Note: The following article was written in February of 2022. As such, its contents represent the author’s opinions on the original GameBoy Advance version of Sigma Star Saga and may not be reflective of the game’s updated re-release, Sigma Star Saga DX.
Novelty is a powerful thing. While there’s value in perfecting an existing concept, the gaming public flock to new ideas like chickens to a carton of expired blueberries. There’s just one problem: coming up with new ideas is hard! One simple, time-honored trick for coming up with original gameplay hooks is to simply graft together two unrelated, existing ideas. This is the premise behind genre-mashup games. Metroidvania and first-person shooter? Metroid Prime! Mix together a third-person shooter with a real-time tactics game and you get Battalion Wars. What happens when you combine a side-scrolling shoot-em-up with an R.P.G.? You get the subject of today’s edition of That Was a Thing, Sigma Star Saga. Read more Sigma Star SagaThat Was a Thing ›
Let’s talk about Bomberman. Introduced in 1983, the Bomberman series has established itself as one of the iconic franchises of gaming, and for good reason. Nearly every system under the sun has at least one entry in the franchise. Moreover, the series has garnered a reputation for its simple, fast-paced, top-down puzzle gameplay and is best known for its frantic multiplayer mayhem.
Bomberman Hero is a single-player, third-person, action platformer. Developed and published by the now defunct Hudson Soft, the game was released for the N64 in 1998. As with any departure from formula, fans are split on whether or not this game is any good. So why the out-of-left field platformer game? Well, as it turns out, Bomberman Hero was originally planned to be a Bonk game.
As with any departure from formula, fans are split on whether or not this game is any good.
You know, Bonk the Caveman? Anyone? No? Well, now you see why they decided to go with Bomberman instead. Point is, the Bonk series were platformers, so this game’s a platformer.
I rented this game several times as a kid, and I remember having mixed feelings about it. On one hand, I greatly appreciated the fact that—unlike Bomberman 64—I could jump freely, a hang-up I developed from my mostly platformer diet at the time. On the other hand, I remember the game feeling cryptic, alien, and everything in the game’s environments feeling just a bit off. It was both fascinating and a little off-putting.
I actually made it pretty far in, though, which was unusual for me back then as I usually stuck to the first few levels of games. Unfortunately, I never could quite beat it, getting stuck on the boss of the penultimate world. I never forgot about it, though. For whatever reason, this game stuck around in the back of my mind since my childhood. Then, just a few months ago, I stumbled across it in my town’s GameXchange for a mere ten dollars.
Ten bucks for closure? Heck yeah!
Plot
The story begins with Princess Millian and her robot companion, Pibot, escaping their home world, Primus Star. The Garaden Empire, who have recently invaded Primus Star, are hot on their heels. Turns out the princess has stolen a data disk that contains information on…something important, I’m sure, and the empire wants it back. She gets captured, but before that gives Pibot the disk and instructs him to seek the aid of Bomberman.
So it’s basically Star Wars. Yeah, I take issue with this. Not so much that they’re referencing something popular, or even outright copying it in places. It’s just that everyone parodies Star Wars. Basing a plot on Star Wars isn’t just plagiarism, it’s clichéd plagiarism! In the end, I suppose it’s ultimately harmless. No one’s going to play this game for its story anyway, and besides, who doesn’t love Star Wars?
Basing a plot on Star Wars isn’t just plagiarism, it’s clichéd plagiarism!
Where was I? Oh right. Pibot’s ship crash lands, leading Bomberman to go investigate and learn about the Garaden Empire’s activities. From there, Bomberman and Pibot travel from planet to planet trying to rescue Princess Millian, only for her to be whisked away by the empire at the last second. Rinse and repeat a la Super Mario Bros.
Yeah, something like that…
Presentation
In regards to models and textures, the game is on par with most games of the era, and the simplistic nature of Bomberman’s design works well with the graphical limitations. The environments convey the intended mood quite well for the most part, but rarely have much in terms of personality.
The real issues are technical. The game’s frame-rate dips often, especially when there’s multiple explosions on screen, which, considering this is Bomberman we’re talking about, is often. Pop-in is also a noticeable issue for levels set along the Z-axis. Such levels aren’t terribly common, however, as most of the level design is either horizontal or vertical.
