Since this is a Lego game, let’s again look at the ways it differs from other Lego games. It’s much like Lord of the Rings, with a large overworld hub filled with quests. It’s a less fun hub than Batman 2 because it’s harder to get around without the power of flight, and it’s a bit buggier; objects will disappear when your co-op partner moves between areas.
The game seems optimised for single-player, and I’m not just talking about the frame rate. You have issues like the one I mentioned, and a glaring fault in the very first level where the second player invariably and irreparably gets stuck behind a door.
The Gamepad features are good, with a handy map for the overworld and even the ability to shunt one player’s screen down there. This is good because it gives both players widescreen, but the Gamepad user may feel a bit bad for having a lower-res screen. It also disconnects the two players, so it’s harder for each to know what the other is doing. Implementation of the map is also horrible, as every time you go in a cave or travel somewhere or you cough lightly, the Gamepad kicks you back to the feature select screen. I hate this. Leave the map on, please.
New aspects are the building minigame, stolen from the Lego Movie Game where it made more sense conceptually; and collecting loot, which is fine in theory but a bit unbalanced. We ended up with 999 stone and hundreds of gold fairly quickly, but were always low on copper.
The game suffers from poor visibility and some hard-to-use controls and mechanics. Quicktime events and frustrating contextual demands slow down the experience, especially when one person is left out. Chase sequences are as unfun as ever but quite short in this game. Also, wizards may seem cool but this game makes you hate them because their staff attack is so achingly slow to use.
There are so many faults in the implementation and feel of this game, but that doesn’t mean that the basic concepts aren’t still competent. It also doesn’t mean you can’t have fun, and my wife and I enjoyed it enough to get to 100%, which doesn’t always happen. The game itself has a sense of fun and silliness, with one extra giving you a banging techno song with soundbites of movie lines.
Finally, I remain baffled at the timing of its release. I would much rather they had waited until the release of the third film, and included that in the game. As it is, we’re left here with a game now completed but only telling two thirds of a story, and wondering whether they’ll release the rest as DLC or not bother, and if so whether it will even come to Wii U (apparently there’s character DLC, but we didn’t get that). This was a source of concern for me before we got it, and if and when the BOFA DLC issue comes up, I can see it causing me angst again. Just plain odd.
I’ve showed a few screenshots here from my playthrough of this game. I found playing through it kind of a chore, because my motivations were mainly to see the content for an article/feature I’m working on. That’s not to say I didn’t enjoy it, but I didn’t pick it up to have fun.
The point of this series is high-score chasing, which I’ve never been engaged by very much. I got through as quick as I could, with copious use of savestates and looking up strategies in case there were particular scoring quirks (for example, in some Classic modes you can get double points for a time by getting to 300 points with no misses).
I did find value to myself in the content though, whether it was unlocking little summaries of titles in the Game & Watch library, or seeing the Mario elements they chose to use in the Modern versions of games. I love seeing my favourite characters represented in different styles, and get excited when I see a sprite I haven’t seen before. For example, Toads can be very cute in this game, because their head is so small.
In the end, I found what I was looking for (the DK Jrs in the different games), and got a few surprises too, such as the different animations in Oil Panic. Classic mode is a bit of a slog, but I’ll admit it felt good to get into the rhythm of the beeps and static frames… on some of the games, anyway. Definitely play it in a Super Game Boy, though. It’s got good palettes that really enhance the game, and a cool Yoshi’s Island-inspired border.
Simple image post just for that adorable sprite of a baby Yoshi. I’m erratically continuing to play through various Game & Watch Gallery games to find some DKU-related content. This doesn’t really apply but it’s playable Peach, chef Mario and Luigi, and endlessly hatching Yoshis. What’s not to like?
I tend to be bit critical on how art styles from different types of media or franchises can come together but it makes me really happy how the many German Club Nintendo Comics from the 90’s seems to make most of the Nintendo-characters (and beyond) characters fit in seamlessly (Emphasis on most).
I guess it’s the combination of art styles being enough toony and simplistic from these franchises to blend in (helped by those art style depictions from that time) and the comic illustrator being good with what he did that he’d even make sure some more actiony/serious art styles are translated via toning down or exaggarating simple but defining features of some characters - like Street Fighters here. Though I gotta keep admitting that a lot of the stories were on the weird side.
