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Archive for the ‘Nintendo DS’ Category

New Super Mario Bros. Review

Posted by jaleelboone on August 8, 2006

I am ashamed. I have committed treason. I was doubtful about picking up New Super Mario Bros. because I feared that Nintendo would water down the difficulty with the transition from the 2D to 3D. I thought the game would be too short and, dare I say, boring with it’s lack of depth. I hesitated with the little guy. But now I must say that I’m sorry, Mario. I should have never questioned your ways. You are the platform king. Rest assured I shall never doubt you again.

New Super Mario Bros. is the the first side-scroller for the plumber since Super Mario Land 2: 6 Golden Coins. and is the direct sequel to Super Mario Bros. 3. The story is to the point: Mario is walking with Princess Peach, sees castle on fire, runs to save castle, finds out it was a diversion, Baby Bowser grabs Peach and runs away, Mario chases. The opening cutscene is no longer then twenty seconds. After that, you immediately get launched into World 1-1 and all of the nostalgia starts coming back. For any gamer worth his or her salt, picking up NSMB is like growing a new limb. Once you figure out how to use it, it’s completely natural and you feel like you’ve known it all your life. I see a Goomba, I stomp. I see a block, I jump. It’s like finding a long lost brother. Nintendo realizes all of this, so there is no tutorial or help text at the beginning of this game. You’re just in. This is another great quality of NSMB, the fact that I can turn on my DS and in be in the level in a matter of seconds. Nineteen as a matter of fact, is how much I counted from the time I pressed the DS’s power button to actually getting in the level. NSMB is portable gaming they way it’s meant to be, great in short bursts or in long sessions.

The touch screen displays a map of your progress and the amount of Star Coins in hand along with any power-ups. Star Coins are used to open up the Toad Houses, which give out extra lives and power-ups while also letting you save. Three Star Coins are found in each level’s hard to reach spots. Getting them all is a good challenge if you want to make the game main adventure to last longer or if you’re going back for a second go around. In game the A and B buttons are jump and holding down the X and Y buttons is dash by default, but this can be changed from the Options menu. You know the objectives. Make it from the beginning of the level to that flag at the end without dieing, in as little time as possible, with as many coins in your stash. After all of these years, it’s still amazing how validating it feels to get an extra life or to reach that stupid flag. Gameplay mechanics are the same, though some tried and true elements are familiar. “?” blocks still give out power-ups and coins, but joining the Mushroom, Star, and the Fire Flower are the Mini Mushroom, Blue Shell, and the Super Mushroom. For those who’ve been living in a time warp for 30 years, the Mushroom makes Mario grow a little and the Fire Flower gives him the ability to shoot fireball from he palms Super Saiyen style. The Star, which is not as great as it once was thanks to the new Super Mushroom, gives invincibility for a given time. The Mini Mushroom shrinks Mario so he can jump higher and fit into small pipes. This is an idea that should be developed more in future sequels but, since you can’t defeat enemies while small it becomes more an annoyance then an actual asset. The Blue Shell is similar to the Tanooki suit from SMB3 in that Mario actually wears it and it gives him new abilities. He can swim faster, hide in his shell with a press of down on the D-pad, and can go into a shell spin if you hold Dash. On the earlier levels when enemies are lined up and in the underwater areas this is especially helpful. Finally, the Super Mushroom is one of the most satisfying power-ups to hit platformers in recent years. Mario turns Kong-sized and you then proceed on stomping everything that gets in your way. It’s great when you can rampage through the enemies and obstacles who were completely embarrassing your pride moments before. New to Mario’s move set in a Mario Bros. title is the wall-jump, first seen in Wario’s games and the Big M’s 3D installments. I like the wall-jump because it feel like something that belongs in the game. Like all things in NSMB, it takes skill and reflexes. Also, Nintendo is good for putting it in moments that don’t seem repetitive so it doesn’t wear thin.

