I had an improptu crack at
Motocross Maniacs 2 on Game Boy Color recently - a forgotten Konami gem once borrowed from a school friend way back.

It's a nifty 2D stunt bike game with surprising depth; think flat-plane Excitebike, but with big open multi-tier tracks that have an almost Sonic-like stage design, down to including wall rides, loop-de-loops, and various stage gimmicks.

At first it looks overly simple - just hold accelerate, boost off slopes, do some flips for style - but that belies depth in routing, bike control, powerup management and secret discovery that combine to result in a really tight little time attack game.


The rest of the series is worth acknowledging as a curiosity; it got a sequel in Motocross Maniacs Advance for GBA, which is well served for modes and player choice, but they didn't know what they were working with. Boosting and flipping becomes uncontrollably squirrelly, the view is zoomed in enough to impair spatial awareness, and it's been given a bland rendition of the World Warrior international mascot championship aesthetic that ends up less charismatic than the anonymous helmeted mad lad from the earlier titles.
Maniacs 1 is essentially a rougher monochrome version of 2 - same set of tracks, but there's less to do on them, and the physics aren't quite up to the job. In that sense, 2 is a great sequel - it takes an ambitious but flawed idea, and executes it with enough polish to meet its potential.
Very much recommended if the idea of Freeform Excitebike piques your interest.
BareKnuckleRoo wrote: ↑Mon Jun 17, 2024 9:06 pm
I'm not sure how the load times on the console ports were, but I managed to find a copy of X3's Windows port at a store and it was really, really good. The best way to play it I think, I actually prefer the soundtrack over the SNES's instrumentation. I generally liked how the NES games sounded vs the instrument choice in the SNES versions too.
Nice, I'll have to put that on the curiosity bucket list. There's nothing like archiving a nice definitive version
Though it sounds like there's a caveat in the Godkarmachine 0 Inary fight, where the game will crash with a stack overflow if you jump behind the boss and trigger its electric ball projectiles, which seems oddly specific.
Oh, for a good assembly debugger and unlimited curiosity-satisfaction time
BareKnuckleRoo wrote: ↑Mon Jun 17, 2024 9:06 pm
Agreed, there's just enough letting you get lost and explore, some early ways to get quite powerful, and enough esoteric mystique to make it a classic. The only negative I can say is finding places to bomb and use the candle on is clunkier than it need be. The Red Candle addresses this nicely, and the GB Link's Awakening eventually figured out how to eliminate the whole having to bomb every random wall by letting you poke walls with your sword to figure out if they're bombable (unless you were deaf, there's no visual indicator).
I have a lot of love for Link's Awakening, though it still manages its fair share of esotery despite the refinements and helpful owl tips. First game I ever called a hint line for, and the answer was
Rabbit, Bat, Man.
That particular spot in Tal-Tal Heights where you have to lob a bomb into a raised hole (maybe from a cliff above?) sticks in memory, stumped me all over again when the remake came out.
It's a curious balance of its own - the Face shrine stopped me dead BITD, but I breezed through it without a hitch on revisit, and still don't know what the owl means by
The walls have eyes (or was it ears?)
vol.2 wrote: ↑Tue Jun 18, 2024 2:38 pm
I just ran through "Beneath a Steel Sky" for the first time.
The press was
BANGING and
WHEEZING like an asthmatic dinosaur in mating season
Cool game. As you say, great atmosphere, though I remember it coming off as quite unforgiving. Very much worth a go for the setting and vibe despite that.