Super Bust-A-Move 2 PlayStation 2 Video Game Review


This review was originally written on December 28, 2003
What A Difference A Sequel Makes

If you read my review of Super Bust-A-Move 1 for the Playstation 2 you'd know that I gave it a very bad review. Simply put, it's the worst Bust-A-Move game ever as it is broken in every possible way.

I went into Super Bust-A-Move 2 expecting the same thing, hoping for marginally better. How pleasantly surprised I was to find that nearly everything wrong with Super Bust-A-Move has been fixed, resulting in a game that is one of the best in the series.


Here's what you've got:

– Story Mode (1 player)
– 1 Player Puzzle: Training / Normal / Classic
– Battle Mode – CPU Battle: Normal / Expert / Chain Reaction (1 player vs. computer)
– Battle Mode – 2 Player Battle: Normal / Expert / Chain Reaction (player vs. player)
– Edit Mode: Edit / Play / Save / Load (create your own puzzles)

The Story and Edit modes were absent in Super Bust-A-Move, and I'm very happy to see them return.


Unlike Super Bust-A-Move, the controls are pretty quick to respond (which is a MUST for this type of game). However, they seem to be a tad slower than Bust-A-Move '99 & 4 (both for the Playstation 1). It's not a very big problem because they still respond very well.


The annoying and distracting backgrounds from Super Bust-A-Move have been toned down. They are now static and not in any way annoying or distracting. Thank Goodness!

The bubbles, too, have been toned down from what they were in Super Bust-A-Move. They are all regular size and it's easy to quickly tell them apart



The plethora of long loading screens from Super Bust-A-Move are a thing of the past. While the one at the very beginning of the game is a bit longer than it should be, most of the loadings are 1 second long or less.

The only thing they didn't fix from Super Bust-A-Move are the characters. We still have a bunch of Pokemon rejects. I wish they would have put back all the cool characters from the Playstation 1 Bust-A-Move games. Oh, well. At least the characters aren't a very important part of the game (you can ignore them easily).


There are three good Bust-A-Move games that you can play on a Playstation 2. In all honesty, I can't recommend one over the other because each one has something unique that the other two don't have. If it helps, here's a quick comparison:

Bust-A-Move '99 (PS1) - Basic puzzle play, Win Contest (continuous 1 player vs. comp), Collection (user created puzzles), no Story Mode.
Bust-A-Move 4 (PS1) - Adds pulleys to the puzzles, no Win Contest, no Collection.
• Super Bust-A-Move 2 (PS2) - Adds conveyor belt walls and all sorts of unique bubbles to the puzzles, no Win Contest, no Collection.

All three have Edit mode and the rest of the mandatory puzzle modes.

If you're a die-hard Bust-A-Move fan, I'd say buy all three (that's what I plan on doing). If you're unsure if which to buy, rent all three and see which one you like the best.

Super Bust-A-Move PlayStation 2 Video Game Review


This review was originally written on July 4, 2003
Super?!? Super CRUD Is More Like it!

I can't believe all the good reviews Super Bust-A-Move is getting. I just have to chime in with my opinion on this game. Simply put, they broke Bust-A-Move. They removed almost all of the game play modes; they removed the edit mode; they made the controls unresponsive (they take a second to respond); they added annoying and distracting backgrounds; the bubbles have been graphically-enhanced so they they, too, are now annoying to look at; they took away all the cool characters and added a bunch of Pokemon rejects; and they added a TON of long loading screens.

Most of that is pretty much self-explanatory, so I don't need to elaborate on it. However, I will give you a list of what few game play modes there are in the game:

– 1 Player: Training / Normal / Classic
– CPU Battle: Normal / Expert
– 2 Player Battle: Normal / Expert / Chain Reaction

Yup, that's it.

I rented this game to see if I had made a mistake buying Bust-A-Move 4 (for the Playstation 1). Well, I can tell you this, my purchase of Bust-A-Move 4 was definitely well worth it. I have Super Bust-A-Move 2 on my rental list. Although I suspect that it won't be much better than this one, I'll still be optimistic and give it a try.

