Review by
J. M. Vargas
(Reader
Review)
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Back
- Saturn Reviews
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For the past few days I've been playing "Tetrisphere",
N64's first puzzle game which happens to be a 3D update to
the mother of all puzzle games, Alexi Pajitnov's "Tetris".
It is a great game and an interesting twist on an old game,
but it left a sour taste in my mouth that I had to wash
away with some heavy-duty bubble busting with my friends
Bob and Bub. H2O Entertainment (the makers of
"Tetrisphere") made a crucial mistake when they removed all
human and/or emotional connection to the game by setting it
in a futuristic and mechanical world. Everything from the
music (heavy-duty techno that is surprisingly good for a
cart) to the shapes of the puzzle pieces (same as in
"Tetris" but in 3D...a mathematician's wet dream) to the
characters you control (wannabe-cute robots) sets
"Tetrisphere" in a sci-fi atmosphere more proper to the
worlds of "Blade Runner" and "2001". I'm not blasting the
game for being futuristic (the market reaction will
determine if I'm the odd one out), but I strongly believe
that the coldness and empty mechanical feel of the whole
enterprise brings "Tetrisphere" a couple of notches down in
the all-important gameplay/fun factor scale.
Which is why some bubble-busting fun with Taito's
multi-colored dinos is all I needed to get back into the
cheerful and silly mood puzzlers featuring memorable
characters are known for. A good selection of memorable
characters can enhance the repetitive and mechanical task a
puzzle game requires (rearrange this, combo that, etc.),
and elevate it into something special: "Tetris Attack"
(SNES) and "Super Puzzle Fighter II Turbo" (Saturn/PSX) do
it better than "Baku Baku" (Saturn), which features
terrific gameplay but not memorable characters. Taito's
"Bust-A-Move 2: Arcade Edition" (released in the States by
Acclaim) has two refugees from the 8-bit era that, to this
date, know how to put multi-colored bubbles to good use.
A sequel to the successful "Bust-A-Move" arcade game Taito
made for the Neo-Geo (and released for the SNES and 3DO
consoles), "BAM2" brings back the exact same game mechanics
and improves them with a handful of graphical and musical
upgrades. The Saturn version was released over half-a-year
after the PSX version of the game (Sept.'96 versus March
'96), which may explain why there are copies being cleared
out from Toys'R'Us stores at bargain prices ($15 or less).
A darn shame, considering the Saturn version of "BAM2"
features a host of improvements over the PSX version that
make it a more complete package (more on that later). For
those who aren't with it (as today's kids would say), this
puzzle game puts you in control of Bub or Bob (from "Bubble
Bobble" fame) who move a multi-colored bubble-shooting
device at the bottom of the screen. On top there is a
constantly-dropping ceiling packed to the gill with (what
else?) multi-colored bubbles arranged in different shapes
and combinations. Connect three bubbles of the same color
and they will burst; connect three in a row and burst
bubbles attached UNDER those three bubbles, and you'll
unleash monster combos against your opponent (CPU or
friend) or be on your way to clearing the stage (for solo
players). There are puzzle modes, time trial modes,
multi-player modes and hundreds of set-ups (if you know the
codes) for your dinos to screw with, not to mention a
Saturn-exclusive level editor that'll let you design
patterns to your heart's content (one player mode only?).
Deceivingly simple in concept and look, "BAM2" is the best
example of how memorable characters and nostalgia can
increase the enjoyment of a game over another
graphically-superior but mechanical games. I'll take Bub
and Bob's wacky "TakkaaAAAA!" screams and 2D bubbles over
"Tetrisphere" and its techno music and 3D bells and
whistles anyday of the week (except Friday, because they
belong to "Dennis Miller Live", baby!).
GRAPHICS/VISUALS: A- Good and solid all-around, with plenty of colors and not a
hint of slowdown even when there are two players slugging
it out and there are exploding bubbles everywhere. The
resolution is OK but it could have been brought up to
arcade quality (I wouldn't know since "BAM2" wasn't as
widely released in arcades as the original); there is no
difference whatsoever in the Saturn and PSX versions of the
games. Both are multi-colored nirvana, even in the wacky
and pointless FMV segments (just where the heck is that
green dinosaur walking to?). "BAM2" Saturn gets a slight
visual edge because there are a couple of FMV segments not
available in the PSX (look for them by letting the title
screen come without pressing Start), and because there is
only a two-second wait for the game to load (contrast that
to the PSX's six-second wait). Minor bitch: there are no
names given to the characters that you will encounter in
the Player versus Computer mode, and the game manual
doesn't do a good job of indoctrinating newbies into the
"Bubble Bobble" universe (Acclaim's done it again!).
