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{{short description|1997 |
{{Pp|small=yes}}{{short description|1997 video game}} |
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{{about|the video game|the art activist collective|The Mischief Makers|the TV series|Mischief Makers (TV series)}} |
{{about|the video game|the art activist collective|The Mischief Makers|the TV series|Mischief Makers (TV series){{!}}''Micshief Makers'' (TV series)}} |
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{{featured article}}{{Use American English|date=May 2014}}{{Use mdy dates|date=May 2014}} |
{{featured article}} |
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{{Use American English|date=May 2014}} |
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{{Use mdy dates|date=May 2014}} |
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{{Infobox video game |
{{Infobox video game |
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| title = Mischief Makers |
| title = Mischief Makers |
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| image = Mischief Makers.jpg |
| image = Mischief Makers.jpg |
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| alt = A female robot named Marina Liteyears is blasting |
| alt = A female robot named Marina Liteyears is blasting toward the right side of the box art, with fist outstretched and a trail of fire behind her. On the ground is a legion of identical, sad-faced creatures. The logo is in big, green bubble letters, and the Nintendo 64 sidebar flanks on the right. |
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| developer = [[Treasure (company)|Treasure]] |
| developer = [[Treasure (company)|Treasure]] |
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| publisher = {{vgrelease|JP|Enix}}{{vgrelease|[[North America|NA]] / [[PAL region|PAL]]|[[Nintendo]]}} |
| publisher = {{vgrelease|JP|Enix}}{{vgrelease|[[North America|NA]] / [[PAL region|PAL]]|[[Nintendo]]}} |
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'''''Mischief Makers''''', released in Japan as {{nihongo|'''''Yuke-Yuke!! Trouble Makers'''''|ゆけゆけ!!トラブルメーカーズ|Yuke Yuke!! Toraburu Mēkāzu}} is a [[side-scrolling]] [[platform game |
'''''Mischief Makers''''', released in Japan as {{nihongo|'''''Yuke-Yuke!! Trouble Makers'''''|ゆけゆけ!!トラブルメーカーズ|Yuke Yuke!! Toraburu Mēkāzu}}, is a [[side-scrolling]] [[platform game]] developed for the [[Nintendo 64]] [[Video game console|gaming console]] by [[Treasure (company)|Treasure]], and published in 1997 by [[Enix]] in Japan and by [[Nintendo]] internationally. The player assumes the role of Marina Liteyears, a robotic maid who journeys to rescue her creator, Professor Theo, from the emperor of Planet Clancer. The gameplay is displayed in [[2.5D]], based on grabbing, shaking, and throwing objects within five worlds and 52 levels. |
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It is the first 2D side-scrolling game for the Nintendo 64, and Treasure's first release for a Nintendo console. The 12-person team began development in mid-1995 with little knowledge of the prototype console. The team wanted to make a novel gameplay mechanic, and implementing the resultant "catching" technique became their most difficult task. The game was announced at the 1997 [[Electronic Entertainment Expo]] and was released in Japan on June 27 that year and later in the United States, Europe, and Australia. |
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''Mischief Makers'' received mixed reviews. Critics praised its inventiveness, personality, and [[Boss (video gaming)|boss]] fights, but criticized its short length, low difficulty, low [[replay value]], sound, and harsh introductory learning curve. Retrospective reviewers disagreed with the originally poor reception, and multiple reviewers noted Marina's signature "Shake, shake!" [[sound bite]] as a highlight. Video game journalists appealed for its reissue either through the [[Nintendo eShop]] or in a sequel or franchise reboot. In 2009, ''[[GamesRadar]]'' called it possibly the most underrated Nintendo 64 game. |
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== Gameplay == |
== Gameplay == |
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[[File:MischiefMakers--article image.jpg|thumb|left|As Marina grabs a bomb, "clanball" platforms and warp stars float nearby.|alt=A rainbow-colored spectrum in a futuristic gauge is in the upper-left area of the heads-up display. Marina, the main character, has green hear and wears white. She stands on a platform made of bricks, each brick is inlaid with an identical sad-looking face of different proportions. Floating balls with the same face float on the screen, as do rotate, neon-colored stars.]] |
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''Mischief Makers'' is the first [[single-player]] 2D [[side-scrolling]] [[platform game]] on the [[Nintendo 64]].{{r|IGN review}} Its gameplay combines platform [[game mechanics]] with aspects from the action and puzzle genres.{{r|Nintendo Life review}} The characters and backgrounds are modeled in pre-rendered 3D{{r|NP review}} similar to ''[[Donkey Kong Country]]''{{'}}s "Advanced Computer Modeling".{{r|Nintendo Life review}} This style, with 3D backgrounds behind 2D gameplay, is known as [[2.5D]].{{r|IGN: Griffey}} Its gameplay is more exploratory than previous [[Run and gun (video game)|run-and-gun games]] from Treasure.{{r|NWR review}} |
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The [[player-character]], a robotic maid named Marina, journeys to save her kidnapped creator.{{r|IGN review}} The story takes place on Planet Clancer, a world on the cusp of civil war due to the actions of its Emperor and his Imperial forces. The Emperor brainwashes Clancers to kidnap the visiting robotics genius Professor Theo.{{r|Nintendo Life review}} Theo's creation, the player-character Ultra-InterGalactic-Cybot G Marina Liteyears, pursues the professor and grabs, throws, and shakes the obstacles in her way, such as enemies, floating "Clanball" platforms, warp stars, and missiles.{{r|Nintendo Life review}} Almost all game objects can be grabbed, which lends towards the shake-based combat system.{{r|NWR review}} Marina can shake "grabbed" objects to throw them as projectiles or to find loot.{{r|Gamasutra}} Objects sometimes change functions when shaken, such as items that become homing missiles and guns with multi-directional shots.{{r|Nintendo Life review}} Some drop red, blue, and green gems, which restore player [[Health (gaming)|health]].{{r|AllGame review}} The health gauge in the corner of the screen shows the amount of damage Marina can take.{{r|manual p15}} The player can store up to two additional stock lives.{{r|Nintendo Life review}} Yellow gems hidden in each level extend the final cutscene's length.{{r|NWR review|Gamasutra|GS review}} Marina can run, jump, and boost (via jetpack) in the eight [[Cardinal direction|cardinal and ordinal directions]].{{r|NWR review}} She can also slide, hover, and roll.{{r|AllGame review}} |
