Marvin’s Maze Review—A Cure for Pac-Man Fever

MarvinTitle

Out of all the SNK arcade classics that were ported to Minis by G1M2, Marvin’s Maze was the least interesting one to me. It clearly looked to be nothing more than a Pac-Man clone, and while Pac-Man is a good game, I always got bored with it after a few levels. So I was loathe to play it, much less review it.

But, when I finally did get around to playing Marvin’s Maze, I was pleasantly surprised. Yes, it really is a lot like Pac-Man. You move a funny little creature around a maze, eating pellets and avoiding (and occasionally turning the tables on) monsters. But the differences really do make, well, a difference. And, it’s further helped by an option G1M2 added to the emulator, not found in their other ports.

Marvin01

The differences are threefold. Firstly, the maze inhabited by Marvin has two different levels. The game uses pseudo-3D isometric graphics, with one level on the bottom of the screen and another at the top. Marvin can move between them using chutes at the corners of the maze.

The maze also has gaps in it, with one-way platforms that Marvin can ride. While it mostly makes it harder to get through the maze without being eaten (if you are on the wrong side of the gap, where the platform isn’t), sometimes you can turn the tables on your harassers, luring them to a fatal fall.

The last difference, and probably the biggest, is how Marvin normally deals with the monsters (robots, actually). Instead of turning them blue and gaining the ability to eat the monsters, Marvin gets a gun. Or rather, he presumably already has a gun, but he picks up bullets. When you guide him over one of the power pills, he changes color. He can now take aim at his pursuers and blast them, with the bullet going through each opponent, potentially hitting others behind him. The more you kill with one shot, the more you score (again, like how in Pac-Man, you’d score more for eating multiple ghosts in a row).

Marvin02

Pac-Man was mostly about memorizing patterns. Here, the gameplay is more tactical, more reactive. Instead of constantly fleeing for your life, here you are able to take matters into your own, well, Marvin’s own, hands.

That’s not to say the game is easy. It’s not. The maze is complicated, and you can end up trapped in a dead end quite easily. Here comes the second thing that makes the game a lot of fun: there is an Immortal option in the emulator settings that gives you an unlimited amount of lives.

With the notable exception of initial versions of Star Castle, old arcade games were pretty hard. So unless you were really good at video games, or invested a lot of time in learning how to play just one, you just didn’t see many stages or levels beyond the first few. Some games solved this by letting you continue, but that wasn’t popular until the mid-’80s or so. So, it’s very nice to be able to keep on playing with an infinite amount of Marvins.

Marvin03

The game features the other options found in G1M2 arcade-to-Mini ports—changing the controls, stretching the screen, and saving the game state. It’s a simple game, so controls don’t matter much. Stretching the screen actually seems to shrink it a bit, because when you pick the normal view, the bottom and top of the screen is cut off. You don’t miss much, though, and the graphics are sharper. You also get some cabinet art.

While the save game state function isn’t as useful here as in other games, because you can choose to have an infinite number of lives, it is good for saving your progress. While there isn’t a lot of level variation, the maze does change shape, and I would swear that once I got past round 30 or so, I started seeing some I hadn’t before.

The graphics are detailed, if a little drab. It’s small and a little hard to see, at least on a PSP. The sound is forgettable; as I write this, I really can’t remember what it sounded like at all, despite several hours of playing it.

Same cutscene between every level

Same cutscene between every level

Marvin’s Maze is one of those games that really isn’t that deep and doesn’t make a very good first impression, but just happens to be a lot of fun if you stick with it for a while. The Immortal mode that gives you infinite lives almost turns it into a puzzle game, where you simply have to beat each level without too much frustration. Just clearing levels gives you a sense of progression and is a decent time waster.

Still, compared with more modern games we’ve seen in the Minis program, Marvin and his game just don’t stack up in terms of features. Perhaps a Marvin’s Maze Championship Edition?

6.5/10

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Comments

4 Responses to “Marvin’s Maze Review—A Cure for Pac-Man Fever”
  1. onmode-ky says:

    The “Stretch Screen” function really should have been named “Fit to Screen.” It zooms in for games whose native screen size is smaller than the PSP screen and zooms out for games whose native screen size is bigger. Games where Normal cuts off the top and bottom of the screen are like that because their normal screen size is more than 272 pixels (minus the number of pixels used by the cropping cabinet art).

    Do the enemies in this game have distinct behaviors? I’m guessing not, since they all look very similar to each other. One of the noteworthy aspects of Pac-Man was that the four ghost-monsters didn’t all pursue Pac-Man the same way. There have been many times when I would head straight toward the oncoming Pinky, confident that he would turn away rather than continue chasing me. Also, at certain times, the ghosts all simultaneously switched to a brief second behavior, the “retreat to my corner” behavior, before then simultaneously returning to their pursuit behavior.

    Does this game have a distinct end? How far did you run with the unlimited lives?

  2. G1M2 says:

    Thank you for the review!! Of all of the PSN Minis titles, I believe this one has the best original artwork on the title screen. The artwork looks like the other images and assets from the classic arcade, but the title screen artwork was actually created from scratch!!

  3. G1M2 says:

    That previous comment should say “Of all of our PSN Minis titles” (meaning the ones that we developed for PSN)…

  4. JeremyR says:

    I don’t know about distinct behaviors, because there a lot more than 4 of them on screen, it’s hard to keep track.

    But they do have 2 different eye colors, and they move at different speeds

    I got into the upper 30s before I had to switch accounts to the UK to review something else. I missed a couple of days before noticing the immortal setting.

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