Save Me Mr. Tako Definitive Edition

Technically, this could be a Second Chance with the Chick review. I reviewed Mr. Tako back in 2019, noting I didn’t care for the difficulty, the lives system, etc. In fairness, I didn’t have nostalgia for the Game Boy, which is as close to a prerequisite for enjoying Mr. Tako as it gets. As far as difficulty and other technical issues go, developer Christophe Galati was game, and in fact, he did patchwork on Steam. Unfortunately, his publisher on Switch, who I won’t even give the dignity of naming, just wouldn’t cooperate. Having gotten to know Chris, he got a raw deal. What really sucks is there’s no way of getting those adopters of Mr. Tako this port for free. I like Chris. A lot. He’s a good guy. I admire that he persevered through a nauseating situation to get his work out there at its maximum potential.

This dialog from Mr. Tako became absurdly meta.

Now, having said that, my #1 problem with Save Me Mr. Tako was always that I was never this game’s target audience to begin with. That’s totally out of Chris’ hands. I’m just not nostalgic for the Game Boy. I don’t see how anyone can be. Such nostalgic feelings would be no different than someone being nostalgic for.. I dunno.. rabbit ears on a television. Why would you long to go back to that today? It doesn’t seem convenient, and the picture quality was never as good, and sometimes you’d probably have to get up and adjust the damn things. Imagine someone wishing they could tune-in Netflix using rabbit ears. That’d be so dumb! Why would you want that, Dad? What is wrong with you?!

Sorry, that was awkward.

Well, how come that’s dumb, but reminiscing about the Game Boy, to the point you’d crave a new game that looks like a Game Boy game isn’t? The Game Boy looks the way it does because it was cheap, could run on batteries without sapping them, but was still a major step above the previous option for handheld gaming, which was either Game & Watch or typing swear words into a calculator. Unlike something like, say, the NES or Super NES, where you can do a lot with the limited color palette and sprite-sizes, the Game Boy is just always ugly. Even a game like this, which if it had come out in the 90s, would have been in the upper-echelon of Game Boy games, in both graphics and gameplay. Yea, Mr. Tako is an amazing achievement: a modern indie stylized like a retro game with almost no seams of modern stitching, and it’s even fun. But I’d rather it look like almost any other platform. I can’t get over it.

There’s tons of different four-color palettes you can use. Why not just do the Super Game Boy thing and have a customize option? On a side note, thank you for including photosensitive options. Always classy.

Which is not to say you can’t appreciate Mr. Tako as a game without the four-color thing getting in the way. Mr. Tako is still potentially one of THE all-time great indie mascots, but like Pikachu before him, he has to get his adorable ass out of Game Boy Land and into something more flattering for his personality. Then again, Save Me Mr. Tako goes to some wickedly dark places. The parents of Mr. Tako, the former King & Queen lived happily ever after. No wait, they fucked and died, like all Octopi do. None of that cutesy Disney crap. Octopus die after mating, and by god, that’s going in the game!

I get why they’re there and I know that other players like them more than me, but I sort of wish none of the human-based levels existed. I always winced when they came up. I didn’t like a single one, but again, that’s just me. I thought they were always boring.

Actually, “by God, that’s going in the game!” seems to have been the motto for developing Save Me Mr. Tako: Definitive Edition. There’s a jaw-dropping FIFTY power-ups. Fifty! In a weird way, I kind of admire that Chris didn’t say “I’ll save that one for the sequel!” at any point. But for a mascot platformer, it’s kind of overkill. You can reload your hat at any midway checkpoint, but realistically, you’ll only have one or two that you actually like to use. There’s also fifty stages, a few of which are inspired, but most of which are plain at best, if not outright tedious. Christophe suffers from Peter Jackson syndrome: he desperately needed an editor. Rework the fifty levels down to eight worlds of four stages each, with all the best bits from the stages deleted used to extend the good/average levels. When Mr. Tako is good, it’s a lot of fun. But it gets samey and sloggy, and for what? So a sales blurb can say fifty stages? If nobody is raving about the level design, it doesn’t matter. Give me thirty-two good levels to fifty mostly dull ones any day.

I decided a few weeks ago I’d save this for my 10th Anniversary review. Then I went down my timeline to fetch the media for this review, since I hadn’t added that, and I realized “oh shit, I only uploaded videos. Well, that’s okay, the video are still.. on.. my Switch.. wait, didn’t I clean all my media out a few weeks.. ago?” 😦 Well, fudge.

