Nintendo DS Games
Scale
10 = Perfection
9 = Well implemented, no glaring problems, minor
issues
8 = Good, has problems, but nothing that
explicitly detracts from the game experience
7 = Fans of the genre may like it, but contains
some unavoidable problems
6 = Decent, but has readily apparent problems
which some gamers will not tolerate
5 = Barely passable, even fans of the genre will
have a hard time
4 through 2 = Various levels of crap
1 = Toxic junk, avoid at all costs
Metroid Prime Hunters: First
Hunt
Graphics
= 9
Sound =
8
Control
= 9
Gameplay
= 5 (Demo)
Touchscreen
= 9
Multiplayer
= Yes, multicart required
My
Progress = Completed demo mission and got first place on high score table
Overall = 8.00 (Demo)
Summary
/ Description
Coming
Soon
Super Mario 64 DS
Graphics
= 8
Sound =
8
Control
= 6
Gameplay
= 9
Touchscreen
= 8
Multiplayer
= Yes, single cart required
My
Progress = Completed main game with 90/150 stars, unlocked all minigames
Overall
= 7.80
Summary
/ Description
Just
about every gamer knows about Mario 64 and the way it revolutionized platform
games and 3-D gameplay. It pretty much
started it all. But how does this
translate on to a handheld system, half a decade after it was orginally
launched? Better than you may think,
but some flaws are still evident.
Basically,
Super Mario 64 DS has two major components.
The first is an expanded version of Super Mario 64 from the N64. The expansions include 150 Stars to collect
instead of 120 and four playable characters (Yoshi, Mario, Luigi and Wario)
instead of one (Mario). Each character
has specific special moves (like Luigi's super back flip) and gain different
powers when they pick up flowers (Mario floats like a balloon, Luigi becomes
invisible and can run through bars, Yoshi can spit fire and Wario becomes
encased in steel, impervious to damage and able to walk on the bottom of lakes,
etc.). The game play remains about the
same as the N64 version, collect stars by completing certain objectives, get
enough to fight Bowser three times (10 Stars, 30 Stars and 80 Stars) and rescue
the Princess. All in all, an enjoyable
and significantly lengthy game. The
biggest gripe I have with this portion of the game is the control scheme. Using the digital control pad is tough and
imprecise. At times you'll find your
self making wide turns and running off a cliff or running into wall
continuously since you can't navigate quickly around it. You can use the touch screen as a
pseudo-analog joystick, but without the feedback of a stick, control becomes a
little too loose. Otherwise, the rest
of the controls are sufficient, and you will get use to the digital pad
eventually.
The
second component is the Mini-Games in the Rec Room. This part is great and adds tramendously to the replayability. Basically, 36 different minigames (8
available immediately and the rest must be unlocked by finding bunnies in the
main game with each character) mostly utilize the touchscreen for some pretty
addictive gameplay. For instance, you
might play a version of missle command launching cannon balls using the
touchscreen and pseudo-slingshot at bomb-ombs that parachute down from the top
screen threatening your flowers on the bottom screen. Or maybe you'll play a game of memory or even pachinko (a Japanese
gambling machine). Draw trampolines to
bounce multiple Mario's into designated doors or rings, practice pushing shells
on ice into designated rings for points, roll a snowball down a track by
rubbing the screen as it gets bigger and bigger, there are just so many of
them! About half are really good, the
rest can be kinda dull and little too simplistic. Each minigame has its own top five list, so you can keep track of
all your high scores (but not initials, not sure why this was excluded).
The
final word? Get it. It's one of the best DS games available in
the US and well worth your $24.99 (which I expended at Game Stop and after a
$5.00 Pricegrabber rebate).
Feel the Magic
Graphics
= 7
Sound =
9
Control
= 9
Gameplay
= 9
Touchscreen
= 10
Multiplayer = No
My Progress = Completed game on normal level, unlocked
most clothing items
Overall = 8.80
Summary / Description
Every
system has to have a game that showcases its abilities. We all knpw that graphics is not the DS
forte. The graphics are good but not as
good as the PSP. But it does have two
screens/ one of which is a touchscreen, and a microphone. Well, Feel the Magic (FTM) is the game that
makes you realize this is more than a gimmick.
Right
away from the strange story premise and stylish graphics reminiscent of an ipod
commercial you know you're in for a wild ride.
And FTM does not dissapoint. The
premise is that you're trying to impress a girl that catches your eye by doing
stunts and helping her out as part of the performing group, the Rub
Rabbits. The game has you doing a
plethora of things, such as picking scorpions off her back, blowing out
candles, blowing a boat past sharks, guiding a unicycle through narrow paths,
dancing DDR style on a deserted island, and fighting off killer mutated plants
by burning its tentacles. Yeah, its a
mouthful, and that was just the tip of the ice berg, but it sure is fun.
Granted,
some of the games are similar and repetitive, and the game is relatively short,
but you'll enjoy every minute. And
you'll likely replay it once or twice to unlock clothes for your
"girlfriend". Bizarre I know,
but I dare you to say you're not curious.
I picked it up at launch at Best Buy for $19.99 after a $5.00
Pricegrabber rebate. And it was well
worth the price.
Mr. Driller: Drill Spirits
Graphics
= 6
Sound =
7
Control
= 8
Gameplay
= 9
Touchscreen
= 5
Multiplayer
= Yes, multicart required
My
Progress = Completed all modes, unlocked all characters, bought all items
Overall = 7.00
Summary / Description
Most
people are familiar with Mr. Driller, but many have never played the game. Mr. Driller is better known in Japan where
he's had many iteratipns over the years where as in the US he's been absent
since hos Dreamcast appearance about 4 years ago. Although obscure in the US, this straightforward puzzler is great
fun and a terrific addition to the DS line up.
For
people who don't know, in Mr. Driller, you drill down multicolor blocks causing
avalanches of blocks around you in an attempt to reach the bottom of each
level. As blocks fall, if four of the
same color touch each other, they dissappear.
