Sunday, October 12, 2025

Silver Screen Stories: Night of the Demon

 



It's Halloween time again, and for 2025, I thought I'd talk about one of my favorite classic horror films, the 1957 British classic, "Night of the Demon". It's a lesser known movie, but in this man's opinion one of the best horror films ever made, of any era. It also happens to be one hell of a "supernatural drama", or "psychological thriller", in an era when the latter especially, was not very common. 

 

 

The U.S. poster.

 

 

It was also released in 1958 in the United States, under the title "Curse of the Demon". However, it was shortened for some stupid reason, by roughly 14 minutes, and while it's still a good movie, the U.S. audience was definitely cheated, as some of the cut scenes help round out the story and make things make more sense. I first saw it, most likely, in the late 2000s, once I started regularly renting movies from Netflix (back when it was for renting DVDs, and nothing more). I can't honestly remember if I saw the "Curse" or "Night" version first, but either way, I loved it from the start. It's definitely not your average 50s monster movie (though I adore those with a burning passion).  

 

 

Stonehenge has nothing to really do with the plot, but it's still a cool visual.

 

 

The film stars Dana Andrews, a great and incredibly underrated (and not very well known) dramatic actor. One of his best films, was a little known suspense/drama called "Zero Hour", which just so happens to be the movie that the 1980 comedy hit "Airplane" copied, some scenes note for note. But "Night of the Demon" is another of his bet roles, because he brings a gravity and soberness to the character, and the story, that really grounds the movie, and makes it feel like serious business. Andrews plays Dr. John Holden, a prominent psychologist, who also specializes in "debunking" supposedly supernatural and psychic phenomena. He arrives in England to give a lecture on just such a thing, helping to debunk a supposedly "magick" cult, when he discovers that his colleague, Professor Harrington, has met with a mysterious death.

 

 

A parchment of runes.

 

 

The film begins with an opening scene showing Harrington, frantically trying to meet with one Julian Karswell, a rich eccentric who is an alleged "sorcerer", with many local followers. It seems Karswell arranged for the Professor, who was publicly criticizing him and his cult, to receive a supposedly "cursed" parchment of runes, like the one seen above. And the Professor had come to believe, for whatever reasons, that the curse was real, and he begged Karswell to revoke it. However, since the parchment had already flown into a fireplace, seemingly of its own accord, and burned to ashes, Karswell simply states he'll "do what he can", after the Professor promises to publicly recant. Of course, the mysterious Mr. Karswell knows something we the audience don't, as while making his way home, relieved, poor Professor Harrington finds himself accosted by what seem like supernatural forces, and he dies.

 

 

Dr. Julian Karswell, the central figure in the tale.


 

 While Dr. Holden's international colleagues seem to think there might be something to the "supernatural" elements surrounding Harrington's demise, Holden himself remains ever the staunch skeptic, refusing to believe there is any such thing. He insists that there must be a rational explanation for these events, and proceeds to the British Museum Reading Room, to do further research for his upcoming presentation on Karswell. He happens, by supposed chance, to run into Karswell himself while there, where the man appeals to him, to drop his expose, and even offers to allow Holden to come to his mansion, to check out a rare book on magick that seems to be missing from the Museum Library. What Holden doesn't see, however, is that when Karswell "accidentally" knocks over some papers, when returning them to Holden, he had slipped in, you guessed it, another sinister parchment...

 

 

 

The brave leading lady.

 

Dr. Holden, while attending Professor Harrington's funeral, meets his niece, Joanna Harrington, whom he had previously encountered, though he didn't know it, on his airplane trip to the UK. She is trying to discover what truly happened to her uncle, whom she was very fond of. She has his private diary, which details his final days, in which it seems that certain strange events, caused him to shift from being a total skeptic like Holden, to being a firm believer that something was amiss, and his life was in danger. He had definitely come to respect and fear what he believed was Karswell's very real power. 

Joanna wants to meet Karswell, to see if she can learn anything, so they go together, Holden having been formally invited. When they arrive, Karswell and his mother and servants are holding his annual Halloween party, for the local children. Karswell himself is dressed up somewhat like a clown, performing innocent magic tricks for the kids, while his mother serves them home made ice cream. But when walking and talking alone with Holden later, Karswell shows his "darker" side. As a demonstration of his supposed power, he claims credit for a sudden strong and seemingly unnatural wind that rises, forcing them into the mansion. When Holden still refuses to believe that Karswell has any kind of "magick", and refuses to cancel his lecture and expose, Karswell, deadly serious, informs Holden that he will die in precisely three days. 

