Patreon button  Steam curated reviews  Discord button  Facebook button  Twitter button 
PC | PS4 | PS5 | SWITCH | SWITCH2 | XB1 | XSX | All

Snoopy's Magic Show (Game Boy) artwork

Snoopy's Magic Show (Game Boy) review


"Balls to the Wall"

Woodstock and its kind have been kidnapped by Snoopy's brother, Spike! Maybe. Confusingly, it's taking place during a magic show, so it all just might be an act. Perhaps? More specifically, the objective of Snoopy's Magic Show is to guide the titular beagle through several square arenas in a top-down viewpoint and nab all Woodstocks present. Opposing your goal are some of the most threatening beings in existence: balls. These round objects, often working in a pair, will continually move throughout each stage, bouncing off of anything they come into contact with. As is the case with many an oldschool video game, if they collide with Snoopy, you immediately lose a life and restart the stage.

As silly as this premise seems at first, it's actually very easy to get hit by a ball when you bring into account how many things are taking up space within these 8 x 9 grid arenas. In earlier stages, half of the arena is already filled with solid blocks that you need to walk around, not to mention the tighter spacing lends to more erratic movement by the balls hitting stuff much quicker. Often maze-like in structure, these can lead to some goofy "deaths" if you're not perceptive. For instance, you could run into one ball heading towards you in a condensed corridor, and when you try to retreat, you'll unfortunately meet the other ball entering through the opposite side.

Even then, the early stages are pretty easy to get through, like within a minute or more each with a few lives lost; at this current pace, getting through all 60 stages sounds attainable in 70-some minutes. But the challenge escalates, thankfully, with the introduction of new obstacles and how they're implemented. Quickly, you are presented with speed tiles, which propels the white-furred, black-spotted dog forward in the specified direction. Another one is a block that appears and disappears at intervals, and then there are teleport tiles, which are pretty self-explanatory. Of the three, the vanishing block sounds the most menacing, with the other two coming off like benefits.

However, you'll realize all of them are equally devious in execution.

The dread of the speed tiles become apparent when they start filling arenas connected to one another en masse, with the catch being that once you step on one, you can't escape until you reach the final connected tile. In some stages, simply stepping on a speed strip by accident will fling you to the opposite side of an arena, and you have to carefully make your way back while dodging those deadly balls. As for teleport tiles, yes they bring you to a different location, but... they can also teleport the balls. So if you time it poorly, you can teleport into a place with a linear corridor, and then be chased by a ball into a dead end mere seconds later.

Sometimes you'll deal with one of these tiles or blocks individually and sometimes the devs like messing with you by doing all three. What's interesting is that sometimes you're presented with a literal maze to navigate, while other times everything is laid out like a puzzle needing to be solved. For instance, in a specific stage every Woodstock is stuck inside a speed tile "wall," where simply stepping on those tiles will push you back out. The solution? Turns out some solid blocks can be pushed once over. However, simply discovering a moveable block won't solve the puzzle, as there are varying factors. Which direction should you push it? Will pushing it in the wrong direction cause a soft lock? Is it a red herring?

The most diabolical thing, though, is that you're still expected to stay composed and solve a puzzle while these sentient round objects are constantly seconds away from rolling into your pup. And you gotta do it within a very brief time limit. The hilarious part? The ball movements aren't 100% random. It's something you don't notice early on, but becomes obvious when you're trying to perform "pixel perfect" avoidance in cramped spaces. When you think the ball is going to make a big bounce in the opposite direction, it will conveniently turn towards your "general direction" with a subtle curved motion. There's even moments where it just decides to bounce off thin air, but that typically happens in the late stages.

A lot of the things described so far probably sound more overwhelming than they should be. You're correct... to an extent. You will lose lots and lots and lots of lives the closer you get to the 60th stage, and depending on how much skill and luck is on your side, finishing everything can take anywhere from 90 to 120 minutes or more. So what's preventing this from being a torturous experience? Snoopy's Magic Show is very generous with its life and continue systems. Unless you're really bad at the game, you're typically given an extra life per stage and when you lose everything, the game allows for unlimited continues from where you left off. On top of that, there's even a password system!