To make things more frantic, you have a limited air supply which slowly
ticks down as you drill, so you have to recover black air capsules to replenish
your air as well. Solid steel pieces
appear randowmly throughout the level and cannot be drilled through unless you
want to lose 20 points of air (out of a 100 total possible air points), so you
either go around them or hope you can get to a capsule quick after you drill
through them. And that's basically
it. You have six total unlockable
characters to use, each with their own special ability. For instance, one character can go up two
blocks at a time as opposed to one to make easier to escape tight situations
and one character has a one block shield so you can withstand being crushed by
falling blocks once before losing a life.
As you
make your way through the levels, you can unlock special items in the shows to
help you with your quest by using your accumalated points to buy them in a
shop, including a bigger air tank, faster drill, a shield and faster overall
movement. This keeps replayability
fairly high as you go about unlocking all the special items.
There's
also a Pressure Mode that forces you to collect orange ammunition capsules to
fire at a large drilling robot which relentlessly pursues you as you drill your
way down the colored blocks. In
conjunction with watching for falling blocks, avoiding steel pieces and
watching your air level, it makes for a frantic time indeed! Extra items can be unlocked in a store for
this mode as well, including more powerful ammunition.
There's
a multiplayer component as well in the form of a race down blocks, but it
requires each playe rto have their own cart, which is kind of silly seeing as
how the Japanese version allows multiplayer on a single cart.
Generally,
colors are a little washed out, but still vibrant enough for its purpose. The game runs smoothly with the gamepad and
buttons and is fiercely addictive.
Although there is an option to use the stylus and touchscreen to play,
it really isn't worth it as it makes it harder to make the sudden moves you
need to survive mutiple raining blocks.
The touchscreen is underutilized, and although the second screen (top
screen) is useful for seeing what blocks are falling and where, generally, you
don't want to look that far up too many times or else you might get squished by
something falling from a much closer position.
I picked it up for $19.99 with the gamer gift card at Best Buy and after
a $5.00 Pricegrabber rebate at the time it was launched. It was well worth the price for action
puzzle fans, but people who like multiplayer might want to spring for the Japanese
version.
Sprung
Graphics
= 6
Sound =
7
Control
= 6
Gameplay
= 6
Touchscreen
= 5
Multiplayer = No
My Progress = Completed Alex
storyline, unlocked most gallary pictures
Overall = 6.00
Summary / Description
There are a few genres left in
the video game universe that have not been introduced to the US public. One of
those is the dating sim. Sure we had Leisure Suit Larry, but ask any Japanese
gamer and they would scoff at that. And now along comes Sprung for the Nintendo
DS. But is the US public ready for this?
This is a fun dating sim/RPG
for the Nintendo DS which has you trying to score a date (and maybe more),
either as Alex or Becky, by saying the right things at the right time and
collecting the right items. The story was actually written by Colleen
McGuinness, one of the writers for the TV show "Miss Match" (with
Alicia Silverstone) and the TV show "North Shore".
In essence, it basically a
really long "choose your own adventure" book in electronic form. The
graphics are very well done, consisting mostly of brightly drawn cartoony still
shots which change in reaction to things you say or do. The top screen usually
shows the person you're talking to while the bottom screen shows you. You can
find objects and use them to your advantage throughout the game, which
sometimes help and sometimes hinders your progress.
This is actually two games in
one as you can play through the game as Alex or Becky, which allows for two
totally different storylines. You can use the touchscreen to select
conversation topics, responses and items to use, or simply use the game pad and
buttons. Either way works fine.
The bottom line is that its a
fun game to play through and an interesting experience. You'll likely not find
another game like it in the US on any other system. Whether its for you or not
though basically boils down to this: Do you like "choose your own
adventure" books and do you like watching prime time soaps like the OC,
the North Shore, etc.? If you answered yes to both, pick it up. If not, you can
probably safely give this one a pass. I
picked mine up at Best Buy for $19.99 with the GGC and after a $5.00
Pricegrabber rebate.
Tiger Woods PGA Golf
Graphics
= 7
Sound =
5
Control
= 8
Gameplay
= 9
Touchscreen
= 8
Multiplayer = Yes, multicart
required
My Progress = 80% complete with
maxed character stats, midway through Legend mode
Overall = 7.40
Summary / Description
Tiger
Woods. Single handedly, Tiger has made
golf cool. Now after winning foour
Masters tournaments, he's definitely reached legendary status. And in similar fashion, so has his
games. Tiger Woods PGA Golf has ruled
the video game golf scene, particular for simulation based golf fans (arguably
Mario Golf and Hot Shot's Golf are also excellent arcade golf games). Now Tiger has made the jump to the DS. So how has this mini-Tiger turned out?
Basically,
all the basic trappings you come to expect from Tiger Woods PGA Golf are
present. Build your character up in RPG
fashion by winning tournaments and earning money? Check. Design your glfer
from head to toe with the physical features and clothes that you want? Check.
Play through increasingly difficult tournaments on a variety of golf
courses against famous golfers, old and new, including Mr. Woods himself? Double check. So where does it differ?
The
most obvious difference is the control scheme.
To hit the ball, since there is no analog stick on the DS, and the click
twice on the accuracy/power bar has been relagated to “arcade” golf games,
Tiger Woods PGA Golf for the DS utilizes the Touchscreen to hit the ball. This actually is quite intuitive. Stroke the stylus along the path and your
accuracy and speed will translate to how you hit the ball. End up to the left or right and you may
slice the shot. Don't go fast enough
and you'll hit with less power. It's
incredibly easy to pick up and play. At
times it isn't as accurate as one would like, goin too fast may not register a
shot at all, but it does a good job of using the touchscreen to simulate a
skilled golf shot. You can also control
the spin of the ball by brushing the screen after the shot to change the spin
direction and speed.
The
graphics are passable, but there are a lot of repeated animations. And all the player seem to animate the same
during certain situations. Hit a birdie
and you get the same aniimation whether you're playing your own character,
Tiger Woods or Jack Nicklaus. That just
doesn't seem right. Colors are also a
little on the dull side, and a little washed out. In addition, the sound is just about non-existent. Four rotating songs on the main title
screen, and pretty much silence during the game absent a few chirping birds,
the sound of your club hitting the ball, and some occassional polite clapping
for a good shot.
The
bottom line is that if you like golf, or at least video golf, you'll like this
game, regardles of some of its short comings.