 

 

This film oozes atmosphere and mood.

 

 

Now this movie was directed by one Jacques Tourneur, a French filmmaker who had made quite a career for himself in Hollywood, throughout the '30s, '40s and '50s. He was known for a wide variety of genres, from serious dramas, to romances, to westerns, noir crime and even war films. But most importantly in relation to this film, in the early 40s, he directed three consecutive horror movies for RKO, and producer Val Lewton. Those films were 1942's "Cat People", and 1943's "I Walked With a Zombie" and "The Leopard Man". In all three cases, though most especially in "Cat People", Tourneur makes liberal use of shadows and dark rooms, dark streets and spooky atmosphere. He also plays with the audience, making them wonder if there is indeed something "more", something supernatural, at work. 

And he brings all of those tools and tricks back for Demon, though in my opinion, he outdoes those flicks, classics though they are. For pretty much the entire film, you are along for the ride with ultra-skeptical Dr. Holden, who believes that all instances of "the paranormal" are explainable, and therefor hogwash. Yet as the story unfolds, much like his unfortunate colleague Professor Harrington before him, even he, and through him the audience, begins to question. 

After their visit to the Karswell estate, while talking alone back in Holden's room, a piece of parchment he had no idea was hidden among his notes, seemingly flew (with no noticeable breeze) of its own accord, directly for the fireplace. Though unlike the Professor, Holden was spared by the timely intervention of a metal fireplace screen, which stops the parchment from burning, and allows him to recover it, unbeknownst to Dr. Karswell. But from this instance onward, as time gets ever close to his presentation, he starts experiencing a variety of things, always feeling cold, hearing strange noises, his vision blurring at times, or thinking that he's starting to hallucinate, etc. It doesn't stop his skepticism cold, but it does make him begin to wonder. 

 

 

Hallucination, or something more? 

 

 

And I feel that is a big part of what sets this apart from many other classic horror films, many of which some would label "campy" or "schlocky". From beginning to end, it takes itself, and its subject matter, seriously. It presents you with both facets of the story, that of clinical, skeptical science, and the possibility of actual "magick" and paranormal activity. The film itself doesn't seem to "side" with either point of view, not completely, instead opting to merely present you with plenty from both "sides", and focuses on telling you a good story. 

Karswell, for his part, played brilliantly by the great Niall MacGinnis, makes the movie. Dana Andrews and Peggy Cummins are fantastic as our believable and sympathetic heroes, but no story is truly great, without a great antagonist, and Karswell is definitely that. MacGinnis revels in the role, playing the arrogant and self-assured "sorcerer" to the hilt, while still not going over the top at any point. Which makes him all the more chilling, because he doesn't really come off as delusional, and he isn't your stereotpically "mustache twirling villain". No, he seems to know exactly what he's talking about, and exactly what he's doing. He seems to know how things will unfold, and seems confidence he's going to win, calmly, and chillingly confident, throughout. 

The movie leaves it somewhat to the viewers imagination, as to whether the "supernatural" things in the story are truly that, or just some kind of advanced hypnosis or hallucination. To that end, the studio made one interjection that Tourneur didn't agree with: they wanted the titular "demon" to be seen. And so while Tourneur himself had intended to keep it even more ambiguous, by only showing simply shadows, lighting and the occasional distortion or wind or smoke, the film does in fact show us a physical demon, hunting people down and seemingly attacking them. To be fair, the demon looks pretty damn good for what was surely not a big budget movie, and I also don't believe it being shown dampens or lessens what Tourneur was going for. Though I can also see why he would have wanted to show much less. 

 

 

Hey, how are ya?

 

 

Ultimately, while showing the demon could have been "cheesy" and detracted from the suspension of disbelief, it doesn't. It still works, in that it could very well be an honest-to-God "fire demon", materializing in a cloud of smoke, to smite Karswell's intended victims. Or it could just be some powerful post-hypnotic suggestion on Karswell's part, infecting their minds, and it's just coincidence that they happen to die horribly while having these horrible visions. Me, personally, I'm a spiritual kind of guy (though not at all religious), plus I've had a fascination with monsters and the supernatural since I was a kid. So I, naturally, lean towards the demon being real. But that said, I also like the attempt at ambiguity the film goes for. I like that it still leaves it up to the viewer to decide whether it was all real, or imagined. In a way, that makes it spookier and more mysterious, than if the film itself simply told you precisely what was what. 

