Mischief Makers

Last updated

Mischief Makers
Mischief Makers.jpg
North American box art
Developer(s) Treasure
Publisher(s)
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
  • JP: June 27, 1997
  • NA: October 1, 1997
  • EU: December 12, 1997
  • AU: 1998
Genre(s) Platform
Mode(s) Single-player

Mischief Makers [lower-alpha 1] 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.

Contents

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

As Marina grabs a bomb, "clanball" platforms and warp stars float nearby. MischiefMakers--article image.jpg
As Marina grabs a bomb, "clanball" platforms and warp stars float nearby.

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. [lower-alpha 2] 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 Clancerincluding people, buildings, and petseither 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 console N64-Console-Set.jpg
The Nintendo 64 console

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] [lower-alpha 3] 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) games were popular within the company, 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] , in Europe on December 12, [16] and in Australia in 1998. [17] 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. [18]

Reception

Mischief Makers received "mixed or average reviews", according to video game review aggregator Metacritic, [20] and a "Gold Hall of Fame" score of 32/40 from Japanese magazine Famitsu . [22] Critics praised the inventiveness, personality, "variety", and boss fights, [3] [8] [10] [21] [29] and criticized the brevity, low difficulty, low replay value, [8] [10] [23] [21] sound, [2] [4] [10] [27] and harsh introductory learning curve. [3] [8] [21] [29] Retrospective reviewers were more positive, [7] [30] and multiple reviewers noted Marina's signature "Shake, shake!" sound bite as a highlight. [6] [8] [21] Electronic Gaming Monthly awarded the game its silver award. [21]

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 . [27] In contrast, GameFan said that Mischief Makers did for 2D what Super Mario 64 did for 3D, and suggested that Sega should be influenced. [31] GamePro instead argued that the similarity to Mario is superficial, and that Mischief Makers had carved out its own niche with unique gameplay mechanics. [29] 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". [30] 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", [31] where "old school gameplay and 64-bit visuals finally meet". [24]

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. [22] 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 . [21] 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. [22] 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. [29] 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 gameplayfrom a Track & Field remake to outrunning a missile barrageas 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", [21] though Next Generation said it was "certainly long enough". [27] 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". [21] Hardcore Gamer's Ryan Cartmel said it went "largely unnoticed", [32] and GamePro claimed that it had "[developed] a strong following in Japan". [33]

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. [30] [34] Retro Gamer placed the "masterpiece of mayhem" 80th on its list of "essential" Nintendo 64 games for its "unbridled quality". [35] In 2009, GamesRadar called it "possibly the most underrated and widely ignored" Nintendo 64 game. [30] In the years since, Retro Gamer reported Mischief Makers as a somewhat rare collectible, with a rarity score of 7/10. [36] The website wrote that Mischief Makers was received poorly because players wanted 3D instead of 2D gameplay in Nintendo 64 games. [30] 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. [37] Marina reappeared as an unlockable character in Treasure's 1999 Rakugaki Showtime . [38]

Notes

  1. Known in Japan as Yuke-Yuke!! Trouble Makers (Japanese: ゆけゆけ!!トラブルメーカーズ, Hepburn: Yuke Yuke!! Toraburu Mēkāzu)
  2. 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]
  3. Treasure continued to develop for the Sega Genesis even while Nintendo had market control because the team found the Genesis development process easier. [11]

Related Research Articles

<i>Kid Icarus</i> 1986 video game

Kid Icarus is a platform video game developed and published by Nintendo for the Family Computer Disk System in Japan and the Nintendo Entertainment System in Europe and North America. It was released in Japan in December 1986, in Europe in February 1987, and in North America in July.

<span class="mw-page-title-main">Platformer</span> Video game genre

A platformer is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels with uneven terrain and suspended platforms of varying height that require jumping and climbing to traverse. Other acrobatic maneuvers may factor into the gameplay, such as swinging from vines or grappling hooks, jumping off walls, gliding through the air, or bouncing from springboards or trampolines.

<i>Yoshis Island</i> 1995 video game

Super Mario World 2: Yoshi's Island is a 1995 platform game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). It is the sequel follow-up to Super Mario World. The player controls Yoshi, a friendly dinosaur, on a quest to reunite baby Mario with his brother Luigi, who has been kidnapped by Kamek. As a Super Mario series platformer, Yoshi runs and jumps to reach the end of the level while solving puzzles and collecting items with Mario's help. The game has a hand-drawn aesthetic and was the first in the franchise to have Yoshi as its main character, where it introduces his signature flutter jump and egg spawning abilities.