It's pretty long, as I've played it for about 24 hours of collective
time (it keeps track in your file) and still haven't completed all the
tounrmanets yet (only 80% complete according to my file). Although my character is maxed out on all
stats already, so there isn't much point except to unlock a few additional
players and maybe one more course. Multiplayer
is nifty, as everyone plays through at the same time, not having to wait for
each other to take a shot, so these games move fast. However, again, EA requires each playe rto have his/her own cart
for multiplayer, which is somewhat of a drag.
But for the single player game, it's slightly more than par for the
course, and should be picked up by any golf (video golf) fan. Or if you just really like Tiger. I acquired it for $24.99 on sale at Best Buy
after a $5.00 Pricegrabber rebate.
Madden Football 2005
Graphics
= 5
Sound =
7
Control
= 8
Gameplay
= 9
Touchscreen
= 6
Multiplayer = Yes, multicart
required
My Progress = Won the Super Bowl in
Season mode twice, unlocked most Madden cards
Overall = 7.00
Summary / Description
Everyone knows Madden football. It has been the staple of video game
football for over a decade. And now it
finally enters the 3D portable age, much to the delight of football fans. But how does it translate to gaming on the
go, particularly to the Nintendo DS.
For the most part, it transfers well, with a few hiccups.
Basically, Madden Football for the
DS is Madden 2000 gameplay with Madden 98 graphics and some Madden 2005
features. The gameplay is what you
would expect, with a wide variety of plays and moves available. Running and passing with the digital pad and
buttons is a breeze - handoff and run or tap A and pass to the corresponding
receiver by hitting the corresponding button.
The simplicity is brilliant yet offers good depth for those who want to
spend time with the game.
As noted, graphics are from the PS1
to N64 era, but look fine on the small screen, particularly in motion. However, just looking at Super Mario 64 DS,
I have to believe the graphics could be better. There are regular Exhibition games and a Season Mode. Exhibition games are one shots, and Season
Mode allows you to play through the regular and post season with your favorite
NFL team. The only glaring problem is
the absence of a Franchise Mode. Once
you finish your season, and hopefully win the Super Bowl, there really isn't
anything more to do except go back and play the same season again, maybe with a
different team. There is some
replayability in that you can earn points for completeing Madden Challenges
from one season to the next and open up special power up cards that will help
you out during your season or during an exhibition game, but that's about
it. Multiplayer is nice as well, but
requires that each player have a cartrtidge, which is kind of lame.
The MSRP is a little steep at
$39.99, but well worth for the football fan/road warrior out there. Otherwise, it won't offer anything extra to
convince non-football fans to acquire it.
I paid $30.99 for it on sale at Best Buy after a $5.00 Pricegrabber
rebate.
Pokemon Dash
(Japan)
Graphics = 7
Sound = 8
Control = 9
Gameplay = 9
Touchscreen = 8
Multiplayer = Yes, multicart
required
My Progress = Completed all
circuits, got gold trophy on all but two circuits
Overall = 8.20
Summary / Description
Pokemon
Dash is just what you'd expect from the DS.
But is touch screen racing action great gaming or just gimmicky? It's a mixed bag which tends to work, but
can be a bit repetitive.
Basically,
think Mario Kart, but instead of pressing a button to go forward and steering
with a control pad, you move with the touchscreen. Specifically, rubbing the back of Pikachu makes him run. The more you rub, the faster Pikachu runs.
More
Coming Soon
Jam with the Band (Band Brothers - Japan)
Graphics
= 6
Sound =
9
Control
= 9
Gameplay
= 9
Touchscreen
= 7
Multiplayer = Yes, single cart
required for 8 people, multicart required for infinite people
My Progress = Completed normal game
and unlocked full edit mode
Overall = 8.00
Summary / Description
Jam
with the Band is a peculiar game. It's
kind of a mix between DDR and Donkey Konga.
The question is does this work for a handheld device? The answer is: it sure does.
The
basic gameplay has you literally jamming with the band by following the on
screen cues and pressing the right buttons at the right time in the right
sequence. You do this in several different
game modes: single play, story mode and multiplayer. Single play has you practicing any of the available tunes with
any available instrument. There are
usually an impressive array of instruments to choose from any many more that
become unlocked. Story mode simulates
recording sessions in which you play three random songs with a random
instrument and must complete each level without making too many mistakes. A meter starts at 100 and works its way down
as you make mistakes. After you
complete most of story mode, you open a full editor which is a surprisingly
powerful sequencer for a portable game system.
You can even save your creation and transfer it to other DS'. The multiplayer allows you to jam with three
friends just for fun. So this is great
for you budding rockstars who can't afford a real setup.
The top
screen shows what buttons to hit and when.
The bottom screen shows stats, your accuracy meter and an interactive
turntable depending on the mode. At
some points during songs, it will require you to touch the touchscreen along
with timed button presses. Not ground
breaking use of the touchscreen, but adequate.
All in
all, this is a very creative rhythem game which only gets better with
friends. The japanese is prevalent, but
it's not necessary to read it to play.
It won't win any awards, but is worth the import. I got mine from Lik Sang for $49.90 shipped
with headphones.
Spiderman 2
Graphics
= 8
Sound =
7
Control
= 7
Gameplay
= 4
Touchscreen
= 6
Multiplayer = No
My Progress = Completed game,
unlocked half the special moves
Overall = 6.40
Summary / Description
Spiderman
2 was one of those games that you really wanted to like, but just sometimes, no
matter how hard you try, wasn't fun. In
essence, Spiderman 2 is a 2-D platformer with 3-D backgrounds and quasi-3-D
movement (sort of like the infamous “2.5-D” from Pandemonium, the Playstation
game). All your movement is really
left, right, up and down, but the world tends to rotate around your
movements. Hard to explain, but you'll
understand when you see it or if you ever played Pandemonium and, to a lesser
extent, the old Klonoa games (either Playstation or the GBA version) and some
stages in some Kirby games. The
movement is smooth, the graphics look great (although Spiderman is actually
pretty small) and the in game video is impressive for a cartridge based
portable system. Generally, control is
good, as you can use your web to swing across the skyline or “zip” from one
ledge to the next. You can crawl up and
under walls and such, and generally it all comes together nicely. The left shoulder button activates your
spidey sense and slows everything down Matrix-style when you're in danger. Nifty, but I never really found a need to
use it that much.
