I was fine when the putties beefed up, and by the end of the game, they were just as fun to fight as everyone else.

Dragonzord in its fighting mode does Ryu/Ken’s Dragon Punch. A little on the nose, no?

And really, Power Rangers on Game Gear puts the two-button, 8-bit Mortal Kombat games I played to shame. Probably because it was built around the hardware and not against it. The combat feels legitimately impactful, with violent striking moves and very satisfying OOMPH. For my new readers, that’s my pet term for games creating the illusion of real world impact, velocity, weight, etc. All games benefit from OOMPH, but only fighters and brawlers absolutely need it for immersion. Power Rangers has it, and it’s well done for an 8-bit fisticuffs game. Also, despite four of the six Rangers using the same sprite (Pink and Green are unique), all the characters feel different from each other. In addition to the basic special moves, each character gets three special moves. All of them are done the same way you throw a fireball in Street Fighter II, with the final button being 1, 2, or 1+2. I’m rapidly losing the ability to press two buttons at the same time, and so that was a LITTLE annoying. There really was no reason to not do DOWN-BACK instead. While I’m actually happy that all the moves are done the same way, I know that hardcore fighting fans might not enjoy that as much.

If you must do a boss rush, THIS IS HOW YOU DO IT! Power Rangers ends with all the non-Green Ranger bosses replacing the Putty Patrol as the basic enemies. But, their life is halved. It would be boring otherwise. I hate boss rushes, but if they were all done this way, I’d be down with it because it actually felt earned and climatic instead of just a rerun.

But, let it be said, I was VERY impressed with the variety of moves and different fighting styles. And the game doesn’t bind you to only one Ranger per run. You’re given the option to change between every level. Not just the Rangers either. Megazord is here, and they didn’t even bother trying to create a bullsh*t sense of scale. That was wise. He has his own unique moves. Then, you earn the Green Ranger after beating him and his Dragonzord in the third level. After this, you get THREE options for the giant monster battles: Megazord, Dragonzord, and Dragonzord in Fighting Mode, complete with his badass sword that’s actually a giant f*cking drill. I really didn’t know what to expect when I saw the Game Gear MMPR was a tournament fighter. The AI isn’t too hard. It felt just right. Controls are responsive. Excellent OOMPH for an 8-bit game. Hot damn, Power Rangers on Game Gear ain’t bad at all. And, in fact, I actually ultimately believe this is the best Mighty Morphin Power Rangers game of the era. I’m happy for Game Gear fans, but damn, that is a sad fact, isn’t it?
Verdict: YES!

Mighty Morphin Power Rangers
Platform: Game Boy – Super Game Boy Enhanced
Released August, 1994
Directed by Takeshi Yasukawa
Developed by Tom Create Co.
Published by Bandai
NEVER BEEN RE-RELEASED

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I haven’t reviewed a lot of Game Boy titles, so it’s a safe bet the worst I’ve done yet is Mighty Morphin Power Rangers. A reprehensibly lazy game with no redeeming value. Choose one of the original five Rangers and play five boring levels against a tiny handful of Putty variants. The first two stages are very basic walk right, punch baddies types of design. They’re so uninspired and dull that I think they’d get a failing grade as the first assignment in game design school. Then, level three introduces spikes and blind jumping around those spikes into the equation, and MMPR-GB becomes an actively bad game. There’s sections where you have to scroll downwards, with multiple blind leaps to platforms below that are riddled with spikes. Thankfully, they’re not instakills, and in fact, they don’t cause all that much damage by themselves and only pose a threat because of how many there are in the stage. It’s still crap design, but it’s not even the worst example of the spikes.

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In the last stage, you have to do climbing sections with platforms that have almost imperceptible spikes on their sides. Again, the spikes don’t really do much damage, and health refills are plentiful, but you do recoil from the spikes, and so it creates busy work. This is then amplified by having putties who throw explosive footballs at an alarmingly high pace. ON TOP OF THAT, they angled the platforms so the footballs go between the gaps while you’re coming from the wrong direction to defend against them. It’s like someone built a Rube Goldberg machine that tears the wings off flies.

Do you see the spikes? Well, every platform in level five is like this, and there’s more than one sequence like this. I guess that’s how they decided to be climatic.

Mighty Morphin Power Rangers on Game Boy is one of those rare games that I have nothing positive to say. There’s no redeeming value at all in this one. You can utilize all the Rangers handheld weapons by pressing SELECT, but utilizing them drains your health. Very, very slowly. In fact, so slowly that I don’t even know why they bothered at all. Also, unless I’m mistaken, all the enemies are one-hit kills, so the only advantage the weapons hypothetically give you is added range. Except, most of them are barely longer than the standard punch or the effective jump kick. The only time SELECT matters is during the Megazord fights that cap every stage. Megazord fires a beam from his sword that will quickly drain your health, but the fireball does a lot more damage than the basic attack does. I’m stunned that they actually balanced the risk/reward element of that nearly perfectly. It’s the only thing the game does right, but it’s still not a point in the win column, because the boss battles are boring anyway. MMPR on the Game Boy is one of those games that makes me feel sorry for the children who got this under the Christmas tree. It really is a soulless cash-grab with minimum effort and game design that could have been, frankly, any property.
Verdict: NO!