<i>Yoshis Story</i> 1997 video game

Yoshi's Story is a 1997 platform game published and developed by Nintendo for the Nintendo 64. It was released in Japan in December 1997, and worldwide the following year. It was re-released on the Wii's Virtual Console service in October 2007, and for the Wii U's Virtual Console in early 2016. It was also re-released on the Nintendo Switch Online + Expansion Pack in October 2021.

<i>Super Mario Land</i> 1989 video game

Super Mario Land is a 1989 platform game developed and published by Nintendo as a launch game for its Game Boy handheld game console. It is the first Mario platform game to have been released for a handheld console. In gameplay similar to that of the 1985 Super Mario Bros., but resized for the smaller device's screen, the player advances Mario to the end of 12 levels by moving to the right and jumping across platforms to avoid enemies and pitfalls. Unlike the other Mario games, Super Mario Land is set in Sarasaland, a new environment depicted in line art, and Mario pursues the debuting Princess Daisy. The game has two Gradius-style shooter levels.

<i>Bangai-O</i> 1999 video game

Bangai-O is a multidirectional shooter developed by Treasure and released in 1999 on the Nintendo 64 in Japan. It was ported to the Dreamcast worldwide shortly after with some gameplay changes and updated graphics and audio. The game places the player in control of a weaponized mech that can hover across large stages and fire at enemies all around them. The player must reach the end of each stage and defeat the boss, while avoiding hazards scattered across the map such as enemy mechs and gun turrets.

<span class="mw-page-title-main">64DD</span> Video game peripheral

The 64DD is a magnetic floppy disk drive peripheral for the Nintendo 64 game console developed by Nintendo. It was announced in 1995, prior to the Nintendo 64's 1996 launch, and after numerous delays was released in Japan on December 13, 1999. The "64" references both the Nintendo 64 console and the 64MB storage capacity of the disks, and "DD" is short for "disk drive" or "dynamic drive".

<span class="mw-page-title-main">Treasure (company)</span> Japanese video game developer

Treasure Co., Ltd. is a Japanese video game developer based in Tokyo known for its action, platform, and shoot 'em up games. The company was founded in 1992 by former Konami employees seeking to explore original game concepts and free themselves from Konami's reliance on sequels. Their first game, Gunstar Heroes (1993) on the Sega Genesis, was a critical success and established a creative and action-oriented design style that would continue to characterize their output. Treasure's philosophy in game development has always been to make games they enjoy, not necessarily those that have the greatest commercial viability.

<i>ActRaiser</i> 1990 SNES video game

ActRaiser is a 1990 video game developed by Quintet and published by Enix for the Super Nintendo Entertainment System, It combines traditional side-scrolling platforming and sections with city building and god game elements. A sequel, ActRaiser 2, was released for the Super NES in 1993. In 2007, ActRaiser became available on the Wii's Virtual Console download service in Europe, North America, and Japan. A version of the game was also released for European mobile phones in 2004. A remake, Actraiser Renaissance, was released for several platforms in 2021.

<i>Diddy Kong Racing</i> 1997 video game

Diddy Kong Racing is a 1997 racing video game developed and published by Rare for the Nintendo 64. The game is set on Timber's Island and revolves around Diddy Kong and his friends' attempt to defeat the intergalactic antagonist, a wizarding pig named Wizpig, through winning a series of races. The player can take control of any of the featured characters throughout the game. Diddy Kong Racing features five worlds with four racetracks each, and the ability to drive a car, hovercraft, or pilot an aeroplane. Timber Island is loosely based on the geographical landscapes of the United States.

<i>Dynamite Headdy</i> 1994 video game

Dynamite Headdy is a platform video game developed by Treasure and published by Sega for the Sega Genesis in 1994. The game follows a puppet named Headdy in his efforts to stop an evil puppet king from taking over his world. Headdy can throw his head at enemies to defeat them and use it to pull himself to various areas and move objects. The player can find a wide variety of "heads" which act as power-ups that provide different effects and alter gameplay.

<i>Gunstar Heroes</i> 1993 video game

Gunstar Heroes is a run and gun video game developed by Treasure and published by Sega. It was Treasure's debut game, originally released for the Sega Genesis in 1993. The game's premise is centered around a pair of characters, the Gunstars, in their efforts to stop an evil empire from recovering four powerful gems. The characters can fire guns and perform a series of acrobatic maneuvers to fight enemies across each stage. There are four weapons in the game which can be combined with one another to create different shot types.

