


Puzzles oftentimes involve interacting with both scenario (the mask-alike blocks) and enemies in order to unlock paths to unlock collectables, furniture, passages, or even deceiving traps - and most of the times these puzzles cannot be repeated whatsoever. This game makes Rayman look like Pong difficulty-wise (keep in mind that I'm biased in favor of difficult games, having grown up playing the difficult ones first at a times when most games, whether arcades or consoles, were incredibly difficult by today's "braindead" standards, so response and feedback may vary). You impersonate a female android (don't remember the story exactly: more than 20 years have passed since then) with superhuman strength off in this weird psych-mushroom land crowded by mask-alike Scream-mask creatures masking screams mask scream masking scream masks who, err, are in some trouble due to a gang of fearsome bosses - that are to be defeated by using the various complex skills that are learnt in the course of the game. This is not a game for kids, albeit it may seem disguised as such. Matter of fact, the game is so complex and detailed that controls and mechanics oftentimes fail standard human comprehension ("weird controls"): possibly no other N64 requires so many combinations off from its controller (and, possibly, of any other controller, 3-buttons consoles aside). Mischief Makers is one of those forgotten niche classics that had debuted on a mainstream console that is worth rediscovering for a while: this Enix sleeper hit, in facts, was one of the earliest games (along with Castlevania: Symphony of the Night, ideally its Goth companion) to perfectly blend 2D and 3D, action platforming, sidescroll shooting, puzzle settings, RPG elements such as crafting (the "shake" container mechanic, for example), combined with Japanese kitch aesthetics set to a synthetic amphetaminic orgy of colors, dialog/textbox drama (involving several sub-plots), manic pacing, and an oversaturated freakout of action-packed bonanza that sometimes reaches delirious climaxes - especially difficulty-wise.