Mighty Morphin Power Rangers
Platform: Sega Genesis
Released November, 1994
Directed by Hajime Ishikawa
Developed by Nova Co, Ltd.
Published by Sega
NEVER BEEN RE-RELEASED

The Green Ranger isn’t in or even hinted at in the SNES game, so the Genesis version might have been the envy of Nintendo owners. But I suspect Sega owners also looked longingly at SNES owners, with their Power Rangers game being in a more suitable genre for the show.

How on Earth did the Sega Genesis version of Power Rangers end up so much worse than the Game Gear version? Like its 8-bit little sibling, this is a tournament fighter. But, unlike the Game Gear game, no effort is made to make this feel remotely like you’re playing the TV show. No waves of putties, or variations on the tournament fighting structure. It’s just another run of the mill Street Fighter II wannabe that saturated this era, and not one the better ones. First you fight a monster as one of the five (eventually six) Rangers. That’s round one. Round two is the same monster, only you’re either Megazord or Dragonzord if you played as the Green Ranger in round one. And those really are the only two options. Dragonzord in Fighting Mode only shows up as a special move for the standard form, which makes zero sense. On the positive side, this is a true, blue fighting game. Each character gets their own set of special moves that require their own unique button inputs. Each character also has their own fighting style. So, effort was made. It just feels like the concept was flawed from the very start. Is this what Power Ranger fans in 1994 really wanted?

The OOMPH isn’t horrible by any means, but it ain’t great either. The Game Gear version’s collision usually feels one-to-one with the sprites. That’s not the case with the Genesis version, where it often feels like you’re hitting air.

I suppose I need to remind people I’m not a fighting game expert. With that said, I found this to be a boring, basic SF2 knock-off. Special moves are nice, but most of them (especially projectiles) come at too high a cost thanks to them having too many frames. Take the Pink Ranger’s bow projectile. Input the attack and you’re stuck watching her pull out the bow, aim, then pull back on the string before the projectile is fired. Dragonzord’s Fighting Mode attack has you turn into the humanoid robot, then the attack happens, then you turn back. On the normal difficulty (4 out of whatever) the computer doesn’t fall for it, and as a two player game, I feel that even the most casual of fighting fans would have enough warning the special move is coming to respond, even if only to block. While the character sprites are great, this is so uninspired. If this wasn’t a Power Rangers game, nobody would have wanted this. It’s a generic Street Fighter II rip-off made at the height of that game’s popularity and attached to a trendy license. It doesn’t get more cynical than that.
Verdict: NO!

Mighty Morphin Power Rangers
Platform: Super Nintendo Entertainment System
Released November 23, 1994
Directed by Hirohisa Ohta
Developed by Natsume
Published by Bandai
NEVER BEEN RE-RELEASED

Paint the putties red and they’d look like Spider-Man.

Mighty Morphin Power Rangers on the Super NES is a textbook example of competent blandness. It really doesn’t do a whole lot of things wrong from a technical point of view. The combat feels high impact, so that’s good. Actually, that’s pretty much all that’s good. MMPR-SNES is boring. I mean seriously boring. On the six-button Super NES, you are given one lone attack button. One. If you want to count the bombs, it’s two buttons, but bombs are sort of separate from combat, aren’t they? It’s not like you can string them together with the attacks. Besides, you can only carry one bomb at a time, because god forbid anyone have any more fun than the barest minimum. Bandai ain’t running some kind of entertainment charity here.

Billy looks more like Doc Ock if, instead of becoming a man with eight-appendages, he became a farmer.

Now, some games manage to get a lot of mileage out of single button combat. MMPR doesn’t. The biggest mistake it makes, by far, is that the best combat happens when you’re unmorphed. Each stage starts out without the suits on. You don’t morph until about one-third of the way in. This is the only time when it feels like each Ranger really has a unique personality, and they all attack much faster anyway. Even worse is you don’t feel like you’ve been empowered when you morph, because the putties are still every bit as spongy with or without the suits on. The only difference is you attack much slower in the costume than you do without it. Oh, and you use your weapons which in theory gives you more range, but in reality, it takes longer to fight bad guys because it’s so much slower. You can hold UP when you attack to do a sort of smash attack. But, it doesn’t do enough damage and really only slows the combat down, since it knocks the Putty you hit down and you have to wait for it to get back up. A superhero game where you feel more powerful when you’re powered-down is lame a f*ck. What were they thinking?

Kimberly is the only one who doesn’t get a smash attack. Instead, she shoots her bow, but this takes a LOT of hits to kill the putties. It’s faster to just whack them with the bow itself, which is her basic attack when she’s in the suit and I think the weapon that has the most range.

Normally, I’d chalk this type of thing up to rental-proofing. That’s the phenomena of buffing-up difficulty in games to make them impossible to beat in a single weekend rental, thus hypothetically increasing the chances of kids who rent games ultimately buying the game at a later point in order to finally have enough time with it to beat it. Except, Mighty Morphin Power Rangers isn’t remotely hard. There’s only five normal levels followed by two Megazord battles. There’s also no adjustable difficulty, which might have come in handy. The putties are so absurdly clockable, with simple, predictable attack patterns, and not enough of a variety to become anything but busy work after a while. Hell, sometimes the environment kills them for you. If there’s something on the ceiling shooting lasers down, it usually harms the putties, who will walk right into them again and again. I didn’t lose a single life playing MMPR. The only time I came close, at least in the first five stages, was when I cheesed a boss without attempting any finesse.

