Wednesday, May 25, 2011

GEN - ToeJam & Earl

Haiku-Review:

sneak up on Santa
before he rockets away -
more presents for me!

Additional Comments:

Along with Sonic the Hedgehog, ToeJam & Earl is one of my earliest Genesis gaming memories. And where Sonic wowed me with its speed, ToeJam & Earl won me over with its innovative approach to two player co-op - not only allowing the two players to wander in separate directions via split screen, but also allowing the players to exist on differing levels if an unfortunate fall should occur, allowing continuous play without needlessly stalling the game or causing jumps through time and space to bring the two players back together - although, there is the Togetherness present. Despite the mechanic, which allowed for twice as much ground to be covered in the same amount of time, I remember whenever my friend and I played this game as kids that he was real adamant that we stuck together out of fear of death and eventual game over. For me, that always took the joy out of playing the game in two player mode. Instead of two intrepid alien explorers wandering across the floating mazes of Earth, it just felt like one unfortunate guinea pig to lure the evil Earthlings away from the other, more funky, present-grabbing money-grubber. It reminds me of "playing" Tails in Sonic the Hedgehog 2, because someone convinced you it is indeed a two player co-op game and that "don't worry, it'll be a lot of fun!" No, it's a one player game with someone along for the ride to act as the first player's early warning defense system. Lame.

Nevertheless, my belief is that this game is best played with two players. But that does not discredit the game's single player experience. Just as much fun can be had, especially with the game's ability to randomize level layouts, creating an infinite replayability factor. Sure, Fixed World presents a fun and challenging affair, and in my opinion is the preferred mode to legitimately "win" the game, but the real allure of the game is to be found in Random World. Of course, true randomization is pretty much impossible within the parameters of old generation games, but ToeJam & Earl manages the feat rather competently. Pulling the "safety net" out from under the player creates a whole new challenge with each playthrough. Other than understanding the fundamental proximity and attack patterns of each enemy sprite, there's really nothing to rely on as far as level memorization - i.e., ship locations, elevator locations etc. The ability to randomize each level furthers the exploration aspect of the game, especially when it comes to using the Icarus Wings, or to a lesser degree, the Rocket Skates or Super Hi-Tops.

Which brings me to my next point: presents. I've always loved the item usage in this game. In a way, the game reminds me of the Earthworm Jim series, although the Earthworm Jim games were developed some two years later. Like the Earthworm Jim games, ToeJam & Earl has that certain sense of madness and oddball humor throughout. If it's not the Earthlings themselves that radiate this bizarre aura - Earthlings like the Nerdherd, a roving stampede of geeks; or Chickens with Mortars, firing tomatoes with deadly accuracy - then it's the presents. A cornucopia of goofy gifts await ToeJam or Earl's needs. From the aforementioned Super Hi-Tops, to a jammin' Boombox; from a set of Rosebushes to the precarious Tomato Rain, presents offer up some of the strangest power-ups I've ever seen in a game. And although an annoyance, I enjoy the fact that both good and bad presents exist. Not everything is a benefit, as with the Tomato Rain or even worse, the Bummer - woe to those who unwrap a Bummer. Sure, it creates an unwarranted danger or even cheap death, although it can easily be avoided by just dropping the unwanted gifts, but it adds to the peculiar wackiness attributed to the game.

And if all that wasn't enough, throw in a soundtrack that sounds like a DJ Jazzy Jeff record or something Eric B. would piece together, tracks like Funkotronic Beat or Elevator Beats; add some bright, colorful backdrops during the level load screens, and this game easily takes top step as one of the zaniest games ever made. With the music and art direction, the game was spot on for the early 90s, but sadly, now it's nothing more than a quirky little period piece exploiting 90s hip-hop and embracing a clever exploration element that once seemed so rare in console games. Overall, it's a great game; one of my earliest and fondest memories of the Sega Genesis, and one of the coolest two player games I've ever played.

Nano-Rant:

Several of the Earthlings definitely have their annoyances: the Phantom Ice Cream Truck's speed, the Mole's pilfering hands or the Boogie Man's...well, the Boogie Man, but I've got to say, damn, I hate Tornadoes. It amazes me how every time, without fail, those things will dump me over the vast emptiness of space forcing me to drop down a level.

Rating: 4.5 Wahines out of 5

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