Unfortunately,
the real positives kind of stop there.
As much as l like platformer seek quests (“Find X number of Y to move on
to the next level, etc.), it really becomes frustrating when there's no in game
map. It's really easy to find 15 of 16
bad guys you're suppose to catch just to spend the next 10 minutes swinging
around trying to find that last guy, who's hidden some nook somewhere in some
obscure part of the level. Really, how
hard would it have been to have a map available, either in the pause menu or,
better yet, on the second screen.
Generally, boss battles, unlike the seek levels, were fun. Bosses on average followed a pattern of some
sort, like most old school platformers, and threw in some gratuitous
touchscreen “mini-games” (such as tapping bits of debris which Doc Ock throws
at you, or tapping missles that the Vulture shoots at you, hmmm…seems kinda
similar, doesn't it?). These
“mini-games” generally don't garner extra points, but they are a fun addition
and make some use of the touchscreen.
Other
than the boss “mini-games”, the touchscreen is also used for in game
“mini-games” (such as guiding a detonator pin out of a bomb without touching
live circuits or touching the wall in some cases - sort of like a high tech
game of Operation) and for selecting the special power assigned to the Right
shoulder button. Many of these special
moves were fun to watch, effective and well animated. But you have to unlock them to use them by finishing certain
secondary objectives in your missions, which means most of you will never see
them, as replayability is not really a strong point with this game. I picked up mine for $23.99 new when a local
Toys R' Us was closing down and having a 40% off sale. I finished in a week (although a very
frustrating week at times) and generally thought it was a decent game. However, nostalgia is a dangerous thing, you
can bet when I was actually playing it I was cursing up a storm. Give it a pass for the $39.99 price. If it ever hits $19.99 or less, it might be
a worthy pick up, or if you're simply a Spiderman fan, in which case you'll
like it no matter what. ;-)
Zoo Keeper
Graphics
= 6
Sound =
5
Control
= 9
Gameplay
= 10
Touchscreen
= 9
Multiplayer = Yes, single cart
required
My Progress = First place on high
score table for every mode
Overall = 7.80
Summary / Description
There's
not much to say about this game except that its addictive as heck. Basically, Zoo Keeper is like Bejeweled
“Plus”. The general gameplay mechanics
are exactly like Bejeweled. Exchange
pieces on a board to make three in a row and those pieces disappear. Mach more than three or creat chains in
order to get higher scores. A timer
slowely ticks down on the side and is only replenished by removing pieces and
progressing through levels. This time,
however, the pieces are “zoo animals” instead of gems. Well, what's the “Plus” you may ask? Good question.
The
“Plus” is the variety of game modes and little tweaks that make the game even
more addictive. First the game
modes. There are generally four single
player game modes and one multiplayer game mode. The single player games are Normal, Tokoton, Quest and Time
Attack. Normal requires you to fill a
quota of X number of EACH animal before moving on, that number X increasing as
you progress. Tokoton requires you to
fill 100 of ANY animal before moving on.
The counter doesn't reset on animal A if you get 100 of animal B, so you
can see that you'll likely go up levels faster and faster as the game continues. Quest requires the player to accomplish 10
specific tasks, some of which are really difficult (e.g. capture only 3 of each
animal, capture 20 of only vertical lines, etc.). Time Attack requires you to play Normal mode in 6 minutes for the
highest score possible. Multiplayer
mode set you on a best of 3 match with another person. Basically, as you remove animals, your
opponent loses time on his/her meter and you gain time on your meter. This is a single-cart multiplayer game,
which is really nice and works well.
The little tweaks are basically two things. First off, an animal is pictured on the top
screen which is consider the “Lucky” animal.
Capture those animals to get double points. The “Lucky” animal shifts as you progress through the
levels. Second, a “roulette” piece
randomly drops in the game. When you
tap the piece it randomly stops on an animal type and you automatically capture
all fo those animals on the screen, usually causing some cool chains. The multiplayer has additional tweaks
exclusive to multiplayer, like a paintbrush piece that converts your opponents
screen temporaily to black & white, a bomb that destroys certain pieces,
and a heart that gives you a little more to your life/time meter. I picked up mine for $24.99 at Best Buy
($34.99 list price with a $5 off Gamer Gift Card coupon and after a $5.00
Pricegrabber rebate). It was the best
$30 I EVER spent (at least for my DS).
If you like puzzlers, don't hestitate, get it now!
Urbz: Sims in
the City
Graphics = 7
Sound = 7
Control = 7
Gameplay = 9
Touchscreen = 6
Multiplayer = No
My Progress = Completed the game
100%, unlocked all minigames
Overall = 7.20
Summary / Description
Everyone knows abput the Sims. You might not have played it, but ypu know
of it. The DS version takes the basic
gameplay and adds a few features that set it apart while not going too far
astray.
The basic gameplay is basically
taking thenplace of a virtual babysitter.
You create your Sim, and basically make sure he or she stays clean, uses
the bathroom, gets rest and stays full.
It sounds boring to those who have not played the Sims, but it's
strangely addictive. Aside from keeping
track of your Sim, you also find a place for him or her to live and decorate it
to taste. Like its sibling on the GBA,
this version is also mission based with a back story about some rich guy trying
tp buy out your town. In general this
works very well. There isn't much
difference between the DS and GBA versions, there is a whole new area to
explore and breed pets, which can be used in competitions. The second screen is put to good use as you
can scan through ypur stats and objectives while your Sim is eating, sleeping
or doing amything else, All option are
selectable by tpuch screen and all conversations are conducted on the tpuch
screen. In order to take money, one
plays mini-games that represent different jobs whoch alsp allow for
promotions. Most of the mini-games are
played using the gamepad and buttons, but a few utilize the touch screen.