This was probably the best set piece in the game, and it only lasts two or three blasts, but it will kill the putties chasing you.

I found it annoying that some of the background stuff hurt the putties and sometimes, like when barrels roll onto the stage, it goes right through them. Ultimately, none of it matters because the putties take longer to defeat using the slower Ranger attacks than the unmorphed human attacks. Who the hell wants to play a superhero game where the parts featuring the superhero are the boring parts? There’s some VERY minor platforming sections, and hell, there’s even wall jumping in MMPR SNES, but it’s kept to a bare minimum. What little platforming there is feels like it’s baby’s first video game. It wasn’t until the first Megazord battle that I actually felt there was a chance I might lose a life. That’s the other big problem: the Megazord battle, perhaps fittingly, is just an updated version of the Jet Icarus fights from Chōjin Sentai Jetman. As in literally the same set-up, with basic attacks, blocking and counter-attacking, and a meter that slowly fills up regardless of how the fight is playing out that gives you four tiers of super attacks. You’ll remember those were the worst parts of Jetman, and the best thing I can say about MMPR is at least there’s only two giant battles. Sort of three, because they did keep the “monster changes” bit from the show, sans Lokar.

To MMPR’s credit, unlike in Jetman, the OOMPH is nearly as good as the main game’s OOMPH. You can also now aim your attacks up and down. It still feels like two people clumsily play-fighting in giant rubber suits, but it does feel like there’s weight behind the attacks and real world inertia.

I’m beginning to think, whether it’s called Power Rangers or Sentai, that this has to be the most frustrating licensed game franchise out there. Unlike many of the worst licensed shovelware, these Power Ranger games (except the Game Boy one) aren’t exactly doing anything wrong. They’re all just so unambitious. That we’ve made it this far and the Game Gear version is head and shoulders above all others is absolutely shameful. There’s nothing bold or imaginative. Power Rangers isn’t exactly high art. But, there’s some imaginative things that happen on the show, and the games don’t capture any of it. They’re so effortless, and I don’t mean that in the positive sense. The Super NES version is the worst offender because, again, it got a lot of the basics right. The combat is violent, hard-hitting, and has good collision detection. And it’s SO boring and repetitive. The levels are too basic, and so are the enemies. But, for me the deal breaker was the lack of power. It seems like it takes as many hits with your weapons to take down putties as it does bare-fisted without the costumes on. It tells me Natsume didn’t get that superheroes in superhero games need to feel SUPER! In Power Rangers, you don’t feel super. You just look ridiculous.
Verdict: NO!

Mighty Morphin Power Rangers
Platform: Sega CD
Released in 1994
Designed by Tony Van
Developed by Sega and Orion Technologies
Published by Sega
NEVER BEEN RE-RELEASED

Whenever anyone is on the ground, you’re probably going to press up. It happens a lot.

I hate FMV games, and by reputation, Mighty Morphin Power Rangers on the Sega CD is one of the worst games the genre has ever seen. It’s a well earned legacy. The obvious comparison is Dragon’s Lair, but at least that was created specifically to be a video game. In the Sega CD version of the MMPR, you’re “playing” clips from the first season of the show via moderately well-synced inputs. And yes, I’ll concede that the syncing isn’t badly done. The problem is there’s absolutely no effort made to create the illusion of interactivity. If you mess-up an input, or you press anything when there’s no prompt, the screen shakes, and that’s it. There’s no “choose your own adventure” clips for failure. Take for example, when you fight Goldar as Megazord. It’s a sequence taken from the pilot episode. At one point, Goldar swings his sword, and the game commands you to block by pressing B. Regardless of whether you hit the button or not, Goldar’s sword hits Megazord right across the torso, showering the screen with sparks. Why? Because that’s what happens in the episode. I guess it’s the thought that counts?

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Now, Mighty Morphin Power Rangers Sega CD is not the first game that just copy-and-pasted inputs over existing footage. The most famous example is probably Stern’s Cliff Hanger, which stitched together footage of a couple Lupin III movies. With all the Power Rangers AND Zyuranger footage available, I refuse to believe they couldn’t have stitched together a handful of sequences that create even the most rudimentary illusion of interactivity. They literally just took clips from the show and laid ugly button prompts over them. And then even that element isn’t all that great. While I feel what to press matches the footage pretty well, the when is often too big an ask. There’s just not enough reaction time, and since it’s not staged for a video game, like Dragon’s Lair, it’s not always predictable what the next action will be.

I should also note that this game goes through huge periods of downtime before prompts. If the score and health bar are on the screen, you can’t skip forward. At one point I think it went over a minute in the middle of a stage between actions.

If your character is knocked down, it’s safe to assume you’ll press UP. But, in the stand-up fight sequences, those punches and kicks come in fast, or sometimes you have to press a direction and then a button. It’s the catch 22 with FMV games: the closer you watch for the prompts, the less you focus on the action, but the less you focus on the action, the less likely you are to be able to anticipate the next prompt, thus canceling out the appeal in an FMV game in the first place. I suppose the best games in the genre are the ones that allow players to do both, which is why I gave Dragon’s Lair a YES! but Space Ace a NO! For this FMV Power Rangers, I don’t think you can do both. Really, you have to memorize the prompts. I find it unlikely anyone could ace this on their first attempt. Where I took most of my damage was the button mashing sequences. It usually happens when the camera cuts to a villain charging-up some kind of attack. Okay, at least it’s not just pressing the same prompts over and over, right? Well, except the fact that you take damage every time you press a button when there’s no prompt. So, when the button mashing prompt ends, if you’re still mashing buttons, you can actually inflict more damage from continuing to mash than you would have just letting the damn thing hit you. It’s so badly done. 

