April 29, 2015
[Review] Paper Mario (N64)

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Playing the original Paper Mario games after all the others was a mistake, I think. All the others build on it so much, but I appreciated its (from my perspective) back-to-basics approach. It’s also overflowing with charm.

First of all, N64 emulation on the Wii’s Virtual Console is not great. Since there’s no control options, you’re stuck with the unique tripod controller’s layout being mapped in unfamiliar ways. The biggest offender is the C-buttons being assigned to pushing a direction on the right stick. Not ideal, and this game uses them a lot. Apart from that the convenience of the system is appreciated, and on a technical level there are only a few issues; I’m sure opening the menu shouldn’t be so delayed, and there’s apparently some extra lag. But considering the cost of cartridges, it’s a great way to play it.

Having played the Gamecube’s Thousand Year Door, I was very familiar with the systems of the game, the structure, the style; the biggest changes for the sequel were in the settings you go to, with mere tweaks to the mechanics and tone. Which is fine, but they’re made to be played in order. Paper Mario forms such a strong foundation for its sequel in almost every way, and in a certain few ways for what many would consider to be spinoffs, Super Paper Mario and Sticker Star. But even though TTYD is more playable with its refinements and extra badge points, it’s worth playing both for the story and locations.

I’d even go so far as to say I enjoyed the locations more in this game; TTYD is more “out there” with its style parodies and attempts to shake up the world while PM is more grounded and Mario feels more natural there. Either way, going from PM to TTYD is, again, probably the best way to enjoy these games.

But have you, reader, ever heard of this game? It’s a simplistic RPG with light action and platforming elements, a strong art direction with cute paper-thin characters in a mainly 3D world, and writing with humour and heart. It also makes good use of the Mario license with familiar and obscure characters, many of them with a design twist (each of your party members is a variation of a past enemy). Unlike many RPGs, your personal progression is very modular, so each extra point of damage is well-earned and satisfying. Battles require both strategy and timing for best results, and grinding is almost never required. Badges act as your equipment and have a range of interesting effects (I almost always electrified myself with Zap Tap and increased the speed of my spin attack for speedy travel, a mechanic that was lost in later instalments).

Sure, it can be slow, battles can become tedious and unrewarding, backtracking is a drag, the environments can seem standard for Mario (I thought the game made them novel enough), you’re not allowed to get enough badge points, the plot’s pretty simple in the broad strokes, and it can be overly wordy. But I felt that the personality in the graphics and writing, and the unique gameplay, were enough to pull me through a reluctance for conquering each big chunk of game. It was also really interesting to see the foundation that the next games were either basing themselves on or subverting.

And Twink alone is worth playing the game for. Among the many unforgiveable mistakes Sticker Star made, not having any characters remotely as memorable as him is one of them. Also no Peach segments, no goofball Bowser, no customisable badge system, no gleefully trolling characters (the game itself just trolled you), no cast of fun partners, no tough but fair boss fights, no Yoshi’s Island references, no farcical penguin-related murder mysteries. All great qualities that this game (and TTYD, come to think of it) have in spades. And best of all, Paper Mario has been announced for Wii U Virtual Console! With configurable controls! So when it comes out, go and play it, and avoid that Sticker Star like the plague.

November 10, 2014
Another quick one; I mentioned earlier about rounding up the last few dregs related to the Metroid series after I played 2. Galactic Pinball of course, is a space-themed pinball game on the Virtual Boy developed by Intelligent Systems, who had by...

Another quick one; I mentioned earlier about rounding up the last few dregs related to the Metroid series after I played 2. Galactic Pinball of course, is a space-themed pinball game on the Virtual Boy developed by Intelligent Systems, who had by this point made Super Metroid. They inserted a minigame where you control Samus’s gunship, blasting Metroids and Skrees and some other critter who come at you.

As a game, it’s not a great pinball simulator. The forced perspective is interesting, especially on a 3D system, but you end up with very small things at the far end that are hard to see. The physics don’t feel as stable and smooth as later games like, say, Metroid Prime Pinball. It’s not even technically pinball because you’re hitting a puck.

As a Metroid game, there’s not much there besides the minigame, but we can induct any other content into the Metroid universe: with the space theme, it fits well enough. We have four boards: UFO, Colony, Cosmic, and Alien. As they stand they’re rather generic sci-fi concepts, but they all have unique layouts and gimmicks. It doesn’t say much about the larger world, though, and as I said I wasn’t blown away by the gameplay so I didn’t persist with it too long. The Virtual Boy really was a failure, wasn’t it? This is supposed to be one of the better games (out of the dozen or so released, anyway).

June 3, 2014
[Review] Yoshi’s Panepon (SNES)

I like to play other related games to coincide with getting the new latest game in a series. In this case, I knew Yoshi’s New Island was on the way so I went after the number 1 most Yoshi’s Island-style game, the very inaptly named Tetris Attack. The name seems to be cashing in on the Tetris craze that sweeped the world, despite the fact that the Panel de Pon/Puzzle League games are nothing like Tetris besides being dynamic puzzle games. This title (and the Western boxart) also give no indication of the Yoshi branding, which makes the game insanely colourful and fun to look at. So badly named all around.