MUSIC/SOUND EFFECTS: A- These screams are mad (mad I tell you!), and the music is
crazier than Green Bay Packers fans during a Wisconsin
Cheese Fair (??!!). The original "BAM" had one musical
track repeating over and over during the game's 100 levels
(not a problem at the arcade, but in the privacy of your
own home? Arrgghh!); "BAM2" has about six or seven, and
some are catchy and fitting to the universe Taito has
created around these two dinosaurs (a couple of them suck
royally though). An option to select which music you want
to hear while you play would have been nice (you have a
music menu at the option screen, accessible only before the
game begins). The soud effects were carried over from the
prequel and from the original "Bubble Bobble", and given a
32-bit sound chip tweak: the loudness of the bubbles
bursting will increase/decrease depending on how many you
nailed simultaneously. The canon being moved back-and-forth
and the sound the bubble makes as its being fired are the
other noteworthy sounds, and they come across O.K. There
are only a handful of sound effects that have created an
identity that gamers associate exclusively with that game
or character (Sonic's rings, Mario's coins, Yoshi's
butt-stump, NiGHTS' paraloop, etc.); the sounds of "BAM2"
will become a trademark once you're exposed to them, since
no other game has the identity this game has.
Part of that has to do with the insane yelling and taunts
the game's characters will let go during the heat of battle
(Player versus Computer mode). One of them (I refer to him
as "Vampire Boy", for lack of a better name) constantly
yells something that sounds like "ISRAEL!" with a Spanish
accent (seriously!). All the characters have their own
distinctive yells, and they're a hoot: the "Puffy Pink
Girl" and the "Decapitated 'Hello Kitty'" (again, my words
for lack of Acclaim translating any for me) are among my
favs. And of course, "TakkaaAAAA!". Maybe if I were
schooled in Japanese I would understand that the characters
are motivating me to explore my inner fears and use that
insecurity to cement my belief in myself and my skills;
maybe they're cursing like drunken marines on leave! I'm
just glad Acclaim decided to leave it unchanged and didn't
dub or alter them (how do you translate this madness
anyway?).
GAMEPLAY/FUN FACTOR: A+ It can be quite easy and unchallenging when played solo,
although if you play it in the Hard setting there will be
computer opponents that'll wipe the floor with Bub (that
darn "Caped Lightbulb") due to the computer never missing
an opening or making unbelievable close-calls count. But in
the two-player mode this game becomes an intense contest
between reflexes, timing, and luck; they're all required if
you hope to compete with a veteran "BAM2" player like
myself (you can handicap yourself or your opponent, which
guarantees that even young inexperienced gamers can clean
daddy's clock...perfect family fun for holidays when
there's nothing better to do than stare at each other).
Part of the appeal comes from how childish and inoffensive
the atmosphere of the game masquerades a stressful and deep
puzzle game that can cause adult people to degrade
themselves into cursing babies whining because they missed
the shot that could have turned the whole game around.
It is this contrast between the wholesome fun atmosphere
the game creates and the anger/stress/frustration the
player experiences that will yield the most fun dividends
for two players (a technique Hudson Soft and Nintendo have
elevated to a science with their "Bomberman" and "Mario
Kart" franchises). This Saturn title is all two players
will need to become dependent on one another ("come on,
Rich...one more game, please?") or become trash-talking
enemies ("NOOO WAAY...I'll win twenty in a row, you sack of
s%&*!"). From a gameplay standpoint, this game is the solid
gaming franchise Taito hasn't screwed up yet.
OVERALL: A The only reason this game doesn't score the coveted A+
status is the possibility that "Bust-A-Move 3" (which
Acclaim will release in the States later this year on both
Saturn and PSX) could improve the gameplay/fun factor with
either new twists or concepts not possible in "BAM2". There
is the possibility (slim) that the game will be NetLink
compatible, which could bring "BAM3" to the status of a
"Bomberman" (Bub and Bob have more of a cult following than
a mainstream acceptance). But that is for the future: right
now, when it comes to value for money, "Bust-A-Move 2:
Arcade Edition" won't be beat by any other Saturn game when
it comes to two-player fun (only "Death Tank!" and "Slam &
Jam" come close, but that's only in my book). This ranks as
one of only three titles that will keep you (and a friend
if he's available) cursing at your screen with
uncontrollable bursts of obscene language; "Mario Kart 64"
and "Fighters Megamix" are the other two.
Why is this review sub-titled "Part One"? Because you can't
talk about Bub and Bob without remembering the 8-bit glory
days of "Bubble Bobble", which I'll get around when I find
the receipt that will let me return "Tetrisphere" to EB
before the ten-day waiting period expires ("Sonic Jam"
anyone?).
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