Since Easter was last Sunday, I figured I would try to find a game that starred a rabbit. This old game is way back in the time of the SNES and was one of our favorites.
Tiny Toon Adventures: Buster Busts Loose was a game released for the Super Nintendo Entertainment System way back in 1992 in Japan and 1993 in Europe and North America. It was developed and published by Konami, which also did plenty of other video games based on cartoon series, such as Teenage Mutant Ninja Turtles and Batman: the Animated Series.
Does anyone else remember Tiny Toons Adventures? We grew up with Looney Toons, mainly due to our older sister and our Uncle Kevin. Tiny Toons Adventures was such a clever cartoon to us, as we found it amusing how the likes of Bugs Bunny, Daffy Duck, and Elmer Fudd were teachers at a school for younger toons. Two of the main characters of the show were Buster and Babs. Many of the characters from the show are featured in this game, and it is Buster who is the main playable character.
This is a short and sweet side-scrolling platform — not that I remember ever finishing it, admittedly — with only about five or six levels depending on which difficulty you are playing. As Buster, you explore each level to get to the main objective, which changed from level to level. Looking this game up again was rather nostalgic, and I’m wondering if I’d be able to find it on an emulator somewhere just to give it another try.
Have you played this game? What did you think of it? Let me know in the comments below! If you liked this post, please share it around.
If you haven’t gotten the chance to check it out yet, Rachel and I have been exploring with streaming on Twitch. One such game that we bought and downloaded from Steam was Disney’s The Lion King.
Rachel and I have been exploring our Steam accounts more often lately, and a couple of gems that Rachel found recently were a few SNES games from Disney — The Lion King and Aladdin.
The Lion King for the SNES was released way back during the holidays of 1994 in North America, taking advantage of the movie’s commercial success, and it sold fairly well despite the negative reviews attached to it. The difficulty levels spike between stages, going back and forth between being hard for beginner players and repetitively simple enough for advanced players. Nevertheless, it was praised for its graphics, music, and voice acting, even if the levels and gameplay weren’t found to be up to par.
Replaying this game with keyboard controls brought back a wave of nostalgia as we set up the game, and Rachel and I realized that we had never beaten the SNES version as kids. It was a trip going back to this game, remembering secrets and the way through the levels, while also needing to look up certain mechanics when we believed we were stuck (damn you, Elephant Graveyard level). The controls are also wicked precise, especially during a few levels when Simba needs to swing from ledge to ledge, and were the cause of many curses.
With that said, we still haven’t beaten the game — in all honesty, we haven’t even reached the stages where you can play as adult Simba — because that’s how good we are at old school video games that do not have a save game mechanic. Still, it’s a great throwback to our childhood, and we’re looking forward to trying our hand at it again.
Have you played The Lion King? What did you think?
Hello everyone! With the second release of the NES Classic at the end of June — along with the fact that it outsold the Playstation 4 and Xbox One with its resurgence — we decided that mini Nintendo consoles would be the topic of our latest round of “Would You Rather?” With us for this go-round is our good friend Jett from In Third Person.
Thanks for joining us, Jett! To welcome you, I’ll start off with asking if you would rather have a mini console, doesn’t matter which one, that has every game from its library on it or if you would rather be able to choose your top ten games from the library for a customizable mini console.
Thank you Kris & Rachel for having me! I’m an avid reader of your site and I also love this modern wave of mini consoles, so this is great all-around! Between those two choices, I would have to go with the mini console that has every game from its library. Yes, it would be full of crappy games that I would never play. Yes, it would be a pain to navigate from game-to-game if the console didn’t allow for segmenting the list by favorites. But it would also have all of the games I would want, plus a few rare titles that I would never have access to if I tried to track them down in the aftermarket. I would grin and bear the poor user experience for a mini console with my favourite games, all of the rarities, and filler that I might play for a laugh.
Question for you, Rachel. Would you rather have the existing SNES Classic that has 21 games, or a Sega Genesis equivalent with 30 of the best games in that library? If not, what number of Genesis games would tip the scale?
Ah, that’s an easy one. We’ve never had the Sega Genesis before so I don’t really know what I’m missing and have no attachment to those games. With that said, I’d rather just have the SNES Classic. It’s familiar and honestly, a lot of those games are pretty new to me since I wasn’t even born yet when the SNES was first released in 1991.