The worlds don’t get old either. Even though they’re all familiar you never feel the need to beat a level just because you’re tired of it. There’s old World 1, the grassy oasis that gives you the fuzzy feeling inside, and then seven others. A desert, snow, island, haunted, and mountainous area are all here along with two secret Worlds. The secret worlds must be opened by using alternate paths, and are a good bonuses to the perfectionists out there. Out of all the areas I must say enjoyed World 3, the island, the most. The laid-back pacing of the palm tree’ed beaches and the underwater segments were fun breathers after the speedy Desert World, and I’m one who usually hates underwater areas in platformers.You’ll be doing everything from balancing on tightropes to trying to stay on very, very, unbalanced toadstools in NSMB. The levels throughout the game are creative though, so none are out there to the point that they’ll throw you off.

The sweet chimes that come with nabbing coins or getting 1ups are still as good as ever. Sound and music quality is crisp in New Super Mario Bros. The new soundtrack is a blend of the old Mario Bros. themes, with a little mix of new stuff that sounds like something from Super Mario Sunshine. The graphics are pretty cool too, or “swish” as some of my UK co-staff would say. Backgrounds are not too simple or too complex. Everything from the brick blocks, to enemies, to Mario himself appears to have depth and weight even though they are all on a side-scrolling plane. The enemies have returned like the Koopas, Goombas, Piranha Plants, and Bullet Bills. New baddies are mostly extensions of the basics, but there are some original creations like the crows which can cause some anger management issues. The main difference is within the bosses. Instead of facing Bowser on every world like past SMBs, each World has a different boss that Baby Bowser calls forth to take you down. Bowser still shows up, but it’s nice to not have to fight the same guy over and over. This also gives each world a more unexpected feeling then the games in the past.

When I firsted booted up NSMB, I was afraid. I was afraid that Nintendo would make the game too easy, the multiplayer too boring, or the game too short. Lucky for me, they came through on the first two. My only quam with New Super Mario Bros was the fact that it all ended too quickly, and the minigames. By just playing through I beat the game in little over a week. Usually this is my main problem with games. I’m the type of gamer that never replays games, but I’ve had the urge to replay NSMB over since beating it to find the hidden levels and bonuses. The short adventure is a problem, but not enough to discourage a purchase. But there’s also the minigames, which most DS owners played a year ago on Super Mario 64 DS. The minigames come off as laziness on Nintendo’s part for just slapping on old ones with one or two new games. I appreciate the thought, but recycling minigames is a move I’d expect from a minor league company. The single and multi-cart multiplayer isn’t too shabby, though. You can fight over stars with another player as Luigi in what results in a surprisingly fun mode.

Thanks, Mario. You haven’t failed me yet. I like the enemies, the new features, the sounds, and just about everything else. If only your game was a little longer, and your minigames not rehashed, this could have been a classic. But that still doesn’t keep New Super Mario Bros. from being a must-buy for all DS-ites. Buy it as soon as possible, relax, and let the nostaliga flow. Just try not to get all teary eyed when that level end theme plays once again.


+ Great platforming action
+ Nice Audio/Visuals
+ Short learning curve


- Short adventure
- Same mini-games from Super Mario 64 DS

Posted in Nintendo DS, Reviews | 2 Comments »

Guilty Gears: Dust Strikers Review

Posted by jaleelboone on August 8, 2006

Guilty Gear, the hardcore rock meets anime fighting franchise begins each match with “To Heaven or Hell, LETS ROCK!” instead of the normal, “Ready…Fight!”. Because it’s just hardcore like that. The Guilty Gear franchise is slowly trying to build it’s way into the mainstream and out of the cult game status. With complicated controls, a dark mood, and zany characters, Guilty Gear never caught on with most non-tournament gamers the way other 2D fighters like Street Fighter or Marvel vs. Capcom. On the Nintendo DS, developer Majesco has taken a new turn to the series. Instead of normal 1-on-1 action, this time around we have up to four player brawls a la Super Smash Bros. Is it the fighting fix the DS craves?

