When I was a kid, trying out different games for my new-fangled N64, I didn’t know what to make of Mischief Makers. Games like Pilotwings 64 were blowing my mind with their explorable 3D worlds, and here was a completely 2D game that didn’t even use the analog stick. Beyond that, though, its aesthetic was like something I had never seen, and nothing about it made any sense to my young mind. I don’t think I made it far during that rental period.
Then, in college, I had a friend who adored Mischief Makers and gave me an entirely new perspective on the game. It still made no sense to me. It makes no sense to me now. I love the developer, the legendary Treasure, to the Moon and back, but Mischief Makers is one tough piece of meat to chew on.
So, I’ve taken a few bites of this particular slice of ham, and now it’s time to really grind it up. To dig in and get right down to masticating. Someone fetch me my dentures.
Mischief Makers was released promptly, around one year after the N64’s release. The console got very few sidescrollers throughout its lifespan. Polygons were the new thing developers were toying around with, and 3D was generally what big publishers were pushing their staff towards. So, right from the start, it’s a pretty odd game.
However, what makes Mischief Makers an absolutely unique experience is its aggressive and total lack of cohesion. It’s not a game that picks a direction and charges toward it. Instead, it prefers to just spin in place, faster and faster, until it eventually falls over and calls it a day.
The narrative follows Marina, the Ultra-InterGalactic-Cybot G, and her perverted creator, Professor Theo. They’re on vacation or something on planet Clancer, and then the professor just keeps getting
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