Kris, if Nintendo were allowed to make only one more mini console, would you rather have a Nintendo 64 Classic or Gamecube Classic?
That’s a tough one. Those two were great consoles with fantastic games. I think I would go with the Nintendo 64 Classic. While we do have all of our old consoles and games, it’s easier to set up and keep playing our GameCube rather than our older Nintendo 64. Best to keep a bit of history with the Nintendo 64 Classic.
Speaking of older games, Jett, would you prefer to have Nintendo’s Virtual Console back or a mini version of any — Nintendo or otherwise — console?
One of the biggest benefits to the current mini console formatting is that it’s a great value proposition. We get dozens of games for a fraction of the cost of buying them separately. Where they falter is in their game selection. None of these consoles at this point are built with expandability in mind, which ultimately limits their value. Even if it costs more in the end, I would prefer a Virtual Console style infrastructure that would allow players to expand and customize their game library well beyond what’s possible within the current mini console price range.
Rachel, let’s revisit the idea of the Nintendo 64 Classic. The N64 controller is often criticized for its unusual form factor, as well as its flimsy analog stick that quickly grinds into dust, making them less precise over time. If/when Nintendo releases the Nintendo 64 Classic, would you rather it come with the original controller with all of its faults? Or a modified one that addresses the issues relating to form factor and/or durability?
I think I’d want the classic N64 controller. That controller was always hard for me because I have small hands and, let’s be real, how do you hold it? But if they came out with a mini console, the controller would be mini. Plus, I believe it would be better made because there’s a lot more technology and knowledge now. I assume – I would hope – Nintendo would fix those issues with the mini controller.
Kris, if Nintendo had the ability to add updates to the NES and SNES classic consoles, would you rather have them update them with better experiences such as more games, customization for the home screen, and more always working to make them better (and never work on another mini console) – or would you rather leave them alone once they’re out and work on the next mini console?
I think I would want them to update the NES and SNES classics. Those games are the hardest to come by, unless you were able to completely preserve your original console and games, and I imagine that a Virtual Console-like aspect will come with the online subscription service. I’m hoping that more popular games from the N64 and GameCube era will be available with that.
Jett, would you rather enjoy the classic consoles as they are, in all their old-school glory, or be able to equip the classic consoles with online capabilities so you can play with Internet friends rather than just local co-op?
With the consoles already seeing adjustments for modern times, such as the units being mini, the controller ports not being the same, and with HDMI out instead of RF or AV, the mini consoles already stray from their original forms quite a bit. On top of that, we got NES controllers that were authentic in cable length, and those are awful to use in modern times. As such, I’m all for adding online play to those classic games if possible. It’ll greatly extend the lifespan of the console and its games to be able to play with friends at any time, even if the magic of playing together in the same room is lost. Even then, just invite them over!
Rachel, if Nintendo were to release a Game Boy Classic, would you want it to look and function like the original Game Boy in its iconic gray casing and green screen? Or would you want it to look and function like the newer Game Boy Color with its slimmer form-factor and colored screen?
I’d love to have the Game Boy. I only have the Game Boy Color and I do love it and still try to use it sometimes. However, I’d love to see what the Game Boy would have been like. Though maybe they could just keep it the same size rather than making a mini version… it’s kind of already on the small side.Kris, speaking of the handhelds, they’re already pretty small with Nintendo creating XL versions. Would you rather have Nintendo create classics of the handhelds such as the Gameboy Advance, SP, and DS, or have them keep coming out with new handhelds, despite the Switch?
I think I would rather Nintendo come out with new handhelds. I use the Switch docked most of the time, and I believe the games for the Advance, SP, and DS aged better than the older consoles. Most of them you can still use with backwards compatibility and many of the favorites are available on the eShop as well. This was a great round of “Would You Rather?” and it brought up some great ideas for the development of the mini consoles. Nintendo, take note! We’re going to wrap it up here, and we want to give another shout out and thank you to Jett for joining us on this post!
Thank you for having me! It’s been a pleasure chatting about mini consoles. Fingers crossed that the rumored Nintendo 64 Classic is true and coming soon!