Some of the latter stages are so comically tough that the entire challenge revolves around completing them through piecemeal. But that's also part of its allure. Is it perfect in execution? No: some stages are so questionably-designed, that you wonder if they could be completed without luck. But that's why the punishment system being so gracious works in the game's favor. When you die, you're immediately back in the action, and it doesn't hurt that the stages are short in terms of design. It's fully suited for a pick-up-and-play handheld experience. Imagine if there was a more asinine system, like being forced to continue at the beginning of a batch of stages or, worse, you're sent to the very beginning after using up limited continues; the game would have been miserable.

It does make you wonder if the devs realized that the stages themselves were challenging enough and knew they had to go easy with the continue system... or did they do this to make it as user-friendly as possible due to the Snoopy license? Either way, the two work well together to create an entertaining, time-wasting product for Nintendo's portable, doing enough to keep you going without it truly being frustrating nor amazing. Now if 60 stages doesn't feel like enough then don't worry, because in order to fully beat the game, you need to complete a second loop while dealing with something even more nefarious: Spike. If you thought two semi-seeking balls was a lot, try dealing with one bouncy ball and a dog that's actually trying to track Snoopy!


dementedhut's avatar
Community review by dementedhut (August 31, 2025)

Hocus pocus.

More Reviews by dementedhut [+]
Cruis'n USA (Nintendo 64) artwork
Cruis'n USA (Nintendo 64)

A Passing Breeze
Quartet (Sega Master System) artwork
Puzzle & Action: Tant-R (Genesis) artwork

Feedback

If you enjoyed this Snoopy's Magic Show review, you're encouraged to discuss it with the author and with other members of the site's community. If you don't already have an HonestGamers account, you can sign up for one in a snap. Thank you for reading!

board icon
hastypixels posted August 31, 2025:

Y'know, I think it was brave of you to take on an obscure game from an IP that has a disparate history of releases. I know of only one other, and that was on the SNES. The soundtrack is quite something, and I was hoping to hear a little bit about that in your review. Otherwise, it seems like an experience that you'd have to be stuck in the back of a car or on a camping trip to endure. Suitable to the intended use case of the Gameboy.

Thanks for sharing!
board icon
dementedhut posted August 31, 2025:

I came into the game with the assumption that it was going to be more on the easygoing side, based on what little gameplay I've seen of it. Then after 30 minutes, I was like "... oh."

Now that I think about, it was odd of me to completely omit any mention of the soundtrack; this may come off as an insult, but as I was playing the game, the soundtrack felt like the equivalent of elevator music. It was only after "post-production" when I was gathering image assets for the review that the music actually grew on me with its simple approach.

I've never played any other Snoopy video game, though I came pretty close a few times. Awhile back I almost got the Snoopy Tennis gbc game because I was on a tennis kick after completing Mario Tennis (Color), but that fell through.

Thanks for reading!
board icon
hastypixels posted September 01, 2025:

My pleasure. In my experience, if I'm writing and the music doesn't automatically come to the surface, then there's a good reason. I may stop to look at it, but I've overlooked soundtracks, too. I'm pretty sure in my NinjWarriors Again review I completely forgot to call out its bangin' soundtrack.

Oops. That's probably the key element that makes it so much fun to play outside of the actual combat physics.
board icon
honestgamer posted September 02, 2025:

There have been lots of games with Snoopy and the Peanuts gang, but it seems to be more popular in Japan than in the US, as far as game franchises go. The main ones I've played are the Red Baron game on the PS2, and the Peanuts tie-in for the more recent film on the Wii U.

You must be signed into an HonestGamers user account to leave feedback on this review.

User Help | Contact | Ethics | Sponsor Guide | Links

eXTReMe Tracker
© 1998 - 2025 HonestGamers
None of the material contained within this site may be reproduced in any conceivable fashion without permission from the author(s) of said material. This site is not sponsored or endorsed by Nintendo, Sega, Sony, Microsoft, or any other such party. Snoopy's Magic Show is a registered trademark of its copyright holder. This site makes no claim to Snoopy's Magic Show, its characters, screenshots, artwork, music, or any intellectual property contained within. Opinions expressed on this site do not necessarily represent the opinion of site staff or sponsors. Staff and freelance reviews are typically written based on time spent with a retail review copy or review key for the game that is provided by its publisher.