If you want a good Bust-A-Move game to play on your Playstation 2, get yourself Bust-A-Move '99 or Bust-A-Move 4 (both for the Playstation 1). Both are essentially the same, though 4 adds pulleys to the puzzles. Sure the graphics look like they came off of a SNES, but is that really such a bad thing?!? The load times are short (to non-existent at times), the characters look cool (in that odd-Japanese way), and most of all, the controls are extremely responsive and there are a ton of game play modes.

Austin Powers Pinball PlayStation Video Game Review


This review was originally written on October 30, 2002
It's Pinball, Baby! Yeah!

As if you couldn't have guessed, Austin Powers Pinball is pinball with an Austin Powers theme - based on the first two movies.


Pinball itself doesn't have a story, but the themed tables "follow" the storylines of the movies. Here are the story synopsises as written in the game's manual:

International Man of Mystery - As the utterly shagadelic Austin Powers, you must save the world from the never-ending threat of Dr. Evil! Defrost after 30 years in Cryogenic Suspension. Catch up to the '90s, and with the help of the smashing Vanessa Kensington, find the secret underground lair beneath the Virtucon headquarters. Stop Dr. Evil's plan to extort "100 Billion Dollars" and save the world from certain destruction by liquid hot magma. Beware the seductive fembots, who can lure men to their doom, and don't fall victim to the wiles of the sexy Alotta Fagina and her seemingly innocent hot tub.

The Spy Who Shagged Me - Dr. Evil has stolen your Mojo, and that spells bad news for your bits and pieces! With CIA agent Felicity Shagwell at your side (and sometimes covering the rear) fight through Dr. Evil's henchmen - from the very vocal Frau Farbissina and the cyclopean Number Two to the terrifyingly well-fed Fat-Bastard - and reclaim your manhood. Rocket from Dr. Evil's hollowed-out volcano lair to his secret Moonbase, and stop the giant "laser" from destroying the world. Travel back in time to recover your Mojo and save Felicity from certain death.

I know that there's a real Austin Powers pinball table (my friend played it in the arcade), but I don't know if these tables are modeled after any real tables. Just thought I'd mention that.


The game plays like ... well, pinball. To be a little more precise, it plays like a real pinball table, not like some sort of arcade simulation (like Sonic Spinball on the Sega Genesis). The control scheme is very simple: X fires the ball into play; the left shoulder buttons (L1 & L2) control the left flipper; the right shoulder buttons (R1 & R2) control the right flipper; the directional pad is used for nudging up, left, and right (there's no nudging down). This is an absolutely PERFECT control scheme for a pinball game. Much better then the default for Pro Pinball: Big Race USA.



The game looks and sound fantastic. While you may not be able to see every little detail on the table (unless you have a really big screen TV), the game doesn't suffer because if it. The bottom 25% of the screen contains the dot-graphics screen, which is easily readable and adds to the enjoyment of the game (dot-digitalized clips from the movies are shown throughout, when appropriate). The upper 75% of the screen shows the table, which scrolls as necessary.

The sounds are pretty good. The standard pinball-type sounds are there, along with audio clips from the movie featuring Mike Myers and Robert Wagner (I didn't hear Mr. Wagner yet, so I have to take the packaging's word for it).

The music played on the menus is very mellow, and somewhat appropriate ... it's nothing to hurt your ears, that's for sure.


The game does have a few flaws, which is why I rate it 8 out of 10 instead of a perfect 10.

(1) It doesn't auto-load & auto-save high scores to/from memory card. You have to do it manually every time you play the game, which is really annoying.

(2) It is not vibration function compatible, like Pro Pinball: Big Race USA is. If you've ever played Big Race with a Dual Shock controller, you'd know that vibration adds even more realism to a pinball game. It makes it feel like you have your hands on a real table.

(3) Austin Powers' familiar theme music is notably absent. Although the music in the menus are fine, that would have been better.