There's plenty to do in this game
even after you accomplish all your objectives, so has some good gameplay
value. In addition, any mini-games that
you unlock during the game are immediately available at anytime from the main
menu. I got it from Best Buy for $29.99
on sale. I can safely recommend this
for Sims fans, but of you've never tried it, I'd suggest trying the console pr
PC version first to make sure you like this kind of game.
Warioware
Touched
Graphics = 6
Sound = 7
Control = 9
Gameplay = 9
Touchscreen = 9
Multiplayer = No
My Progress = Completed the game
100%, unlocked almost all minigames and extras
Overall = 8.00
Summary / Description
Most everyone knows Warioware. But how does this popular 3 second microgame
formula work with a touch screen. It
definitely does.
The action is fast and furious as
you quickly decide what your suppose to based on a one word clue and 3
seconds. Each microgame is unique as it
uses the touch screen and sometimes even the top screen relatively well. The same frantic gameplay is present, and if
there was anything to complain about, it might be the overly long senseless
cutscenes. But they can be skipped, so
its not that bad. Unlike the gameplay,
which uses the DS well, the graphics look way too primitive where most look
straight out of the GBA. Its not really
necessary, but updated graphocs would have been nice. Only a pseudo 3D map showing you where you're going in town, and
a few select microgames, even hint at the fact the graphics weren't lifted
directly from the GBA. But as I've
said, graphics don't make the game. And
the game here is very good.
I picked mine up on sale from Best
Buy for $25.99 after a $5.00 Pricegrabber rebate. Although I think it should have launched for $29.99, $5 shouldn't
deter you from this great game.
Puyo Pop Fever
(Japan)
Graphics = 7
Sound = 7
Control = 8
Gameplay = 9
Touchscreen = 4
Multiplayer = Yes, single cart
required
My Progress = Completed Single
Player Story Mode, placed in top 3 on high score table for every mode
Overall = 7.00
Summary / Description
Puyo Pop Fever is an excellent
puzzle game. However, it really doesn't
take advantage of the DS at all.
Although you could use the touch screen to rotate and drop pieces, its
much faster to use the buttons and gamepad.
In fact, this games looks to be a direct port of the Gamecube game of
the same name. This isn't bad, but its
not innovative at all.
Puyo Pop Fever, for those who don't
know, is the puzzle game that influenced Dr. Robotonik's Mean Bean Machine on
the Genesis here in the US. Basically,
you rotate pieces and match four of the same color to make them
dissappear. You try and chain pieces
dissappearing to get more points. When
you remove colored bubbles, they get shifted as clear obstruction bubbles ready
to drop on your opponent's side. If
your opponent removes a set of colored bubbles at that time, he starts to fill
his Fever meter. If not, junk pieces
fall on his side and disrupts his play.
Fill the Fever meter and you go into Fever mode, where a puzzle of
colored bubbles present itself perfectly set up for a huge multi-bubble
chain. You get one piece, if you drop
it in the right place, you get a huge chain to bombard your opponent. If not, the screen clears and another puzzle
presents itself until you run out of time in Fever mode and returned to the
regular game. And that's Puyo Pop Fever
in a nutshell.
There are the usual four modes,
Story Mode, Multiplayer, and Single Player challenge. Single player is story mode and has four different courses to
work through. Basically you challenge
assorted characters to Puyo Pop Fever and bust your way through from bottom to
top trying to garner the best score (and unlock special characters). Each character has a special ability that
becomes more evident in Fever mode, but are relatively similar otherwise. Multiplayer mode is available via a single
cartridge for up to 8 people, which is great!
First of all, you can play a 2, 4 or 8 player game. Even you have less friends, youc an fill in
the rest of the players with CPU players of various difficulty. Great fun and the best part of the
game. Strangely enough, you can play
multiplayer mode with up to 7 CPU players, so you can practice before taking on
your friends. The single player mode
allows you to play infinite mode (regular puyo puyo), Fever mode (always in
fever mode) and Mission mode (requires you to accomplish certain things to get
points and increase your timer).
I found this game to be colorful and
fun. It doesn't use the stylus nore the
two screens very well, but it's a classic puzzler that will keep you coming
back for more. Right now, it's only
available in Japan, and I imported a used copy from Japan for $40. It should be available in the US later April
2005, and should launch between $29.99 and $39.99. For puzzle fans, particularly if you know someone else with a
Nintendo DS, it's a no brainer.
Otherwise, check it out first before buying.
Ridge Racer
DS
Graphics = 7
Sound = 5
Control = 6
Gameplay = 6
Touchscreen = 4
Multiplayer = Yes, single cart required
My Progress = Completed main game,
unlocked 14 cars
Overall = 5.60
Summary / Description
Most driving game fans know all
about the arcade driving action of the Ridge Racer series. And many remember the first Ridge Racer on
the PS One that had only digital control.
Basically, Ridge Racer DS (RRDS) is Ridge Racer for the N64 miniaturized
with PS One type controls. How does
work for the DS?
You have a Circuit mode were you
race against AI drivers and hope to get 1st place. You won't progress without getting 1st. There's also a Car Challenge mode that allows you to race certain
cars one on one to unlock it for your use.
Win 3 races in a circuit and open 3 more races and car challenges.
Driving and power sliding around
turns are done with the control pad.
You can use the touchscreen, but it feels a little too loose for the
high speed driving of RRDS. The digital
controls are tricly but manageable.
You'll be doing a lot of tapping and pinballing off the walls, but it
generally doesn't detract too much from the game.
More Coming Soon
Yoshi Touch
& Go
Graphics = 7
Sound = 7
Control = 9
Gameplay = 9
Touchscreen = 9
Multiplayer = Yes, single cart
required
My Progress = Completed all modes,
first place on high score table for all modes, unlocked all modes
Overall = 8.20
Summary / Description
Yoshi Touch & Go is a real
breakthrough. Finally, a game for the
DS that fully utlizes the touchscreen and is more than a minigame (or
collection of minigames). If only Nintendo
would release more games like this one.