I couldn’t take the screencap and mash buttons at the same time. By the way, I’m almost certain the times I did win I might have barely pressed B and was instead pressing A & C.

Why did they even bother with the Sega CD to begin with? And don’t say “to make money” because EVEN THAT doesn’t make sense. Unlike the Sega Genesis or Super NES, the demographics for Sega CD owners tended to skew much higher. That’s why the port of Mortal Kombat that was on Sega CD has no blood code, like the Genesis version required. In fact, that version is rated MA-17, because Sega didn’t stress it. Sega CD was arguably the first console marketed towards adults, with games for adults, or for teenagers who wouldn’t be caught dead with a children’s property like this. So, Mighty Morphin Power Rangers on the Sega CD is a bad idea, for the wrong console, and what little “gameplay” is here is executed very sloppily. What else could go wrong? How about gating out most of the levels unless you play on the highest difficulty level, which is pretty dang difficult?

The one and only thing I’ll give the developers of Power Rangers CD for is they cut the bullshIt. Level one is the pilot, and then after that, BOOM, Green With Evil. The two Nintendo Rangers games didn’t even mention the Green Ranger, but all three Sega games have him. That’s probably why they’re much more revered. Oh, one other thing I will SLIGHTLY complement: when the eclipse that drains Megazord’s power in Green With Evil happens, it actually does sap health from you. As lazy as this game is, they didn’t half-ass the button prompts and the footage actually does match the game elements. I will give them that.

Indeed, there’s three difficulty settings and nine levels, but four of those levels are gated on the easiest setting, and the final two levels are gated on anything but the hardest level. As a reminder, Mighty Morphin Power Rangers is a children’s television show. This is a game that would be enjoyed most by kids under 12. What the hell are you doing, game? The only kindness is that you can earn extra continues as you go along. Golly, thanks. Being awful, I made my nieces and nephew play this. Actually, they volunteered. They’re good kids. They range from ages 8 to 12, so the perfect target demographic. They became overwhelmed pretty quickly. Since the moves come in fast and don’t pause when you take damage, the screen-shaking when you DO get hit makes seeing the next move harder. I noticed when they died, it was always as the result of an extended damage streak. Gating kids with high difficulty is kinda crass. Assuming kids would even want to play this. Even in 1994, the Sega CD wasn’t exactly the prettiest console to play. I mean, look at these, and mind you, I haven’t tinkered with any of them.

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Why does it look so grainy? For the uninitiated, the Sega CD is still just a Sega Genesis, only with a substantially increased storage capacity at a lower cost to physically produce. A 30MB game on cartridge would cost several multiples more than a 650MB CD to manufacture. That’s literally the only reason to even attempt a CD platform at this point, because the game contained within would still be a Sega Genesis game with all inherent visual limitations. So, unless you were incorporating full motion video or an orchestral soundtrack, there was no point. It didn’t beef-up the graphics capability of the console, which has a selection of 512 colors and a MAX of 61 colors on-screen at any given moment. Hence the footage looking grainy at best, and splotchy at worst. Like that one of Tommy’s face..

Yea. Honestly, it doesn’t bother me because gameplay is king, and hell, I’ve enjoyed writing about Atari 2600 games. If I can deal with that, I can deal with graininess. What I think is the bigger problem is that the Sega CD provided all this extra storage, but very few games for the platform were better for it. Wouldn’t a Sega CD-owning child have been more happy with a Power Rangers beat-em-up, maybe with FMVs taken from the TV show of the Megazord assembly? Or maybe just use the CD format to include the soundtrack from the TV show. Not just the theme song, either. Imagine playing a side-scrolling stage as Tommy with Go, Green Ranger Go! from the TV show playing. Don’t you think children would have rather had that instead of a really awful FMV game where, yes, the button prompts actually do match the footage, but it still never feels even a teeny tiny bit interactive? So, no, this wasn’t the worst game I’ve ever played, or even the worst FMV (that honor goes to #Wargames). Hell, it’s not even the worst Power Rangers game, which is especially sad. Do you know what Power Rangers for Sega CD is? A glorified clip show. Nobody likes those.
Verdict: NO!

Mighty Morphin Power Rangers: The Movie
Platform: Super Nintendo Entertainment System
Released June 23, 1995
Directed by Hirohisa Ohta
Developed by Natsume
Published by Bandai
NEVER BEEN RE-RELEASED

The absurdity of having falling scenery be a hazard. “Zordon, I just saw it on the viewing globe. Aisha.. gasp.. was just killed!” “Did Lord Zed finally wise-up and send an entire army of giant monsters when she was asleep?” “No, a produce sign at Whole Foods crushed her! Ayeyeyeye!” “Calm down Alpha! Dispose of the body and tell the Rangers that Aisha.. uh.. traveled.. back in time.. to.. Africa.. where she.. is going to.. use her.. um.. veterinary skills.. to uh.. you know.. save lions or something.” “Is that what we’re going with?” “Well we can’t tell them she went to a peace conference. They still don’t know why the other three haven’t come back yet, and they’ll be inspecting that smell in the cellar any day now.”

