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| MAGICAL
POP'N |
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| 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

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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
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