It was a pleasure having you here, Jett. I hope to see a Nintendo 64 Classic in the future as well. Thanks for joining us!
What did you think of our answers for these questions? How would you answer? Don’t forget to give Jett’s blog come love!
Happy Friday, everyone! I hope everyone’s May was good! This year is going by so quickly.
This month’s Flashback Friday is celebrating a game that Rachel used to ask me to play with her when we were both much younger. It wasn’t a game that held my attention too long, with me preferring Ocarina of Time or Super Mario RPG. However, we did have a good time with Goof Troop when we did play the game!
Goof Troop was released in North America in July 1993 by Capcom on the Super Nintendo Entertainment System. It was based off of the cartoon of the same name that aired around that time. An action-adventure game, it was capable of being multiplayer with one player controlling Goofy while the second player controlled his son Max. Goofy is slower than Max but can deal more damage.
The story is fairly simple, if a bit silly, but on par with the cartoon that the game is based on. While on a fishing trip, Goofy and Max witness their friends Pete and PJ get kidnapped by pirates. Figuring they should go and save them, Goofy and Max go through five areas on Spoonerville Island until they confront the pirates and free Pete and PJ. The game itself got average reviews, but it was agreed by most critics that the game was fun, even if it wasn’t very long or involved.
Rachel and I had fun with the game, mostly due to the game’s puzzles that were made for two players. In fact, the game’s few criticisms came from the single-player mode, when it was tedious from trying to complete puzzles that were meant to have more than one person solving them.
Of course, Rachel and I also had great fun sabotaging each other against the pirate enemies instead of working together! We were reminded of this game due to one of our favorite YouTubers making a video on it. If you’d like, check out Jirard the Completionist’s video of it:
Did you ever play Goof Troop? What did you think of it?
Title: Contra III: The Alien Wars Developer: Konami, Factor 5 Publisher: Konami, Konami Digital Entertainment
Platform: SNES (SNES Classic)
Category:Run and gun
Release Date:February 28, 1992
How we got the game:We bought the SNES Classic
We’ll be honest — we’ve never heard of this game before the SNES Classic. We had no idea what to expect when we opened up the game on the mini platform.
When we started playing, our first thoughts were, “Oh! This is like Turtle in Time.” The major difference being that you have guns and you’re not mutant ninja turtles.
Contra III: The Alien Wars is a run-and-gun game. As Jimbo and Sully, we charged through the levels with the objective to gun down any aliens that were invading the land. The controls were simple enough, with buttons assigned to jump and shoot. We were able to use the D-Pad to direct our movement, both with running and shooting.
I enjoyed the fact that we could just hold down the button and the gun would continuously shoot. I made it a lot easier to focus on aiming rather than aiming and shooting. There are power-ups you can collect along the way such as heat-seeking bullets, a spread shot, laser, and more.
It took you telling me that we can just hold the button down before I realized we could do that. I was having too much fun button-mashing, haha! The power-ups were fun, as were being able to commandeer tanks during some of the levels. You did have to be careful, as you could run over your comrade with the tank… Not only that, the characters had fairly large hitboxes. It was an interesting challenge.
I was not a huge fan of the large hit boxes… Also, sometimes you would get hit and fall, then you’d get placed right back into the fire again getting hitting once more. It wasn’t frustrating, to say the least. Still, the game was pretty straightforward.
The graphics weren’t bad at all. They reminded me of the old school arcade games, which I believe Contra was, once upon a time. Our characters and the settings were pixel-y, but were distinct enough so we didn’t get our characters confused with one another’s or with the enemies.
I enjoyed the old school graphics. I think they aged well and, like I said, it reminded me of Turtles in Time so even though I had never played Contra before, it was almost nostalgic for me.
The music was fairly nostalgic as well, whether it was due to reminding us of Turtles in Time or just because it was from an old SNES game, I’m not sure. Still, the music matched the beat of the game, and it got us into the levels.
I enjoyed the music, as I usually do with any kind of game. Though I’ll admit I sometimes was able to tune it out because I was too focused on whatever task was at hand.
Set in 2636, the aliens who have been defeated in the previous Contra games have returned and begun a war against the humans on Earth.