The music is a whole other story. The soundtrack, composed by longtime Bomberman series composer Jun Chikuma, is probably my favorite part of this game! The drum and bass inspired soundtrack gives this game a very distinct musical identity. Moreover, the otherworldly sound of BombermanHero‘s music fits perfectly with the game’s many alien worlds and bizarre environments. My only complaint is the song selection itself is pretty slim, and of the few songs some get used way more often than others. I really hope you like the song “Redial” because you’re going to be hearing that one a lot (also, I can’t be friends with you if you don’t).
The soundtrack is probably my favorite part of this game!
Between the soundtrack and the bizarre enemy designs, my initial impression that this game was weird was spot on. I’m surprised, too. Usually when I remember a game feeling surreal or mysterious, it’s just a product of my youthful imagination and inexperience; once I revisit it as an adult, it loses that mystique and intrigue. Nope, this game definitely retains that “fever dream” flavor after all these years.
Gameplay
As stated before, Bomberman Hero is a third-person 3D platformer. Bomberman can run, jump, throw bombs, drop bombs, and kick bombs. It took awhile for me to get used to Bomberman’s controls: he not only moved faster than I expected, but felt very heavy. In retrospect, it’s not that Bomberman carries much weight, it’s that he has weight to begin with. Yep, Bomberman has just a little inertia when he moves, which actually feels really good when you get the hang of it. By the end of the game, I was using Bomberman’s momentum to do cool stuff like jump in one direction while chucking bombs in another.
A typical gameplay moment from Bomberman Hero.
Another unexpected but welcome aspect of the game is its level design. Instead of huge sprawling sandboxes for the player to navigate, the stages are typically linear and fairly constrained, being concise and usually only requiring the player to move in one direction: forward, up, right, etc. Again, I think this works well. Each stage is bite sized and rarely overstays its welcome.
That is until you reach a vehicle stage. Bomberman Hero features four vehicles-like pieces of equipment for Bomberman to use: a jet-pack, a submarine, a helicopter, and an underutilized snowboard. While I like the helicopter alright, I don’t think too highly of the rest. They just feel awkward and a little out of place. To make things worse, the B button no longer attacks and is instead used to maneuver each vehicle in some way, which tripped me up on numerous occasions. While I can appreciate the variety they offer, these segments were a chore compared to the core gameplay.
If you squint really hard, it’s kind of like Star Fox…
Unfortunately, my grievances with this game’s design don’t stop at the vehicle stages. This game is very fond of “gotchas”. There are plenty of traps that only seem to exist to stick it to first time players, such as missiles that launch out of destroyed crates. Of course, traps aren’t a problem for cautious players who take their time to look before they leap.
There are plenty of traps that only seem to exist to stick it to first time players.
The real problem is it’s not always possible to look before you leap. The game’s camera mostly stays in a fixed position relative to Bomberman: angle and distance. Because the player’s view is so constrained, seeing what’s to the left or right or above and below is difficult. Remember how I mentioned most levels aren’t set along the Z-axis? That’s great if you want to hide the technical limitations of the game’s engine, but it leads to several situations where enemies can fire at the player before he can even see them. The game does offer some very limited camera controls: the player can rotate the camera by pressing the up, left, and right C buttons…but only while standing still. Seriously, why not just have the camera stay angled the way the player tells it to be until told otherwise?
While we’re on the subject of the game’s camera, boss battles are the one time the camera doesn’t stay in a fixed position. To the game’s credit, it tries to always keep Bomberman and the boss in the frame; the key word here is tries. For whatever reason, the camera is rather lethargic, not wanting to exceed a certain speed of rotation. That said, it works most of the time, with the constant motion only being a little disorientating. When it does screw up, however, you’ll be fighting the camera more than the boss.
At times, you’ll be fighting the camera more than the bosses.
Ending
So after traversing four planets, Bomberman finally catches up with Princess Millian. She asks Bomberman to return the disk that he apparently obtained from Pibot and was carrying this whole time. Bomberman obliges only to find out the Millian he’s talking to isn’t the real Millian and you totally saw that coming didn’t you? Well, the bad guys take the disk and use it to revive their leader, Bagular…whoever that is. Cue one more world, a boss rush, and kicking Bagular’s butt. The game ends with the princess giving Bomberman a medal and a “thank you” kiss while Pibot expresses envy.