(4) Nudging seems to have no effect - though if you nudge too much, the game "tilts" on you. (In Big Race I actually saw the table move when I nudged, so it's possible that even though I don't see the table move in this game, the nudging could actually be working. So this might not be a flaw.)


It has as much replayability as the game of pinball does. Meaning, you won't play it everyday (unless your a pinball fanatic), but every now and then you'll get the urge and you'll pop it in and play it for a while. Perhaps you can even beat your own high score!


The game retails for about ten bucks. Considering that it's a near perfect pinball game, you'd be stupid NOT to buy it ... unless you hate pinball or Austin Powers.

Donald Duck: Goin' Quackers PlayStation 2 Video Game Review


This review was originally written on October 30, 2002
You'll QUACK Up Trying To Play This Game

Besides the Playstation 2, this game was also released on the Playstation, the PC, the GameCube, the Gameboy Color, the Dreamcast, and finally the Nintendo 64. I would suspect that the review I'm about to write would apply to all versions of this game, or most of them at least.


Simply put ... Daisy has been kidnapped by the evil Merlock and it's up to Donald Duck to rescue her.


The game is essentially a corridor platformer ala Scooby-Doo & The Cyber Chase for the Playstation (or the Crash Bandicoot games, from what I've heard). There are a few areas (or worlds, or whatever you want to call them), each with a few stages. The first one or two stages heads away from the camera. The third is essentially a side-view, like a standard 2-D platformer. The fourth goes towards the camera with a giant hand chasing you (if it catches up to you and touches you, you're dead). The fifth is the boss stage.

I have no problems with corridor platformers, or platformers of ANY kind. However, this one just sucks! I can't keep track of the number of times I've died because what I thought was solid land was a cliff I couldn't see. To make matters worse, you're given a two hit kill (as opposed to the standard 3 hit kill of most platformers). The first hit makes you "Angry Donald" the second hit kills you. The little Donald face in the corner that shows his "mood" doesn't help to let you know how close he is to dying. Why couldn't they have had a simple two "piece" display that goes down a piece when he's hit? (I hope you can understand what I'm trying to explain.) Of course, checkpoints are far and few between, which makes dying and restarting even MORE annoying! Plus, you have a timer to content with. If you don't reach the end before the time counts zero, it's the end of you. Timers on a platform game are murder since they discourage patience and exploration - two keys to enjoying a platformer. You can forget about finding any of the secrets with a timer around.


As if all that wasn't enough to make the game bad, listen to what you have to do to pull off a special move:

1. Grab 5 gears in less than 1 second to get a letter of the world SPECIAL. Do this 7 times to get the entire word and earn a special move.

2. To perform the special move you bounce off 3 enemies in a row without touching the ground. Each bounce will light up a light bulb on the display.

3. When all 3 bulbs are lit (after the third consecutive bounce), you have to quickly (before touching the ground) press either R1 or Triangle.

4. Donald will then freeze in mid-air, at which time you have 3 seconds to enter the 5 button combo for the special move you want to do.

Of course, "Angry Donald" can't perform a special move. You must be "Happy Donald" (Normal) or "Hyper Donald" (one step above Happy, but still with a 2 hit kill) in order to do them. And since all the odds are stacked against you already, it should be no surprise that special moves can't be done in a boss level.

And the benefit of performing a special move? Donald will be invincible for a short period of time and gears will value more during this period. BIG FREAKIN' WHOOP! If I'm gonna do all that for a stinkin' special move, I want it to kill all the enemies on the board and give me easy sailing to the end.


This is the only area in which the game is good. The visuals look pretty good, though the characters look a bit strange during the 3-D cutscenes. They could have made a bit better transformation from the 2-D cartoon to the 3-D game world.

The sounds are even better as all of the original current voices are present: Tony Anselmo as Donald, Tress MacNeille as Daisy, June Foray as Magica De Spell, etc.