This direct sequel to the SNES Power Rangers fixes one big thing: the putties are less spongy when you’re morphed. Since these are Lord Zedd’s putties, in theory a single blast to the Z on the chest should kill them. And, sometimes it does. There’s putties that duck, and you have to duck and kick them to make them stand up, at which point you hit the Z to kill them. Oh my god, it’s like the TV show! I mean, that’s not strictly true. I should have said closer to the TV show. Hey, that’s progress, right? The problem is the name of the game is MIGHTY MORPHIN POWER RANGERS: THE MOVIE. And that’s a lie, because it’s got nothing at all to do with the movie. I’m not being sarcastic, either. This isn’t your typical “what does THIS have to do with the movie?” situation, like asking why Marty McFly is throwing bowling balls in the Back to the Future game. I mean literally zero events that happen in the movie happen in the game. It’d be like if you called Mortal Kombat 1 “The Boys” because Homelander is in it. That’s not how it works.

I watched Mighty Morphin Power Rangers: The Movie about 5,000 times as a child, and I must have slept through the scene where the Rangers run through a missile silo with ICBMs launching all around them all 5,000 times. Maybe it was a deleted scene that happened after the sky diving but before the rollerblading.

What’s particularly amazing is the movie has actual set pieces that seem like they would lend themselves perfectly to a video game. The fight in the construction site with Ivan Ooze’s Oozemen? Doesn’t happen, and the Oozemen aren’t in the game. Traveling to another planet? Doesn’t happen, though something kinda sorta not really similar to Dulcea shows up, but then goes away. Fighting the dinosaur skeletons? That doesn’t happen, and there’s no skeletons in the game. Fighting the stone gargoyles to retrieve the great power? Doesn’t happen, and THEY’RE not in the game. Battling Ivan Ooze’s Ecto-Morphicons with Zords? Not only does that not happen, but THERE ARE NO PLAYABLE ZORDS IN THIS GAME! What kid in 1995 would have wanted a Power Rangers game where the Zords don’t show up until literally the last second? Ivan Ooze is the only aspect of the movie that shows up, and there’s no level before you get to him, making this feel like it was stitched on at the last second. Once you defeat him, you have to do a Metroid-like “ESCAPE BEFORE THE BOMB GOES OFF” sequence. At the very end of that, with one second to go on the countdown, Ninja Megazord’s hand reaches out and grabs you, ending the entire game. ONLY their hand, then a picture of a celebrating Megazord before the end credits. Absolutely shameful.

Imagine the disappointment of children. It actually is a little heartbreaking.

Really, this should have been called “Mighty Morphin Power Rangers 2” and the last boss should have been Lord Zedd. That’s who all the kids would have wanted to defeat at the end anyway. You know, the villain who stuck around for a year and didn’t die in his literal second encounter with the Rangers? I’d be a LOT more forgiving if this had been Power Rangers 2. It sure as sh*t wouldn’t feel like a sleazy, cynical con-job that targets children, which is exactly what this is. There’s aspects of Power Rangers: The Movie for the SNES that are a big positive. Especially the set-pieces. They have NOTHING to do with any episode of Power Rangers at all, but they’re fun settings once you get past the ultra-bland first level. Even the commonplace evil space factory setting that every game like this has is well done. There’s a snowboarding section that turns into a surfing section that honestly isn’t bad. Also, this time around, when you beat the putties, they drop little lightning bolts that fill up your power meter. When the meter fills up, it’s Morphin Time! And now, YOU control when to morph, which is so much more immersive. The graphics are better, and there actually are a couple good levels. It just takes a while to get to them.

One major annoyance is that they’ve slowed down the demorphed attacks. In the first SNES game, Zack and Kimberly were the two best characters because they had fast punches and kicks. In the sequel, Kimberly’s quick striking is replaced with a very slow slap. Because she’s a girl, you see, and girls slap. Even superhero girls who say a magic word that transforms them into superheroes who pilots gigantic robots.

The biggest gameplay change by far is the fact that there’s now two planes of existence. You use L and R to hop between the foreground and background. This could have been SO satisfying if they had allowed you to spring off bad guys when you do the transition. Well, they got it halfway right. While you do damage enemies if you flip onto them while switching planes, you also take damage yourself every time. You can’t press a button to turn that move into a dropkick. Having thought about it, it might have been too easy, but who cares? For the second straight SNES game, I didn’t have to cheat, because MMPR: The Movie is a cinch. I did lose a few lives this time, since instead of having a massive health meter, you get five hits and only five hits. While the background/foreground thing is a welcome addition, it also causes severe pacing problems. Bad guys and even bosses will hop back and forth between them, and since there’s a big pause while you flip up and down, it completely wrecks the game’s tempo.

Magnet Brain was the worst boss in the game, easily. It took FOREVER to hit him because he was constantly swapping back and forth. He also has the ability to push you backwards. I guess the Rangers are magnetic.