The basic premise of Yoshi Touch
& Go is that you guide Baby Mario and/or Yoshi by drawing clouds on the
touch screen from the beginning of the stage to the end. Each stage begins with Baby Mario falling
from the sky. Both screens are utilized
and you must anticipate where Baby Mario will fall and what will get in his way
buy drawing clouds to guid him safely to the ground and circling enemies to
turn them into coins. If you mess up,
you can blow on the microphone to clear all your clouds (and slightly move Baby
Mario and other items on screen). The
object is not only to get to the bottom safely (as Baby Mario has three ballons
representing three lives) but to also collect as many coins when falling as
possible. When you reach the bottom,
depending on how many coins you've collected while falling, you get a
particular color Yoshi. Each color has
a different walking speed and hold a variable amount of eggs. Egg's are used as projectiles to shoot
enemies and harmful objects (like spiked balls etc.) or to shoot out of reach
coins and add them to your total score.
Simply tapping on the screen will shoot an egg in the direction of the
tapped area. Of course, the more coins
you collected while falling, the faster and better armed Yoshi you'll receive
for the next part of the stage.
The next part of the stage consists
of making it across a sideways scrolling level using the same items (drawing
clouds, circling enemies/coins, shooting eggs) in addition to be able to make
Yoshi jump and flutter by tapping him.
There are several variations on the goal (i.e. collect the most coins,
go the longest distance without dying, complete sections in a certain amount of
time, or even rescue a kidnapped baby Luigi by racing after him and shooting
his captors with your eggs), but the basic gameplay mechanics stay the same.
It may sound simple, but it makes
for some seriously addictive gameplay, as you try for that high score “just one
more time.” As a bonus, this game also
has single cart multiplayer, which pits you against a friend racing to the end
of the level. It even allows you to
through harmful junk pieces at your opponent by destroying five in a row or
more on your screen with a single egg.
Great fun and single cart means your buddy doesn't even need to have the
game.
There's no real reason not to have
this game as a DS owner, the graphics are vibrant, albeit a little cartoonish,
the touchscreen and dual screens are well implemented, and the gameplay is
simple but addictive. I picked mine up
for $24.99 at Best Buy with the Gamer Gift Card. It might not convince you to buy a DS, but it sure is fun if you
already have one.
Atari Retro
Graphics = 5
Sound = 5
Control = 7
Gameplay = 7
Touchscreen = 7
Multiplayer = Yes, multiple carts
required
My Progress = High score on each
game
Overall = 6.20
Summary / Description
Coming Soon
Polariuim
(Chokkan Hitofude - Japan)
Graphics = 5
Sound = 7
Control = 9
Gameplay = 9
Touchscreen = 9
Multiplayer = Yes, multiple carts
required for Japan version
My Progress = First place on high
score table for Challenge mode, completed 59% of Checkmate mode
Overall = 7.80
Summary / Description
Every handheld system needs a puzzle
game. So far, gamers in the US were
treated with Mr. Driller and Zoo Keeper, both of which were well suited for
portable gameplay, and one of which actually used the touchscreen. But Japanese (and European) gamers were
treated to another puzzler at their respective launch, Polarium (aka Chokkan
Hitofude in Japan or “One Line Puzzle”).
Does this hit the mark as another addicitve puzzler? Read on.
Polarium comes from the same
designer of Lumines, the puzzle game on the PSP. The game, as mentioned above, actually came out in Japan (and
Europe) before Lumines, but is following it here in the States and, although
not the same game, will likely draw some comparisons. Gameplay is relavtively simple to learn, but very difficult to
master. Basically, you have a field of
black and white tiles bordered by grey tiles.
Tap the black tile and it becomes white, tap the white tile and it
becomes black. Create a row of the same
color (either black or white) and the row disappears. It's that simple. But if
you played like that, your games would last all of 5 seconds. The trick is that you can trace a path over
multiple tiles and convert them all at the same time. In order to avoid tracing tiles that you want to remain the black
or white, you can continue your trace on the grey border to get to other parts
of the puzzle that you do want to change.
Changing huge portions will lead to nice combos and bigger scores as
your pieces flash and sparkle off the field.
And let me tell you, it's not as easy as it sounds, but it sure is fun.
There are two basic game modes,
Challenge and Checkmate. Challenge has
you clearing lines as more random lines fall from the top and fill up the
bottom and top screens. If you can't
clear them fast enough, the tiles fill both screens and you lose, sort of like
Tetris. It's fast, fun addictive action
puzzle play. The Checkmate mode gives
you a puzzle to solve in which you must clear the screen with one line, that
is, trace one route over the puzzle to clear the entire screen. It starts easy and definitely gets more
difficult. There two sets of stages for
Checkmate, about 100 different puzzles in Normal mode and then an Original Mode
in which you can design your own puzzles and trade with friends (or enter
paswords from Nintendo that will give bonus puzzles to play - http://www.nintendo.co.jp/ds/asnj/collection/index.html). For those of you
who get frustrated easy, there's also a hint option that lets the DS display a
hint after 3 minutes regarding where you should start your line and after
another 2 minutes, where you should end your line.
There is a multiplayer versus mode
available which apparently requires one cart, but I have not tested it
yet. There's also the ability to send a
demo version to another DS for your friends to enjoy. Sound is good, the normal row clear sounds and some decent
background music that won't drive you crazy.
Graphics are pretty bland though, only five colors (black, white, grey,
orange and yellow) with only minor animations (blocks dissappearing in a
sparkle and falling/flipping tiles).
When you get on the top three scores list, you do get to draw your name
or symbol instead of typing it in, which is pretty nifty.
The US version is already out for
$29.99, so no need to import this anymore.
For you puzzle fans out there, this game is a sure fire hit. For those who are looking for dazzling
graphics, you're sure to be disappointed.
But as we know, Tetris doesn't need good graphics to be fun and
addictive, and this game is a close cousin which won't win over new puzzle
fanatics but is sure to satisfy those who enjoy puzzlers for quite some time to
come.
World
Championship Poker DS
Graphics = 7
Sound = 6
Control = 8
Gameplay = 9
Touchscreen = 7
Multiplayer = Yes, single cart
required (up to 6 players)
My Progress = Over $60,000,000 in
virtual winnings, won all Tournaments
Overall = 7.60
Summary / Description
Everyone loves Poker, or at least
everyone loves watching Poker on the Travel Channel or ESPN. Texas Hold 'Em has taken the country by
storm and here to capitalize is World Championship Poker DS (WCP). Was it purely a marketing scheme or is there
good gameplay as well? Thankfully, the
gameplay is up to par and has a significant amount of extras.