The game doesn't even have playability, so forget about RE-playability! I quit playing in the middle of the second world/area ... and I only made it that far thanks to a CodeBreaker code for infinite time.


Avoid at all costs!

Men in Black II: Alien Escape PlayStation 2 Video Game Review


This review was originally written on August 18, 2002
A Boring And Repetitive Shooter

I bought Men in Black II: Alien Escape because I like the Men In Black movies and I figured that it would be a good game. I couldn't be any more wrong.


The whole premise of the game is this: you go from room to room (or area to area) and kill everything that moves (except for the "worm dudes" whom you're supposed to rescue ... or something like that).

There are five big levels broken up into sections, which too many semi-long load screen in between.

Considering that all you do in the game is shoot things, I really wonder why the programmers didn't give the player an Aim button. Then again, they didn't give a Jump button, either (jumping surely would have broken up the monotony of the game).

The most fun I had in the game was destroying all the cars on the parking garage levels. You don't get any points for it, and it doesn't accomplish a goal, but it sure was fun!



An alien prison ship crash lands on Earth, the bad aliens escape, and you have to kill them. That's all the plot there is and it's probably all you'll need.

The plot of this game is nothing the second movie. Rather than calling it "Men in Black 2: Alien Escape," Infogrames should have just called it "Men in Black: Alien Escape." That way no one would think it was even remotely like the recent film.

The only aspect of the game that is like the film is a small bit of the ending involving the Statue of Liberty and a Neurolizer..


In all honesty, I didn't pay too much attention to the audio, except for the voice actors. They were pretty good, but let's face it, Tommy Lee Jones, Will Smith, and Rip Torn are the guys we know as Agents K, J, and Zed respectively, and no one is going to be able to play those roles better. They tried to model the characters and hire voices that resemble Tommy, Will, and Rip, but unless they hired the actual actors and got permission to use their likenesses, it's always going to look like a cheap imitation ... which it does.

The weapon graphics were a little flashy, but considering the MIB's arsenal, I expected more flash from the weapons (and where's the Noisy Cricket, by the way?).

The environments were the WORST! They all look bland, muddy, washed-out, and extremely repetitive (especially on the spaceship at the end where every corridor looks just like the last).


To make up for the short and boring game, Infogrames threw in a bunch of unlockables to make you want to play the game again. Unfortunately, they're simply not worth unlocking. I used a cheat code to unlock everything and here's what you'd get: a couple training missions of you in one room shooting an endless supply of aliens (shouldn't these be available from the start as TRAINING for the main game?), profiles of J and K, Boss mode (fight the bosses again), profiles of all the aliens in the game (all of whom are boring and not in the films, except for the manitoba [worm guys]), and a bunch of still frames detailing the making of the game (not the movie). Yawn.



Demolition Racer PlayStation Video Game Review


This review was originally written on August 18, 2002
A Major Let-Down

I bought Demolition Racer because of CrazyGamer's review at GameFaqs. CrazyGamer spoke very highly of the game and even gave it a score of 9 out of 10. However, the game isn't nearly as good as CrazyGamer says it is.


I've played Destruction Derby 1 and Destruction Derby 2 and I liked them a lot. When I read about all the great features in this game, I thought that I would LOVE this game even more ... but sadly, that is not the case.

The first thing you'll notice is how small your choice of cars is. You get three from the start with four (?) more to be unlocked. There is no difference between the cars, except for looks. They all handle the same ... and that's the game's MAJOR problem. As you drive the cars it'll feel like you're driving a tank, until you get to a turn, and then it'll feel like you're driving a paper airplane as your car will go flying high and out of control.


There really isn't a story to the game. All of do is drive around trying to cause the most damage ... enough to progress you through the leagues to the championship.


Audio is okay, but video is the game's other MAJOR problem. While the damage graphics are a little better than Destruction Derby, they still look quite cheap and unrealistic. Also, the tracks look rather bland.

I guess I can't fault the programmers too much on the graphics, since it is a Playstation 1 game (and it definitely LOOKS like one).

