The Antibiotic Resistance Crisis. The rise of drug-resistant staph and pneumonia has its roots in this Mario-themed, puzzle game. Sydlexia’s Ranking: #31/100 Developer: Nintendo My Rating: There is a healthcare crisis in this country right now. As we look at ways to manage costs, it is important to be self-reflective and address instances of abuse and waste. Look … Continue reading “Top 100 NES Review: #31 – Dr. Mario (1990)”
The Antibiotic Resistance Crisis.
The rise of drug-resistant staph and pneumonia has its roots in this Mario-themed, puzzle game.
There is a healthcare crisis in this country right now. As we look at ways to manage costs, it is important to be self-reflective and address instances of abuse and waste.
Look no further than Dr. Mario. His clinical practice guidelines consist of the over prescription of antibiotics. Not only does this not make sense (after all, the diagnosis is a viral infection that won’t respond to this type of treatment), he runs the risk of creating new strains of diseases that will be resistant to the very antibiotics he continues to dispense.
While the ethics of Dr. Mario’s decisions come into question, his puzzle adventure game does test the mind and makes one believe that, they too, can practice medicine.
No matter your favorite polygonal structure (dodecahedron anyone?), you will enjoy flying through this math-class review of a rail shooter game.
Sydlexia’s Ranking: #17/100 Developer: Argonaut Software My Rating:
What a combination: a fox, hawk, toad and hare trapped within recessing parallelograms.
It’s hard for those who weren’t there to understand how interesting the promise of 3D games was. While the SNES was not ready to do it, many developers came up with “tricks’ to make the illusion of depth. Donkey Kong Country used rounded front characters on bubbled backgrounds to create a magic eye of 3D. Doom took advantage of Renaissance-era depth and perspective techniques to make it seem that monsters were moving positions.
Starfox did it through creating actual polygonal shapes, thus an actual precursor to what we would come to know from the psone and n64. While somewhat of an ugly first effort, the charm is still there, and the organic contributions of the four characters softens the hard edges of the environment.
This game has a lot of Japanese flair — I’m not sure how else to put it. Your character is a pink puffball that sucks in monsters and steals their abilities. Mini-games includes eating as many eggs as possible and an old Western dual. The opening sequence is a how-to-tutorial of how to draw kirby (“First you draw a circle…”). Your journey begins in vegetable valley and ends with a battle flight through the stars. This game leaves no ground uncovered, including the collective consciousness.
Along the way, you may become attached to the trials and desires of the pink enveloper, but by the end you realize that Kirby’s playful facade is just a cover for his performance as a Carl Jung archetype: the hero.
And other life lessons learned from Billy and Jimmy Lee in this erudite, side-scrolling, beat-em-up adventure.
Sydlexia’s Rating: #60/100 Developer: Technos Japan My Rating:
The beat-em-up genre defined an entire generation. Its repetitive-button smashing released personalized-serotonin hits allowing us to feel good while eschewing any actual personal development. I don’t know of any other category of video game that so easily mixes repeated motions with such a sense of accomplishment – complete entertainment with little effort.
Except when the Double Dragons are involved.
What we have here is a compact set of nine levels, beautifully architected for the pithy purpose of teaching us that life’s lottery doesn’t always come up triple 7s. A perfect compliment to my summer of mismanaged love and unfortunate living arrangements, Double Dragons II helped me cope with the idea that this isn’t all my fault.