I personally think that Jacques Tourneur is one of the most underrated, and talented, filmmakers of all time. Not exactly one of my personal top favorites, but I've also either liked, or at least appreciated, everything I've thus far seen of his. He was absolutely a master, and that isn't anywhere better on display, than in "Night of the Demon". I won't spoil the later events, or climax of the film for you, because if you've already seen it, then you know. And if you haven't, then by golly, do yourself a huge favor this Halloween season, and make sure you go find it, and WATCH it! You'll thank me.  

So I hope you enjoyed this piece, I hope you go enjoy the film, and above all, may you all have a very Happy Halloween!








 

Friday, June 20, 2025

My Top Favorite Game Boy Advance Games




Since I’ve written pieces on My Favorite Games for my top favorite console of all time, the NES, as well as the SNES, Nintendo 64, and Game Boy, I figured it’s time to dig a little deeper with another system whose games I really enjoyed: the Game Boy Advance. The Game Boy Advance launched back in 2001, only a few scant years after the Game Boy Color came out in 1998.

As a personal aside, I feel that Nintendo should have released the GBC in like 1996 (considering the original Game Boy came out in 1989). So even though that handheld system sold well, I think they really did gamers and themselves a disservice, by waiting so long to release an “upgraded” Game Boy. However, with the Game Boy Advance, it was a truly upgraded system, packing “32 bit” power, and full color (much more robust) graphics, something far more akin to the Super Nintendo. Not only that, but the GBA, while still featuring the simple Game Boy d-pad and A and B Button controls, also added two additional buttons, the L and R shoulder buttons (similar to a SNES or N64 controller). And honestly, while some games (specifically fighting games) called for more buttons, that A/B/L/R layout was a nice, and comfortable, setup for the majority of GBA titles.

Now the GBA and I had an odd history, mainly due to the fact that, full disclosure, I never owned one myself. There were times that I intended to get one of my own, especially the sleek “SP” model. But I never wanted to spend the money at the time, and then I eventually got myself a DS Lite, which plays GBA games anyway.

So the GBA and I have an interesting relationship, because while I never owned the system myself, I still managed to play a fair deal of GBA games, either through friends, or through the miracle of emulation. But either way, I still experienced the system, and more specifically several of its games, enough that I feel qualified to make a “Top Favorite GBA Games” list, and do so earnestly. In fact, I don’t mind saying that there are at least a couple of GBA games, that would be contenders to make it into my Top 40 or Top 50 games of all time. One in particular, I think I would put in my Top 25, easily.

So without further adieu, let’s get to the games.

 

 

 

                                                                   *********************

 

 

 


 

1 – Game: Castlevania: Harmony of Dissonance, Publisher: Konami, Originally Released: 2002

This is an entry into the storied Castlevania series, which it must be said gets a good amount of undue flack from certain gamers and “game journalists”. In particular, while the game was (in my opinion) much better, and certainly much more balanced and fair, than the first GBA Castlevania game (Circle of the Moon), the game has received a lot of criticism for its sound. While the graphics in Harmony of Dissonance were overall quite good, in fact quite close to the infamous Symphony of the Night on Playstation, the music specifically, many felt was of a lesser quality. To be blunt, while the music certainly doesn’t rank among the top CV soundtracks (a series known for great music), I will also go on record as saying that it’s perfectly fine, and in no way distracts from, or detracts from, the overall game experience.

But soundtrack aside, I honestly don’t think there is a single element of this game that anyone has a legitimate gripe about. In point of fact, I will go so far as to make the bold statement, that at least in this man’s estimation, Harmony of Dissonance is one of THE best Castlevania games ever made. It’s certainly in my personal Top 3, alongside Super Castlevania IV and Symphony of the Night. HoD has SO much good going for it, including a few things that I think arguably improve upon the legendary Symphony of the Night.

For one thing, you play as Juste, the grandson of Simon Belmont, hero of Castlevania 1, 2, and 4. And as someone who will always have a fondness for Simon as a character, among all the Castlevania heroes, I’ve just always thought that was pretty cool. Moreover, that would also make Juste the father (or grandfather) of Richter Belmont, hero of the popular (yet somewhat obscure) Rondo of Blood. That family line has just always fascinated me. But as for the game itself, it looks great, and plays extremely tight and smooth. In fact the overall layout, presentation and gameplay, as far as I’m concerned, are the closest thing we’ll likely ever get to a straight up “Symphony of the Night 2”, as for this man’s money, of all the “Metroidvania” entries that have followed in SotN’s lofty footsteps, HoD comes the closest to that epic experience.