Well that was underwhelming…If I didn’t know any better, I’d say there was some sort of secret, unlockable, true ending…
Wait, there is? Okay, now we’re talking! What do I have to do? Find all of the collectible bonus items…and get a perfect score on every level of the game?
To YouTube!
In all seriousness, it’s only worth your time if you really like the game and have the time to 100% it. The true ending amounts to nothing but a non-sequiter plot twist that extends the game by a scant three levels, one of which is a…jetpack stage. While the ending cinematic for beating the true final boss is slightly cooler, it doesn’t add anything to the overall narrative.
In the end, Bomberman Hero is great platformer that feels distinct from its contemporaries. The game’s by no means perfect, but most of the issues it has were more the result of the time it was made than poor design choices on the developers’ part, most notably the camera. Aside from the vehicle stages, the game feels very focused, with its tight controls and concise level design. In my debatably humble opinion, this is a game that deserves a spot in any N64 collector’s library.
I’m really glad I shelled out those ten dollars: finally having closure on this bizarre blast from my past is more than enough bang for my buck.
After years of waiting, The Legend of Zelda: Tears of the Kingdom is finally out. As the sequel to Breath of the Wild, Tears of the Kingdom is the follow up to one of Nintendo’s most highly acclaimed games. After hundreds of hours in Hyrule, Scott, Glen, and Nathan recount their time in The Legend of Zelda: Tears of the Kingdom in the final episode of the Two Button Crew Podcast.
Hey crew, we have an announcement to make. We have decided to end Two Button Crew. With the release of episode 40 of the podcast, we’ve agreed now would be an appropriate time to bring things to a close. The podcast started with an overview of The Legend of Zelda: Breath of the Wild, so it only seems fitting to bookend it with an episode on the game’s sequel, Tears of the Kingdom. That and, while the Switch is far from dead, it does feel like this generation is winding down, making this a good time to wrap things up.
We’re also not as young as we used to be. Our lives have changed quite a lot over the years and there’s plenty to keep us busy: Ryan and Scott are fathers, Simeon has moved to another state, and I (Glen) have landed a job as a game programmer. With everything going on in our lives, we just don’t have the time for this project that we used to.
Moreover, many of us have other projects we’d like to pursue. Scott has written two fantasy novels: Spire of Tyranny and Gates of Eternity. He’s also currently in talks to work on future video game-related books. I, myself, have recently started my own company, Loksi Games (pronounced Lōk-see) and published an addon for the Unity Asset Store. Additionally, I’ve also been working in my spare time on my own game. And let’s not forget Nathan has his own let’s play channel, Nathan Blake Games.
Scott and Simeon started the Two Button Crew YouTube show way back on May 21, 2015, over eight years ago. I myself have been a part of the crew for roughly seven and a half years. I can only speak for myself, but there were a slew of projects that I had planned but never got around to making: editorials, “That Was a Thing” articles, and a very ambitious Chibi-Robo retrospective where I would’ve reviewed every game in the series. Still, when I look back, it’s crazy how much we’ve done over the years:
A daily talk show with over 800 episodes
Reviews of games, books, and hardware
Blogs ranging from editorials to retrospectives and even fan fiction
Gaming live streams
Let’s plays
Collaborations with prominent Nintendo content creators including GameOver Jesse, Lucas M. Thomas, Shesez, and Matthew Taranto
Two Button Crew has been an amazing experience. Even though I know it’s the right decision, I’m sad to see it come to an end. But instead of lamenting its passing, I think it’s better to be grateful for being a part of something so ambitious, wholesome, and fun. I’m grateful for the friends I’ve made, for the opportunity to express myself, and for the knowledge that there are people out there who are interested in what I have to say. We’re also grateful for all of our fans who have supported us over the years: CrazyK, Dan Tappan, Enrique Lopez, Flapjack, GameOver Jesse, Jay Man, Liep, Matthew Mason, Paul Washke, Rachel Wakelin, SciSci, SparklingCyanide, Thierry, TmacMusic, and—of course—you.
Super Mario 64 is a landmark title in video games. It helped usher in the 3D era of gaming, created the template for collectathon platformers, redefined what it meant to be a Mario game, and enchanted generations of Nintendo fans. Join Nathan and Glen as they talk about one of the most influential and beloved video games of all time!