The main characters — Jimbo and Sully — are descendants of the previous heroes. That’s basically the main premise of the story. There’s not much to the plot other than to beat back the invading aliens.
Aside from us laughing at our ridiculous mistakes and how quickly we’ve died, I probably won’t pick this game up again. On the SNES Classic, there are plenty of other games that I will turn on multiple times over this.
It wasn’t a bad game, but I’m not very good at it and it was frustrating at times because of it. I don’t see myself returning to this, especially since it’s such a short game. Though it’s something mindless enough to pick up again if that’s what you like.
Contra III: The Alien Wars gets… 3 out of 5 lives.
Have you played this game? What did you think? Let us know in the comments!
Title: Donkey Kong Country Developer: Rare Publisher: Nintendo
Release Date: November 21, 1994
How we got the game: We have the game on the Nintendo SNES Classic
Donkey Kong Country probably makes up some of my earliest memories of video games. It was one of the few games that our older sister played, with her mostly in control of the player one controller, and it was a fun activity for me to join her in. Hearing that this game made it on the SNES Classic’s roster wasn’t a big surprise to me.
I remember watching Kris and our other sister play this when we were kids. If I remember correctly, I think our Dad might have played a couple of times as well. Whenever I played I was also Diddy and never did very well, but it was still fun nonetheless.
Donkey Kong Country had some simple gameplay in terms of the controls. The D-Pad allows you to move left or right through the levels, and you had your basic jump and run buttons as well. Along with speeding up, the Y button allows you to pick up items, like barrels, to toss at enemies. Both Donkey Kong and Diddy, the two playable characters, had similar controls, but Donkey Kong was stronger and Diddy was quicker.
Donkey Kong was able to defeat certain enemies while Diddy was useless against them. Meanwhile, Diddy was faster especially in the underwater levels. All the levels were well done, each world catering to different types of biomes, if you will, such as jungles, wintery scenes, caves and mines, and more. The levels are pretty straightforward though they can be tricky.
Throughout the levels, there were sometimes other animals that were allies of Donkey Kong and Diddy Kong. A speedy ostrich, a strong rhino, a flashlight-carrying parrot… They’re all helpful additions and fun to see. They’re included in the bonus stages, each one able to collect tokens to help bolster your life count after you collect three golden pieces in their shape to access the bonus stage. Other bonus stages are hidden throughout the levels, most helping you collect more bananas or extra life balloons.
Throughout some of the levels, there are hidden shortcuts as well. After completing a bonus stage, you’ll often get placed right back where you were or sometimes a little further into the level. There are some shortcuts that allow you to skip parts of the level – sometimes just about half of the level.
Some of our favorite shortcuts were the ones that allowed us to skip half of the level, haha! Donkey and Diddy weren’t the only Kongs in the game, considering they had half of their family playing important roles as well. Candy Kong was in charge of the save points and Funky Kong flew DK and Diddy to other worlds if need be. Cranky Kong gave out advice, if one deigned to ask him.
I would actually be interested in playing as them. I think that would be fun. (Super Smash with just the Kongs, anyone?) The map outside of the levels was straight forward, a Diddy or DK icon on the completed level showing off who was the one who completed.
The graphics of Donkey Kong seem to have held up well throughout the years. Being over twenty years old, the designs of the levels and characters are still well done enough to make the game fun without being annoying or frustrating. Sure, there are the occasional glitches here or there while playing, but for the most part, the graphics were still nice and nostalgia-inducing.
If anything, the glitches made us laugh. But yeah, the graphics have certainly held up well and I think the level designs were great and aesthetically pleasing.
The music is some of the best, in my opinion, for Nintendo games. Donkey Kong has some iconic music, and every tune matched the levels well.
This is the kind of music that I hum to myself in the shower or randomly get stuck in my head! I absolutely love it and wish I had the soundtrack. The sound effects are also great. I love the sound of collecting the bananas or the klaptraps’ (the little crocodile guys) mouths chomping.
The banana horde has been taken! DK asks Diddy to keep an eye on the bananas, but he’s attacked and trapped inside a barrel. When DK comes back, he frees Diddy and then together they go off on a journey to get their bananas back.