The [[player-character]], a robotic maid named Marina, journeys to save her kidnapped creator.{{r|IGN review}} The story takes place on Planet Clancer, a world on the cusp of civil war due to the actions of its Emperor and his Imperial forces. The Emperor brainwashes Clancers to kidnap the visiting robotics genius Professor Theo.{{r|Nintendo Life review}} Theo's creation, the player-character Ultra-InterGalactic-Cybot G Marina Liteyears, pursues the professor and grabs, throws, and shakes the obstacles in her way, such as enemies, floating "Clanball" platforms, warp stars, and missiles.{{r|Nintendo Life review}} Almost all game objects can be grabbed, which lends towards the shake-based combat system.{{r|NWR review}} Marina can shake "grabbed" objects to throw them as projectiles or to find loot.{{r|Gamasutra}} Objects sometimes change functions when shaken, such as items that become homing missiles and guns with multi-directional shots.{{r|Nintendo Life review}} Some drop red, blue, and green gems, which restore player [[Health (gaming)|health]].{{r|AllGame review}} The health gauge in the corner of the screen shows the amount of damage Marina can take.{{r|manual p15}} The player can store up to two additional stock lives.{{r|Nintendo Life review}} Yellow gems hidden in each level extend the final cutscene's length.{{r|NWR review|Gamasutra|GS review}} Marina can run, jump, and boost (via jetpack) in the eight [[Cardinal direction|cardinal and ordinal directions]].{{r|NWR review}} She can also slide, hover, and roll.{{r|AllGame review}} |
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The game has five worlds with roughly twelve [[Level (video gaming)|levels]] apiece.{{efn|The five worlds are Planet Clancer, Migen's Shrine, Mt. Snow, Aster's Lair, and the Imperial HQ, and there are 52 levels accessed via a [[overworld|stage select]] screen.{{r|IGN review}}}} Some levels are action-only while others include puzzles. The player's goal is to reach a warp star at each level's end. En route, Marina shakes enemies, breaks blocks, uses weapons, and rides "bikes" and objects along wire path mazes.{{r|IGN review}} Each world has both final and mid-level [[Boss (video gaming)|bosses]]. The levels and boss fights use [[Scale (ratio)|scaling]] and screen rotation [[special effects]] to vary the gameplay.{{r|Nintendo Life review}} |
The game has five worlds with roughly twelve [[Level (video gaming)|levels]] apiece.{{efn|The five worlds are Planet Clancer, Migen's Shrine, Mt. Snow, Aster's Lair, and the Imperial HQ, and there are 52 levels accessed via a [[overworld|stage select]] screen.{{r|IGN review}}}} Some levels are action-only while others include puzzles. The player's goal is to reach a warp star at each level's end. En route, Marina shakes enemies, breaks blocks, uses weapons, and rides "bikes" and objects along wire path mazes.{{r|IGN review}} Each world has both final and mid-level [[Boss (video gaming)|bosses]]. The levels and boss fights use [[Scale (ratio)|scaling]] and screen rotation [[special effects]] to vary the gameplay.{{r|Nintendo Life review}} |
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Almost all things on Planet Clancer{{emdash}}including people, buildings, and pets{{emdash}}either wear or are inscribed with identical "sad" faces with red, glowing eyes.{{r|NWR review}} A Clancer named Teran substitutes for Marina in several brief areas and uses non-shake mechanics like punching, kicking, and [[double jump (video gaming)|double jumping]].{{r|NWR review}} A character named Calina, a petulant Clancer who imitates Marina, recurs |
Almost all things on Planet Clancer{{emdash}}including people, buildings, and pets{{emdash}}either wear or are inscribed with identical "sad" faces with red, glowing eyes.{{r|NWR review}} A Clancer named Teran substitutes for Marina in several brief areas and uses non-shake mechanics like punching, kicking, and [[double jump (video gaming)|double jumping]].{{r|NWR review}} A character named Calina, a petulant Clancer who imitates Marina, recurs as a [[comedic device]].{{r|Nintendo Life review}} |
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== Development == |
== Development == |
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[[File:N64-Console-Set.jpg|thumb|The Nintendo 64 console|alt=The Nintendo 64 controller is the light gray controller with three handles for the player's two hands. It has red, green, blue, and yellow buttons, an analog stick, and a directional pad. The controller is plugged into the charcoal gray Nintendo 64 with a light gray cartridge inserted. The sleek console is convex on its top and has two power switches and four controller ports.]] |
[[File:N64-Console-Set.jpg|thumb|The Nintendo 64 console|alt=The Nintendo 64 controller is the light gray controller with three handles for the player's two hands. It has red, green, blue, and yellow buttons, an analog stick, and a directional pad. The controller is plugged into the charcoal gray Nintendo 64 with a light gray cartridge inserted. The sleek console is convex on its top and has two power switches and four controller ports.]] |
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[[Treasure (company)|Treasure]] began to develop ''Mischief Makers'' in mid-1995. At the time, |
[[Treasure (company)|Treasure]] began to develop ''Mischief Makers'' in mid-1995, before the Nintendo 64's launch in mid-1996. At the time, little was known about the prototype console's future final technical specifications, graphics implementation, and [[development kit]], but were nevertheless interested in the console and its improved "[[pixel]] quality".{{r|IGN: Treasure talks}} Historically, Treasure developed games exclusively for Sega consoles,{{r|IGN: Treasure talks}}{{efn|Treasure continued to develop for the [[Sega Genesis]] even while Nintendo had market control because the team found the Genesis development process easier.{{r|IGN: Treasure talks}}}} which made ''Mischief Makers'' its first release for a Nintendo console.{{r|Nintendo Life review}} Choosing the Nintendo 64 was a hardware-based decision;{{r|IGN: Treasure talks}} the [[Nintendo 64 Game Pak]] [[video game cartridge|cartridges]] were more expensive than [[CD-ROM]]s, but they loaded data instantly and were thus more conducive for [[action games]] such as this. However, Treasure [[CEO]] Masato Maegawa said that development for the Nintendo 64 had a harsher learning curve than even the [[Sega Saturn]]. Other than the special attention required to build a single boss in 3D, the team did not use features specific to the Nintendo 64 hardware.{{r|IGN: Treasure talks}} |
