- Iâve decided that for a Christmas Break Challenge 2025, Iâm going to play through all 3 of the Magical Quest games on GBA.
- 1 game in, this is a very chilled out experience. There arenât that many âARRGGHHH EAT SHIT CAPCOMâ moments in the level design, the music is A+, and it feels good to control
- People say these games are too easy, which is kinda true, and honestly I think thatâs all because of the lives/continue system. There is almost 0 penalty at all for dying in this game. You even keep all your coins between Game Overs, which means itâs extremely easy to go in a level with a bunch of coins at the beginning, grab them, die, rinse & repeat, then be ultra mega rich next time you get to a shop
- But, even if you do this, it doesnât matter if youâre ultra mega rich next time you hit a shop, because there arenât any items that make the game considerably easier. Weâre already sort of on the floor
- Like other ports on the GBA, some level designs suffer really badly from the chopped-down screen area. To put this in perspective, the SNES versions âfeel easierâ because there are 0 memorization checks; every single thing is reactable. On the GBA, you will hit a memorization check or 2 just because you had no way of seeing part of the level that was off-screen when something came flying at you. Usually this doesnât lead to a death, because you get so many additional hearts from exploring.
- Obviously you donât need this if youâre emulating, but the GBA versions let you Save đ
- I tried to look up the answer to this and could not find it so Iâll post it here to maybe get the Google juice: There are items in the shops where the description says something like âFigure it out for yourself.â All these do is unlock stuff in Magical Mirror Starring Mickey Mouse on GameCube, if you have the GBA link cable. If you arenât playing Magical Mirror alongside this, those items are useless.
- Overall enjoyable but too easy/short. Looking forward to playing the rest of this trilogy
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Magical Quest Starring Mickey & Minnie
(Completed on 28 Dec 2025)
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Dream Master
(Completed on 10 Dec 2025)
Note: not to be confused with Little Nemo: The Dream Master
- This is an English patch of a Famicom exclusive and now that Iâm through it, I cannot believe they didnât bring it to every market they possibly could. This game fuckin rips
- Until the moment this review was published, it was very hard to get a good english-language description of what this game actually is and how the game loop works
- If you try to do this, everything you read will make it seem like just another jarpig. It absolutely is not.
- Also, some articles describe it as a first-person dungeon crawler, which it also is not. There arenât even any first-person segments scattered around
- Anyway thatâs enough about what itâs not. What it is: a series of smaller, self-contained RPGâs where you always start out with 0 items and 0 experience. The game loop involves entering a dream world with nothing (no items or exp carry over from the previous dream world) and trying to fight your way to the boss to clear that dream. There are 7 dreams in total.
- The coolest thing that this system gives you is a RESOURCE MANAGEMENT angle. Every individual mini-RPG scenario has a finite amount of items, heal opportunities, and enemy encounters. It is never possible to grind EXP to make a boss fight easier.
- There are also no save points in the middle of a scenario. You get a password when you beat one, or if you donât beat it you try the whole thing over from the beginning
- This makes for really, really great tension. Iâve said before that 8bit Final Fantasy games are at their best when youâre trying to fight your way through a dungeon and every single step is a huge risk because you donât know what enemy formation might 1-shot you and you have to balance that with trying to escape so you can heal up. Dream Master captures that same feeling of tension, but gives you a few more ways to manage your run to the boss which forces you to use your brain more
- One thing working against you here is that there are a limited number of item slots, so you have that Resident Evil element of having to make decisions about what to carry around with you.
- There is also a âfog of warâ mechanic where some rooms are shrouded in darkness and not completely revealed to you and you lose health for smacking into walls as you clear the fog of war. The best part about this is if you fail a run, youâll do better next time if youâve memorized some of the room layouts.
- Even the battle system is way better than it has any right to be for this era. There does not exist a âpush A to winâ mechanic like so many other RPGâs. Instead, you have different types of attacks with different accuracy rates, and enemy spells can always be dodged by pushing a certain direction inside a certain time window. This is all turn-based, but it makes it feel more âactiveâ
- Finally, a couple things I almost always say something about: The soundtrack isnât very good and the story makes no sense whatsoever (đČ). Neither of these things matter. They are made up for with pure GAMEPLAY. When you are playing the game, you do not care.
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Pizza Kidd →
I am not affiliated with this project in any way, and have no idea whether you should support it, but the artwork as previewed so far looks exquisite
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Harmful Park
(Completed on 6 Dec 2025)
- Full disclosure, this was not a 1cc run; I just fired it up, didnât change from the default settings, and ran up against the wall till I hit the ending screen. That being said, you donât hit the wall too often and the game is pretty easy. Would recommend as a starter-shmup for anybody
- The only thing technically wrong with Harmful Park as a game is that there are sections (especially near the end) where the contrast of enemy bullets is a little muddy and I had a hard time seeing them. It could use an accessibility setting for that
- However, everything else about the experience is really awesome. Great cuteâemâup aesthetics, great sprite work, HUGE variety of enemies, and soundtracks for every level and boss.
- (Though, I would not say that the soundtrack is one that you can put on in the car and listen to any time - It sort of only works in the context of Harmful Park)
- If you could say that every shmup has a gimmick, the gimmick in this one is the weapons system. There are 4 distinct weapons you can switch between at any time, which by default are all assigned to the 4 shoulder buttons as hotkeys. Collecting an upgrade will power-up your current weapon, and getting hit downgrades your current weapon. For this reason, thereâs an element of strategy where if you know youâre gonna get hit, you can switch over to a lesser-used weapon real quick and not reset a powered-up weapon
- But most of the time you really will not need to go that far. The game is fairly easy and losing all your powerups is not a death sentence like on Gradius.
- All 4 weapons are good in different situations, and also have their own special attacks associated with them - dropping a bomb does not always drop the same bomb. Learning to switch to the right weapon for the right job is part of the fun of the game, none are totally worthless (except maybe the pies, you can get through the game without that)
- Lastly, Iâm pretty sure there is an english patch of this game, but I didnât use it and you donât really need it.
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