MAGICAL POP'N
 
System: SUPER FAMICOM
Format: 16Mb ROM CASSETTE
Hardware: -
Released: 10.03.1995
Label: PACK-IN-VIDEO
Developer: POLESTAR

The starting point couldn't be any more commonplace: take a small and endearing character, an aesthetic typical of children's anime, and build a two-dimensional horizontally scrolling action game, where you not only have to fight enemies, but also worry about performing precise jumps and finding and utilizing the various items scattered along the adventure. With such a conventional approach (although widely accepted, in its day) the end result could only acquire relevance based on good execution. The programmers at Polestar must have understood this quite clearly, because Magical Pop'n is one of the best executed titles, both conceptually and technically, of the entire Super Famicom catalog.

Taking place in the age of castles, sorcerers and mythological beings (although resorting to the typical anachronisms Japanese authors like so much), Magical Pop'n gives us control of a little princess, a sorcerer's apprentice, who must venture beyond her domains to defend the peace of her kingdom. To our disposition is a considerable repertory of actions out of which the use of magic stands out. There are six types of magic represented by six icons on the upper side of the screen, only available once the corresponding item has been found. The magical items are hidden somewhere in each of the different stages and must be gathered in a specific order, so the entire range of spells won't be available until almost the end of the adventure. Each spell has two possible forms of execution, one more powerful than the other, depending on which button is pressed. The use of magic is also limited by the number of stars that have been collected, which are consumed depending on the executed spell. The magic is not only for attacking, but also allows for a series of actions which are necessary for accessing specific game zones.

The character is controlled using all of the SFC pad's buttons: one for attacking, another for jumping/sliding, two for the two types of magic forms and another two for moving the magic selection cursor left and right. Stages are structured more or less linearly (although there are secret areas and small labyrinths), with at least one mid-stage guardian and one final boss. Locations are totally distinct from one another, including enemies and traps characteristic of each stage that will test the correct usage of each stage's magical item — this being, ultimately, the game's authentic gimmick. c

Magical Pop'n is a typical 16-bit action game in its outline, but it enjoys a realization and a mechanical conception that distance it enormously from the ruling mediocrity in the genre.
In the first place, the little protagonist is one of the most adorable characters ever conceived for Nintendo's console. Her design, her way of running, of handling the wand-sword or of casting spells, turn her into an almost real (and extremely cute) life form. The gorgeous vocal interpretation with which the character has been bestowed contributes to this effect — performed, according to the back cover of the game's box, by some reputable actress and perfectly digitized for the occasion.

If to an unmatched protagonist's design we add a repertoire of exquisite enemies and more-than-acceptable backgrounds (although the use of color in these is sometimes more typical of the PC Engine's palette) we find ourselves with a more than outstanding graphical aspect, teaming up with an array of memorable melodies and, above all, appropriate sound effects, amongst which the little princess's voice shines with delight.

But if there is something truly dazzling in Magical Pop'n, it's the extraordinary control and the amazing speed of our adorable little sprite. It isn't usual to find in a system that suffers from such a slow CPU a game as agile as this one. The character's response, its quick movement, its lack of inertia when running and its way of attacking enemies with the wand (we can for once forget about jumping on their heads to strike them down) or of sliding brings to our mind titles more typical of the arcades than of home systems. The game's conception is totally that of an arcade; it's more comfortable to play with a good joystick than with the control pad, and there is no password option or save game feature, in spite of the game's considerable length.

And perhaps that's the game's only negative point. The stages are too long. Despite the character's quickness and the dynamism of the mechanics, the variation of the settings and the different enemies — both the ordinary and unique ones — the game is cumbersome. One playthrough can last hours if you don't know how to access the secret areas or haven't mastered the uses of the various spells. Thus the addiction factor suffers. Starting over from the beginning in a game this long is hard, so it's normal to allow a good deal of time to pass between playthroughs, which can cause you to forget the attack patterns of that boss that took you so much effort to defeat. Irritating. The continue option can mitigate the problem, although I don't believe a game of this type should be beaten using more than one credit. Call me a purist.

In any case, it's not a major defect. Magical Pop'n offers a game engine so polished and a technical execution so solid that it wouldn't be impertinent to classify it as one of the best in its genre to ever appear on any home system. Even those who like to make use of the continue feature without consideration will find a worthy challenge, thanks to the studied difficulty curve the game presents us with. A little gem — quite unknown — that, picking mechanic and aesthetic ideas more typical of other systems, dignifies and enriches a catalog as populated of masterpieces as is the Super Famicom's.

 
                                            Recap
  
 
   
All original artwork is the intellectual
property of Polestar Co. Ltd.
and Pack-in-Video Co. Ltd.


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Concept, design and text by Recapitulador. Translated by Emmanuel Fernández Noguera.
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