But, Mr. Tako actually is an overall net-positive this time. Part of that is the difficulty is adjustable and therefore more reasonable this time around. It allows you to appreciate the absolutely batshit raving story about a war between humans and octopus, which is so gosh-dang charming and melodramatic that you have to admire it. At times, the story interruptions can get a bit annoying, and the limited Game Boy appearance can make telling some characters apart a bit harder than it needed to be, but I was genuinely invested in where this was all going. Funny enough, as nutty as the story is, it’s also thoughtful and at times sentimental and sweet. I didn’t really care for the human leads as much, be it their arc in the storyline or playing as them at various times in the game, but I appreciated that gameplay was used to drive the narrative. It’s the rare mascot platformer where the story matters.

The boomerang was my go-to weapon. There’s a sword as well, but it has no oomph to it.

So, they added hit points and now a game I barely didn’t like is one I barely liked. Yes, Mr. Tako is fun. It needed less levels with more going on, and less power-ups with the filler cut and the best stuff refined to a mirror-shine. For all the baffling choices made, Mr. Tako still manages to pull-off a worthwhile platforming adventure. That doesn’t exactly sound like a ringing endorsement, but it’s still an endorsement. Oh, I’m all-in on Mr. Tako as the next big indie franchise. I hope it can find its audience this time. And, if not, maybe next time! Assuming the Game Boy stuff is exchanged for 16-bit aesthetics. It’s kind of funny: ten years ago today, I posted my very first review. The Cathy who wrote THAT review didn’t get nostalgic for anything. The Cathy of 2021 says things like “do you know what I could go for today? Super Mario Sunshine! You know, that game I liked when I was twelve!” Maybe if I’d grown-up with the original Game Boy, I’d been a lot more enthusiastic about a game looking this way. Then again, I did grow up with a Nintendo 64, but if an indie developer made a game that looked like that, I’d dunk their nut sack in teriyaki sauce and let my dog eat their balls off.

Save Me Mr. Tako: Definitive Edition was developed by Christophe Galati
Point of Sale: Nintendo Switch, Steam

$14.99 wiped tears away and thanked everyone for ten amazing years in the making of this review.

Save Me Mr. Tako: Definitive Edition is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard

Save me Mr Tako: Tasukete Tako-San and Pirate Pop Plus

I didn’t grow up with an original Game Boy, and only had a Game Boy Pocket because I wanted to dive into the Pokemon craze right away and had gullible parents unaware that Game Boy Color would be arriving two months after Red & Blue hit the US. To say I have zero nostalgia for the platform would be an understatement. Especially when my primary reason for wanting to own a Game Boy in the first place was a series that’s had roughly two-kajillion sequels with essentially the same gameplay but better writing since then. And frankly, I was never a big fan of the watershed titles for the platform. I’ve played all the Mario Lands. I had Link’s Awakening DX on Game Boy Color. They were what they were, but I wasn’t a fan. Really, the only stand-out to me was Donkey Kong ’94, and that was by virtue of it not having a console-counterpart. If you had asked 10-year-old me what was the worst game I owned in 1999, there’s a good chance I would have answered Donkey Kong Land. Mind you, I had Bubsy 3D.

That’s no joke, by the way. I asked Santa Claus for a PlayStation 1 for Christmas of 1996 because I got hooked on playing Crash Bandicoot while playing a PS kiosk. A few months later, it was time for me to pick out my first non-Christmas-gift game for my first ever console. This is what I chose. With encouragement from my parents, who thought it looked “easy for a little girl.” So my parents were condescending, had horrible taste in games, AND were sexist. On the plus side, I think the seeds for Indie Gamer Chick were planted that week. I really do.

Until recently, while I believe my “anti-Nintendo” reputation was a bum rap, it’s safe to say I really was anti-Game Boy. Following my re-evaluation of Donkey Kong ’94, along with my play sessions with Operation C and Castlevania II: Belmont’s Revenge, I’ll admit that portable gamers weren’t entirely hosed. But I also don’t get why anyone would want to make a game that looks and plays like a Game Boy game in the modern age. A severely limited system where even the best games had many compromises that had to be made in order to keep them portable. Don’t get me wrong: it is impressive when someone pulls off the mimicry without it feeling like they just colored a game in creamed spinach tones. Take both the games I’m reviewing today. They both feel very authentic, to the point that you can buy them as lost 1989 – 1995 titles for the platform that were just now unearthed. If seeing that off-putting color palette stokes those nostalgia fires, ignore this review. Both these games rise high enough that they should work for you. Well, that’s assuming you ignore the maddening difficulty of Mr Tako, but since so many blowhards from that era bitch about games today being too easy, I assume that’s you.

For everyone else, the question is: how good are these games on their own merit?

I want to be.. under the sea.. in a Octopus’s gar.. OH SHIT! NOBODY SAID THEY FORM ARMIES! RUN!