You may be aware that this game is a reskin of the Japanese original, Panel de Pon. It featured flowery fairies that I guess wouldn’t fly with the young male demographic. Yoshi’s still cute, but not that cute. They ported it to Game Boy too, which is nice and retains the same gameplay and features, with its own visual flairs that are still nowhere near the colourful frenzy of the SNES version. The GB one retained its Yoshi-ness when returned to Japan, and gained the name Yoshi’s Panepon, which is probably the most correct title, which is why I used it on this post (even though I played the English version). The Yoshi SNES version made its way over there eventually too, on the SNES satellite addon the Satellaview.

Unlike the other two Yoshi puzzle games, Yoshi/Mario & Yoshi/Yoshi’s Egg (NES and GB), and Yoshi’s Cookie (NES, GB, SNES, and SNES rerelease with extra stuff to promote some oven or something…), this game is Yoshi’s Island through and through. No adult Mario, no Mario enemies, just pure Island stuff. I couldn’t be happier to just take in all the framing. You get cute little sprites and more lavish backgrounds of Poochy, Raphael the Raven, Prince Froggy, all the favourites.

As for the gameplay though, I struggled to get the hang of it. Compared to other tile matching games I’ve played, the control is quite limited. You are only able to switch two tiles horizontally at a time, and try to create lines and combos. Combos are essential as the difficulty climbs in later stages, and it’s just something I just found got too hard too quickly. The learning curve seemed very steep: I was all easy, easy, easy, UGH I lose so quickly now! Luckily there’s lots of modes so when one part got too tough in the clear stages mode, I could switch to puzzle or versus and continue there for a bit.

Ultimately the difficulty and limited control meant the game’s appeal didn’t last that long for me. I absolutely love the Yoshi’s Island style and this game does a great job of bringing that across. But I got frustrated at the gameplay, which made me stop before really reaching the ending. I came for the Yoshi but didn’t stay for the gameplay. Is that a good soundbite? Eh, probably not.

But it does bring up a problem I have with some more recent sanitised Nintendo releases: the next Puzzle League games were a paired Pokemon set on N64 and GBC (based on the anime actually, a tradition of sorts in games after Dr. Robotnik’s Mean Bean Machine co-opted Puyo Puyo Pop with branding from the Sonic cartoon… but I digress). And the GCN’s Puzzle Collection featured a straight-up sequel to Lip’s Panel de Pon. But since then there’ve been two releases for GBA and DS that are basic and bland, without any series stamped on them. This means the game is forced to stand on its gameplay alone which as I asserted is not that compelling. There’s a reason I bought Tetris DS and not Tetris Party, and it wasn’t the online multiplayer. And with that, I’m off!

April 24, 2014
[Review] WarioWare: Smooth Moves (Wii)

Hi there. I really like the wackiness of the Warioware series. It’s got a really distinct sense of fun, and the way they’re presented make them feel like a labour of love. I only ever owned DIY, and I knew I was missing out a little because that was so heavily built around the creative aspect. Other games such as Touched and Smooth Moves are allowed to be more expressive: they’re not limited by graphics you would be able to draw in the game itself, or such simplistic control schemes, and microgames are allowed more variation. They also have more modes and so on.

I’m also glad to have this on hand as a party game. I played it with a friend last week and it was fun, albeit with a bit of a learning curve. I now appreciate more the simplicity of the original GBA/GCN one. Still, Smooth Moves is totally great. From the relaxed narrator of new forms, to the silly poses, to the absurd minigames, to the quite challenging gauntlet modes, it’s all fun to see. You want to keep playing just to see what it’s going to do next, what crazy action you’ll have to perform or what the characters are going to do.

It’s obviously an early Wii game, trying out everything you can do with the remote and showing off what it’s capable of. This does come up against its limitations at times unfortunately, where the gyroscope sticks or you point too far away from the screen and lose contact. And I just couldn’t figure out why the multiplayer modes have to be pass-and-play, why they can’t support multiple remotes.

As a Nintendo fanboy, I love that 9-volt’s stage here adapted many more modern games to microgame form, as until this point they were mostly stuck in a retro 8-bit (boring) mode. It’s great to see obscure stuff being trotted out, as well as seeing Link pull the Master Sword and turn into an old man.

While I was in the Warioware mood and having blitzed through Smooth Moves’s campaign, I got the WiiWare DIY Showcase, which links to the DIY on DS which I have. It’s completely compatible with DIY but on the big screen, with a few new stories and a multiplayer mode. A small thing but worth it just for the Donkey Kong Country microgame. ;)

Smooth Moves though is a very nice package, that variety of styles is always surprising and there’s so much to do. It’s always nice to play a game that is so disarming and genuine, and yeah just fun. Relax and don’t be afraid to get silly.

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