As for reasons that HoD is arguably superior to SotN, for one thing, they brought back the whip flail ability from Super Castlevania IV, EXACTLY as it was in that game. For those unfamiliar, CV4 introduced the ability (which later entries nonsensically eschewed) to both hold your whip out in front of you, as a shield to minor enemies and projectiles, and to flail it about, either in front of you, at an angle, or even in circular motions. You can also whip, in some fashion or other, in eight directions, giving you a far greater deal of flexibility in combat, versus the classic Castlevania “whip straight ahead” attack. That alone is worth its weight in gold. 

 

 

One of many cool Magic Book attacks.

 

 

But HoD also introduces the (to me) SUPER awesome “Magic Book” system, mystic tomes you can find in the game, that when turned on (like relics), change your basic subweapons into various, and often powerful and quite useful, magic attacks. There are 6 subweapons you can find in HoD, including the new Sacred Fist attack, which was never used in another game. And there are 5 (Fire, Ice, Wind, Earth, and Summons) Magic Books to collect, which ultimately gives you about 30 different, distinct magic attacks. That’s pretty insane! And again, as far as I know, this awesome feature isn’t in any other Castlevania game.  

The game has so much going for it, a giant (two sided) castle to explore, epic boss encounters, and being able to unlock characters Maxim in the regular game and an 8-bit version of Simon Belmont in the Boss Rush mode. As if THAT weren’t enough, in addition to all of that, probably THE most underrated thing that HoD adds to the mix, a feature I’m pretty sure was for some insane reason ONLY included in this game, is the ability to not only back dash, as in SotN, but also FORWARD dash! To some, this seems like no big deal, an extraneous inclusion. But let me be the one to state, emphatically: it’s not. It isn’t necessary, no, but it IS a major “quality of life” improvement, just as the whip flail was, and once you master the timing, there is a whole new level of strategy added to fighting enemies, and even certain bosses. If you have the timing down, you can back dash to evade an attack, forward dash to hit the enemy, and then back dash back out of their reach again. Not to mention the convenience of being able to forward dash to your heart's content, effectively allowing you to RUN in a Castlevania game, a series known for relatively slow movement (especially in the early outings).

All of that, plus a compelling and interesting story, and as previously stated, an overall game experience that really does feel worthy of being a “Symphony of the Night 2”, and to me, you’ve got a near-perfect game. In a perfect world, along with a remake to Castlevania Legends (an obscure Game Boy game that introduced us to the matriarch of the Vampire Killing Belmont clan, Sonia), Konami would have someone give Harmony of Dissonance the “remaster” treatment, bring the 2D sprite graphics fully in line with, if not better than SotN, and of course redoing the music, giving it the orchestrated treatment that SotN enjoyed. That would be a dream. But even without that fancy, Hamony of Dissonance, as it is, is a genuinely great Castlevania game, one of the best, and absolutely one of the most criminally underrated. It’s the most time I spent, and most fun I had, playing a GBA game, thus it is also my Top Favorite GBA game of all time (similar to how Symphony of the Night is my favorite PS1 game). 

 

 


 

2 – Game: Kirby: Nightmare in Dream Land, Publisher: Nintendo, Originally Released: 2002

While there are multiple strong choices, the game that is most likely my #2 Top Favorite GBA game, would be Kirby: Nightmare in Dream Land. It’s an excellently done remake of my favorite Kirby game of all time, Kirby’s Adventure on NES, which itself happens to be in my Top 3 Favorite Games of All Time, behind only Super Mario Bros. 3 and Mega Man 2. I prefer the 8-bit original over this remake, but the remake is incredibly well done, with colorful and detailed graphics, on par with Kirby Super Star on SNES, and a somewhat redone version of the classic NES soundtrack.

As far as I recall offhand, I’m pretty sure that for the most part the game is a pretty straightforward remake, with all of the same levels, and powers, as Adventure. They did, however, change all of the bonus games, one of the cooler features from Adventure. In the new bonus games, as with the originals, you compete in little challenges, trying to earn extra lives. In the NES game, the bonus games were a Quick Draw shootout, a Kirby crane game, and an Eating Contest, where you have to avoid eating bombs. In Nightmare, instead you have a special race challenge, basically a game of bomb Hot Potato, and a version of the SNES Super Star incarnation of Quick Draw, which has you taking part in Samurai twitch battles, instead of a gun fight. Personally, I would have preferred they just remake the NES bonus games, as I like them better. But these new ones are still fine. 

 

 

The awesome Meta Knight.