Save me Mr Tako is probably considered the best Game Boy-like ever. It’s super popular. And, yeah, it really does feel like something that could pass for an unreleased mid-90s Game Boy title. One of the ones that came out after developers figured out how to optimize it around the time Wario Land: Super Mario Land 3 or Link’s Awakening hit.  It also offers alternate color palettes that I believe are based on ones offered by the Super Game Boy. The sound, the look, the cramped field of vision. It’s all here. For better and for worse. Picture “worse” here being carved into a series of Everest-sized mountains.

Mr Tako is one of the most baffling experiences of my IGC life, because everything is in place for a fun game. It has a quirky story about a brewing war between sentient octopi and humans. It has an absolute ton of power-ups to keep things fresh through-out. The storyline has you occasionally switch from playing as the titular Mr Tako to human characters to solve puzzles and beat levels. And Mr Tako is potentially one of the great indie mascots. He’s overflowing with charm and personality and is Pikachu-levels of adorable. And there’s a huge variety of levels and themes and enemies. Really, Save Me Mr Tako should be an indie platforming epic.

Look how happy Mr Tako is just to jump! I just want to pinch his little cheeks. Wait, do octopi have cheeks?

And I was just so bored playing it that I legitimately felt guilty. Like it was on me. That *I* was doing something wrong. And this is before the game totally shit the bed with some of the most cheap, unfair shit I’ve seen in years and one really bad oversight. But I’m getting ahead of myself.

Save Me Mr Tako was developed by Christophe Galati ($4.99, normally $14.99 peed lavender ink in the making of this review). **NOTE: This review only covers the Nintendo Switch version. The Steam version is updated to fix many things complained about here. I didn’t like the base game and didn’t care to pay to start over a game I didn’t enjoy in the first place. But the Steam version might be better.

The one concession that Mr Tako offers that feels modern is offering 20 starting lives. As opposed to just doing away with lives. I mean seriously, if you’re going so far as to give players 20 lives, why do lives at all? Every other aspect feels married to being a Game Boy release. The levels are ambitious for 1991-93, but not for modern gaming. Just lots of jumping around. Trees. Nook-and-cranny exploration and searching. It feels like it’d be an incredible, critically acclaimed, game-of-the-year-on-its-platform contender. And it’s not just a typical hop-and-bop. Mr Tako can’t kill enemies. Instead, he hits them with ink and it stops them. While covered in ink, he can jump on them to reach higher platforms. All this framed with a relatively complex story that’s sort of like Wag the Dog, only with an army of Octopuses. Of course, the writing is married to being Game Boy-like as well. Very on-the-nose. Very to-the-point. The most basic writing style. I hate it when neo-retro games do that. The only one that’s really pulled it off is Shovel Knight, where at least the visuals did a little more.

For whatever reason, Mr Tako just never held my attention. I’d knock out a few stages, find something else to play, and dread reopening it thinking “oh God, I’m not liking this and everyone is going to be pissed at me.” Because I honestly couldn’t put my finger on why it wasn’t “doing it” for me. Maybe it was too simple? Maybe it was too basic of design. I don’t know. I did like one aspect of the platforming: when you’re just under being able to jump up on a ledge, the game automatically gives you a little boosty next to the edge of it to put you up and over the top on it. It’s actually nifty. Never seen a game do that. And that is the only aspect of the gameplay that really stood out to me in almost three hours. Now mind you, by time I threw in the towel, I was only 22% complete on the game. If anyone thinks I gave up too early, (1) if a game needs three hours and over 20% of its contents to “get to the good stuff” I say that game is an automatic failure and (2) by time I did quit, Mr Tako had absolutely cratered into a slog of frustration and madness that made me actively hate it.

The good people of the Exxon corporation would like to remind you that THIS SEAL IS HAPPY!

Mr Tako’s one-hit difficulty becomes intolerable when playing as anyone but the octopus. A human character with no means of defense who has twice as much surface-area for enemies and projectiles is just not as fun to play with in our zany cephalopod adventure. It creates such an unwelcome pacing issue in what is already a game that feels slow despite having relatively small stages. There’s fifty hats that grant Mr Tako powers, but most of the ones I’ve gotten so far aren’t fun to play with. And on top of all that, the current Switch build doesn’t pause the action when you open doorways by solving “puzzles” (which is as simple as pushing a gravestone). When the camera pans over to show you what you opened up, you can die, even though you’re not on the screen and have no means of defenes. It’s one of the worst oversights I’ve ever seen in a game. There’s actually a patch that’s been waiting to be applied for a long time, but the developer has no control over when it’ll go through. It’s apparently fixed on Steam, but it doesn’t change the fact that I had no fun up to the point I quit. Maybe the easy mode that’s included in the patch will fix that. I don’t know. I’ll need to try it again when that patch hits. I know one of the devs from Twitter. Nice guy. He knows to hit me up for his Second Chance with the Chick when it’s live.