Infogrames SHOULD remake this game (or make a sequel) on the Playstation 2. I know the PS2 is capable of producing some fantastic damage graphics and huge tracks (as evident in Twisted Metal Black), and as long as they fix the control and handling of the cars (plus give more selection in tracks and cars - how about license some cars, including famous Hollywood ones), I see no reason why it wouldn't be a hit (and something to add to my want list).


If you can deal with the poor controls/handling of the cars and the poor PS1 graphics, and you have a lot of friends to join in with you, this game will have some replayability for you.


Rent it first, and if you really like it, then buy it.

Driver 2 PlayStation Video Game Review


This review was originally written on July 27, 2002
A Game So Unplayable You'll DRIVE Back To The Store To Return It!

I *LOVE* Grand Theft Auto 3 (for the Playstation 2) and I wanted a game that would be similar to it. I know that no game, except for possibly GTA4, could even come close to GTA3, but I still wanted "more." From what I read about this game, it seemed like a poor man's GTA3. I had Driver 1 on the PC, but could never actually play the game itself because I could not pass that stupid driving test at the beginning of "Undercover" mode. When I read that Driver 2 did not have a driving test, that gave me even more reason to want it.


When I popped the game into my PS2, I immediately went into "Free Ride" mode so that I could get a feel for the controls and check out the scenery a bit. I didn't even move one inch when the cops were after me. Yes, that's right, I was STANDING STILL and the cops were on my butt. If the cops are going to be on me like white on rice, I'd at least like to know WHY. I gave the cops no resistance, allowing them the chance to come up to the car and pull me out (like real cops would, and those in GTA3), but they thought it would be best to just keep ramming me!?!

Since this game lacks the Police Bribes and the Pay And Spray of GTA3, the only way I could get the cops off my tail and reduce my felony meter (the equivalent of GTA3's Wanted stars meter) was to hightail it out of there in the hopes that I could lose them. Even though the game promises that you can wipe your felony meter clean by getting out of your vehicle and carjacking another one, since you can't get out of the car and switch vehicles while being wanted/chased, there's no practical use of this "feature."

I decided to try the main "Undercover" mode, hoping that it would be better. The first mission was simple enough. Get from point A to point B. The first time I tried it I failed it because I didn't get to the place on time (I was going the wrong way from the start). Once I figured out that all I had to do was make two lefts then go right every chance I could, I got to the destination with time to spare. Mission 1 Passed! Perhaps this game WOULD get better ... until Mission 2, that is!

Mission 2 involves you having to follow another car. The problem is, unless you're (at most) two car lengths behind him, the game will say that you lost him and thus failed the mission ... even though his car is clearly visible on the screen! After attempting this mission three or four more times, only to get as far as around the corner, I had enough punishment and immediately decided to bring the game back to the store with my receipt to get a different game. ANY game would be better, even Barney The Dinosaur!

Not even cheats codes could help make this game playable. I used two Game Shark codes to unlock the in-game Invincibility and Immunity (no felony) cheats. However, neither of these would help with mission 2. The Infinite Time Game Shark code would not work, otherwise I *might* have had a chance of barely playing the game ... the key words there are "might" and "barely."



This game has the WORST graphics ever seen in a video game of any age. Pong and Pac-Man look high-tech compared to this.

There is more pop-up in Driver 2 than in a marathon of Pop-Up Video on VH-1. You look ahead and see an open piece of land. You plan to cut across that land in order to make the turn at a high speed without having to slow down (or just to take a shortcut). Just as you get within a car's length of that land, a building pops up out of nowhere. BAM! You crashed and damaged your car. Repeat indefinitely and you've got the graphics of Driver 2.


In order to have replayability, a game must first have playability.



I wouldn't even give the CD to my dog as a chew toy.