The hilarious hindsight has to be that these things predated SSB4. Big time. But even then, I love crossovers in general so discovering these were a pleasant surprise- and gives me some proof that this kind of thing can be done.
This sums up well some of the things I find appealing about the Club Nintendo comics. As a note to the author, if you’re after more of these in English or need some links to where to find almost all of them, please check out my Club Nintendo Comics Database, a simple spreadsheet that I try to keep up to date.
Anonymous asked: What do you think the odds are of having famous Nintendo characters (Mario, Donkey Kong etc) make appearances in non-Nintendo arenas, particularly in other companies games? Would you like to see more cross-over appearances between characters from different series?
Thanks for the question, Anon! Looking at a historical perspective, we can see that what appearances Nintendo’s characters have made in third-party games, they’re usually exclusive to Nintendo platforms. For example, Takamaru (he of the mysterious castle) appeared in Samurai Warriors 3, but only the Wii version. Link and Samus were also to appear in the Wii version of a Marvel super heroes game, but Nintendo got mad and pulled out when a build was demonstrated to them using PS2 hardware (stupid reaction if you ask me).
I’d always love to see crossover appearances, but I think Nintendo may be better off having a gentler hand with it than I would. While they have their hardware platform, it’s only sensible to keep their characters on that platform. And too many crossovers may dilute the whole concept. I love to drool over the ones that have been done, though.
Anonymous asked: What is the worst game you've played? Why did you keep playing?
That’s a good question, Anon! I’ve played a lot of terrible games for a very short time, that were either free on iOS or demos from the eShop (I’m looking at you, pet hospital game). Even in childhood, where you treasure what games you had, our copy of Superman 64 (yes we really bought that) was rightly neglected.
Two examples spring to mind from recent years of games that I have played for an extended period, but which ultimately I decided I hated. Donkey Kong Jungle Beat was a pain to play and painful as a DK fan, although I admit the original bongo version may have been more fun. I finished it because I wanted to see the content there; few games cause me to give up, and if I do it’s out of indifference: games like this compel me to play and yet drive me to madness as I do.
The other I thought of was Rockman Xover, a game I forced myself to play for much longer than I should have. Being a sucker for crossovers, I wanted to see all I could, and you have to admit the free-to-play genre is engineered to tap into your dumb brain. Every aspect of it was so mishandled though, and the relationship came to a bitter end when I forced myself to quit.
Bonus marks to Avatar 1 DS, which I enjoyed and yet I admit has so many glaring flaws that it’s almost impossible to recommend.
Sooo I was thinking. I want this blog to have more content, and I want some interaction in some form. What I would love is for lots of cool people to ask me questions with the Tumblr ask thing, preferably about video games, and I’ll answer them. That would be pretty good.
As part of the DKU research I mentioned earlier, I’m now up to the stage of cataloguing character appearances in the modern versions of Game & Watch Gallery games, and getting screenshots. There’s a lot of little details in these games though. For example, if you dump two full oil buckets on Yoshi on the left side in Modern Oil Panic, he’ll make a block there. Make four blocks and he goes up and hits Bowser. Do that four times, and you’ll see four unique animations: breathing a fireball as normal for this minigame, throwing an egg, spitting seeds from a watermelon, and then hitting him with some kind of water pistol (unless it’s a Super Scope possibly?). It’s neato!
AKA Donkey Kong Barrel Blast. I actually prefer that title, as the acronym is less ambiguous. I could be talking about 1982’s arcade classic, DK Jr!
So this is that waggle-tastic racing game that was overshadowed by Mario Kart Wii. It’s an odd duck, being intended for the Gamecube bongo peripheral along with Jungle Beat. Delays forced it to adopt Wii Remote and Nunchuck flailing instead, but it also meant I actually had a chance to play it. Motion control haters have every reason to look down on it, but DK fans have reasons to love it, as it was made by the good folks at Paon. Like the peg-swinging King of Swing and Jungle Climber before it, Barrel Blast is full of DK fanservice. Lanky Kong is even playable!
Paon have always done well by us fans, and here we have a very nice-looking racing game with unorthodox mechanics and some weird and wonderful stages in DK’s lush world. Sure there may not be such a variety of tracks, but at its core you’ve got an interesting game if you’re willing to master it.
The challenge mode is the highlight for me, with various tasks to do and juicy character unlocks the prize. It gets really quite, well, challenging too, but in a good way much like the extra levels in Jungle Climber. Of course I wish there was more, but I feel that thinking of it as more of a budget game may help with such expectations. It really isn’t a Mario Kart killer, it doesn’t have that mass appeal, but it has a unique flavour and like I say, perfect for a DKC fan.