…That’s it. The story is simple enough, prompting Donkey Kong and Diddy Kong traversing through multiple worlds to find King K. Rool, the fiend behind the banana hoard theft. Considering how many bananas are littered throughout the worlds, K. Rool didn’t do a very good job.
This is a game that we’ve gone back to once in a while, even if it’s purely for nostalgia reasons. There are a few modes to play — single-player, two-player cooperative, and two-player versus — when it comes to completing the levels and game, so that’s not too bad.
We’ve come back to this game a couple of times within the past few years – we have it on the SNES Classic now, but we also have it on our Wii from the virtual console. It’ll definitely be a game we go back to again.
Donkey Kong Country gets… 5 out of 5 lives.
Have you played this game? What did you think? Let us know in the comments!
Title: Street Fighter II Turbo: Hyper Fighting Developer: Capcom Publisher: Capcom
Platform: Arcade (Nintendo SNES)
Release Date: December 1992
How we got the game: We got it on the Nintendo SNES Classic
This game is older than me! Our grandparents used to have a copy of the game at their house, with their SNES and our uncles’ other video games, and Street Fighter was one of those games that Rachel tended to pick up rather than me.
I don’t know why, but I remember always playing this at my grandparents’ house. I always picked Chun Li to play and had such a great time. Maybe it was because I just enjoyed button mashing?
Street Fighter is a fighting game (duh). Players pick a character, each with their own unique looks and fighting styles. Characters move left to right on the fighting stage and can duck or jump if the D-Pad’s down or up directional is pressed. The rest of the buttons enable the characters to kick or punch, with combos being possible.
The gameplay really is as simple as it sounds. Of course, there are combos to be created, though Kris and I aren’t that good. We tend to just button mash and whoever manages to hit the other one first, wins.
After every couple of matches, there were also these bonus stages to rack up more points, with the three being about destroying objects. The first was busting up a car, the second was a stack of bricks, and the third was going against rolling barrels, of all things.
I dominated in the rolling barrels one since I kept hitting Kris instead! Still, the bonus stages were quick, easy, and totally random. It broke up the battles a little bit though.
The graphics for the game aren’t too bad. The stages are simple enough with the backgrounds decorated to resemble the part of the world that the characters are fighting in. The movement of your characters is fairly well done, the graphics responding smoothly to the controls.
The backgrounds are actually my favorite aspect of the game. They aren’t stiff, things are happening and moving in the background and it’s pretty cool. I especially loved India because the elephants cheered when someone was declared the winner.
The music was fun as well, the tunes getting you pumped up for the fights. The music wasn’t overpowering, however, allowing you to focus on the fight without getting too distracted. Rachel and I did find ourselves bobbing along every once in a while, of course.
I was bobbing along with the theme on the main menu of the game. I did enjoy the music, but I’ll admit I didn’t hear too much of it during the battles. I was too focused on battling and… well, I was shouting most of the time.
Street Fighter is one of those games that you may pick up once in a while just for fun, with it being one of the simplest fighting games in the genre. It’s pure button-mashing at its finest, with the rounds being quick enough to play a few matches during some downtime.
It was certainly a great game to get back to. I’m not sure if I’ll pick it back up again anytime soon, but it’ll be something quick and fun when I need something mindless.
Street Fighter gets… 3 out of 5 lives.
Have you played this game? What did you think? Let us know in the comments!
And it’s the end of March, already… A quarter of the year is over, everyone!
This month’s Flashback Friday is about a simulation game that I honestly have never heard of until earlier this month, but it seemed interesting to me! How many of you have heard of this game?
Aerobiz is a business simulator, specifically for running your own international airline. It was a game for the SNES and Genesis game consoles that was released way back in 1992 for Japan and 1993 for North America.
The game features two time frames to play the game through, 1963 to 1995 and 1983 to 2015. During these time frames, as the CEO of your airline, you pick a city for your headquarters, negotiate for slots in airports in other cities, buy airplanes for your flights, set the prices for the flights, and determine the budget for the flights and airline services, to name a few tasks.