The Italian Job PlayStation Video Game Review


This review was originally written on July 27, 2002
Not A Great Game, But Not A Bad Game Either

The Italian Job video game is based on the 1969 movie starring Michael Caine (as Charlie Croker), Noel Coward (as Mr. Bridger), and Benny Hill (as Professor Simon Peach). Interestingly, the movie was remade in 2003 with Mark Wahlberg, Edward Norton, Charlize Theron, Seth Green, and Donald Sutherland. That movie also had a tie-in video game on the PlayStation 2, which is a completely different game than the one I will be reviewing today.

The plot of the movie and the game is very simple: A gang of crooks steal four million dollars through a traffic jam, while avoiding the police and mafia. HOW they do it is the fun part!

The game contain 16 missions across three different locales. Eight are in London, six are in Turin, and the final two are in the Alps.

I'd like to preface these next few paragraphs by telling you that I saw the film in it's original widescreen format (aka letterbox) on the Speedvision cable channel. Although this is a commercial channel, I presume the film was not edited. If it WAS edited, some of what I'm about to write may be incorrect.

Out of the eight London missions, only two are directly based on the film: "The Ambassador's Car" is implied in the film (they don't explicitly show you driving from the prison directly to the garage to pick up your car). "Peaches For Peaches" is also implied in the film (we see the hookers outside in Charlie's car while at Peach's place, but we never see him actually pick them up and take them there). The other six missions are completely made up using characters from the film.

The first mission in Turin is completely made up. It's just there to help you locate the places that you'll be visiting in later missions. I don't know why they make you visit the police station, since it is never visited in the game (or the film). The other five missions are directly based on the film (although the game maker's had to take a few minor liberties to make them work in the context of the game). Both Alps missions come directly from the film.

This is the only game that I can think of based on a film (or TV) license that makes PERFECT use of that license. To have a game this faithful to it's license is extremely rare.



Before you even get to play any missions you have to deal with an extremely long loading time of about 30 seconds for each mission. This could be enough to turn some people off, and make them turn off the game, but I had enough patience to wait out each of these loadings.

Some of the missions are extremely fun, some are downright annoying, and one or two are hard as heck. Since I couldn't pass a few of the missions, I had to use the in-game cheat code to unlock all of the missions. This was great because it allowed me to play all of the missions (or at least attempt all of them) and I could keep playing my favorite ones.

"The Getaway" mission in Turin (a near-exact recreation of the film's iconic Mini Cooper chase scene) is one of my favorites even though I could never pass it. The reason why I couldn't pass it is one of the game's few faults: the cops. They are completely annoying, but are a lot better than the cops in Driver 2. As you get their attention, they (of course) pursue you. The only way to get the cops off your butt is to drive fast enough and take enough turns so as to lose them. When you have a timer counting down and a mission objective to take care of, this is a major annoyance. As if that wasn't bad enough, while they're chasing you, the cops are trying to write down your license plate number. If they get your whole number, you're busted (or "nicked" as the game calls it). Although this is a major improvement over the way the cops deal with you in Driver 2, it has one major flaw. Logically, and in real life, even when the cops get your entire license plate number, you can still drive away and have them chase you. For the game to simply have your mission end because the cops got your entire license plate number is ridiculous. Most often the cops are the reason why you'll fail missions (such as why I couldn't pass "The Getaway").


Using a walkthrough found at GameFaqs, I went into Free Ride mode and tried to recreate the path of "The Getaway." Although it didn't have the thrill and excitement of the actual mission, for the most part, I was able get a sense of what that mission is like ... and that was a lot of fun. It was because of that that I got interested in seeing the film (I first played the game without having seen the film). I wanted to see if the cool getaway in the game was just as cool in the movie. I never thought I'd say this about a game based based on a film, but the game's getaway was BETTER! The film cuts back and forth between the getaway chase and scenes that take place elsewhere at the same time. This completely throws off the continuity and excitement of the getaway. Still, a game that will make you want to see the movie it's based on is a good thing indeed (especially for the studio that owns the film and the license).


