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GBA

North America

Powerpuff Girls: Mojo Jojo A-Go-Go

by Max Lake - March 7, 2002, 6:28 pm EST

7

The Powerpuff Girls come to GBA to fight a $#!% load of Mojo Jojo’s robot minions. Is the game another evil licensing scheme or does it save the day?

The Powerpuff Girls are an animated phenomenon and now they’re on the GBA thanks to developer Sennari & BAM! Entertainment. Mojo Jojo A-Go-Go features a sinister plot of Mojo Jojo, who has flooded the city of Townsville with his mechanized minions. Stolen jewels power these “Mobots”, so it’s up to the Powerpuff Girls to shut down the robots and recover the loot. However, the girls don’t even find out until Mojo arrives at their house and steals Chemical X—the source of their powers!

The girls take chase, with players controlling all 3 girls and alternating between them. Non-active girls can retain power-ups they’ve collected and will regain some health slowly. Each girl can fire eye beams, which can be fired at a distance and punches, which are more powerful but close range. Power-ups can be combined as a neat feature, and rotating girls to optimize the power-ups or to make sure you don’t lose one in battle adds strategy to the mix.

At the end of each level, the girls confront a boss, usually MoJo Jojo himself in some form. A notable exception is the giant mecha octopus boss, seen on the game’s box art. Upon defeating the boss, a short cinema scene rolls and it’s off to the next stage.

The game is challenging and the difficulty prevents the game from getting too repetitive. You have to be paying attention at all times to what’s happening on screen; alternating girls, optimizing and utilizing power-ups, dodging fire and collecting gems from destroyed enemies… Even for an experienced gamer, it can get tough!

It has that edge-of-your seat type action that most games don’t have today. The challenge is also surprising considering that this is a game that will likely attract younger players. I’m not complaining though. I think it’s lame that games seem to be getting easier—I mean, I could take a challenge in my childhood days.

After an especially difficult level, there was a level filled with power-ups, making passing through it a breeze. Not exactly balanced, though it was a lot of fun to go through a level gobbling up power-ups and obliterating the swarms of enemies.

In fact, this is just one of many ways how the game can be inconsistent. While the backgrounds in the first level are even more repetitive than Hannah-Barbera cartoons, Level 2: Townsville Harbor has the girls flying over a bridge, over the ocean, over a boat and then they take the fight underwater.

One area where there is almost no diversity at all is in enemies. There are only a couple enemy types, each with a couple of variations. The result is being bombarded with wave after wave of critters that look alike, which drags the game down a great deal. I can understand Mojo Jojo wants to destroy the Powerpuff Girls & take over Townsville… but if he has so many gosh darned-robots powered by gems, wouldn’t he have more than enough riches to at least build a few more types of enemies?

Powerpuff Girls Mojo Jojo A-Go-Go has a very old-school arcade feel to it. It isn’t anything extraordinary, but it is a fun game starring the Powerpuff Girls.

Score

Graphics Sound Control Gameplay Lastability Final
7.5 8 9 7 7.5 7
Graphics
7.5

The characters are distinct and recognizable. Backgrounds are colorful and match the show quite well, though in some levels are used a little excessively. Enemy types are also overused, changing only slightly level to level. The girls perform a variety of animations throughout the game in addition to punching and flying, which adds some personality.

Sound
8

There is decent background music consisting of re-mixed versions of themes from the show. There’s even a little bit of speech! There’s lots of neat sound FX, and the girls’ attacks sound true to form.

Control
9

High marks here. The control scheme is smart, effective and for the most part, responsive. Occasionally, there seem to be problems picking up items with A, but it’s infrequent and probably is my fault sometimes. The worst part about control is that the game requires you to move around the screen A LOT. You have to buzz around the screen like a bee almost and the GBA’s D pad seems to be ill suited for this. It’s certainly not the game’s fault, but I found my thumb getting VERY sore after playing just a bit.

Gameplay
7

The strategy with alternating girls is very clever and the power-up system is well executed. The Powerpuff Girls come to life and there’s plenty of action. It’s hard, so surviving each level becomes quite an accomplishment. Even with the challenge, it’s hard to completely shake the feeling of doing the same stuff level after level.

Lastability
7.5

This is a challenging game, yet mindless and fun, so it’s great to pick up for short bursts of gameplay. With only six levels, it’s not very long but getting good enough to beat it will take time and practice. Plus, after you beat it, you can always improve your score (which the game saves). Another bonus is that if you collect enough gems, you can learn the secret behind Mojo’s Blueprint. There’s also multiplayer, for folks with more than one copy of the game and a link cable. The drawback? The game isn’t so great that you want to go out of your way to play it, but it is compelling enough for you to pick up and give it a try every so often.

Final
7

Powerpuff Girls Mojo Jojo A Go-Go is an above average (if not mediocre) game spruced up with some clever features and a great license. It’s very basic but challenging and fun and a great & creative interactive romp with the PPGs. As a shooter, it doesn’t quite measure up to the games it’s been inspired by. Still, if you like the Powerpuff Girls and can handle a challenge, you’ll enjoy this game.

Summary

Pros
  • Fantastic usage of the PPG license
  • Intense action
  • Language options for French, Dutch, Spanish, and Italian!
  • Multiplayer modes
Cons
  • Enemies & backgrounds ARE VERY REPETITIVE
  • May prove difficult & frustrating for some
  • Slightly unbalanced at times
Review Page 2: Conclusion

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Genre Shooter
Developer Sennari Interactive
Players1 - 3

Worldwide Releases

na: Powerpuff Girls: Mojo Jojo A-Go-Go
Release Nov 16, 2001
PublisherBAM! Entertainment
RatingEveryone
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