After each player takes their turn, the game shows any world events that will effect the airlines. For example, a city hosting the Olympic games will boost traffic for the airlines. It will then show the quarterly or annual, depending on the timing, results, showcasing which player has gotten the most profits so far. The game is won if a player links all of 22 major cities of the world while carrying a certain number of passengers, depending on the difficulty level, while still making a profit. If a whopping 128 turns pass in the game without anyone meeting these conditions, the game is considered a loss.
I have never played this game, but I always enjoyed simulators, like Harvest Moon and… well, the Sims. Business scenarios where I can crush my competition sounds right up my alley! I heard about this game from ProJared, one of the YouTube guests at EGLX — this was his answer when someone asked during the Normal Boots Q & A panel what their guilty pleasure game was. Lo and behold, he then uploaded a couple of videos to his game play channel showcasing this game, and Rachel and I were pretty entertained!
Perhaps I’ll be able to find this game on an emulator some day.
Have you ever played Aerobiz? Did you enjoy the game?
Title: Yoshi’s Island Developer: Nintendo EAD Publisher: Nintendo
Platform: Super NES (originally), Gameboy Advance, SNES Classic
Release Date: October 4, 1995 (SNES Classic release: September 29, 2017)
How we got the game: We bought the SNES Classic
Yoshi’s Island was a game that I remember watching more so than playing. Our older sister used to try her hand at the game, and I don’t remember how far along we got in the game. It was definitely nostalgia-inducing.
Yoshi’s Island is a classic to us. I’ll be honest, I didn’t remember too much of the game as I was too young when it originally came out, but I remembered the music and sound effects and I was excited to give it a go.
Yoshi’s Island is fairly simple to figure out with the controls. You control one of eight Yoshis, each of them going through a level of the world while protecting Baby Mario. As Yoshi, you travel the levels from left to right, jumping and hovering when needed, as well as eating enemies with Yoshi’s tongue and creating eggs out of them. The eggs follow you until you need them as projectiles.
This game is similar to Super Mario Bros. where you have multiple levels in a “world.” Once you defeat a level, you pass Baby Mario onto the next Yoshi and move onto the next level. Each level contains coins, special flowers for a chance to get a bonus, and red coins hidden throughout. At the end of each level, you’re “graded” based on how much you get.
Our average score is probably in the 70s. Each world has six regular levels, then two castle levels, one in the fourth spot and one in the eighth. The bosses of these levels tended to be more of a challenge, but most of the gameplay consisted of dodging attacks while hurling eggs at the main enemy. Strategy-wise, it wasn’t that difficult, but it could be challenging to execute it.
The poor yellow Yoshi always got stuck with one of the castle levels. He must have gotten the short stick on that draw. Each level was challenging in its own right because whenever Yoshi got hit, he’d lose Baby Mario and the clock would start ticking down until Magikoopa came to get him. It was always stressful and tense whenever that happened.
Yoshi’s Island has adorable graphics, some of the backgrounds and levels reminding me of crayons. Being a predecessor of games such as Yoshi’s Story and Yoshi’s Woolly World, where the graphics were storybook-like and yarn, respectively, the graphics for Yoshi’s Island fit right in.
I always loved how this game looked. Yes, it looks like a drawing, and it’s certainly charming for a Yoshi game. The backgrounds of each level are vivid and colorful. The whole game just looks happy, despite the circumstances.
The music matches the world quite well, with music being fairly upbeat for most levels. The castle level music sounds a bit ominous, but it is offset by how bright Yoshi (and even the enemies) are. They’re the kind of tunes where we easily found ourselves humming along.
The music is upbeat, yeah. It’s some of the best gaming music. The sound effects were spot on as well. For some reason, that’s what I remembered the most. The sound effect for Yoshi sticking out his tongue was great for me… I don’t know why.
Twins Mario and Luigi as babies are on their way to a new home by the stork when the trip is interrupted. Magikoopa kidnaps Luigi while Mario somehow gets away and is found by a bunch of Yoshis. Together, the Yoshis take turns carrying baby Mario on their backs through various levels, defeating bosses, and trying to get baby Luigi back and keep Mario safe.
Throughout the levels, Magikoopa and his cronies are always ready to swoop down and kidnap baby Mario if he is ever separated from Yoshi. The Yoshis do their best to protect their new little friend throughout all the dangers found on Yoshi’s Island.