 

 

The other, and probably coolest new feature of this version of the game, is that once you beat the game, and beat the unlockable Extra Mode, you can unlock the ability to play as Kirby’s rival, the mysterious swordsman Meta Knight. This was the first, and still best, game to allow you to play that badass character.

Overall, while again, I personally prefer the NES Kirby’s Adventure to this, and I would highly recommend anyone interested should play the NES original, even if they have played or plan on playing this game, this is still a really great GBA game, one of the very best. Like several other GBA games, they really packed it with content, in an era before any extras became relegated to making you pay extra to get them as downloadable content. You really got your bang for your buck with many GBA games, and the system in general, which is part of why I like it. If you love Kirby, or have never played a single Kirby game, while I still recommend you go play Kirby’s Adventure on NES, I would also highly recommend this as a great GBA experience.

 

 

 



 3 – Final Fantasy: Dawn of Souls, Publisher: Squaresoft, Originally Released: 2004

To be clear right off the bat, I am specifically listing/referring to this GBA remake of the original Final Fantasy game, FF1. The cart also contains a remake of the Japan-only Famicom game Final Fantasy 2 (not to be confused with my beloved Final Fantasy IV, which was called FF2 in the US since we didn’t get the original 2 and 3 on NES), but in all honesty I have yet to play that game much. I will someday, but for now, this cart’s placement on this list is strictly because of my fondness for, and experience playing this specific version of FF1.

To go back in time a bit, as I’ve related when talking about FF2/4, one of my Top Favorite SNES Games of all time (and my favorite rpg, period), the first “jrpg” (Japanese Role Playing Game) experience I ever had, outside of a PC action-rpg called Sorcerian, was FF1 on the NES. I don’t even fully recall how I came to own it, as I had certainly never rented it. I also don’t fully recall if I owned FF1 before I saw hours of “FF2” on SNES played at a friend’s house, or before. But either way, I came to own a copy of FF1, as well as the awesome Nintendo Power strategy guide for it, which was an immense, invaluable help, as if you’re unfamiliar, the original NES version of Final Fantasy, is hard as goddamn nails. But, in spite of that, I enjoyed playing through it, and somehow I even managed to beat it, one of the gaming triumphs of my pre-teen years.

To be blunt, Final Fantasy 2/4 on Super Nintendo, was SUCH an upgrade in every single way, even over the Famicom FF3 (which honestly wasn’t that much of an upgrade over FF1), from gameplay, to (actual) characters, to story, to a bigger, more epic adventure, the amazing soundtrack, you name it. But while I arguably like Final Fantasy 3/6, and perhaps even FF5, more than this original game, I will always have a soft spot and major nostalgia for the NES FF1, because it was “my first”, and in spite of its at times brutal difficulty and extremely necessary MAJOR level grinding, I still really enjoyed myself with it.

There was a remake of FF1 on the Sony Playstation, called “Final Fantasy Origins”, which is a decent version. But I really like this GBA version of the game more, and while I am very fond of the NES game, I personally consider this the superior, “definitive” version of Final Fantasy. It has many improvements and “quality of life” tweaks, such as implementing the modern MP (magic points) system, instead of only being able to use a certain level spell a limited number of times (until you use a tent/cabin again, if I’m remembering right). That alone is worth its weight in Gil. They also included the ability to pretty much save anywhere on the game map, which is super useful. They eliminated the quirk in the original game, where if you target an enemy that is killed, your character will still attack that spot, hitting nothing and wasting a valuable turn. And while some treat it as a negative, I think the fact that they in general made the game more balanced, and not nearly as brutal, you don’t have to grind AS much if you don’t want to, etc., to be a major positive. It makes the game more of a joy to play, than at times being a chore, which the original FF1 experience could definitely be.

As I often find myself saying, I think experiencing the original FF1 on NES, in that “true” form, is a must for any Final Fantasy or rpg fan. But if you ask me which is the best way to experience the first Fantasy game, I would point you to this “Dawn of Souls” GBA version, without hesitation. It’s a simple, but fun ride, and worth the time.

 

 

 


 

 

4 – Metroid: Zero Mission, Publisher: Nintendo, Originally Released: 2004

With Super Metroid (aka Metroid 3) being in my personal Top 5 Favorite SNES Games, I definitely have a love for the Metroid series in general. Though while I liked the Prime games (especially Prime 3 on the Nintendo Wii), I will always prefer the classic 2D, sprite based graphics, side scrolling Metroid experience. The GBA actually received a brand new, exclusive 2D Metroid of its very own, in 2002, in the form of Metroid Fusion (aka Metroid 4). In fact 2002 was somewhat “The Return of Metroid”, as the Nintendo Gamecube also got a new 3D side-story game in Metroid Prime, and the two games even had some inter-system connectivity features.