The first thing that anyone notices about Guilty Gear is the “heavy metal anime” atmosphere. Everything has a gothic undertone to it, which may shy some gamers away. If you cracked a smile everytime the “Heaven or Hell” phrase shows up, like me you may not be feeling the rocker vibe. As odd as the characters get, you can still appreciate their designs. Dust Strikers has three main modes: Story, Arcade, and Challenge. It also has minigames and Robo-Ky customization. Sadly though, these sound a lot better on paper then on the DS.

The controls come down to a weak attack, strong attack, “dust strike” attack, and a sort of orb attack. The appeal of the Guilty Gears franchise comes in the skill it requires to execute long combos. You must attack, break up combos, and excute new ones at the same time. This feature is in Guilty Gears: Dust Strikers, but it’s pretty much useless. You’ll be seconds away from punting your DS if you try and play it like it was another Guilty Gear. Instead, the only strategy that seems to work is to push buttons. Battles, especially with four players, are hectic button-fests. Half the time I have no idea what it is actually going on but I’ll come out winning the match. Like Super Smash Bros., arenas have multiple platforms and power-ups will randomly appear throught the match. Power-ups are more of an annoyance then an addition. The healing power-up comes up to often, and it’s already hard enough to damage opponents. One power-up switches around every character’s position on the battlefield, and this causes more confusion then it’s worth.

Combos are too hard to pull off to be worth even trying. At first when playing I thought it was my fault that the game was not responding. After trying many different combos with many different characters, I realized that in fact the game was just not responding to my buttons. They worked sometimes, but I found them so unreliable that it was easier winning matches by just tapping X.

Challenge mode is quick multiplayer. Wi-Fi Multiplayer is lag-free, and would be so much more fun if the game wasn’t such a hectic button mashing party. Minigames give a nice break from the action. There’s one where you must balance stacked items as the fall from the top of the screen. Another is a chopping game where you must chop bushels of hay in as few swipes as possible. There’s also a game where you must polish a yo-yo, a game where you must guide dolphins through rings of fire, and a pool minigame. High scores in these unlock more moves for Robo-Ky, an extra character that you can assign all the combos to. These minigames are nice little five minute breaks, but they are not enough to make up for the rest of the game’s problems. Arcade mode plays as expected, random matches with 1 to 3 opponents. Story mode is a vague mess. No one with the slightest comprehension of the English language can tell you what purpose they have. Story mode is just arcade with non-sensical dialogue. The characters’ faces will appear on the top screen, while the dialogue is on the bottom during the “cutscene”. But the dialogue will leave you scratching your head. These little conversations don’t go very far from something like this:

YOUR CHARACTER: So, where is everyone?
RANDOM CHARACTER: What is a guy like you doing here?
OTHER RANDOM CHARACTER: Has anyone seen my yo-yo?
YOUR CHARACTER: Oh, I get to fight two hotties?
RANDOM CHARACTER: I don’t care who you are, you not passing this point!

And it never gets any better.

Graphics on the other hand very good for a 2D fighter. Sprites and animations are impressive. Backgrounds are diverse (You’ll be going to real countries all over the world) and painstakingly detailed. Audio is great too. In-game voicework is well put together, and it’s cool hearing some of the rock inspired special attacks like one based on Lenney Kravitz’s “Are You Gonna Go My Way?”. As far as cosmetics go, this game sets the bar for future 2D fighters on the DS.

I can see where Majesco was trying to go with this title. Guilty Gears Dust Strikers certainly had a lot of potential. Good gaming franchise, 4 player brawls, and a nice look. The game just suffers from to many problems for me to ever want to go to back. Coming from a first time GG player, I came into this review knowing nothing about the characters or the GG universe. After playing Dust Strikers, I still know nothing. From unresponsive controls, to hectic no-means gameplay, and the oddest story mode I’ve ever played outside of Katamary Damacy. Here’s hoping that a sequel goes back to the drawing boards.

+ Great sound
+ Great visuals
+ Minigames are nice departures
- Combos are unresponsive
- Repetitive button masher
- Useless Story mode

Posted in Nintendo DS, Reviews | 2 Comments »

Mario Kart DS Review

Posted by jaleelboone on August 8, 2006

Ah, Nintendo. Why do you tease us so much? You make a great game for the industry, leave us hanging for a while, and just when we begin to doubt your powers you throw us another bone. I love you and hate you at the same time.