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Treasure's founders had come from [[Konami]], where they worked on [[Nintendo Entertainment System]] games such as ''[[Castlevania (1986 video game)|Castlevania]]'' and ''[[Contra (video game)|Contra]]''.{{r|IGN review}} They found their development environment restrictive and left to try riskier concepts and to singularly focus on making "great games".{{r|IGN: Treasure talks}} In the three years between Treasure's founding and ''Mischief Makers''{{' |
Treasure's founders had come from [[Konami]], where they had worked on [[Nintendo Entertainment System]] games such as ''[[Castlevania (1986 video game)|Castlevania]]'' and ''[[Contra (video game)|Contra]]''.{{r|IGN review}} They found their development environment restrictive and left to try riskier concepts and to singularly focus on making "great games".{{r|IGN: Treasure talks}} In the three years between Treasure's founding and ''Mischief Makers''{{'}}s development, the company released highly regarded games such as ''[[Gunstar Heroes]]''{{emdash}}known as "one of the definitive [[16-bit era|16-bit]] action games"{{emdash}}and ''[[Dynamite Headdy]]''.{{r|IGN: Treasure talks}} An average of 12 people worked on ''Mischief Makers'', with up to 15 at times. Though the team was different in composition from that of previous Treasure games, it included the lead programmer and character designer from ''Gunstar Heroes''. Treasure's CEO said that the staff liked to expand into new genres, though primarily in genres where the staff had experience. The company sought to depart from the ''Gunstar Heroes'' [[shoot 'em up]] design, and chose to build ''Mischief Makers'' around an original "catching" gameplay mechanic, which became the hardest aspect to implement.{{r|IGN: Treasure talks}} While foreign (non-Japanese) aesthetics were popular with other Japanese developers, Treasure's CEO said the company's games did not look "particularly foreign" and could appeal to Japanese audiences.{{r|IGN: Treasure talks}} |
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The game |
The game is Treasure's first to have been published by [[Enix]]. The publisher sought Treasure for its reputation in the action game genre, and had approached Treasure several times before the Nintendo 64 project surfaced. Treasure CEO Maegawa was already fond of Enix, having applied unsuccessfully to work there as a student.{{r|IGN: Treasure talks}} Upon choosing the Nintendo 64, Treasure thought it would be a "good idea" to work with Enix.{{r|IGN: Treasure talks}} Similar to how Treasure ended its historic loyalty to the [[Sega Genesis]] by developing ''Mischief Makers'' for Nintendo, Enix had just recently ended its historic loyalty to Nintendo by signing ''[[Dragon Quest VII]]'' of its ''[[Dragon Quest]]'' franchise to Sony. Neither Square or Enix built a "special relationship" with Nintendo specific for ''Mischief Makers''{{'}}s release,{{r|IGN: Treasure talks}} though Nintendo was the publisher for Western markets.{{r|IGN: Nintendo to publish}} Prior to Nintendo proposing to publish the game in the West, Enix said it had no plans to release it outside Japan.{{r|GPro107}} When its English localization finished ahead of schedule, the North American release date was advanced two weeks.{{r|IGN: Griffey}} |
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''Mischief Makers'' was the only game displayed at the Enix booth at the April 1997 Tokyo Game Show.{{r|EGM95}} It was later demonstrated at the 1997 [[Electronic Entertainment Expo]]{{r|IGN: Nintendo to publish}} and released in Japan on June 27, 1997,<ref>{{Cite web |title=NINTENDO64全発売ソフト一覧(1997年) |work=Nintendo Japan |url=https://www.nintendo.co.jp/n01/n64/software/1997.html |access-date=2022-01-19 |archive-date=December 6, 2021 |archive-url=https://web.archive.org/web/20211206213849/https://www.nintendo.co.jp/n01/n64/software/1997.html |url-status=live }}</ref> the United States on October 1,{{r|IGN review}} and the United Kingdom on December 12.<ref>{{Cite news |title=Mischief Makers |work=[[Official Nintendo Magazine]] |issue=63 |page=80 |date=December 1997 |url=https://archive.org/details/nintendo-magazine-uk-63-december-1997/page/82/mode/1up }}</ref><!-- more to paraphrase in source --> Its Japanese title is ''Yuke-Yuke Trouble Makers'', or ''Go-Go Trouble Makers''.{{r|IGN: Treasure talks}} Near the |
''Mischief Makers'' was the only game displayed at the Enix booth at the April 1997 Tokyo Game Show.{{r|EGM95}} It was later demonstrated at the 1997 [[Electronic Entertainment Expo]]{{r|IGN: Nintendo to publish}} and released in Japan on June 27, 1997,<ref>{{Cite web |title=NINTENDO64全発売ソフト一覧(1997年) |work=Nintendo Japan |url=https://www.nintendo.co.jp/n01/n64/software/1997.html |access-date=2022-01-19 |archive-date=December 6, 2021 |archive-url=https://web.archive.org/web/20211206213849/https://www.nintendo.co.jp/n01/n64/software/1997.html |url-status=live }}</ref> the United States on October 1,{{r|IGN review}} and the United Kingdom on December 12.<ref>{{Cite news |title=Mischief Makers |work=[[Official Nintendo Magazine]] |issue=63 |page=80 |date=December 1997 |url=https://archive.org/details/nintendo-magazine-uk-63-december-1997/page/82/mode/1up }}</ref><!-- more to paraphrase in source --> Its Japanese title is ''Yuke-Yuke Trouble Makers'', or ''Go-Go Trouble Makers''.{{r|IGN: Treasure talks}} Near the Japanese launch, Treasure announced that it would continue to develop for the Nintendo 64 with the Japan-only ''[[Bakuretsu Muteki Bangaioh]]'', which was released in September and later introduced to North America as ''Bangai-O''.{{r|IGN: Bakuretsu}} |
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== Reception == |
== Reception == |
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''Mischief Makers'' received "mixed or average reviews", according to video game [[review aggregator]] [[Metacritic]],{{r|Metacritic}} and a "Gold Hall of Fame" score of 32/40 from Japanese magazine ''[[Famitsu]]''.{{r|Famitsu}} Critics praised the |
''Mischief Makers'' received "mixed or average reviews", according to video game [[review aggregator]] [[Metacritic]],{{r|Metacritic}} and a "Gold Hall of Fame" score of 32/40 from Japanese magazine ''[[Famitsu]]''.{{r|Famitsu}} Critics praised the inventiveness, personality, "variety", and boss fights,{{r|Nintendo Life review|AllGame review|GS review|EGM review|GProrev}} and criticized the brevity, low difficulty, low [[replay value]],{{r|AllGame review|GS review|GI review|EGM review}} sound,{{r|IGN review|NP review|GS review|NG review}} and harsh introductory learning curve.{{r|Nintendo Life review|AllGame review|EGM review|GProrev}} Retrospective reviewers were more positive,{{r|Gamasutra|GamesRadar: untapped}} and multiple reviewers noted Marina's signature "Shake, shake!" [[sound bite]] as a highlight.{{r|NWR review|AllGame review|EGM review}} ''[[Electronic Gaming Monthly]]'' awarded the game its silver award.{{r|EGM review}} |