By the point I quit, I burned 40 lives between only two levels, trying to get past crows and ghosts that buzz-bomb you. Often with limited room to actually dodge them. And then, when I’d actually got past them, I’d open up a pathway by shoving a gravestone over, only I’d somehow die before the camera reached the thing it was trying to show me I unlocked. I’m happy a patch is coming (maybe. Apparently, it’s been stuck in queue for months), but seriously, how did they miss THAT in play testing? Developers really need to remember to find people who don’t know how to play the games to do the testing. If they can’t find such a person, they need to pretend they don’t know themselves and play like a newb would. I run into shit like this far too often.

Really, I think I must just be bias against looking like a Game Boy game. Because I recently also bought a game called Pirate Pop Plus. Instead of opting for complexity, it feels more like one of those really simple early-generation GB titles like Alleyway or Balloon Kid. Inspired by the classic arcade game Pang (also known as Buster Bros. in many releases), you throw a harpoon up at bubbles, which split into progressively smaller bubbles. The twist in the formula is that a pirate shows up to randomly shift the gravity on you, causing the action to rotate around the play-field. It is a fresh twist that manages to play intuitively. I should have liked it given that I’ve enjoyed Pang in the past, and while the gravity stuff is unquestionably gimmicky, it does work.

Also, neither Mr Tako nor Pirate Pop Plus allowed video capture on Switch. Which really sucks for them more than it does me because I post roughly six-thousand 30-second clips per Switch game during my play sessions, give or take. I might not have a million followers on Twitter, but the nearly 20K I do have buy a lot of games based on those videos. Indies are dependent on word of mouth, but with quick video capture options, they can also use show-and-tell too. You need every tool you can get, developers. Don’t cut your fans off from doing your marketing for you.

And yet, I was once again just sort of bored. There’s visibility issues (mostly owing to the backgrounds occasionally being too noisy) and the whole thing just looks and feels very old and tired. I normally don’t give a flip about visuals, but here, they don’t work. And I don’t think it’s just about having a limited four-color palette. Gyro Boss DX had one also. But there, the visuals are stark and clean. No matter what color scheme you’re using in Pirate Pop Plus, it’s still married to a Game Boy aesthetic not in service to the actual gameplay. And that’s a damn shame, because looking the way Pirate Pop Plus does really does take effort. It’s not like making your game look this way is a corner-cutting measure.

Bill Simmons often points out the weird, unique-to-basketball phenomena where traded NBA players look completely different in their new uniforms. When Shaquille O’Neal was dealt midway through the 2007-08 season from the Miami Heat to the Phoenix Suns, even though he was exactly the same player he had been just a few days before, Shaq suddenly looked fat and out of shape upon donning the Suns jersey. But nothing had changed besides putting on a new top. When Kwame Brown was traded from the Wizards to the Lakers, he looked amazing in the purple and gold, and for all we knew, he was going to breakout and prove he wasn’t one of the biggest busts ever. It didn’t happen, and why would it? He was still Kwame Brown! He sucked! But man, did he wear that Lakers outfit to perfection. Meanwhile, I watched Kevin Durant for three seasons on my Golden State Warriors, and while he played marvelously for us, something always looked horribly off. I think even the most diehard Dubnation member would concede it.

There’s tons of unlockables to keep players interested. But, no online leaderboards, which is the only thing with me proven to for-sure keep me going even with games I dislike.

Pirate Pop Plus was developed by Dadako ($3.56, normally $4.99, received an Angry Pirate once in the making of this review)

I can’t help but wonder if this also applies to video games. I recently played Contra Anniversary Collection. When I saw Operation C, and by “saw” I mean literally saw screenshots of it, I was bracing for the absolute worst. It used almost the same character models and lots of aspects of the game were simply black-and-white versions of gameplay elements lifted directly from Contra and Super C on the NES. But it just looked wrong. And guess what? It wasn’t at all. It was one of the best Game Boy games I ever played. One of the most faithful adaptions from the NES to the Game Boy I’ve experienced. And for the entire two hour play-session, my brain kept telling me “this can’t be happening. It just looks like it shouldn’t be possible!” At least my session with Operation C tells me that I’d recognize a good game when I play one. So I don’t actually think Save Me Mr Tako or Pirate Pop Plus are good. But then again, maybe if they looked different, I’d be willing to give them a little more rope. Besides to hang themselves with, I mean.