The other problem is that the Rangers now feel even more interchangeable than in the first game. Hell, they even use the same sprites as before. This time, you only get your weapons if, after you morph, you gather enough lightning bolts to fill your power meter again. Until then, all six rangers have identical punches, including an uppercut that’s done by holding UP when you punch. Once you fill your meter up, you regain your weapon, but only temporarily. The meter automatically activates and begins to drain. This is also the bomb, too, and if you want to use the bomb, you have to use it before the meter runs out. Oddly, it doesn’t matter WHERE in the meter you activate it, so it’s a viable option to wait until the very last sliver of energy remains before hitting the bomb button. All boss battles except Ivan Ooze will occasionally have large energy refills fly across the screen, but not fast enough to not help make the boss battles anything but a slog.

The sixth boss isn’t even from the TV show or anything. Just, f*ck it, it’s Mother Brain. Why not? Between this and the “escape the bomb” finale, I feel like people at Natsume were pleading with Nintendo to rescue them from this.

I wouldn’t actually go so far as to say Mighty Morphin Power Rangers: The Movie for the SNES is a bad game. It does feel like a cruel trick played on children. Nobody could complain about the total lack of connection to the film if they had just called this Power Rangers 2. They opened themselves to scathing complaints, and for what? Power Ranger fans would have been interested in this game either way. There was nothing to be gained from calling it “The Movie” except ridicule for not having anything from the movie except a shoehorned last boss. But, that’s not why I’m giving it a NO! I’m doing that because every single improvement made over the SNES original was undone by bad game design decisions, and because the combat is just plain boring. They didn’t improve that part at all. If anything, it feels worse this time, as the plane switching can slow things down so much and make boss battles miserable. Even though it’s a gameplay improvement over the first SNES Power Rangers, it also feels even less connected to the franchise. Not just the movie, but the larger media property. “This could have been anything” is common in 8-bit/16-bit licensed games, but this is nearly as removed from the source material as such all-time laughing stocks as the NES Back to the Future or Platoon (WTF, they made Platoon? PLATOON? ARE YOU KIDDING ME?). Imagine a 6 year old child in 1995 who gets this game, and it’s not based on the movie, and it doesn’t have any Megazord battles. Just tell them Megazord went to a peace conference, which is where this game ought to go.
Verdict: NO!

Mighty Morphin Power Rangers: The Movie
Platform: Sega Genesis
Released July, 1995
Designed by Yoshihide Ando
Developed by SIMS Co. Ltd
Published by Sega
NEVER BEEN RE-RELEASED

See that little red dot on the edge of the screen? That’s the boss. Do you enjoy brawling games where enemies are constantly either invulnerable or running off screen, past where you can scroll? Doesn’t that sound fun, having the enemies be out of sight?

Power Rangers: The Movie for the Sega Genesis DOES follow the movie’s storyline. For, like, the first two levels. Then it goes back to Season Two stuff. And.. it’s the worst 16-bit Final Final/Streets of Rage style brawler I’ve ever played. I mean HOLY CRAP, wow. It’s actually jaw-dropping how boring this game is. Want to know what to expect? At one point in the second level, you fight NINETEEN of the same one baddie, the ooze monsters from the film’s construction scene, who have been the game’s only bad guy up to this point. Each cycle of fights has a strict 60 second timer (it’s 45 seconds if you want to play on hard). Now, that section of NINETEEN enemies (I mean seriously, what the hell?) only happens in the second level, but mind you, about twenty seconds of that gets eaten up waiting for the enemies to become vulnerable to attack. They enter the screen as invulnerable puddles, then they swap back and forth between the puddles and the humanoid forms. ON TOP OF THAT, one of your attacks is grabbing, which does the least damage and creates an extended gap before you can attack again since you’re throwing the enemies away from you. This move, which you absolutely DO NOT want to do, happens automatically when the enemies get near you. Oh, and the baddies grab you too and their favorite tactic is to get behind you while you’re fighting another one an interrupt your attack.

You think I was exaggerating about enemies lingering off screen? Those white lines are the enemy firing at me. This is the absolute pits.

This is such a weird game in general in terms of structure. You start off with terrible action bits taken from the movie, fight two of Ivan Ooze’s giant robots as either Ninja Megazord or the Falconzord, then it cuts back to the beginning of Season Two with Jason, Zack, and Trini back and piloting the Thunderzords. Yes, you can actually play as the three peace conferenced Rangers in the middle of the game, before they go on strike leave for a peace conference and their powers are given to scabs three new teenagers with attitude who will work for $40,000 a year. Then it switches back to Rocky, Aisha, and Adam for the finale. I wish anything along that journey was fun, but MMPR: The Movie for Genesis has some of the worst enemy AI I’ve seen. Because of the strict time limit and the fact that enemies, especially the bosses, tend to linger off screen, most of the parts that should be the exciting, cinematic parts are instead your character standing at the edge of the screen blindly mashing buttons and hoping they hit. It’s always fun to play video games against enemies who run away from you, or in the case of Goldar, fly above you.

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Oh and speaking of running away, the fights with Goldar don’t end, because Goldar never dies. Fair enough. I guess that’s true to the show. But then in the grand finale against the final Ivan Ooze robot, which looks nothing like the robot Ivan infects in the movie, you don’t get the satisfaction of finishing HIM off either. He flies away before his last tick of battle, THEN you input your initials, then a final cutscene happens where you knock Ooze into the comet. But they cut out the gag where they knee Ivan Ooze in the balls, like in the film, because that would have probably taken a lot of extra effort to animate. Instead, they clumsily play fight until the comet arrives. There’s also a hidden boss battle against Lord Zedd, for no reason, in the middle of one of the stages. You have to smash a rock that reveals a cave that he’s inside. You fight him by attacking his hand, and then.. the level just continues. What. The. F*ck? And it even uses the exact same sprite for Zedd as the cutscenes do. It’s really remarkable how lazy this game is.

