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Motocross Maniacs 2
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GameBoy Color
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Konami
1999 |
10 years after its original release, and even though nobody asked for it (not even the few of us who actually enjoyed the first title), Konami Computer Entertainment Osaka (KCEO) decided Motocross Maniacs was turning into a series. Well, at least in Europe and America. Apparently the Japanese cared even less about the first iteration than the rest of the world, since the GameBoy Color sequel completely skipped the country.
Motocross Maniacs 2 (or Crazy Bikers in the old continent, where it somehow seems to keep having identity issues) has everything a sequel could wish for to vindicate the original. The previous "Solo" way of playing is now more aptly named "Time Attack", and a new "Championship" mode presents 3 different difficulty classes, each with 5 completely new courses that must be cleared in order.
You can link up for 2-player simultaneous races, take a look at your record times in a special screen, or tweak the very welcomed game options. But the most interesting addition is without a doubt the "Course Edit" mode, where players who have enough patience to deal with the archaic interface can make their own circuits out of an impressive amount of ramps, loops, obstacles, and power-ups. Done with your creation? Save up to 3 of them to the battery-backed up cartridge and share them with your friends via infrared.
American cover |
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This sequel also eliminates the annoying hit-detection issue present in the previous one, ups the speed just enough to make it more intensive, and slightly betters the bike's maneuverability. Other new additions are a small location gauge and lap counter
for the HUD, and obstacles like the spring-board ramp and ground-embedded rubber tires that bring up a higher degree of interaction with the circuit.
Motocross Maniacs' time gauge and extra-time item ("T") were reworked as the bike's gas (which still functions the same way), and what used to be useless Gradius-like "Option" mini-bikes now let you keep your collected power-ups after you crash.
Crazy Bikers - Game Boy Color |
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MM2 was released as Crazy Bikers in
Europe. |
The skeletal, visually boring courses and lacking presentation of the prequel was ditched in favor of beautiful themed backgrounds and overall attractive, good use of the hardware's palette. Even the rider gained a few frames of animation during jumps, when he's able to execute various non-consequential tricks while in mid air.
The music, although better than last time, is still not up to the standards Konami was known for during the first part of this decade.
Despite Motocross Maniacs 2 bringing the series close to perfection by introducing a better game structure and much-needed technical overhaul, it seems this franchise cannot gain any speed. It's still, ironically, incredibly fun and challenging. One of the best GameBoy Color carts ever made.
Motocross Maniacs Advance
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GBA
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Konami
2002 |
Up to this point, the series was characterized by fun, challenging, and surprisingly solid gameplay accessible only to those patient enough to look beyond its technical simplicity and actually sit down and spend some time with it. In 2002, and after reflecting on their sales figures, Konami decides the last and only way to finally make any money off of their infamous motocross series is going mainstream. Stealing ideas from popular racers and pumping up graphics and sound, Motocross Maniacs Advance aims at an even younger audience with its generic anime look and none of its predecessor's challenge.
It also introduces a non-sensical storyline, which yours truly feels obligated to reproduce down below in its entirety just because it's only right to give Konami fans fair warning. Not only does it dethrone NES Castlevania's credits as the most silly stunt Konami is responsible for, but also comes across as disturbingly stupid:
| "A food-service robot gone bad has developed a diabolical plan to take over the world using "racing energy" found only within the top racers of the world. To gather such a group of racers he has staged a fake tournament with a large cash prize...which he doesn't have... But he has the next best thing. The winner will receive 10,000 donuts, 10,000 cookies, 10,000 cheeseburgers, and to top it all off, a large cake. (Being a food service robot does have its perks.) This unbelievable prize has lured the wacky racers (strange people who race for food) to all come together for a crazy, adrenaline pumping race. (Most won't admit it, but it was the cake that convinced them to come.)" |
Trying to make sense out of it takes quite some brain power. I, for one, still can't figure out what a "food-service robot" is.
American cover |
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Motocross Maniacs Advance is full of new ideas, but not all of them should have made it into the cartridge. On the good side, the entire game is now faster, and it retains (and in some cases improves) the play modes available in previous entries. "Championship" mode is no longer a lone competition, and CPU opponents now race together with the player. The same old "Time Attack" is still untouched, but "Multiplayer" now supports up to 4 players with multiple cartridges or single cart mini-game versus.
This third iteration now also has a character selection screen, from which you can pick your favorite out of 6 (plus 2 unlockables) "distinguished" individuals with their own ridiculous back story and statistics: speed, acceleration, nitro, shocks, and rotation speed (back/front flip). It's a good addition even though it doesn't make much of a difference who you choose.
On the other hand, the new "Points Attack" mode (in which you collect coins scattered throughout the course) and 3 new mini-games (explained below) are completely expendable and incredibly boring. Add the questionable decision of introducing power-ups like missiles, shields, and mines in addition to previous ones and the result is an unbalanced mess that promotes weapon and nitro spamming left and right. This is where the game falls appart. Even if you ignore the lesser game modes, the rest of what this cart has to offer has been so dumbed down it's possible to win the first couple of cups just by holding the accelerator button down and blindly "nitro-ing" to the finish line.
Japanese cover |
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Although the way the game's visual presentation is copied from more popular racers like Mario Kart, it's still a welcome facelift. Sprites look and animate better than ever, and most courses are as beautiful as the GBA can produce. The music does a good job of keeping up with the visuals even if no BGM really stands out, but sound effects like bike engines and character voice samples really shine thanks to Factor 5's MusyX tools. Well, as much as the GBA's lack of a dedicated sound processor lets it, of course.
Bigger and more detailed sprites come at a high price though. Since everything on screen now looks "zoomed-in" and the game's overall speed has been increased, it's no longer possible to react on time to upcoming ramps and obstacles. So MMA's developers were forced to modify the gameplay to make it a lot less precise and a lot more automatic. If you ever "controlled" Sonic during one of his full-speed runs through multiple loops in one of his Genesis adventures, you'll know what I'm talking about.
Game art |
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Motocross Maniacs Advance is a pretty mess. The graphics, sound, and abundant playing options are enough to lure anybody in (specially the few fans the series has); but the incredibly boring new game modes and above all total lack of skill and challenge make for not only the worst iteration in the series but also a very skippable GBA title. You can blame its mediocrity on Konami's Hawaii division (HWI), who had no hand in designing the series' previous titles.
Thanks to vgninja from the HG101 forums. |
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