There’s a loose theme of Kremling vs. Kong rivalry, with the character selection having pairs of characters on both sides with similar stats. We get old favourites like Cranky, K. Rool, etc., lesser known faces like Ghost Wrinkly and Kopter, and new faces to fill out the Kremling side, including our first explicitly female Kremlings. Their personalities are fleshed out in the PAL Brawl’s trophies, if you want to have a look at that.
I feel very engaged by the mechanics, which include waggling to get up to speed and move side to side, attacking, jumping, boosting (and setting up obstacle smashing combos), collecting bananas, and using items. There’s a lot going on in races and on the courses that keeps you on your toes, especially if you’re going for those combo chains to get ahead. I feel that this complexity puts it above Mario Kart in some ways (again the obvious comparison).
Thinking back on it, despite frustration at times (I think it’s normal for racing games), I have happy memories of this game. Keep in mind I finished it only this morning. It was very hard to find a copy, but I’m glad I did. And if you enjoyed Jungle Climber or the unusual mechanics of Jungle Beat, you should give this a go… again, if you can find a copy.
You probably don’t want to read yet another Lego review. I don’t particularly want to write another one either. I’ll just say that it was a novelty to go back in time as it were, to a more basic Lego game.
What the heck, I just played this to chill out anyway. It was fun. There you go, there’s your review.
Well, I didn’t play this game by choice. I’m (slowly) working on an article for DK Vine about all the games tangentially related to the DKU that the site doesn’t cover per se but could still be considered when thinking about that universe. You may remember my long-ago post about the Honourable Mentions thread I started. Site staff have approached me to expand it, which means lots of writing, and lots of screenshots.
To get a single screenshot of Arcade DK, I had to play through almost all this game. I recently posted the results of that, with screenshots showing the full animations of each cameo character, in GBC palettes. I’m proud of that, especially because the game was pretty hard.
Without savestates, I don’t know how I could have done it. I can imagine kids getting good at, especially with the multiplayer mode which is apparently not bad. But I’m a busy adult with lots of games to play, I can’t focus on this one. It was ok though, the game is well put together and nicely presented. With the hardware they were working with, it’s a competent enough racing game. The cameos by beloved characters sweetens the deal (and of course is the only reason I would ever consider playing it).
At home we had for our Super Nintendo a copy of “Nigel Mansell’s World Championship Racing”. I always found the game boring, the only fun to be had was getting up to speed then crashing into a barrier and there weren’t even any damage mechanics. Even the name meant nothing to me, as he’s popular in Britain but not really over here. It was more in depth than this though, with customisable parts and pit stops.
I didn’t really have fun playing F-1 Race. I’ve also now obsoleted its main draw by posting those screenshots, if I can give myself that much credit. The world of racing sims is pretty alien to me, so I don’t know if this is a good example, but it’s a Nintendo first-party title so it’s a quality product. I just know I’m never touching it again.
As part of Batman’s recent anniversary, all of the Batman games had a massive sale. What a great idea, except the only ones I can be bothered with are the Lego ones. Don’t tell me again how good Arkham is supposed to be, ain’t nobody got time for that. My wife and I once again teamed up for the co-op Lego experience, and meanwhile I played the handheld iteration on my iPhone.
First of all, the platforms. The Wii U seems like the best fit for Batman 2, because the Gamepad gives you the neato second screen. In this version, you can’t put the second player on the second screen, but you can have a character switcher in levels, a godsend in free play levels. In the hub meanwhile you have the most powerful tool, a map with location pinpointing.
I think this was the first Lego game to do the “massive hub” thing, and it’s really great! The amount of stuff to do makes up for the levels, which are generally short and few in number. You also get to traverse it really quickly if you want, with vehicles and flying heroes (mostly the latter), to then drop down anywhere and collect some stuff. The map really helps this process, just roaming around and finding things.
On the other hand, iOS once again seems the worst (but cheapest, hence me choosing it) platform for the game. You have the dodgy touchscreen controls, the massive file size on your device, and worst of all the microtransaction garbage. From what I’ve read, the iOS port has less stud multiplier bonuses, which I suspect is a cheap way to inflate the value of studs, and hence to encourage you outright buying things with real money rather than playing the game. It also throws up ads for its own DLC between levels. Blegh.