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The brawling action in Power Rangers: The Movie for Genesis is the bottom of the barrel for this genre. All the Rangers feel samey, and all of them have this powered-up hurricane kick that causes you damage to utilize. That changes to a powerful sword strike if you’re a Megazord. While it does have decently impactful OOMPH, it’s really boring because it really is just walking right and fighting one enemy type until you get to a boss. There’s no set pieces at all, really, and nothing to break up the action except boss battles. The only bone it throws is a couple times it puts a reusable barrel you can throw at enemies. Then the second-to-last level has flaming rocks rain from the sky that kill you and the putties. Since there’s so little variety, even if the combat had been good, this game would have fated to earn a NO! because it would have worn thin quickly. But the combat is really bad. The grabbing is too sensitive. Hell, at one point I grabbed an enemy falling onto the stage before his fall animation was complete, like he teleported into my arms. That’s how sensitive it is. It’s absolutely bonkers, and it’s ALWAYS unwelcome because the throwing eats up that precious time.

What a stupid idea to block the view in the Megazord battles with an overpass.

Without hyperbole, I actually had a much better time playing the Game Boy or, yes, even the Sega CD versions of Power Rangers than I did Mighty Morphin Power Rangers: The Movie on Genesis. As bored as I was playing those, they didn’t make me angry. And hell, the Super NES version looks like Ocarina of Time compared to this. Remove any one horrible deal-breaking element in this game, and it wouldn’t be enough to improve “The Movie” on Genesis because there’s so many other deal breaking elements. There’s not enough basic enemies. I counted two models total: putties and ooze monsters, and from what I could tell, there’s no variations between them. They all fight and act the same. So, that’s a deal breaker. The strict timer is also a deal breaker, given the sheer volume of enemies and the fact that they actively linger at the edges of the screen. The constant grabbing, by you and the enemies like it’s a heavyweight boxing match is a deal breaker. The fact that lining-up to even land a strike is. I could swear many times I was punching right through enemies despite being lined-up perfectly with them. I have nothing positive to say about this. It’s underrated only in the sense that it belongs on any worst licensed game list. It’s telling that the closest I came to smiling was seeing Serpentera in the background of a level. Then I smiled again when the game ended and it never showed up again. I didn’t want the game to ruin it too.
Verdict: NO!

Mighty Morphin Power Rangers: The Movie
Platform: Sega Game Gear
Released July, 1995
Directed by Koji Ishitani and Takanobu Terada
Developed by SIMS Co. Ltd
Published by Sega
NEVER BEEN RE-RELEASED

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Well, this is heartbreaking. The Game Gear version of Mighty Morphin Power Rangers: The Movie just copies the engine from the first Game Gear game, shrinks the roster, removes the choices from Megazord battles, and adds a power move that’s almost never useful halfway through the campaign on the normal difficulty. Seriously, the AI blocks it or avoids it every time. Unlike the previous Game Gear title, I got bored this time around really quick. First off, I’ve basically already played it. Second, it’s nowhere near as clever with the pacing, as only the first two levels really feel like they’re structured like the TV show. Level four is just Ooze Men of increasing sponginess. Third, the AI is much tougher on NORMAL difficulty. Fourth, the roster of monsters you fight are just so random and uninspired. Finally, when you get to THE MOVIE part in level four and face the Ivan Ooze clones, there’s so many of them that I almost turned off the game. That’s the entire level and it’s SO boring. I might as well have quit, since the game ends with two fights using Ninja Falcon Megazord where your special moves are so worthless that you’re forced to just spam kicking and hope for the best. I was so bored playing this that I wondered if I made a horrible mistake earlier. So, I went back and checked the Game Gear original and it just FEELS better. I don’t know what went wrong here, but this rehash feels like the same type of cynical cash grab that plagues this franchise’s video game output.
Verdict: NO!

Mighty Morphin Power Rangers: The Movie
Platform: Game Boy – Super Game Boy Enhanced
Released August, 1995
Directed by Hitoshi Muto
Developed by Tom Create Co.
Published by Bandai
NEVER BEEN RE-RELEASED

Jumping over a couple rocks is as complicated as the first stage gets. Two straight Game Boy games like that.

I’m stunned by how many of these Power Rangers games feature no playable Zords. They don’t even make a cameo in the Game Boy version of Mighty Morphin Power Rangers: The Movie. What were any of these developers thinking? “Kids watch the show for the costumes and the karate, not the kickass giant combining robots. If we know anything about children, and we must know something since companies keep hiring us to make games for them, it’s that the kickass giant combining robots has very little to do with the success of the show.” Not that any of the Megazord battles in any of these games have been amazing or anything, but doing a Power Rangers game without Zords is like doing a Superman game without flying. It’s what defines the characters. Even the worst Superman games have gotten this, including the coin-op by Taito that’s awful. It’d be STUPID to make a Superman game without flying, because nobody would want that Superman game. And it’s stupid to make Power Rangers without the Zords.

