Super Mario Bros. Special

“Do You Have What It Takes to Save the Mushroom Princess?”

“You are the greatest player.”
High contrast / quality art by @SarahSSowertty.

No doubt we’re all familiar with the story of the American version of Super Mario Bros. 2 and the ““secret”” that it’s a sprite swap of Doki Doki Panic and blah blah blah The Lost Levels et cetera et cetera et cetera. Look, I apologize, but if you’re genuinely not sure what I’m talking about here? I have to ask that you research it on your own time — just this one time. I made a solemn vow that after hearing this story from a hundred different other people, I’d never inflict it on anyone myself. Besides: We’ve got bigger Cheep Cheeps to fry today.

What if I told you that Super Mario Bros. 2 – in either its American or Japanese formats – weren’t actually the direct sequels to the original Super Mario Bros.? What if I said that Nintendo has more or less managed to successfully bury a Mario platformer game in the depths of obscurity, never to be officially acknowledged in the years since its release? What if I noted that this game marked some of the earliest working relations between Nintendo and Hudson Soft, who would go on to become one of Nintendo’s most trusted third-party developers? And what if I told you that these are all slightly exaggerated points I’m making right now, but that the story behind this particular game is still pretty interesting regardless?

Before Japan even had a chance to take a crack at the Famicom sequel the States were never meant to see, Sharp X1 and NEC PC-8801 computer owners were treated to their very own installment in the series. But with weaker hardware [in terms of games performance] and a third-party developer behind it, would it meet the lofty standards set by the original Super Mario Bros.? Probably not! But hey, we’re gonna play it anyway. Prepare yourselves, paisanos: It’s time for the Super Mario Bros. Special Super Show!

And by “it,” I primarily mean the Sharp X1 version, for reasons we will get into later in this article.

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Clock Tower II: The Struggle Within

“An All-New ‘Goryline’ of Thrills-And-Chills!”

“You’re not my father!”
Spooktacular art by @remyripple.

For a while now, I’ve appreciated the Clock Tower franchise from afar. I’ve considered myself a “fan” of it, despite the fact I couldn’t honestly make the claim that I had actually played more than a couple minutes of any entry to the series. And yet, I’ve watched full playthroughs of every installment; bearing witness to every alternate path and multiple ending, and loving every second spent not actually having to play the games myself. Don’t get it twisted here: It’s not that I’ve been too scared to take control. It’s just that… Well, these games have never seemed all that much fun to actually play?

Take the original 1995 Clock Tower on the Super Famicom: In terms of atmosphere, presentation, and ability to fill players with a constant sense of dread, it’s near-perfection. The decision to design the game around finding hiding spots and temporary defenses rather than engaging in outright combat was a bold one, and one that seems to pay off in terms of keeping the stakes high at all times. All that being said, the part where you have to sit on your hands while you wait for a small boy to drag a pair of scissors from one end of a room and back to the other just doesn’t strike me as something I need to experience first-hand. Also, controlling a mouse cursor with a directional pad? Ew.

So yes, I must report that 1998’s Clock Tower: Ghost Head – or as it is better known outside of Japan, 1999’s Clock Tower II: The Struggle Within – is the first Clock Tower game I’ve actually played through myself. I knew going in it wasn’t going to be easy, as I already knew that it’s regarded as the worst in the series. That, and the fact that I had already seen someone else play it through to completion in the past, and recalled thinking to myself at the time “this seems terrible.” But I went and did it anyway, because I felt that playing through it myself would serve a sort of “rite of passage” to becoming a true Clock Tower fan.

I am never going to play a Clock Tower game ever again.

Look, I’m not going to lead all y’all on into thinking that my thoughts on this game might end up going either way: I’m telling you straight up that this game was an absolute chore to play, and not an experience I would suggest to anyone. But in this modern era of Let’s Plays and longplays, where it’s possible to experience whole games without having to actually play them yourself, a question still remains: Is it at least a game worth watching? Like the game’s own inaccurate portrayal of a fractured psyche, we’re going to try and separate the good from the bad in The Struggle Within, and determine whether or not it at least qualifies as a suitably spooky viewing experience.

Not to come across as some “more macho than you” braggart, but I am rarely [if ever] actually scared by horror games. It’s the thing where I know it’s all a game and that nothing that might happen will cause any real harm to me. That being said, I still love the genre, and figuring out for myself how different games work in different ways to build tension and elicit fear from an average player.