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''[[IGN]]''{{'}}s Matt Casamassina said that the game compensated for its average graphics with excellent level design and gameplay challenges. He added that the |
''[[IGN]]''{{'}}s Matt Casamassina said that the game compensated for its average graphics with excellent level design and gameplay challenges. He added that the puzzles require thought, unlike those in other action games, and that the objectives were not clear until after the first few levels. Casamassina praised the transparency effects, [[Spatial anti-aliasing|anti-aliasing]], [[mipmapping]], and scaling rotations.{{r|IGN review}} ''IGN'' described anticipation for the game as "tremendous",{{r|IGN: Nintendo to publish}} particularly among the target market of "younger gamers and 2D fans".{{r|IGN: Griffey}} ''[[Nintendo Power]]'' said that the game was the best side-scroller since ''[[Super Mario World]]''.{{r|NP review}} ''[[Next Generation (magazine)|Next Generation]]'' wrote that "only diehard 2D platform fans" would be interested and that the game did not meet standards set by ''[[Super Mario 64]]''.{{r|NG review}} In contrast, ''[[GameFan]]'' said that ''Mischief Makers'' did for 2D what ''Super Mario 64'' did for 3D, and suggested that [[Sega]] should be influenced.{{r|GameFan spread}} ''[[GamePro]]'' instead argued that the similarity to ''Mario'' is superficial, and that ''Mischief Makers'' had carved out its own niche with unique gameplay mechanics.{{r|GProrev}} ''[[GamesRadar]]'' retrospectively called it "pure, unadulterated awesome" and "2D brilliance". The website summarized the game as about "grabbing sad-faced aliens, shaking them until gems come out, and then hurling them at other sad-faced aliens".{{r|GamesRadar: untapped}} Zachary Miller of ''Nintendo World Report'' said that it may be most bizarre and surreal Nintendo 64 game,{{r|NWR review}} but ''[[Gamasutra]]''{{'}}s John Harris said that the premise is "only strange to people who have never heard of anime".{{r|Gamasutra}} ''GameFan'' described the game as "obviously deeply Japanese",{{r|GameFan spread}} where "old school gameplay and 64-bit visuals finally meet".{{r|GameFan review}} |
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[[Hirokazu Hamamura]] of ''Famitsu'' commended |
[[Hirokazu Hamamura]] of ''Famitsu'' commended the gameplay for balancing against its poor character design. Other ''Famitsu'' reviewers admired Treasure's signature robot designs and were puzzled by the company's choice to use buttons instead of the 3D [[analog stick]].{{r|Famitsu}} ''[[Nintendo Life]]''{{'}}s Jamie O'Neill praised the characters and disliked the controls. He compared the Calina character to the role of Shadow Mario in ''[[Super Mario Sunshine]]''. O'Neill wrote that the intricate controls were "the antithesis of a friendly, approachable, and intuitive platformer" because they used every button on the controller (including the [[directional pad]]), though he said that players who persevered through the difficult controls would find them "inventive and unique".{{r|Nintendo Life review}} He added that the complex controls allowed for experimentation that led to new and fun gameplay, and though the throwing enemies mechanic seemed to follow from ''Gunstar Heroes'', the Clanball platforming was unintuitive.{{r|Nintendo Life review}} John Harris of ''Gamasutra'' wrote that the game borrowed other elements from ''Gunstar Heroes'', with similar protagonists, collectible gems, and bosses.{{r|Gamasutra}} Harris also put Marina's "grab" in a lineage of Treasure's signature [[counterattack]] mechanics (where a player can escape an attack with a well-timed button press), which he extrapolated out to counterattacks in ''[[Viewtiful Joe (video game)|Viewtiful Joe]]'' and ''[[Soul Calibur]]''.{{r|Gamasutra}} As the game took time to learn and understand, O'Neill left the reader to decide whether it was "ultimately convoluted or bordering on sophistication and genius".{{r|Nintendo Life review}} |
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''Nintendo Life''{{' |
''Nintendo Life''{{'}}s O'Neill thought the five world bosses were among Treasure's best (in particular, the transforming "Cerberus Alpha" boss), but found the mid-level bosses uninteresting.{{r|Nintendo Life review}} Peter Bartholow of ''[[GameSpot]]''{{r|GS review}} and ''Electronic Gaming Monthly''{{'}}s reviewers remarked similarly. [[Sushi-X]] of ''Electronic Gaming Monthly'' added that the technique of looking for a boss's weak spot was similar to ''[[Metroid]]''.{{r|EGM review}} ''Famitsu'' reviewers praised how the game encouraged players to experiment with the basic "grab, throw, and shake" gameplay, and praised the cadence of the short levels.{{r|Famitsu}} O'Neill of ''Nintendo Life'' said it had great variety in gameplay mechanics (from maze puzzles to outrunning lava), graphics (from bosses that scale back the screen to levels with screen rotation), and audio (from upbeat quirk to scary), and added that he was surprised that other critics were against the "unique, varied, and dramatic" sound.{{r|Nintendo Life review}} ''GamePro'' also praised the varied stage objectives, and said the "whimsical" music and sound effects worked perfectly with each stage, though found the voice acting overly cutesy.{{r|GProrev}} Scott McCall of ''[[AllGame]]'' also appreciated the sound, from the voice to the "almost indescribable" music.{{r|AllGame review}} ''Gamasutra''{{'}}s John Harris noted its "tremendous variety" in gameplay{{emdash}}from a ''[[Track & Field (video game)|Track & Field]]'' remake to outrunning a missile barrage{{emdash}}as rare for 2D platformers, and commented that "it is obvious that Treasure poured their hearts into this game".{{r|Gamasutra}} |
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Peter Bartholow of ''GameSpot'' summarized ''Mischief Makers'' as "a good game that will leave players wanting more".{{r|GS review}} He liked the bosses, which made the player use all available skills but |