Basically, you walk around town and
different casinos in First Person perspective (nice!) and join in on one of a
multitude of variations of Poker, or even a little Blackjack on the side. Play table games to win money and buy stuff
from the shop (gear for your fully 3D player image, a ride from one place to the
other, random stuff and skill points to better equip your character). You enter tournaments and win them in order
to progress to the coveted Championship game itself.
All players are 3D and animated with
some sound bytes, which is really much better than I expected. Touchscreen is used for picking your action
or betting, simple but effective. Mini
games are also availabl on the side like a touchscreen version of darts and
full air hockey machine. Both are great
additions o this already great game.
Even Blackjack is available if you want a change of pace.
More coming soon.
Pac Pix
Graphics = 6
Sound = 6
Control = 8
Gameplay = 9
Touchscreen = 9
Multiplayer = No
My Progress = Book II, Chapter 8
(all of Book I Completed)
Overall = 7.60
Summary / Description
Everyone knows Pac Man. The sliding, eating, yellow pizza pie minus
a slice looking video mascot is practically the beginning of all video games
today (some will argue Pong and Space Invaders, both also great games). Pac Man had some serious broad based
appeal. Simple game play was easy to
learn, difficult to master and appealed to both boys and girls. But what happens when you mix this gameplay
with a touchscreen? You get Pac Pix.
This started as a tech demo at last
years E3, but has matured nicely in a full fledged game. It might be difficult to conceive, but Pac
Pix is actually very intuitive and easy to learn. Basically, you have a bottom screen with different types of ghost
which you must devour with Pac Man. You
create a Pac Man to do the chomping buy drawing the Pac Man on the screen. Your wireframe Pac Man comes to life and
chomps his way across the screen. You
can then direct your creation by drawing a line in from of the Pac Man
indicating where you want him to go (left, right, up or down). Chase the ghosts and eat them to complete
the level. Easy, right? Well, at least it starts out easy.
As you progress, different obstacles
and skills will open up. Soon, you'll
have to step on key switches to open the door so you can go to the top screen
and grab a special item or get more ghosts.
Ghosts will start to float on the top screen where you can't reach them,
so you'll get the Arrow ability, where you can draw an arrow on the bottom
screen and shoot the ghosts (or other switches) on the top screen. Later, certain ghosts will appear in a sort
of armor, or certain switches you need to hit will be covered by a
barrier. Now you'll get the Bomb
ability, which allows you to draw bombs and connect fuses to candles to blow up
barriers or freeze the ghosts. But
sometimes the candles aren't lit and you have to either shoot or chomp and
switch on the top screen to lite the candle.
See how complicated this can get?
Well, let's just say, you'll be furiously drawing all sorts of things on
the screen while directing three Pac Men around the screen (you can have three
on the screen at a time) frantically trying to catch all the ghosts before time
runs out by the time you get three quarters of the way through the first
Book. It's fun…and throughly addictive.
Namco does a great job using the
touchscreen and dual screen capability of the DS. Simalrly to Yoshi Touch & Go, this is a gaming experience you
won't get from any other system, portable or console. There are two Books to complete, each with 12 Chapters a piece. The second book gets pretty difficult, so
get ready to redo levels several times over.
Playing the game will allow you to open up bonus gallery cards, which
are nice, but do nothing to add to the actual game. Although there isn't much replayability after you're done, the
gane itself should keep you happily occupied for at least a couple weeks. And with the light $29.99 (which is how much
I paid at EB) price tag, it's well worth the purchase. Now if only there could have been more to
the game, like an endless mode with a top ten scoreboard or mini games where
you shoot arrows in a Missle Command or Space Invader clone. Let's just hope new and innovative games
like this will continue to come out, because if so, the DS will certainly be a
winner.
Star Wars
Episode III: Revenge of the Sith
Graphics = 6
Sound = 9
Control = 7
Gameplay = 8
Touchscreen = 5
Multiplayer = Yes, multiple carts
required
My Progress = Anakin & Obi Wan
storylines completed at Jedi level, Anakin half complete at Master level, most
ships unlocked
Overall = 7.00
Summary /
Description
Just about everyone is hyped about
the the new and final Star Wars movie.
We all thought it was the final movie back in 1983 with Return of the
Jedi, but now things are apparently truly at an end (except for, of course, the
Special Editions and Director's Cuts that are bound to come out). And, of course, what would all this hype be
without, in the words of Yogurt from Spaceballs, merchandising. And what would a rip-roaring adventure movie's
merchandising strategy be without video game tie-ins. Of course, the Star Wars Episode III game ends up on several
platforms, including the Xbox, PS2 and GBA.
But we're interested in here is the new Nintendo DS version. How does hold up? Read on.
The basic gameplay premise of SW
Episode III is a side scrolling hack n' slash with a few 3D flight sequences
thrown in for good measure. The side
scrolling action is very straightforward and, for the most part, pretty well
done. Think Teenage Mutant Ninja
Turtles from the Arcade mixed with a little Final Fight, throw in a lightsaber
and some force powers and you pretty much get the idea. You can swing your lightsaber, jump, block
and use force powers. Force powers are
activated by hitting the right shoulder button and then some other button or
direction on the gamepad. You also have
rage moves, which you can access by filling your rage meter. As you destroy baddies you encounter as Obi
Wan or Anakin (unlike its console big brothers, you choose before you start the
mission instead of being assigned one or the other as the story requires), your
meter fills and certain devastating attacks are available that use either the
whole meter or portions of the meter.
These special moves are accessible by either agaiin hitting a button
combo, or by touching the combo picture on the touchscreen. Now herein lies the biggest cardinal sin for
any game system, and in particular, the DS.
The X and Y buttons are completely UNUSED for the sidescrolling part of
the game. Why? There so many more moves to access that the
game forces you to use button combinations or use the touchscreen, why not
assign some of them to the X and Y button?