<i>Silhouette Mirage</i> 1997 video game

Silhouette Mirage is a 2D action side-scrolling video game developed by Treasure and released in 1997. The game's primary mechanic is the two opposing attributes, "Silhouette" and "Mirage" and the way they are able to cause damage to each other. Shyna features as the female protagonist who is able to switch between these attributes at will by facing either left or right on-screen. Secondary mechanics in the form of various melee moves are used to get enemies onto the correct side of the screen so that when Shyna is facing them, she is able to use the correct, opposing attribute to damage them.

<i>Axelay</i> 1992 video game

Axelay is a 1992 scrolling shooter video game developed and published by Konami for the Super Nintendo Entertainment System. Set in the fictional solar system Illis where an alien empire known as "Armada of Annihilation" invades its planets including the Earth-like Corliss (Mother), players take control of the titular D117B space fighter craft as a last resort to stop the alien invasion by recovering its lost weaponry. The gameplay mainly consist of both vertical-scrolling and horizonal-scrolling stages in the same vein as Konami's own Life Force, with players choosing three different weapon-types that increase in number as they progress through the game.

<i>Kirby 64: The Crystal Shards</i> 2000 platform video game by Nintendo

Kirby 64: The Crystal Shards is a 2000 platform game developed by HAL Laboratory and published by Nintendo for the Nintendo 64 (N64). It is the first Kirby game to feature 3D computer graphics and follows Kirby as he attempts to reassemble a sacred crystal shattered by Dark Matter. Gameplay is viewed from a 2.5D perspective and is similar to previous Kirby titles; the player traverses levels and obtains powers by eating enemies. Kirby 64 introduces Power Combos, the ability to mix powers to create more powerful ones. In a multiplayer mode, up to four players can compete in three minigames.

<i>Alien Soldier</i> 1995 video game

Alien Soldier is a side-scrolling run and gun video game developed by Treasure and published by Sega for the Mega Drive. Retail copies were released in Japan and PAL territories while in North America it was only available exclusively via the Sega Channel cable service. The story follows a powerful being named Epsilon-Eagle, who after being nearly killed becomes determined to avenge his near death and save his planet. The character has a variety of weapons and moves that the player must master to complete the game. Many gameplay ideas are borrowed from Treasure's earlier Mega Drive release, Gunstar Heroes (1993). However, Alien Soldier puts an emphasis on challenging boss fights with short and easy levels serving as downtime in-between.

<i>Rapid Reload</i> 1995 video game

Rapid Reload, known in Japan as Gunners Heaven (ガンナーズヘヴン), is a run and gun video game developed by Media.Vision and published by Sony Computer Entertainment for the PlayStation in both Japan and Europe in 1995. The game was re-released on the PlayStation Network in Japan in 2007 and in Asia in 2010.

<i>Super Mario</i> Video game series

Super Mario is a platform game series created by Nintendo starring their mascot, Mario. It is the central series of the greater Mario franchise. At least one Super Mario game has been released for every major Nintendo video game console. However, there have also been a number of Super Mario video games released on non-Nintendo gaming platforms. There are more than 20 games in the series.

<i>Rakugaki Showtime</i> 1999 video game

Rakugaki Showtime is a 1999 fighting game for the PlayStation developed by Treasure and published by Enix. It is a full 3D battle arena fighting game, featuring characters that resemble crayon drawings. The game was only released in Japan.

<i>Sin and Punishment</i> 2000 video game

Sin and Punishment is a rail shooter video game co-developed by Treasure and Nintendo for the Nintendo 64, and originally released only in Japan in 2000. Its story takes place in the near future of 2007 when war breaks out as humanity is struggling with a global famine. The player takes on the roles of Saki and Airan as they fight to save Earth from destruction. The game employs a unique scheme that uses both the D-pad and control stick on the Nintendo 64 controller, allowing players to maneuver the character while simultaneously aiming the targeting reticle. The player must shoot at enemies and projectiles while also dodging attacks to survive and progress through the game.