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Pokémon Legends: Arceus breaks new ground for the historic gaming franchise, enabling an unprecedented sense of freedom in the world of pocket monsters. Join Glen and Nathan of Nathan Blake Games as they discuss the latest entry, what worked and what didn’t, and what this means for the future of the Pokémon series.
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Kirby’s second outing was a landmark title for the series. Not only was it our favorite pink marshmallow’s first game on a home console, it also marks the debut of his signature copy abilities. Join Glen and Scott as they discuss the finer points of Kirby’s Adventure (and nearly every other game in the series) in this episode of the Two Button Crew Podcast!
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Mario hasn’t had the best luck with cinematic adaptations, that is until now. The Super Mario Bros. Movie is out and nabbing box office high scores. Is it worth the hype? Glen, Nathan, and Scott are here to share their thoughts on Mario’s big return to the big screen.
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Two hours, two persons, two buttons. Glen and Nathan once again wander off the beaten path to bring you this in-depth discussion of the 2009 Nintendo DS cult-classic, Nine Hours, Nine Persons, Nine Doors.
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The latest installment of Splatoon has been out for a few months now and is making waves among fans. In that time, Glen and Nathanael have delved the depths of Alterna, waged Turf Wars, and endured countless shifts at Grizzco to bring you this extended deep dive into Splatoon 3!
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We’ve all been there. Maybe you just entered a new shrine in Breath of the Wild or you got enough moons to go to the next kingdom in Super Mario Odyssey. Whatever game it is, you press the confirm button, eager to see what’s next, only to be met with a mostly blank screen and the words:
Now loading…
Slumping back in your seat (assuming you’re not playing at a rooftop party and sitting on the parapet), you glare intently at the message, brow furrowed. After a long and agonizing five seconds, you can’t help but wonder, “what on earth is taking so long?”
And I intend to answer just that, and many more questions, in the following article! No waiting necessary! Read more Loading Questions ›
The River City Girls are back! Hot on the heels of the success of their first starring role, WayForward and Arc Systems Works have brought the Gals back for round two. In case you haven’t been following this game’s development, WayForward was hyping this game up for a whole year leading up to its release, with multiple trailers that gradually revealed more and more of the game’s characters and features. And with each new trailer, I felt just a little bit more…apprehensive. While I enjoyed the first game, I didn’t like it enough to want more of it. Moreover, I knew Two Button Crew was going to get a review code for this game, and—having reviewed the first title—I’d would be reviewing this one. But, I have a job to do, so let’s get this over with. Read more River City Girls 2 Review ›
RWBY: Arrowfell is an action-adventure platformer developed by WayForward and published by Arc System Works. Based on Rooster Teeth’s animated web series, RWBY, the game is set during the show’s seventh volume. The game follows the eponymous Team RWBY on their first big mission as licensed huntresses. Read more RWBY: Arrowfell Review ›
Klonoa returns once more thanks to the Klonoa Phantasy Reverie Series collection for Nintendo Switch. Despite its acclaim, the game has remained relatively obscure. Join Glen and Nathan as they discuss examine the gameplay, design, and story of Namco’s beloved cult classic.
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Neither video game movies nor Sonic have the best track record, but despite the odds, Paramount’s Sonic the Hedgehog and its sequel were runaway successes. Join Glen and Nathan as they analyze and review both movies.
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Introducing Expedition Into the Halno Woods, an entry-level adventure module for 1d4chan’s The Legend of Zelda role-playing game. Now you too can embark on the adventure first featured in our TBC Table-Top podcast. How will your own party of heroes fair on their quest to save the river? Will you triumph, or find yourselves up the creek without a paddle?
In addition to the adventure itself, you can clickhere to download a supplement pack containing high-resolution maps, battle maps, and useful cheat sheets.
This module is compatible with the 1d4chan The Legend of Zelda R.P.G., the rules for which can be found here.
About ThisModule
This module aims to introduce players and Sages (i.e. game masters) to The Legend of Zelda R.P.G. It features a small, sandbox-styled adventure in which players can explore, fight monsters, and solve puzzles. It provides many scenarios to help sages learn and demonstrate many of the game’s rules and even includes examples of some of the game’s more abstract concepts, such as minigames. Moreover, the adventure is written to capture the feeling of playing a chapter of a Zelda game, following the recognizable formula of a town that’s in trouble, a task to reach the source of the problem, and finally a dungeon to test the players’ mettle. As such, this module focuses more on gameplay, allowing for sages to fill in the details of the story as they see fit.