The music is a top-notch mixing of an instrumental of Quincy Jones' "Get A Bloomin' Move On" (aka The Self Preservation Society theme) from the film, bits of "Rule Britannia" (a traditional song also used in the film), and quirky background music that fits the setting perfectly. I enjoyed the Quincy Jones theme so much that I put the game CD in my computer's CD-Rom drive and extracted the short song to my hard drive for later recording onto a music CD so that I could listed to it with my regular music collection. How often do you want to do that with video game music?!?

The graphics are standard Playstation 1 graphics, though they're actually pretty good. There's nothing graphics-wise that stood out as being really bad or exceptionally good, so there's not much to say.


After finishing the main game ("The Italian Job" mode) you will have access to the Challenge mode, which consists of short missions with tough times where you will test your skills in braking, turning and jumping. There are five jump tests, but since all five use the same course, this gets boring real fast. There is one break test, but it isn't as hard as it initially seems. A checkpoint race on an icy road, a survival lap around the city, and two destructor races (one on an icy road and another viewed from overhead) round out the rest of the challenges.

Along with "The Italian Job," there are other modes that are unlocked from the start. They are:

• Checkpoint - You have to reach all of the checkpoints in the allotted time. Each checkpoint you reach gives you a little extra time to make it to the next one.

• Destructor - Here your mission is to destroy the line of cones in the sequence before the time runs out.

• Party Play - This is the multiplayer mode in which you can play with up to 8 people in different Checkpoint, Destructor and Challenge mode stages.

• Free Ride - Here you can cruise around London and (if you unlocked it) Turin in any car (you start off with one unlocked). You can use this mode to familiarize yourself with the cities, but be aware of the cops. You'll even find some secrets within this mode. Check the walkthrough here are GameFaqs for more info.

As you complete the missions in "The Italian Job" mode, you will unlock extra cars and tracks for these other modes.

The problem with all these extras is that they get boring after a while because it's just the same thing over and over again. At first it's fun, then it's just tedious.


Rent. The game is just too darn short to have as a permanent part of your collection, even with the unlockable extras.

Tiny Toon Adventures: Plucky's Big Adventure PlayStation Video Game Review


This review was originally written on July 26, 2002
It's Resident Evil Without The Zombies!

Tiny Toon Adventures: Plucky's Big Adventure (PBA) is a "hunt and gather"-type puzzle game just like Resident Evil (RE). In both games you have to find an item, use it in conjunction with something else, and then take it someplace to complete a puzzle or objective. In RE you have an inventory capable of holding eight to ten items, in PBA you can only hold two items at a time (one for each hand, I guess). In RE there are Item Boxes which can hold 50 or more items (I don't know the exact count), in PBA you have a locker which can hold nine items (although each character has his/her own color-coded locker and combination, they can use each others lockers and the items in the lockers are shared). If this seems like PBA is a bit deprived, keep in mind that in PBA you don't need weapons, ammo, herbs, and health items.


Every game needs a danger element, and this one is no exception. Instead of zombies and other assorted creatures which you can mutilate with a vast arsenal of weapons like in RE, you have Elmyra and Montana Max who patrol five of the six hallways in an attempt to catch you (luckily they don't venture into the hall with the lockers or any of the rooms). If they catch you, you have to quickly press left and right on the D-pad (or jiggle the analog stick left and right) in order to break free of their grasp. If they grab you too many times, your character will be captured and it's up to the previously character you played as to rescue them. You start playing as Plucky Duck, then Hampton J. Pig, Babs Bunny, and finally Buster Bunny (no relation). If Buster gets captured, you have to play as Babs to rescue him before resuming play as Buster ... and so on. If Plucky gets captured, then it's game over. You have no weapons and no defense again Elmyra and Montana Max. You just simply have to avoid them.



The controls are pretty solid. I had no problem at all moving the character around, avoiding Elmyra and Montana Max (ducking into another room and coming back out also helped), picking up and using items (though there was one or two items which gave me problems). The controls that deal with your inventory may be awkward at first (especially if you're used to RE control), but they're very easy to get used to. By the way, I chose to play with the D-pad (I turned off the analog mode on the controller), so I can't comment on how well the stick handles.

