There is charm in the hyperactive weirdness of Mischief Makers, a title that is in genre alone already quite odd due to how it is a sidescroller released for the Nintendo 64. Sadly, the game seems overpowered by the joy it finds in its freedom. Although undeniably original, it is completely unable to stop and plan how to introduce its ideas to players appropriately, leading to a good deal of confusion. Worse yet, even if it contains great variety, it fails in developing nearly all of its mechanics to a remarkable degree, leaving its stages as sketches of what could have been. Mischief Makers is a testament to how creativity on its own simply does not cut it. The grabbing movement it is centered around is a brilliant tool that opens many doors, but with such undercooked levels, the value of that ability is mostly lost. In the end, this is clearly a product put together by folks who had long been looking for the freedom to try concepts that were purely fun, and they sure got it; however, its inability to focus on one mechanic for more than a few of minutes makes it feel like a little restraint would have done Mischief Makers a lot of good.