Like most Mario games, this game is all about saving someone who’s kidnapped and protecting the ones you love. It’s just Yoshi’s time to shine this time.
This game was tons of fun to go back to. There’s nothing really after the main story, but there are plenty of levels and adorableness to make you want to play again down the road. It’s a game that aged well in terms of controls and graphics, and it’s fun to revisit once in a while.
I can see ourselves going back to this game and trying to get better scores than what we already got. This game was a lot harder than we remembered… or maybe we just got bad at games the older we got.
Yoshi’s Island gets…
4 out of 5 lives.
Have you played this game? What did you think? Let us know in the comments!
Title: Kirby Super Star Developer: HAL Laboratory Publisher: Nintendo
Platform: SNES; SNES Classic
Category: Action, Platforming Release Date: September 1996; September 2017
How we got the game: We bought the SNES Classic
My first introduction to Kirby was actually Super Smash Bros. for the Nintendo 64. After that, the only actual Kirby game I’ve played was Kirby: The Crystal Shards, stolen borrowed from a family friend eons ago. It was nice to play one of the original Kirby games.
I don’t think I’ve ever played a Kirby game… I had Nightmare in Dreamland for the Gameboy Advance but I don’t remember playing it at all. I ended up giving it to a kid I used to babysit because he was so much more into it than I was. So it was interesting to try this game out.
Kirby Super Star boasts eight games in one cartridge, with two of those games being classified as mini-games while the other six are shorter adventures with different gameplay. Kirby has his trademark moves — inhaling enemies and items, swallowing enemies for power-ups, or spitting them out as projectiles — but he is also able to turn his power-up abilities into a Helper. The Helper character can be an NPC that moves on its own as it helps Kirby against enemies or it can be controlled by a second player.
I enjoyed the adventure games such as Dyna Blade and Spring Breeze. Since I haven’t played Kirby much if at all, it was fun to play a “normal” game as him. They were short and sweet, but it was fun to go through the levels eating people and exploring the many powerups.
Our other favorite game was Gourmet Race, which was short and silly. It featured the player as Kirby racing King Dedede while eating as much food as possible. There were three courses and, between the three rounds, one must eat more food than King Dedede while also beating him in a footrace.
Of course, we didn’t always eat more food but we beat King Dedede by a hair each time and ended up winning with both points combined. It was close and even though the races were short, both of us were very much into it. It was a tense few moments! One game I didn’t care too much for was The Great Cave Offensive. It was a treasure hunt game, which normally I would love, but it just didn’t do it for me. I found it to be a little boring.
The Great Cave Offensive wasn’t my cup of tea either, but it was a little fun to see the treasures that were references to other Nintendo franchises, like the Legend of Zelda and Metroid. Revenge of Meta Knight and Milky Way Wishes were other adventure games, and The Arena was a boss mode game. Dream Course, while not part of Super Star, is another Kirby game on the SNES Classic where one uses Kirby as a “golf ball.” It did not hold our interest at all, although we felt as if it would have been at home with the other mini Kirby games on Super Star rather than its own game.
Dream Course was going to be its own review, but there wasn’t much to it. We decided to tag it on here because we felt as though it was another “mini game” that would fit perfectly within Super Star.
The SNES Classic has, so far, done very well capturing the nostalgia-inducing graphics of the original games. Kirby is one of Nintendo’s cutest characters and his world was usually colorful and bright with unique areas and images.
Kirby was always a fun character and simple enough to draw and capture. The story of his games are usually pretty silly, but they’re always lighthearted and colorful.
It was fun seeing all the different enemies and abilities play out on the screen! The music was as light-hearted as the graphics, keeping the game casual and enjoyable.
I always get the Kirby music stuck in my head. The sound effects are fun too. I love listening to Kirby suck everything in!
Kirby’s Super Star didn’t age too badly. The games were quick and cute, easy to pick up and play again if one wants. However, the games weren’t very story-orientated and didn’t hold my interest for too long, so I’m not sure if I would pick it up again.
We “beat” most of the games within it in one sitting. It’s something quick and mindless if you’re just looking to sit back and relax.
Kirby Super Star gets…
3 out of 5 lives.
Have you played this game? What did you think? Let us know in the comments!