Fusion was a good game, with great graphics, and some interesting new mechanics, though I also felt it had too linear a nature (where the series is usually pretty “open world” and exploration based), and I had mixed feelings about the greater focus on story. Metroid was always more of an experience, than a plot unfolding, and the lack of dialogue or story bits (except for a small ending), was part of the series charm. It lent itself to the unique, somewhat bleak, isolated feel of the games.

But while Fusion was enjoyable, and a new 2D Metroid was absolutely welcome after nearly a decade, it wasn’t GREAT, at least to me. Thankfully, in 2004, ten years after the release of the epic Super Metroid, what was actually originally suggested to be a GBA port of that very game, wound up instead being a remake of the original NES game, titled Metroid: Zero Mission. This was, in point of fact, from a bittersweet future perspective, the last Metroid game to be developed by Nintendo themselves, as all future entries in the series (as well as the Prime series that was also going on), have been made by outside studios, with very mixed results. But Zero Mission, was an absolute gem.

Essentially reimagining Samus’ original adventure on the planet Zebes, while it stuck fairly closely to the original game experience, it also added certain features and improvements that Super Metroid had given us, like save points, a map, additional items, some new enemies, and even a brand new post-game area, wherein you played a vulnerable Samus without her famous armor suit. Zero Mission also gave you the option of choosing different difficulty settings, and in general played more like Super Metroid. Personally, unlike some folks, I view the original Metroid as a masterpiece, that is tough and vague, yes, but that’s how video games were, they were trial and error, you had to figure things out for yourself, take the time and effort to maybe DRAW your own map of the game world, and in general you just had to “get good” to beat the game. The original Metroid is a great game, that I’m very fond of, and it was honestly very ahead of its time, setting the template for what Super Metroid and Castlevania: Symphony of the Night would later expand what people now refer to as the “Metroidvania” style of game.

That said, I do think that for the most part, the additions and inclusions to Zero Mission, are improvements to the classic Metroid experience. And while, as ever, I would definitely tell people to play the original Metroid, to experience it for themselves as it was,, I would also definitely tell people to check out Zero Mission, as to me it’s arguably the 2nd best entry in the series, behind Super. 

 

 


 

5 – Mario Kart: Super Circuit, Publisher: Nintendo, Originally Released: 2001

I’ve liked the Mario Kart series since a friend first brought Super Mario Kart on SNES over to my house, one afternoon probably back in 1996. Then of course, Mario Kart 64 came along, which was godly when it first arrived in 1997 on the Nintendo 64, and it was a game that my friends and I put hours and hours into. For years, we would still bust out the 64, and Mario Kart and Goldeneye, to play multiplayer, almost every year on New Years Eve, and sometimes my birthday. To this day, as I’ve related before, Mario Kart 64 is one of my favorite racers of all time, and certainly my very favorite Mario Kart of all time.

That said, Super Circuit on the GBA is a strange and wonderful creature. It is the only MK game to date, outside of the obscure arcade game Mario Kart GP, to have been developed by a studio outside of Nintendo themselves. In this case, it was made by Intelligent Systems, a developer most known for strategy games like the Fire Emblem and Advance Wars series. Because the Game Boy Advance was clearly not on the same hardware level as the N64, it couldn’t replicate the Mario Kart experience as a straight sequel to MK64. So instead, they cleverly made it something of a hybrid game, a cross between the “Mode 7” pseudo-3D look and gameplay of the SNES original, mixed with somewhat prerendered racer and item sprites, and specific items and other elements, from the N64 hit.

The end result, is a quirky and fun little game, that still existed in an era when companies sometimes actually tried to stuff games full of content, to give you more value for your money (unlike today, where they give you a bare-bones game and nickel and dime you for extra content they trickle out). The game features the same exact racers from Mario Kart 64 (Mario, Luigi, Peach, Toad, Yoshi, Donkey Kong, Wario, and Bowser), leaving out poor Koopa Troopa from the SNES game. The game doesn’t feature certain items from the 64 game, such as the Golden Mushroom, as the more limited and flat Mode 7 style tracks, just aren’t a good fit for spamming speed boosts over and over, or at least that was the excuse. The game plays pretty much exactly like Super Mario Kart, not MK64, and while I prefer the feel and experience of the 64 game, it still makes for fun and responsive racing. The game features single player Grand Prix and Time Trial modes, as well as “Quick Run”, which lets you play individual courses, with neat features like toggling items, etc. There are, of course, also multiplayer modes, like racing and battle, if you could connect your GBA to a friends’.