As for comparing the two platforms, well as expected the handheld version has much simpler models and graphics, which is not always bad. In this case, all the lighting effects and rain and stuff on the console gives a final product which is overly dark and laggy. The smaller one avoids this problem with level elements that stand out more against the backgrounds, and a constant perspective rather than a dodgy player-controlled camera. Sure there’s less detail but I preferred the more basic look.
Of course, the camera is only in effect in the hub. An annoyance is the shift in controls and how the game plays between hub and levels, it makes it less seamless. More seamly, you could say. On the other hand, the handheld one has no hub at all, apart from the Batcave! Just levels, which as I said are short and few. There’s an arena mode to pad it out a bit but I feel the hub really is the whole of the game and without it, the small version really suffers in terms of content. It does make in-level collectibles more worthwhile as you get characters that way, but then you don’t get to play around with those characters as much, especially as everything is so expensive.
So I’d say the console version wins out, due to the fun we had dicking around Gotham City. The character choice is also worse in the console one (without DLC anyway, which is not actually present in the Wii U version), but I still enjoyed what was available. Hawk Girl, Martian Manhunter, and so on. Although it has the usual bugs and crashes, it’s still in that “old-style” Lego type thing where it’s not as integrated in the license’s world, so it feels more Lego-y, and it’s more wacky… I can’t really explain it but it made me feel nostalgic for Lego Star Wars in a way the LOTR and Harry Potter ones didn’t. So that’s Lego Batman 2, and we already have the Hobbit to go on with, so on to more Lego! Oh, also this is the first one we’ve bothered to get 100% for a while so that should tell you something.
I believe my first exposure to the trials-style biking genre was Bike or Die on my friend’s Palm Pilot. I found it fun to overcome the inventive obstacles by manipulating the balance and speed of your bike. Trials of course has a big name recognition, and I believe I’ve talked about Evolution here before. Unfortunately for me, the newest game was released on seemingly every platform except the ones I own. Fortunately, I like the idea of this companion mobile game more.
It’s got a story, an adventure mode. You get missions form NPCs, collect parts, and upgrade your bike. I love that stuff, and although I don’t actually know much about the structure of Fusion, I assume if it’s anything like previous main Trials games it doesn’t have that stuff, and just has a load of insanely hard levels to frustrate me. In this game, if something’s too hard I can come back later with a better bike and do better.
The basic gameplay too is really fun. Good controls, it feels smooth and the levels are well designed for you to breeze through them once you’ve learned the layout, and even take a different path if you do jumps right or whatever.
The problem of course is the bane of mobile gaming, free-to-play mechanics. There’s a fuel (energy) system that limits how many tracks you can play at once, but recharges all the time. Of course, you can pay up to play more! You can also pay to have your upgrades complete instantly, or get new costumes! The chance mechanic for getting parts can also be gamed at the cost of premium currency. It’s a little scummy at times, but I got through the entire game without paying anything just fine, so I decided to make a purchase afterwards to boost myself a little for the end-game stuff.
I felt I owed it anyway because I played this game a lot. The fuel mechanic at least kept me coming back many times for short bursts, which felt like a good way to play. In fact I finished all the missions, just before a big update that added extra content that would have been good to unlock as I played through. Oh well.
I’ve played a few other BMX or like platform motorbike games on iOS, but this one is my favourite. Not only does it feel nice to play, the setting and artwork are engaging too. You can even play it for free, so highly recommended.
Apparently nobody’s uploaded good colourised versions of the Nintendo cameos in F-1 Race for the Game Boy when played in a Game Boy Color, or pics of each frame in the sprites’ animations. So I slogged through it to screencap all that nonsense! All your favourites, from top to bottom: Toad, Luigi, Peach, Link, Mario, Samus, Pit, Cranky Kong, and Bowser. Feel free to put these on your wikis and what have you.
I’ve been collecting soundtracks recently, especially for the Donkey Kong series. In case anyone wanted to download the soundtrack to the fun little DS game DK: Jungle Climber, I’ve packaged it up. I could only find it in the form of YouTube videos, which is fine if that’s your thing but I wanted it in iTunes. Incidentally it was uploaded there by fellow DK Vine member Rawk, so props to him and thanks for doing it. I’ve downloaded the videos, converted to audio, and tagged it for iTunes (no promises about the track numbering).