Peter Bartholow of ''GameSpot'' summarized ''Mischief Makers'' as "a good game that will leave players wanting more".{{r|GS review}} He liked the bosses, which made the player use all available skills but said they were short-lived and easily solved in the context of a short game with tutorials as one-fifth of its levels. He did not consider the ending extension a suitable reward for returning to the levels, and predicted that most players would not finish the game more than once.{{r|GS review}} ''[[Game Informer]]'' echoed Bartholow's comments about the brevity, and named the seven-event Olympics as a highlight.{{r|GI review}} Sushi-X of ''Electronic Gaming Monthly'' wrote that the game seemed incomplete and lamented that "a decent player can finish the game in under three hours",{{r|EGM review}} though ''Next Generation'' said it was "certainly long enough".{{r|NG review}} The game's frequent reuse of a small selection of titles, objects, sound effects, soundtracks, and bland backgrounds (compared to the "impressive" boss battle animations and effects) led ''GameSpot''{{'}}s Bartholow to suggest that ''Mischief Makers'' was limited by its cartridge space. He concluded that the "decent" game would be "truly excellent ... on another medium".{{r|GS review}} Zachary Miller of ''Nintendo World Report'' reported that the graphics did not age well into 2010.{{r|NWR review}} Dan Hsu wrote in ''Electronic Gaming Monthly'' that the game is "definitely a [[sleeper hit]]".{{r|EGM review}} ''Hardcore Gamer''{{'}}s Ryan Cartmel said it went "largely unnoticed",{{r|Hardcore Gamer}} and ''GamePro'' claimed that it had "[developed] a strong following in Japan".{{r|GPro110}} |
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=== Legacy === |
=== Legacy === |
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Video game journalists from |
Video game journalists from sources such as ''GamesRadar'' and ''Nintendo World Report'' cited ''Mischief Makers'' as suited for reissue either through the [[Nintendo eShop]] or in a sequel or franchise reboot.{{r|GamesRadar: untapped|NWR}} ''[[Retro Gamer]]'' placed the "masterpiece of mayhem" 80th on its list of "essential" Nintendo 64 games for its "unbridled quality".{{r|Retro Gamer 31}} In 2009, ''GamesRadar'' called it "possibly the most underrated and widely ignored" Nintendo 64 game.{{r|GamesRadar: untapped}} In the years since, ''Retro Gamer'' reported ''Mischief Makers'' as a somewhat rare collectible, with a rarity score of 7/10.{{r|Retro Gamer 4}} The website wrote that ''Mischief Makers'' was received poorly because players wanted 3D instead of 2D gameplay in Nintendo 64 games.{{r|GamesRadar: untapped}} ''Gamasutra''{{'}}s John Harris added that those who gave it a "bum rap" missed a "surprisingly clever" game.{{r|Gamasutra}} [[UGO Networks|UGO]] remembered it as innovative, though imperfect, and asked to see Marina reinterpreted and resurrected in a new game.{{r|UGO}} Marina reappeared as an unlockable character in Treasure's 1999 ''[[Rakugaki Showtime]]''.{{r|Retro Gamer 52}} |
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=== Notes === |
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{{notelist}} |
{{notelist}} |
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== References == |
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{{reflist|refs= |
{{reflist|refs= |
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=== |
===Bibliography=== |
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{{Refbegin}} |
{{Refbegin}} |
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* {{cite magazine |magazine=[[Nintendo Power]] |issue=101 |date=October 1997 |pages=18–27 |title=Mischief Makers |url=https://archive.org/stream/Nintendo_Power_Issue_101_October_1997#page/n19/mode/2up }}<!-- Gameguide spread of first three levels --> |
* {{cite magazine |magazine=[[Nintendo Power]] |issue=101 |date=October 1997 |pages=18–27 |title=Mischief Makers |url=https://archive.org/stream/Nintendo_Power_Issue_101_October_1997#page/n19/mode/2up }}<!-- Gameguide spread of first three levels --> |
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{{Refend}} |
{{Refend}} |
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== External links == |
== External links == |
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* {{Official website}} {{in lang|ja}} |
* {{Official website|https://www.treasure-inc.co.jp/p/troublemaker.html}} {{in lang|ja}} |
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* [https://web.archive.org/web/20070202041118/http://www.treasure-inc.co.jp/products/lp/trouble/tr_tit1.html Old official website] {{in lang|ja}} (archived) |
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{{Treasure video games}} |
{{Treasure video games}} |
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{{Portal bar|Video games|1990s}} |
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[[Category:1997 video games]] |
[[Category:1997 video games]] |
Revision as of 23:36, 26 October 2022
Mischief Makers | |
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![]() North American box art | |
Developer(s) | Treasure |
Publisher(s) |
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Director(s) | Hideyuki Suganami[1] |
Producer(s) | Yuuchi Kikumoto[1] |
Programmer(s) | Masato Maegawa[1] |
Writer(s) | Hideyuki Suganami[1] |
Composer(s) | Norio Hanzawa[1] |
Platform(s) | Nintendo 64 |
Release | |
Genre(s) | Platform |
Mode(s) | Single-player |
Mischief Makers, released in Japan as Yuke-Yuke!! Trouble Makers (ゆけゆけ!!トラブルメーカーズ, Yuke Yuke!! Toraburu Mēkāzu), is a side-scrolling platform game developed for the Nintendo 64 gaming console by Treasure, and published in 1997 by Enix in Japan and by Nintendo internationally. The player assumes the role of Marina Liteyears, a robotic maid who journeys to rescue her creator, Professor Theo, from the emperor of Planet Clancer. The gameplay is displayed in 2.5D, based on grabbing, shaking, and throwing objects within five worlds and 52 levels.
It is the first 2D side-scrolling game for the Nintendo 64, and Treasure's first release for a Nintendo console. The 12-person team began development in mid-1995 with little knowledge of the prototype console. The team wanted to make a novel gameplay mechanic, and implementing the resultant "catching" technique became their most difficult task. The game was announced at the 1997 Electronic Entertainment Expo and was released in Japan on June 27 that year and later in the United States, Europe, and Australia.
Mischief Makers received mixed reviews. Critics praised its inventiveness, personality, and boss fights, but criticized its short length, low difficulty, low replay value, sound, and harsh introductory learning curve. Retrospective reviewers disagreed with the originally poor reception, and multiple reviewers noted Marina's signature "Shake, shake!" sound bite as a highlight. Video game journalists appealed for its reissue either through the Nintendo eShop or in a sequel or franchise reboot. In 2009, GamesRadar called it possibly the most underrated Nintendo 64 game.