Super Circuit isn’t my favorite Mario Kart by any stretch, that’s MK64 by a wide margin. But it’s definitely up there, and it’s absolutely one of the best games on the system.

 

 

 


 

6 – Super Mario Advance, Publisher: Nintendo, Originally Released: 2001

I have related in the past, how I had an interesting history with OUR (aka the superior) Super Mario Bros. 2 on NES. When I originally rented it, I actually didn’t like it very much, because it was too different, it “wasn’t Mario” to me. I probably didn’t think it was a bad game, but I wasn’t in the mind-frame to really enjoy it, because I was expecting more of SMB1 or my beloved SMB3. A friend later got me a copy as a present for my 12th birthday, and now owning it, I gave it a chance and really spent time with it. And in the end, I wound up enjoying it a lot, for what it was, not what it wasn’t.

I love Super Mario Bros. 2 nowadays, and appreciate it for its quirky and unique nature. There were people, for years, that acted as if it was somehow a crime that the US didn’t get “the real Mario 2”, what we would later call “SMB: The Lost Levels”, received in the SNES remake collection Super Mario All-Stars. But in all blunt honesty, while the “real” Japanese SMB2 isn’t a BAD game, in my opinion it isn’t all that good, either. Shigeru Miyamoto wasn’t very involved with it, at the time working on The Legend of Zelda, and the Japanese game “Doki Doki Panic”, that would get turned into OUR Mario 2. The “Lost Levels” game, is basically just more SMB1, this time harder. It’s functionally the first Super Mario Bros. hack, or more specifically, the first “Kaizo Mario” (hacks that are made to be super challenging). I think we got the “real”, and better, Super Mario Bros. 2, so I’m glad, in retrospect, that we got what is, frankly, the better playing, more interesting, and more fun Mario game.

As for the Game Boy Advance remake, known as Super Mario Advance, it is a neat little gem. On the one hand, you could argue that it was partially lazy and uninspired, as it was essentially a rehash of what had already been created with the SNES All-Stars remake of SMB2. It does, after all, reuse basically the same redone graphics and sound assets from that game. However, it also adds enough new elements, I think, to make it stand out on its own. For one thing, they for whatever reason added giant sprites, certain items or enemies that would just inexplicably be super-sized, which added a new level of bizarre to the already dreamlike nature of SMB2. They also added a new boss, Robirdo, a robot Birdo, who isn’t really all that different from real Birdo, but it’s a weird addition, and replaces what was a re-used Mouser boss. Though one could also argue there’s too many Birdo encounters. The one addition I could do without, are voice samples for the four main characters, basically the same kind of voice samples you’d find in Mario Kart.

All in all, Super Mario Advance isn’t a great remake, but it’s good, and it’s fun. I think they could have put in more effort, and gone the extra mile, basically making an all new Sub-Con adventure, with new stages, etc. Or, one of my long-held private “dream game” ideas, basically a SMB2 type adventure in Subcon, but this time playing my beloved Shy Guy enemy. I don’t quite know why, but Goombas and Shy Guys, two of the most basic and weakest enemies from the entire Mario series, have always held a very special place in my heart. Especially Shy Guys. Mario Advance isn’t all it could have been, but it’s still a worthwhile package, and one I put time into playing. 

 

 

 


 

7 – Street Fighter Alpha 3, Publisher: Capcom, Originally Released: 2002

While OG Street Fighter 2 (I never got as much into Super) is my favorite fighter of all time, and my preferred SF experience, I also came to be a pretty big fan of the Street Fighter Alpha (known as SF Zero in Japan) side series. The Alpha games take place in between the fairly obscure original Street Fighter game, and the legendary Street Fighter 2, story-wise. I like the way the Alpha games play, and their sprites (for the most part) and play-style were lifted directly into the “Versus” games (X-Men vs. Street Fighter, Marvel vs. Capcom, etc). Meaning, for instance, that those games, like the Alpha games, feature the much-cooler, longer haired Ponytail Ken, versus the Odd-Looking-Haircut Ken from SF2, as well as his flaming, somewhat stronger uppercuts than Ryu, etc.

