Mr. Driller 2 Review
We all remember the digging areas of Super Mario Bros. 2. Layers of sand filled more than half the screen. By digging through the sand, Mario could penetrate the layers and make his way to the bottom of the stage, usually acquiring a key that was needed to open a door. The door was never any bigger than our favorite plumber, nor was the keyhole any larger than it should have been. Yet for some reason or other, the key was as big as Mario's head. It was so big and heavy that Mario had to carry it over his head!
These traits – bright colors, penetrable layers, over-sized items – are carried over to Namco's Dig Dug-inspired action/puzzle game, Mr. Driller. What seems like a clever game of fast digging, quick reflexes, and the ability to dodge a speeding boulder, is actually a game of strategy. That's where the puzzle element comes into play.
As it turns out, the colored blocks that Mr. Driller penetrates are nearly as useful as the blocks you drop in Tetris. In this case you dig through the blocks, but once you get beneath them, the blocks can become loose and fall, creating a Tetris-like effect. This is inevitable as you dig through small, medium and large-sized blocks, any of which may be connected to a less secure block. Eliminate the only block locking the insecure block in place and you'll need more than a bottle of Paxil to fix Mr. Driller's cavalcade of emotional problems. You'd cry too if every move you made could be your last.

Oh no! Is
there anyone who can save us?
The cool, exciting and innovative part is how the game ties each element together with a unique combo system. Points are awarded for collecting multiples of the same item, but you get even more of them for knocking out a series of blocks. If red falls on red, they both disappear; if blue falls on blue, they'll both disappear, etc. It sounds simple and familiar, but it's entirely different way of playing the same old song. You'll think you've got it, then when you try and show it, the game will prove that you really don't know anything at all.
If different colored blocks touch after a cave in, they won't fall or disappear. Blocks will only keep falling if the hole is as big or bigger than the size of the block that's on the move. As long as the hole is smaller, the block will get stuck on top of other blocks.
But wait, you're not in the clear yet! You can't plug a sink and expect the water not to overflow. Likewise, if you pile too many blocks on top of each other, there will come a time when you destroy the only block holding them in place. They'll collapse, Mr. Driller will get caught in the debris, and before you know it you're screaming louder than Baby Mario.
Pleasure sure is painful sometimes, isn't it?
To keep you on your toes at all times (and to stop players from planning the perfect strategy), the game is timed by air tanks. (Apparently there's no air underground. At least not as far down as Mr. Driller goes.) Air tanks start at 100% and deplete by 1% a little faster than one second. "I've got plenty of time," is the frequent misconception. Then a message pops up, warning of the dying air supply, and suddenly you're in a panic for the nearest power-up. Digging for power-ups can be tough. They might be blocked by several important blocks (ones that are attached to several that could fall) or they could be surrounded by boulders that, when penetrated, deplete 20% of your air! Air power-ups can't fill more than 20% of the tank. Considering how much little time Mr. Driller has to dig to the bottom, sometimes it's best to sacrifice an air tank and keep on digging.
All this good stuff makes for an action/puzzle game that puzzle fans will love, especially casual gamers. The thing about satisfying casual gamers is that it usually means that hardcore gamers will desire something more fulfilling. Mr. Driller 2 is a great game, but there isn't much to it. You get a few standard stages, where the only time limit is your air gauge, as well as endless and time attack modes. Beat the standard stages and all that will be left is the repetition of trying to last as long as possible in endless mode, or the repetition of trying to beat the fastest times in time attack.
These elements are appealing to casual players, gamers who probably won't beat the standard stages very quickly. By the time they're ready to take on the endless mode, most casual players will have likely invested a month or two's worth of time in the game. Hardcore players will get to that point in under a week (if you're really diligent, you could beat this game in less than half a day. It's less than two hours long, but the time spent dying brings it up a bit).
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Review Scoring Details for Mr. Driller 2 |
Gameplay: 6.9
Solid but too
short. Mr. Driller 2 is a rehash of the original, but the original was an
incredibly good, moderately innovative game. It's like the classic mini-game
from Super Mario Bros. 2, but with so much more depth and a greater challenge.
This puzzler will make you want throw a Game Boy through the window (but
please don't! They aren't cheap, and judging by the prices at Wallside
Windows, I'm guessing that glass isn't either).
Graphics: 6.0
Without the
necessity to be anything else, Mr. Driller 2's graphics are very basic. Not
ugly, just plain – few colors are used, and you'll only see about five or six
different animations.
Sound: 5.0
Again, without it
being necessary, there was no reason for the developers to say, "Hey, let's
spend $$$ making Mr. Driller 2 sound beautiful." That said, it's not a
horrible-sounding game, just a basic one. Your ears won't be tortured, but I
doubt they'll be entertained. Mine weren't.
Difficulty: Hard
You might want to
drill your hand through a wall after playing this one.
Concept: 6.9
A rehash, but a
good rehash.
Multiplayer: N/A
Overall: 6.5
Not quite what I
was hoping for. Mr. Driller 2 lives up to Namco's standards as far as depth
and challenge go. I loved the arcade version of the original and spent loads
of cash on it. But after having the game at home, it's clear that it was meant
to be an arcade game and not much more. It's fun until the credits roll, but
once they do, then what? You walk over to another machine. At least that's
what you'd do if you were at GameWorks. At home you'll just eject the
cartridge, wish it lasted longer, and wait for another sequel that will be a
lot more fulfilling (hopefully).
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