As far as the DS goes, that game was Super Mario 64 DS. This showed us the potential for the handheld by improving and adding to the 64 classic. But then came a drought and even though the games were not bad at all, other then Nintendogs, none filled the system’s shown potential.

And then there was Mario Kart

With all the hubub over Wi-Fi multiplayer, people often forget the MK series’ singleplayer. Mario Kart DS kicks it up a notch with an impressive 32 courses. In the signature Grand Prix mode races are split in the Nitro and Retro catagories. Each catagory has a set of four cups like the Star or Flower Cup with four races each. The Retro courses offer back-tracks from the SNES, all the way to the GameCube, such as the N64’s Moo Moo Farm and the SNES’ Mario Circuit 1. However, the new Nitro courses are the highlight of MKDS, often rewarding Mario fans who have played the icon’s games over the years. I couldn’t help but crack a smile when the oh-so-familiar levels of Mario Sunshine’s Delfino Square and MK64’s Tick Tock Clock were faithfully executed. Every track in the game is memorable and you can’t pick a specific one that isn’t enjoyable.

Mario Kart is easily the smoothest portable game on the DS. The framerate flows and the speed in the 100c and 150cc is satisfying. The graphics may also be the best to grace the system to date. You can see into the distance and the tracks and obstacles are well detailed. The character models are not too shabby either; not amazing, but good enough to get the job done.

Other single player modes include Time Trial – where you race solo to get your best time, saving your “ghost” and trying to beat your friend’s best times. VS mode lets you play a quick race (or races, for that matter) against individual CPU bots, or team vs team. Battle Mode has two different types: Shine Runners (collect the most shine stars and steal your foes’) and Balloon Battle (blow your balloons with the mic and pop your opponents’). Finally, there’s the new Mission Mode, which sets specific scenarios that you must complete.

Multiplayer is a different story. Firstly, there’s the single-cart option which can get the job done and allows 2-8 players to the race. In this option everyone except the cart owner has to be Shy Guy. There’s also the multi-cart option which lets players do whatever they want. Normally a witty one-liner would be said about the single-cart’s limitations, but I’m just glad that it’s actually being used.

Then, of course, there’s the online multiplayer using the Big N’s new Wi-Fi Connection. MKDS is Nintendo’s first online handheld game, and for a first go it’s pretty good. I had about a 90 second wait when logging on to the system for the first time (future log-ons were nearly instant) and after you’re done waiting, the game asks for a username. Note: Please be creative; if I see one more screename with “Link” in it I’m going to barf. Once logged on you must choose choose between Regional, Worldwide, and Rival races. ‘Regional’ pits you against people in your own country, ‘Worldwide’ is pretty self-explanatory and ‘Rival’ matches you up with opponents with similar skill based on your race ranks and such. After you pick the type, you’re sent to another screen as the DS seaches for three other opponents. This wait time varies from a forever-and-a-half to 10 seconds flat. After your racers are set you must pick characters and vote on a track (in case of a tie the course is picked randomly for a tiebreaker). After another 5-10 second pause the race begins. It runs smoothly with a connection of 2-3 bars, even though usually one out the the four racers has a bad connection, which leads to them vanishing and reappearing on different spots of the course. Still, the Wi-Fi multiplyaer is a great addition to the solid title.

Mario Kart DS is the complete package. Great original tracks, golden oldies, nice presentation and the best graphics to this point on the system. My problems with the game are minor: like the lack of profiles (if multiple people want to keep record on the same cartridge they must change the username each time), the slighty annoying Wi-Fi load times, and the fact that Donkey Kong laughs like Scooby Doo. Other then stuff like that, there is absolutely no reason why every DS owner should not have this game. Mario Kart DS is the best MK game ever made. and justifies my $150 dollar original purchase of the DS. Buy it now and maybe I’ll see you online.

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