SFA3 was a solid cap to the series, with by far the highest number of playable characters, even finally including Street Fighter 2 favorites like Vega, Blanka and Guile. However, the one major mis-step they made, trying to idiotically tie in to the garbage PS2 game “Final Fight: Streetwise”, was that they included the hero Cody from Final Fight, but completely ruined him, by making him an escaped convict, complete with stereotypical (and outdated) striped prison suit, and handcuffs. So he not only looks stupid, but he plays totally different from his bad ass FF self. I’ve always hated that, and I always will.

But as for this GBA port? While it has several missing stages, and voice samples (blamed on cart limitations, but I think it was just them being lazy), it is still a very solid port for Game boy Advance, featuring not only ALL of the arcade characters, but three additional fighters, exclusive to this version (at the time). Very similar to what was accomplished with Street Fighter Alpha 2 on the SNES (though IMO it should have been ported to N64 instead), they still managed to get a pretty impressive version of the arcade game onto weaker hardware. The graphics still look pretty spiffy, the music isn’t as good as the arcade by any stretch, but it’s still a decent (albeit very “Game Boy-y”), and while the system only has 4 buttons (instead of the arcade or SNES’ 6), it still plays very well for what it is. Ultimately, much like my beloved SNES version of Final Fight, this game isn’t what it could have been with more effort, but it’s still pretty damn good for what it is. 

 

 

 


 

8 – Double Dragon Advance, Publisher: Atlus, Originally Released: 2003

The Double Dragon games have never been tops to me, among the realm of Beat ‘Em Ups, as there are SUCH better ones, like X-Men or Teenage Mutant Ninja Turtles by Konami, Undercover Cops or Ninja Baseball Bat Man by Irem, or the many masterpieces by the KINGS of the genre Capcom, such as Final Fight, Knights of the Round, Captain Commando, or the arcade Dungeons & Dragons games. But that said, Double Dragon is largely (and rightly) seen as basically being the grandfather of Beat ‘Em Up games, and especially on the NES, they’re still damn fun. The arcade versions of 1 & 2 are classics, but are also pretty clunky and VERY hard. The arcade version of Double Dragon 3, honestly, is pretty abysmal. But the NES versions of each, while not as good graphically, are in pretty much every other way superior games. Even DD3 on NES, the least of the trilogy, is still an OK game, and MUCH better than its arcade counterpart. The NES versions are so beloved and well regarded, that there was even a game released awhile back called “Double Dragon 4” (ignoring crappy sequels from the 90s), which was graphically and stylistically based directly on the first two NES games.

With Double Dragon Advance, while it is at its core a remake of the original Double Dragon, it is also kind of a mixture of DD1 and DD2. It has elements from DD2, but more specifically, it also includes elements from the superior NES versions of DD1 and DD2, including moves, enemies, and even stages based on those games. As such, the game features more stages than the arcade or NES ports of DD1, and it also includes some new enemies, bosses, and even a couple new moves in your ass-kicking arsenal.

You still play the martial artist brothers, Billy and Jimmy Lee, and you’re still trying to save the city, and Billy’s girlfriend Maria, from the evil Shadow Warriors gang. The graphics are definitely based more on the arcade game than the NES, with a more “realistic” look, but they’re also pretty well done. The sound and music are crisp, featuring redone versions of beloved tunes from DD1 and DD2, and the game features pretty smooth and satisfying gameplay. And with the added content, it has more going it for, arguably, than the NES original. For my money, DD2 on NES is the best in the series, but Double Dragon Advance is a really good entry in the franchise, and also one of the best GBA games out there. If you never have, definitely do yourself a favor and play DD1 and DD2 on NES, but DDA is also well worth giving a whirl.  

 

 

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Those are my Top 8 GBA games, as they are the ones I spent the most time with, and for the most part enjoyed the most. The Game Boy Advance in general, is a very good system, and again, I personally consider it to be Nintendo’s last GREAT, and truly classic, console. It has a wealth of games, and that “16-bit” type aesthetic on the go, really can’t be beat. There are many other GBA games worth mentioning, let alone playing, so I’ll leave you with a list of some of my personal “Honorable Mentions”.

 

GBA Honorable Mentions:
Super Ghouls n Ghosts

Konami Krazy Racers

Lady Sia

Final Fight One

Kirby and the Amazing Mirror

Metroid Fusion

Mario & Luigi

Castlevania: Circle of the Moon

Bubble Bobble: Old & New

Klonoa: Empire of Dreams

Rayman Advance

Mario Pinball

Metal Slug Advance

Final Fantasy 4/5/6 

Pac-Man World 1 & 2

X-Men: Reign of Apocalypse 

Super Puzzle Fighter 2 Turbo

Super Bust-a-Move