Oh don’t worry. That’s not lava. It’s just bubbling water. With the Super Game Boy, whatever Ranger you pick, the stage is re-colored to match, with sometimes confusing results.

Like its Super NES big brother, this is technically an improvement over the original, and for the same reason: there’s actual set pieces this time. The combat is still awful and, this time around, often unresponsive, but hey, progress! Like the SNES game, you now manually morph when you fill-up your energy meter. Unlike the SNES version, when you fill the meter up a second time, you can activate the bomb it grants you at any time. Using it on bosses takes half their energy, and since you can’t get more energy against the bosses, you might as well save it until then. Once you’re morphed, all the putties are slain in a single hit. Sometimes they back away from you and refuse to be hit, but on the off chance you actually take damage, don’t worry: they drop life refills constantly. They also drop lightning bolts that give you a lot more energy than a single box, but I didn’t find this out until the fourth of six levels. It took that long for such a drop to happen. Oh, and you can take levels 1 – 5 in any order, even though they actually scale in difficulty as if they were linear. This includes the bosses. What was the point in letting players choose?

This bit here is ridiculous because of that middle section. You’re racing against spikes by punching through a tunnel filled with dirt. Sometimes you do a punch, and sometimes you do a kick. It depends on the sequence you use. Also this would have been an exciting set-piece if they cut the length of it by half. It just kept going and ended up boring for it.

“The Movie” is a masterpiece compared to the original Game Boy title. There’s actual effort in the level design. There’s even one of those “pick a door, any door” type of labyrinth stages, though it’s not THAT hard to find your way through it. There’s a section where you ride a hoverboard, and some average but fine platforming bits. All the bosses but Ivan Ooze rise to the level of decent, though any goodwill that would have earned the game is undone by the area before the battle with Ivan Ooze being a boss rush where you fight them all again. Still, if the combat were better, I’d probably been inclined to give MMPR: The Game Boy Movie a YES! But that combat is just too basic, too repetitive, and too inelegantly programmed to make this a fun game. It really speaks to how badly made the first Game Boy Rangers adventure was that The Movie could improve upon it by several factors and still not even be a good game. The best thing I can say about it is that they’re on an upward trajectory right before Game Boy as a brand takes over as the home of yearly Power Rangers releases. Here’s hoping the two Game Boy Color and five Game Boy Advance Power Rangers games are halfway decent.
Verdict: NO!

Mighty Morphin Power Rangers: The Fighting Edition
Platform: Super Nintendo Entertainment System
Released September, 1995
Designed by Kunio Suzuki
Developed by Natsume
Published by Bandai
NEVER BEEN RE-RELEASED

I feel unclean all of a sudden.

Oh, hey wait. I get it. THIS is why there’s no Zords in Mighty Morphin Power Rangers: The Movie for the SNES. “If the little bastards want to play with giant robots, they can pay extra for it.” I’m guessing I’m right on this one, and that they left the Zords out of The Movie to incentivize SNES kids to buy this game. Gross. Unlike the previous fighting-centric games for the Genesis and Game Gear, this one has no Rangers at all. This is 100% giant robots and rubber suit monsters. The best way I can describe this is “imagine Street Fighter II where every character is a Zangief-type of heavy.” Hey, the OOMPH is fantastic, but the combat is slow and dull. The big innovation is this “power meter” that looks like the type of gauge you would see in a golfing video game that quickly fills up and resets non-stop during battles. If you execute a special move at the very moment it fills up all the way, you “level-up” and hit harder. You can’t even say “this sounds good in theory” because the inevitable result, especially if you’re playing with mostly fighting game novices like myself and my family, is just fumbling with trying to execute special moves at “the right time” instead of just enjoying the fight.

Taking a page from the Genesis game, the battle with Ivan Ooze isn’t entertaining at all because he spends most of the fight flying in the corner of the screen, where you can’t even enjoy the satisfaction of seeing him get hit. What a truly awful fighting game. Serpentera is slumming it in these games. Coolest thing in the history of the show and they couldn’t even figure out something fun for it in the games. “Eh, just shove it in the background. Kids don’t watch the show for the giant robots, remember?”

While the fighting is plodding, what really irked me is that the roster is absolutely pitiful. Eight total fighters. Nine with a secret code that lets you play as Ivan Ooze. In the campaign mode, your only options are Thunder Megazord and Mega Tigerzord. Mind you, Ninja Megazord and the gigantic Shogun Megazord are in the game, but not available for the campaign mode. Instead, YOU FIGHT them. Yea, the roster is so thin of Zedd & Rita’s monsters that you actually have to fight nearly as many Zords as you do the monsters. Four battles are against other Megazords (including a mirror match), while five are against Goldar (naturally), Lord Zedd, and Ivan Ooze. The other two spots go to Silver Horns, which is fine because he was the monster of the week in one of the most important episodes ever, where Rocky/Aisha/Adam become Rangers. The final roster spot? Lip Syncer, aka Trini’s tube of lipstick turned evil. And that’s the whole roster. F*ck you, game. This is the most depressing Definitive Review I’ve done yet, because as a gaming franchise, Mighty Morphin Power Rangers has to be one of the worst. A series of lazy and cynical cash-grabs. I have to stop here for my own sanity.
Verdict: NO!

One of these days, I’ll do the Game Boy Color/Advance games, but I think I’m Rangered out for the next decade or so.