Some of the puzzles are easy, and some are really hard. I had to resort to a walkthrough in a few places ... not something you'd expect to do with a Tiny Toon Adventures game. Thankfully the environment (the school [aka Looniversity]) isn't as large as the RE environments, so when you have to do some backtracking, you're not going from one end of the world to the other.


The gameplay definitely surprised me when I first loaded up the game. I bought it expecting a traditional platformer like most of the other Tiny Toon games from the past (most notably the ones from Konami). It was very refreshing to play a different style of game with the Tiny Toons characters.


The story, which is loosely based on the episode "A Ditch In Time" (available on the Season 1, Volume 1 DVD set), involves you finding parts for a time machine so that Plucky can travel back in time to do the homework he didn't do. Unfortunately that's the only element of the episode which was carried over into the game, which is why the game is so darn short. If you've seen the episode, you know the ending. If you haven't seen the episode, you can probably guess the ending. Sadly, the ending isn't very spectacular (I've seen better endings on old NES games). You will undoubtedly be very disappointed once you see it.


The familiar Tiny Toons theme is present (in instrumental form, of course), and the background music during the game is quite fitting and cartoony. However, that's all there is (save for a few odd sound effects). There is absolutely no character voices whatsoever! Couldn't they shell out a few bucks to have the original voice cast come in and record a few lines? The lack of character voices isn't too bad for Plucky, Hampton, Babs, and Buster; but when you have to constantly have to press X to scroll through Elmyra and Montana Max's dialogue every time you encounter them, it gets to be downright annoying. The only bright side is that by having the game pause for you to press X, you'll have ample time to decide where to go to avoid Elmyra & Montana Max. (Having voices, instead of the game pausing, would have increased the danger!)

The game looks as good as you'd expect for a 3-D Playstation 1 game. The character graphics are, of course, not the best in the world, but they suffice quite nicely. It's a few steps above the character graphics and animation in Scooby-Doo And The Cyber Chase for the Playstation 1 (the beginning cut scene in Scooby-Doo is unintentionally funny).


This is where the game fails BIG TIME! Once you've beaten the game, there is nothing left to do. There is no reason whatsoever to replay it (unless you want to "relive the experience" all over again). The Resident Evil games gave you alternate clothing and a bonus mini-game. This game gives you zip.


I picked this game out from the $10 bargain bin at Target. I chose it because it was a Tiny Toons game. I always liked the tv show and the previous games, so I figured that this would be a nice addition to my collection. Had I known what type of game it was and how short it was, I never would have picked it out. I don't hate it, but since it has no replayability, I doubt that I'll ever play it again.

Whether you like "hunt and gather" puzzle games or Tiny Toon Adventures, I don't see any reason why you'd want to do more than rent it.

Signatures of the Stars Book Review


This review was originally written on March 10, 2001
I See Dead People ... Too Many Of Them!

I bought "Signatures of the Stars: A Guide for Autograph Collectors, Dealers and Enthusiasts" by Kevin Martin to learn about the stars signing habits and see example of their signatures, so I'd know which stars would be my best bet to write to. Unfortunately, most of the stars listed in this book are DEAD! It does me no good to know the signing habits of dead celebs, since I obviously can't write to them. I bought the book in conjunction with the same author's "The Autograph Collector Celebrity Autograph Authentication Guide." While there are some signature examples in this book that aren't in the authentication guide (such as John Candy and Kathy Ireland), finding them is quite a pain because this book lacks an index. The authentication guide has an index, and practically doesn't need it because it's much better laid out than this book. The back cover of this book says that inside "you'll find the actual signatures of the stars reproduced". While that's true for most of the stars, there are very few reproductions to none at all when you get to the back of the book, in the "cast" and "Rock & Roll Hall Of Fame" sections. There should be authentic examples for *everyone* that is listed. To sum up this book, I think that it's trying to be too many things to too many people - price guide, authentication guide, and more ... it should stick to just one subject.