Gameplay
![A rainbow-colored spectrum in a futuristic gauge is in the upper-left area of the heads-up display. Marina, the main character, has green hear and wears white. She stands on a platform made of bricks, each brick is inlaid with an identical sad-looking face of different proportions. Floating balls with the same face float on the screen, as do rotate, neon-colored stars.](http://upload.wikimedia.org/wikipedia/en/thumb/6/60/MischiefMakers--article_image.jpg/220px-MischiefMakers--article_image.jpg)
Mischief Makers is the first single-player 2D side-scrolling platform game on the Nintendo 64.[2] Its gameplay combines platform game mechanics with aspects from the action and puzzle genres.[3] The characters and backgrounds are modeled in pre-rendered 3D[4] similar to Donkey Kong Country's "Advanced Computer Modeling".[3] This style, with 3D backgrounds behind 2D gameplay, is known as 2.5D.[5] Its gameplay is more exploratory than previous run-and-gun games from Treasure.[6]
The player-character, a robotic maid named Marina, journeys to save her kidnapped creator.[2] The story takes place on Planet Clancer, a world on the cusp of civil war due to the actions of its Emperor and his Imperial forces. The Emperor brainwashes Clancers to kidnap the visiting robotics genius Professor Theo.[3] Theo's creation, the player-character Ultra-InterGalactic-Cybot G Marina Liteyears, pursues the professor and grabs, throws, and shakes the obstacles in her way, such as enemies, floating "Clanball" platforms, warp stars, and missiles.[3] Almost all game objects can be grabbed, which lends towards the shake-based combat system.[6] Marina can shake "grabbed" objects to throw them as projectiles or to find loot.[7] Objects sometimes change functions when shaken, such as items that become homing missiles and guns with multi-directional shots.[3] Some drop red, blue, and green gems, which restore player health.[8] The health gauge in the corner of the screen shows the amount of damage Marina can take.[9] The player can store up to two additional stock lives.[3] Yellow gems hidden in each level extend the final cutscene's length.[6][7][10] Marina can run, jump, and boost (via jetpack) in the eight cardinal and ordinal directions.[6] She can also slide, hover, and roll.[8]
The game has five worlds with roughly twelve levels apiece.[a] Some levels are action-only while others include puzzles. The player's goal is to reach a warp star at each level's end. En route, Marina shakes enemies, breaks blocks, uses weapons, and rides "bikes" and objects along wire path mazes.[2] Each world has both final and mid-level bosses. The levels and boss fights use scaling and screen rotation special effects to vary the gameplay.[3]
Almost all things on Planet Clancer—including people, buildings, and pets—either wear or are inscribed with identical "sad" faces with red, glowing eyes.[6] A Clancer named Teran substitutes for Marina in several brief areas and uses non-shake mechanics like punching, kicking, and double jumping.[6] A character named Calina, a petulant Clancer who imitates Marina, recurs as a comedic device.[3]
Development
![The Nintendo 64 controller is the light gray controller with three handles for the player's two hands. It has red, green, blue, and yellow buttons, an analog stick, and a directional pad. The controller is plugged into the charcoal gray Nintendo 64 with a light gray cartridge inserted. The sleek console is convex on its top and has two power switches and four controller ports.](http://upload.wikimedia.org/wikipedia/commons/thumb/1/11/N64-Console-Set.jpg/220px-N64-Console-Set.jpg)
Treasure began to develop Mischief Makers in mid-1995, before the Nintendo 64's launch in mid-1996. At the time, little was known about the prototype console's future final technical specifications, graphics implementation, and development kit, but were nevertheless interested in the console and its improved "pixel quality".[11] Historically, Treasure developed games exclusively for Sega consoles,[11][b] which made Mischief Makers its first release for a Nintendo console.[3] Choosing the Nintendo 64 was a hardware-based decision;[11] the Nintendo 64 Game Pak cartridges were more expensive than CD-ROMs, but they loaded data instantly and were thus more conducive for action games such as this. However, Treasure CEO Masato Maegawa said that development for the Nintendo 64 had a harsher learning curve than even the Sega Saturn. Other than the special attention required to build a single boss in 3D, the team did not use features specific to the Nintendo 64 hardware.[11]
Treasure's founders had come from Konami, where they had worked on Nintendo Entertainment System games such as Castlevania and Contra.[2] They found their development environment restrictive and left to try riskier concepts and to singularly focus on making "great games".[11] In the three years between Treasure's founding and Mischief Makers's development, the company released highly regarded games such as Gunstar Heroes—known as "one of the definitive 16-bit action games"—and Dynamite Headdy.[11] An average of 12 people worked on Mischief Makers, with up to 15 at times. Though the team was different in composition from that of previous Treasure games, it included the lead programmer and character designer from Gunstar Heroes. Treasure's CEO said that the staff liked to expand into new genres, though primarily in genres where the staff had experience. The company sought to depart from the Gunstar Heroes shoot 'em up design, and chose to build Mischief Makers around an original "catching" gameplay mechanic, which became the hardest aspect to implement.[11] While foreign (non-Japanese) aesthetics were popular with other Japanese developers, Treasure's CEO said the company's games did not look "particularly foreign" and could appeal to Japanese audiences.[11]
The game is Treasure's first to have been published by Enix. The publisher sought Treasure for its reputation in the action game genre, and had approached Treasure several times before the Nintendo 64 project surfaced. Treasure CEO Maegawa was already fond of Enix, having applied unsuccessfully to work there as a student.[11] Upon choosing the Nintendo 64, Treasure thought it would be a "good idea" to work with Enix.[11] Similar to how Treasure ended its historic loyalty to the Sega Genesis by developing Mischief Makers for Nintendo, Enix had just recently ended its historic loyalty to Nintendo by signing Dragon Quest VII of its Dragon Quest franchise to Sony. Neither Square or Enix built a "special relationship" with Nintendo specific for Mischief Makers's release,[11] though Nintendo was the publisher for Western markets.[12] Prior to Nintendo proposing to publish the game in the West, Enix said it had no plans to release it outside Japan.[13] When its English localization finished ahead of schedule, the North American release date was advanced two weeks.[5]
Mischief Makers was the only game displayed at the Enix booth at the April 1997 Tokyo Game Show.[14] It was later demonstrated at the 1997 Electronic Entertainment Expo[12] and released in Japan on June 27, 1997,[15] the United States on October 1,[2] and the United Kingdom on December 12.[16] Its Japanese title is Yuke-Yuke Trouble Makers, or Go-Go Trouble Makers.[11] Near the Japanese launch, Treasure announced that it would continue to develop for the Nintendo 64 with the Japan-only Bakuretsu Muteki Bangaioh, which was released in September and later introduced to North America as Bangai-O.[17]
Reception
Aggregator | Score |
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GameRankings | 73%[18] |
Metacritic | 70/100[19] |
Publication | Score |
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AllGame | ![]() ![]() ![]() ![]() ![]() |
Electronic Gaming Monthly | 8/10[20] |
Famitsu | 32/40[21] |
Game Informer | 7/10[23] |
GameFan | 95%[22] |
GameSpot | 6.7/10[10] |
IGN | 6.2/10[2] |
N64 Magazine | 90% (JP)[24] 90% (US)[25] |
Next Generation | ![]() ![]() ![]() ![]() ![]() |
Nintendo Life | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Nintendo Power | 6.9/10[4] |