References

  1. 1 2 3 4 5 Treasure (October 1, 1997). Mischief Makers. Nintendo. Scene: Credits.
  2. 1 2 3 4 5 6 7 8 9 Casamassina, Matt (October 1, 1997). "Mischief Makers". IGN . Archived from the original on February 18, 2014. Retrieved May 5, 2014.
  3. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 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.
  4. 1 2 3 4 "Now Playing". Nintendo Power . No. 101. October 1997. p. 95.
  5. 1 2 3 IGN Staff (August 5, 1997). "Griffey, Mischief Makers Trade Spots". IGN . Archived from the original on May 8, 2014. Retrieved May 7, 2014.
  6. 1 2 3 4 5 6 7 8 9 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.
  7. 1 2 3 4 5 6 7 8 Harris, John (August 23, 2007). "Game Design Essentials: 20 Difficult Games". Gamasutra . Archived from the original on November 12, 2013. Retrieved May 10, 2014.
  8. 1 2 3 4 5 6 7 McCall, Scott. "Mischief Makers – Review". AllGame . Archived from the original on November 14, 2014. Retrieved May 10, 2014.
  9. Mischief Makers Instruction Booklet. Nintendo of America. 1997. p. 15.
  10. 1 2 3 4 5 6 7 8 9 Bartholow, Peter (April 17, 1998). "Mischief Makers Review". GameSpot . Archived from the original on June 27, 2016. Retrieved May 9, 2014.
  11. 1 2 3 4 5 6 7 8 9 10 11 12 13 IGN Staff (April 15, 1997). "Treasure Talks Yuke Yuke". IGN . Archived from the original on May 6, 2014. Retrieved May 5, 2014.
  12. 1 2 3 IGN Staff (June 10, 1997). "Nintendo to Publish Mischief Makers". IGN . Archived from the original on March 20, 2014. Retrieved May 7, 2014.
  13. Ogasawara, Ken (August 1997). "Yuke Yuke!! Troublemakers". GamePro . No. 107. p. 36.
  14. "TGS 1997 Spring". Electronic Gaming Monthly . No. 95. June 1997. p. 62.
  15. "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.
  16. "Mischief Makers". Official Nintendo Magazine . No. 63. December 1997. p. 80.
  17. "Game Play". The Sydney Morning Herald . March 8, 1998. p. 128. Retrieved April 14, 2024. Mischief Makers//Out Now//Rating: G
  18. IGN Staff (June 23, 1999). "Unearthing Treasure for N64". IGN . Archived from the original on May 8, 2014. Retrieved May 7, 2014.
  19. "Mischief Makers for Nintendo 64". GameRankings . CBS Interactive. Archived from the original on December 9, 2019. Retrieved May 13, 2022.
  20. 1 2 "Mischief Makers (N64: 1997)". Metacritic . Archived from the original on March 4, 2009. Retrieved May 5, 2014.
  21. 1 2 3 4 5 6 7 8 9 "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.
  22. 1 2 3 4 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.
  23. 1 2 3 "Mischief Makers". Game Informer . No. 55. November 1997. Archived from the original on January 21, 1998. Retrieved May 9, 2014.
  24. 1 2 Glitch; Knightmare; E. Storm (September 1997). "Viewpoint". GameFan (57): 26–27.
  25. Nash, Jonathan (August 1997). "Go Go!! Troublemakers". N64 Magazine. No. 5. Future Publishing. pp. 60–65.
  26. Bickham, Jes (November 1997). "Mischief Makers". N64 Magazine. No. 8. Future Publishing. p. 63.
  27. 1 2 3 4 "Finals". Next Generation . No. 34. October 1997. p. 169. Archived from the original on February 4, 1998. Retrieved May 9, 2014.
  28. "Review: Mischief Makers (Nintendo 64)". Nintendo Life. June 12, 2010. Retrieved December 15, 2022.
  29. 1 2 3 4 Major Mike (January 1998). "Nintendo 64 ProReview: Mischief Makers". GamePro . No. 112. p. 78.
  30. 1 2 3 4 5 "123 games with untapped franchise potential". GamesRadar . April 30, 2009. Archived from the original on December 15, 2013. Retrieved May 10, 2014.
  31. 1 2 E. Storm (September 1997). "Mischief Makers". GameFan (57): 76–81.
  32. Cartmel, Ryan (September 19, 2013). "Graveyard: Mischief Makers". Hardcore Gamer. Archived from the original on May 13, 2014. Retrieved May 10, 2014.
  33. Four-Eyed Dragon (November 1997). "Mischief Makers". GamePro . No. 110. p. 103.
  34. 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.
  35. Allen, Mat (November 9, 2006). "Essential Nintendo 64 Games". Retro Gamer (31): 23, 26.
  36. Davies, Jonti (May 27, 2004). "Nintendo's Greatest Games". Retro Gamer (4): 24.
  37. "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.
  38. Bevan, Mike (June 19, 2008). "Full of Eastern Promise". Retro Gamer (52): 36.

Bibliography