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WCW Backstage Assault

“We Love You Scott Steiner!”

Bring me the head of Cactus Cass!
Hardcore art by @sproutsnout.

Well, the time has finally come for me to talk about professional wrestling on this website! It was inevitable, really: Not just because I’m a big wrestling fan, but also thanks to the rich history of bad wrestling video games. And where better to start than with what is widely considered to be the very worst game of the whole genre, centered around one of the worst wrestling promotions going in the year 2000? I’m speaking of none other than World Championship Wrestling, and the infamous WCW Backstage Assault.

I’m gonna be honest with you guys: I adore WCW, even at their absolute dirt worst. In fact, the periods of time considered to be the worst in their company history (the Jim Herd era of the late 80s, the Hulk Hogan era of the mid-90s, and the Vince Russo era of the early 00s) are some of my favorites in the history of the whole wrestling business. It’s unfortunate we never got a WCW game in the era of Arachnaman and Robocop run-ins, but Backstage Assault’s focus on the late Russo era of “worked shoot” booking is as fine a substitute as any. We’ll be going into a bit of detail about what defined this period in WCW’s history, and how it impacted the game at hand.

It should be noted that the game review portion of this article is going to focus primarily on the original PlayStation version of the game rather than the Nintendo 64 conversion, as the PS1 release most likely outsold the N64 / is probably the more “definitive” version of the game. Outside of a lack of FMVs and slightly worse character animations on the cartridge though, the two versions of the game really are largely identical. So, with that out of the way, it’s time to hit the music and fire up the pyrotechnics: Cactus Cass is here to crush another crappy game! Does that make me sound cool? I might need to workshop this gimmick a little.

For the non-wrestling fans who might be reading this article, I’m going to try and define some of the “insider terms” that get tossed around when discussing the business. A “work” is any action that a wrestler might take that is presented to the audience as legitimate, though in actuality it is all according to plan or storyline. By contrast, a “shoot” refers to actions taken by wrestlers that are legitimately not on the script, with wrestlers often going into business for themselves. Therefore, the combination of the two terms as “worked shoot” refers to moments in wrestling storyline that are presented as if the talent are “going off the script,” though in actuality these moments are still very much pre-planned. Wrestling writer / booker Vince Russo was infamous for his over-reliance on worked shoots and for “exposing the business” to those who still believed that wrestling was fully legitimate.

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Bad Game Music #05

More uploads have gone up on the Bad Game Hall of Fame YouTube channel.

  1. Castlevania (IBM PC) – “Vampire Killer”
  2. The Chessmaster (SNES) – “[Title Screen]”
  3. Psycho Soldier (ARC) – “Psycho Soldier”
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Arthur’s Quest: Battle for the Kingdom

“His Legend Would Live on through the Ages.”

“One day, a King will come, and the Sword will rise… again.” 
Mighty artwork by @ihaveeczema.

“Don’t play this game.” ~ Andrew Seyoon Park, GameSpot PC Editor

Sometimes, four words are all you need to tell a whole story. In the early-to-mid 2000’s, standards and practices on the gaming news and review site GameSpot required that written reviews be of some minimum length. However, there was less regulation on the content of their video reviews at the time, allowing reviewers the creative freedom to present these games however they pleased (more or less). And so, when dealing with the absolute bottom of the barrel, sometimes four simple words were all they needed to get their point across: “Don’t Play This Game.”

The first game to receive the DPTG treatment on GameSpot will also be the subject of the first in our own series revisiting this collection of games: 2002’s Arthur’s Quest: Battle for the Kingdom, as published under THQ’s ValuSoft label. It is only one of two games known to be developed by 3LV Games, alongside their other 2002 release Mini Golf Master 2 (they didn’t even have a hand in the first Mini Golf Master). The publisher ValuSoft was infamous for publishing straight-to-bargain-bin games, not beholden to the same level of quality control as THQ’s in-house developments. We are sure to see more of their products in the future of this website.

While four words may very well be more than enough to review this game, we’re going to delve a bit deeper, and give Arthur’s Quest its day in King Arthur’s court. Buckle up your bucklers and shine your swords, folks: Today, we venture into a land of low-budget fantasy.

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