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| Review
By: Jesse Mason |
| Developer: |
Tecmo |
| Publisher: |
Tecmo |
| #
of Players: |
1 |
| Genre: |
Puzzle |
| ESRB: |
Everyone |
| Date
Posted: |
10-22-00 |
Ever since Day 1
with Tetris, the puzzle game has been, and always will be, the
definitive Game Boy genre of games. Game Boy gamers will always be
twisting their brain into mind pretzels because puzzle games are
easy to get into, easy to get out of, and usually simple enough for
even the craziest of crazies to understand. However, since Mario and
Luigi surfaced their heads in 1985 so they could do some landscaping
on the tattered video game scene, the Action/Platformer has been the
dominant genre for video games all around. These games are, while
often very fun, usually awkward on the Game Boy because of the
system’s limitations. In 1994 however those mad scientists over at
Nintendo managed a way to do it with Donkey Kong (which over the
years has had it's named changed to Donkey Kong ‘94 to avoid
confusion in the DK universe). Simplify the action game down to a
pre-Mario Bros. level and add puzzle elements. Voila! The puzzle
features made up for the lack of action and the action made the
puzzle features more fun and exciting. It was the Game Boy way of
doing an action/platformer. Donkey Kong along with Tetris and The Legend of Zelda: Link’s Awakening, is one of the three
best Game Boy games ever. The puzzle game genre is such a mobile one
that a small change in the gameplay can bring about a whole new way
of playing a game. Monster Rancher Explorer, which has about as much
in common with the PokeMonster Rancher games as Mario Tennis does
with Super Mario 64, is nothing more than a watered down version of
Donkey Kong, but nonetheless manages to present a different
experience.

Like Donkey
Kong, the object of the game is to grab an obscurely placed key and
head to a door, and avoid monsters so you can live to grab another
obscurely placed key and head to another door. The key difference
and the game is centered not on the fact that the Donkey Kong Mario
moves like a snail on squeaky crutches (it’s just so amazing how
different the Mario Bros. Mario is from the Donkey Kong Mario), it
focuses on our hero Cox’s nifty little ability to create boxes out
of thin air. Yep, you’re going to have to figure out how to build
a stair case of boxes to a precious item, you're
gonna have to create a circle of boxes around yourself to protect
your precious pixels from touching an enemy, use boxes to destroy
enemies, use them to find items, and so on. Boxxle it ain’t.
The reason why
Monster Rancher Explorer doesn’t surpass good ol’ Donkey Kong is
that Donkey Kong’s game is centered on Donkey Kong Mario’s
limited abilities, which creates a numerous amount of puzzle
possibilities, while
Monster Rancher Explorer’s boxes are much more limited in their
applications. After playing about 25 or 30 levels, the levels start
to lose their
personality and blur together. What really pushed Donkey Kong over
the edge was its idea to have the player work around his (or her!)
character, which forces the player to delve into those unused
cobwebs in his (or her!) brain.
Meanwhile Monster Rancher is concentrates directly on your
abilities, which (except for your monster pals which show up later
in the level) number two (you also have the ability to pick up
"fireworks" and fire a limited number at enemies, which
isn't as helpful as it sounds). Donkey Kong created an obstacle out
of it’s main character, which amplified every single obstacle in
the game. Monster Rancher’s only obstacles are it’s bad guys.
Sometimes the game feels like a wait and see game where you just
wait for the monsters to move out of the way so you can move on and
other times there are so many
monsters that you move so fast, the game can resemble Robotron.

But then Donkey
Kong never had the infinitely cool idea to let you design your own
puzzles. Creating your own levels (and characters) is starting to
become rather necessary for video game developers lately, as more
and more
gamers demand that games become more interactive. However, the
building your own level has always been fun, but a bit limited in my
view. I’ve always felt that you’re still just using stock
features of the game. It’s like making
your own Monopoly game by choosing different titles and dollar
values of the properties. In puzzle games, however, creating your
own level resembles making your own crossword puzzle. There's no
need to reinvent the wheel. If
the game is too easy, just use that genius brain of yours to make
the game fit your challenging needs. This especially works with
Monster Rancher because it’s hard to make levels work around your
character, like they do in Donkey Kong, but it’s nice and easy to
make them fit your character. There are a few kinks to this though.
You better have a friend who digs Monster Rancher Explorer too,
because if you know how to solve a puzzle, it’s no longer a
puzzle, no? Also, there isn’t much to Monster Rancher Explorer,
there aren’t many kinds of enemies, Cox doesn’t have many
abilities, and
there aren’t many different items in the levels, making the whole
"stock features" peeve all that much more annoying.
Even so, Monster
Rancher Explorer manages to be a neat little game that you can
easily get into and easy to get out of and it’s simple enough that
even the craziest of crazies can understand it. Tecmo has built a
successful company out of thinking inside the box with their games, but this
time the game could’ve been a lot more tempting to get into and a
lot harder to get out of if they had broke through outside of the
box.
Highs:
Game allows you
to create own stages.
Lows:
The stages don't
have that much personality.
Final
Verdict:
There are a
bunch of games out that just scream "harmless". They are
the ones that really don't shout good or bad or innovative or fun or
anything really. Monster Rancher Explorer is one of those.
Overall Score: 6.1
Additional Media:
Screenshots
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