Mischief Makers received "mixed or average reviews", according to video game review aggregator Metacritic,[19] and a "Gold Hall of Fame" score of 32/40 from Japanese magazine Famitsu.[21] Critics praised the inventiveness, personality, "variety", and boss fights,[3][8][10][20][27] and criticized the brevity, low difficulty, low replay value,[8][10][23][20] sound,[2][4][10][26] and harsh introductory learning curve.[3][8][20][27] Retrospective reviewers were more positive,[7][28] and multiple reviewers noted Marina's signature "Shake, shake!" sound bite as a highlight.[6][8][20] Electronic Gaming Monthly awarded the game its silver award.[20]
IGN's Matt Casamassina said that the game compensated for its average graphics with excellent level design and gameplay challenges. He added that the puzzles require thought, unlike those in other action games, and that the objectives were not clear until after the first few levels. Casamassina praised the transparency effects, anti-aliasing, mipmapping, and scaling rotations.[2] IGN described anticipation for the game as "tremendous",[12] particularly among the target market of "younger gamers and 2D fans".[5] Nintendo Power said that the game was the best side-scroller since Super Mario World.[4] Next Generation wrote that "only diehard 2D platform fans" would be interested and that the game did not meet standards set by Super Mario 64.[26] In contrast, GameFan said that Mischief Makers did for 2D what Super Mario 64 did for 3D, and suggested that Sega should be influenced.[29] GamePro instead argued that the similarity to Mario is superficial, and that Mischief Makers had carved out its own niche with unique gameplay mechanics.[27] GamesRadar retrospectively called it "pure, unadulterated awesome" and "2D brilliance". The website summarized the game as about "grabbing sad-faced aliens, shaking them until gems come out, and then hurling them at other sad-faced aliens".[28] Zachary Miller of Nintendo World Report said that it may be most bizarre and surreal Nintendo 64 game,[6] but Gamasutra's John Harris said that the premise is "only strange to people who have never heard of anime".[7] GameFan described the game as "obviously deeply Japanese",[29] where "old school gameplay and 64-bit visuals finally meet".[22]
Hirokazu Hamamura of Famitsu commended the gameplay for balancing against its poor character design. Other Famitsu reviewers admired Treasure's signature robot designs and were puzzled by the company's choice to use buttons instead of the 3D analog stick.[21] Nintendo Life's Jamie O'Neill praised the characters and disliked the controls. He compared the Calina character to the role of Shadow Mario in Super Mario Sunshine. O'Neill wrote that the intricate controls were "the antithesis of a friendly, approachable, and intuitive platformer" because they used every button on the controller (including the directional pad), though he said that players who persevered through the difficult controls would find them "inventive and unique".[3] He added that the complex controls allowed for experimentation that led to new and fun gameplay, and though the throwing enemies mechanic seemed to follow from Gunstar Heroes, the Clanball platforming was unintuitive.[3] John Harris of Gamasutra wrote that the game borrowed other elements from Gunstar Heroes, with similar protagonists, collectible gems, and bosses.[7] Harris also put Marina's "grab" in a lineage of Treasure's signature counterattack mechanics (where a player can escape an attack with a well-timed button press), which he extrapolated out to counterattacks in Viewtiful Joe and Soul Calibur.[7] As the game took time to learn and understand, O'Neill left the reader to decide whether it was "ultimately convoluted or bordering on sophistication and genius".[3]
Nintendo Life's O'Neill thought the five world bosses were among Treasure's best (in particular, the transforming "Cerberus Alpha" boss), but found the mid-level bosses uninteresting.[3] Peter Bartholow of GameSpot[10] and Electronic Gaming Monthly's reviewers remarked similarly. Sushi-X of Electronic Gaming Monthly added that the technique of looking for a boss's weak spot was similar to Metroid.[20] Famitsu reviewers praised how the game encouraged players to experiment with the basic "grab, throw, and shake" gameplay, and praised the cadence of the short levels.[21] O'Neill of Nintendo Life said it had great variety in gameplay mechanics (from maze puzzles to outrunning lava), graphics (from bosses that scale back the screen to levels with screen rotation), and audio (from upbeat quirk to scary), and added that he was surprised that other critics were against the "unique, varied, and dramatic" sound.[3] GamePro also praised the varied stage objectives, and said the "whimsical" music and sound effects worked perfectly with each stage, though found the voice acting overly cutesy.[27] Scott McCall of AllGame also appreciated the sound, from the voice to the "almost indescribable" music.[8] Gamasutra's John Harris noted its "tremendous variety" in gameplay—from a Track & Field remake to outrunning a missile barrage—as rare for 2D platformers, and commented that "it is obvious that Treasure poured their hearts into this game".[7]
Peter Bartholow of GameSpot summarized Mischief Makers as "a good game that will leave players wanting more".[10] He liked the bosses, which made the player use all available skills but said they were short-lived and easily solved in the context of a short game with tutorials as one-fifth of its levels. He did not consider the ending extension a suitable reward for returning to the levels, and predicted that most players would not finish the game more than once.[10] Game Informer echoed Bartholow's comments about the brevity, and named the seven-event Olympics as a highlight.[23] Sushi-X of Electronic Gaming Monthly wrote that the game seemed incomplete and lamented that "a decent player can finish the game in under three hours",[20] though Next Generation said it was "certainly long enough".[26] The game's frequent reuse of a small selection of titles, objects, sound effects, soundtracks, and bland backgrounds (compared to the "impressive" boss battle animations and effects) led GameSpot's Bartholow to suggest that Mischief Makers was limited by its cartridge space. He concluded that the "decent" game would be "truly excellent ... on another medium".[10] Zachary Miller of Nintendo World Report reported that the graphics did not age well into 2010.[6] Dan Hsu wrote in Electronic Gaming Monthly that the game is "definitely a sleeper hit".[20] Hardcore Gamer's Ryan Cartmel said it went "largely unnoticed",[30] and GamePro claimed that it had "[developed] a strong following in Japan".[31]
Legacy
Video game journalists from sources such as GamesRadar and Nintendo World Report cited Mischief Makers as suited for reissue either through the Nintendo eShop or in a sequel or franchise reboot.[28][32] Retro Gamer placed the "masterpiece of mayhem" 80th on its list of "essential" Nintendo 64 games for its "unbridled quality".[33] In 2009, GamesRadar called it "possibly the most underrated and widely ignored" Nintendo 64 game.[28] In the years since, Retro Gamer reported Mischief Makers as a somewhat rare collectible, with a rarity score of 7/10.[34] The website wrote that Mischief Makers was received poorly because players wanted 3D instead of 2D gameplay in Nintendo 64 games.[28] Gamasutra's John Harris added that those who gave it a "bum rap" missed a "surprisingly clever" game.[7] UGO remembered it as innovative, though imperfect, and asked to see Marina reinterpreted and resurrected in a new game.[35] Marina reappeared as an unlockable character in Treasure's 1999 Rakugaki Showtime.[36]
Notes
- ^ The five worlds are Planet Clancer, Migen's Shrine, Mt. Snow, Aster's Lair, and the Imperial HQ, and there are 52 levels accessed via a stage select screen.[2]
- ^ Treasure continued to develop for the Sega Genesis even while Nintendo had market control because the team found the Genesis development process easier.[11]
References
- ^ a b c d e Treasure (October 1, 1997). Mischief Makers. Nintendo. Scene: Credits.