The Story
The humble logging town of Addalet is in trouble. The river on which the village’s livelihood depends is drying up. Now the players must travel through the mysterious Halno Woods to the river’s source to uncover the cause of the town’s troubles.
Features
Two dungeons
A town full of lively characters
Ten side quests
A sprawling countryside with 17 unique locations
Stats for 18 different types of enemies
New survival rules for roughing it in the wild
New alternate navigation rules
Alternate potion brewing rules
Five pre-made characters
Advice for Running This Campaign
As a bonus, here are some tips for running this campaign and The Legend of Zelda R.P.G. in general:
This is a Zelda game: If you’ve played pen-and-paper R.P.G.s before, you probably know The Legend of Zelda has a very different tone and internal logic fromgames like Dungeons & Dragons. For instance, enemies drop items when defeated, and players can find money by cutting grass. While I encourage players and sages to take advantage of the additional freedom afforded by pen-and-paper R.P.G.s, players and sages should remember that this module was written using “Zelda logic” and that keeping that in mind will enhance your group’s enjoyment of the campaign.
Keep the monster stats on standby: For the sake of brevity, I put many of the monster stats in the appendices in the back of the module. I recommend printing these out and keeping them off to the side while running the game so you can quickly reference them.
Use battle maps and miniatures for combat: Combat in The Legend of Zelda R.P.G. is very heavily based on positioning and movement. As such, it’s critical that everyone can easily track what’s going on. I’ve tried running this game’s combat using “theater of the mind” and seen others attempt it, and it simply does not work.
Be open minded: Part of the fun of running an R.P.G. is seeing what wild and creative solutions the players come up with. If the players come up with an inventive solution to a puzzle that logically should work but isn’t mentioned in the module, then go ahead and let the party do it.
If you have any questions, comments, or corrections (rules, spelling, grammar, etc.) contact me at glen@twobuttoncrew.com.
Metroid: Dread: long-rumored, long-awaited, and highly anticipated. Now it’s here for us to enjoy – the finale in a famed 35-year franchise. Scott & Glen have dug into the game and explored its secrets, as well as researched the development history of the mysterious title. This is about as deep of a dive into Metroid Dread as you could hope for, so fasten your earbuds and come along for the show!
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Metroid: Dread is almost upon us, and that sentence alone still sounds like a miracle to Metroid fans who have been waiting for a new 2D entry in the series for nearly two decades. Scott & Glen are swept up in the excitement, and are here to revisit Samus’ origins in Metroid: Zero Mission, a GBA remake of her original NES outing. After both hosts replayed the game on Wii U Virtual Console, they sit down to discuss its merits as a Metroid game, and debate a bit about that adding ending sequence. Come along for the ride!
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The end of a system’s lifespan is often an interesting time. By then, developers are intimately familiar with the platform’s capabilities and know exactly what it takes to push it to its limits. Unfortunately, these efforts are often overlooked by the general public, who are too anxious to get their hands on the next generation of hardware and games. As a result, the twilight years of a game system are a perfect breeding ground for cult classics. Such is the story of WayForward’s Shantae for the GameBoy Color. Shantae was originally released for the GameBoy Color on June 2, 2002, almost an entire year after the GameBoy Advance’s North American debut. Now the half-genie’s original outing makes its way to Nintendo Switch, thanks to Limited Run Games. Read more Shantae Review ›
Happy four-year Switchaversary! We can’t believe Nintendo’s little hybrid/home console has gotten this old. When the Wii U turned four, it was just about lights out for that console. With this many years of Switch under our belts, we wanted to discuss the Dos and Don’ts of Console Design. Creating a console is a juggling act for Nintendo… power, but not too much. Cheap materials, but not so cheap that durability is sacrificed. Many other factors go into the Research and Development that results in the Nintendo systems we know and love. Where has Nintendo nailed it in the past, and where have they missed the mark? From our perspective, what needs to be changed and done differently on the rumored “Switch Pro”? Listen in for Scott’s and Glen’s thoughts.
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