- ^ a b c d e f g h i Casamassina, Matt (October 1, 1997). "Mischief Makers". IGN. Archived from the original on February 18, 2014. Retrieved May 5, 2014.
- ^ a b c d e f g h i j k l m n o p O'Neill, Jamie (June 12, 2010). "Mischief Makers (Nintendo 64) Review". Nintendo Life. Archived from the original on August 30, 2014. Retrieved May 7, 2014.
- ^ a b c d "Now Playing". Nintendo Power. No. 101. October 1997. p. 95.
- ^ a b c IGN Staff (August 5, 1997). "Griffey, Mischief Makers Trade Spots". IGN. Archived from the original on May 8, 2014. Retrieved May 7, 2014.
- ^ a b c d e f g h i Miller, Zachary (August 13, 2010). "Retro Revival #3: Mischief Makers". Nintendo World Report. Archived from the original on November 2, 2014. Retrieved May 10, 2014.
- ^ a b c d e f g h Harris, John (August 23, 2007). "Game Design Essentials: 20 Difficult Games". Gamasutra. Archived from the original on November 12, 2013. Retrieved May 10, 2014.
- ^ a b c d e f g McCall, Scott. "Mischief Makers – Review". AllGame. Archived from the original on November 14, 2014. Retrieved May 10, 2014.
- ^ Mischief Makers Instruction Booklet. Nintendo of America. 1997. p. 15.
- ^ a b c d e f g h i Bartholow, Peter (April 17, 1998). "Mischief Makers Review". GameSpot. Archived from the original on June 27, 2016. Retrieved May 9, 2014.
- ^ a b c d e f g h i j k l m IGN Staff (April 15, 1997). "Treasure Talks Yuke Yuke". IGN. Archived from the original on May 6, 2014. Retrieved May 5, 2014.
- ^ a b c IGN Staff (June 10, 1997). "Nintendo to Publish Mischief Makers". IGN. Archived from the original on March 20, 2014. Retrieved May 7, 2014.
- ^ Ogasawara, Ken (August 1997). "Yuke Yuke!! Troublemakers". GamePro. No. 107. p. 36.
- ^ "TGS 1997 Spring". Electronic Gaming Monthly. No. 95. June 1997. p. 62.
- ^ "NINTENDO64全発売ソフト一覧(1997年)". Nintendo Japan. Archived from the original on December 6, 2021. Retrieved January 19, 2022.
- ^ "Mischief Makers". Official Nintendo Magazine. No. 63. December 1997. p. 80.
- ^ IGN Staff (June 23, 1999). "Unearthing Treasure for N64". IGN. Archived from the original on May 8, 2014. Retrieved May 7, 2014.
- ^ "Mischief Makers for Nintendo 64". GameRankings. CBS Interactive. Archived from the original on December 9, 2019. Retrieved May 13, 2022.
- ^ a b "Mischief Makers (N64: 1997)". Metacritic. Archived from the original on March 4, 2009. Retrieved May 5, 2014.
- ^ a b c d e f g h i "Mischief Makers". Electronic Gaming Monthly. No. 101. December 1997. p. 191. Archived from the original on January 21, 1998. Retrieved May 9, 2014. Electronic Gaming Monthly's component scores were 7.5/8.5/8.0/8.0.
- ^ a b c d ゆけゆけ!! トラブルメーカーズ [Yukeyuke! Trouble Makers]. Famitsu (in Japanese). No. 446. 1997. Archived from the original on July 14, 2014. Retrieved June 22, 2014. Note: Review text only available in print magazine.
- ^ a b Glitch; Knightmare; E. Storm (September 1997). "Viewpoint". GameFan (57): 26–27.
- ^ a b c "Mischief Makers". Game Informer. No. 55. November 1997. Archived from the original on January 21, 1998. Retrieved May 9, 2014.
- ^ Nash, Jonathan (August 1997). "Go Go!! Troublemakers". N64 Magazine. No. 5. Future Publishing. pp. 60–65.
- ^ Bickham, Jes (November 1997). "Mischief Makers". N64 Magazine. No. 8. Future Publishing. p. 63.
- ^ a b c d "Finals". Next Generation. No. 34. October 1997. p. 169. Archived from the original on February 4, 1998. Retrieved May 9, 2014.
- ^ a b c d Major Mike (January 1998). "Nintendo 64 ProReview: Mischief Makers". GamePro. No. 112. p. 78.
- ^ a b c d e "123 games with untapped franchise potential". GamesRadar. April 30, 2009. Archived from the original on December 15, 2013. Retrieved May 10, 2014.
- ^ a b E. Storm (September 1997). "Mischief Makers". GameFan (57): 76–81.
- ^ Cartmel, Ryan (September 19, 2013). "Graveyard: Mischief Makers". Hardcore Gamer. Archived from the original on May 13, 2014. Retrieved May 10, 2014.
- ^ Four-Eyed Dragon (November 1997). "Mischief Makers". GamePro. No. 110. p. 103.
- ^ Brown, Andrew (May 7, 2014). "Virtual Console Could Help Wiisuscitate U". Nintendo World Report. Archived from the original on May 12, 2014. Retrieved May 10, 2014.
- ^ Allen, Mat (November 9, 2006). "Essential Nintendo 64 Games". Retro Gamer (31): 23, 26.
- ^ Davies, Jonti (May 27, 2004). "Nintendo's Greatest Games". Retro Gamer (4): 24.
- ^ "11 Strong Gaming Girls We Never Saw Again". UGO Networks. June 30, 2010. Archived from the original on May 13, 2014. Retrieved May 10, 2014.
- ^ Bevan, Mike (June 19, 2008). "Full of Eastern Promise". Retro Gamer (52): 36.
Bibliography
- "Mischief Makers". Nintendo Power. No. 101. October 1997. pp. 18–27.
External links
- Official website (in Japanese)
- Old official website (in Japanese) (archived)