My guess is that this portion is a direct port of the GBA version of the
game (with very mildly upgraded graphics) right down to the control
scheme. Really, the DS deserves better
than that. At anyrate, finishing these
levels gives you experience points based on Jedi style (powers and moves you
use), speed completed and bonus items found which you can then allocate to six
different force powers to customize your character.
Now the part where the DS really
shines. The 3D space combat sequences
are terrific. Graphics are actually to
par (about Super Mario 64 DS quality - FINALLY) and the 3D flight is smooth and
seamless. Dogfighting is a breeze with
controls that allow you to barrel roll in either direction, fire lasers, homing
missles, accelerate and deccelerate.
All in all good fun with nice graphics.
The bottom screen keeps you aprised of your shields, health, missle
information, and a fairly large and useful radar. More importantly, you can access space combat at anytime by going
into the Multiplayer option and selecting bots. That's right, you can battle it out and myriad of different
locales either with your buddy or up to four bots of varying skill. Battle any level from a Cadet to Darth Vader
or the Han Solo in the Millenium Falcon.
All in all, this feels like a
slightly upgraded GBA game with 3D spaceflight thrown in. The spaceflight missions mix it up nicely in
between side scrolling hack n' slash, but I feel the side scrolling portion
could have been revamped much better than it was. In particular, the graphics should have been upgraded much more
than they have, special abilities or force abilities should have taken
advantage of the X and Y buttons, and maybe some short video cutscenes (like
Spiderman 2 for DS) or at least still photos from the movie would have been
helpful. The spaceflight missions
demonstrate that the DS has much more potential, so why leave it untapped? Is suspect deadlines were involved with the
lack of more DS specific features, but either way, if the DS is to make, it
needs better DS specific production.
My final analysis? It's a fun game that may be worth the pick
up just for the multiplayer (and bot) 3D space combat sequences. The side scrolling is almost gravy on top of
that. In the limited field of DS games,
if you're looking for a good action game, you like Wing Commander-esque space combat
or you just like Star Wars, I'd pick this one up. The $39.99 list price might be steep, but its worth it. I actually won my copy in a contest on
1up.com, run by kof4life. Thanks
kof4life!
Need for Speed Underground 2
Graphics
= 9
Sound
= 7
Control
= 7
Gameplay
= 8
Touchscreen
= 6
Multiplayer
= Yes, multiple carts required
My
Progress = 25% complete
Overall
= 7.40
Summary /
Description
Already
there are two racing games for the DS, is there really room for a third? Luckily, Need for Speed Underground 2
(NFSU2) offer just enough additional variety and solid gameplay to make it a
worthy addition to the DS library.
NFSU2
focuses on, unsurprisingly, underground street racing. Basically, you buy cars, upgrade multiple
different components on your car, win various types of races, get money, and
buy more cars and parts to win more races and more money. There are so many parts to customize on each
car you buy that you'll spend hours just trying to figure what combination of
upgrades works for you. This actually a
good thing and offers far options than, dare I say, any portable racing game to
date. As a special bonus for DS users,
ome can design on the touchscreen up to 3 different decals to place on the hood
and side of your cars. Nice extra. So now ypu have your ultra customized car,
now what?
The
main Underground mode is basically a career mode which consist of Circuit, Own
the Zone and Drag races. Circuit is the
basic get first out of a group of racers.
Own the Zone is an interesting take where you try to get the fastest
times in certain portions of the track.
Win the most portions and you win the race. Drag racing basically tests your shifting skills as you try and
shift at the right times to maximize your speed on a quasi-straightway (there's
sometimes minor bends in the street to navigate).
The
gameplay itself is just like any other racer.
A to go forward, B to brake and reverse, X and Y to shift, and the Left
trigger for Nitro boost. Of course, you
can play with manual controls which allocate the shifting to either the R and L
triggers or the X and Y buttons. It’s
more difficult, but gets you better acceleration and sppeed (assuming you shift
currectly and accurately). Steering,
although with the digital pad, is easier and more forgiving than Ridge Racer
and Asphalt Urban. Crashes are a mixed
bag. Rear end traffic and you'll stop,
hit oncoming traffic and you'll spin out.
In other words, accuracy is key.
Otherwise the game has a great sense of speed and terrific graphics,
some of the best I've seen on the DS.
The bottom screen shows a GPS map with locations of you and your
competition as well as other random game information. Tap the map and you get the Nitro boost screen where you can tap
on up to two nitro tanks at a time to speed up.
There
are a few mini-games which you unlock that take advantage of the touchscreen,
but these are relatively basic in nature.
For instance, the car tuning mini-game basically has you guiding a dot
through an area bounded by red (gas) amd blue (oxygen). Getting to a certain score opens up more
bonus items for you to upgrade your car with.
On
average, out of the 3 DS racing games, NFSU2 has the best graphics and the best
control. Although it doesn't have Ridge
Racer's single cart multiplayer, which is a bummer, instead requiring multiple
carts for multiplayer. The
customization options are mind boggling, and real licensed cars will make car
fans very happy. The $39.99 list price
is steep, but worth the price of admission if you don't have any DS racing
games yet. Otherwise, get it if you
like car customization and and more simulation driven racing. Just beware that this no cakewalk. Prepare to lose 10 times for every race you
win. I picked up mine for about $28
after coupons at Toys R Us.
Madagascar
Graphics
= 8
Sound
= 6
Control
= 8
Gameplay
= 8
Touchscreen
= 5
Multiplayer
= Yes, single cart required
My
Progress = Story Mode Completed, 70% complete (collecting coins opening
bonuses)
Overall
= 7.00
Summary /
Description
It seems that Dreamworks os on
direct competition with Pixar. With
success of Shrek 1 and 2 as well A Shark Tale, you knew there would be
more. Along comes Madagascar. Basically, Madagascar tells the story of
four Central Park Zoo animals that "accidentally" end up in the
wild. It's a fun, if not ADD in nature,
story with some good humor. But how
does this movie survive its transition to the DS screen? Read on.
At
its heart, Madagascar is a 2D platformer with some stealth elements thrown in. You collect coins and complete stages with
four different characters each with a special ability. Some stages limit which characters you can
use or allow you to use a side character (like the Penguin). Often times you'll need tp use multiple
character special abilities to reach your objective. Gathering coins opens bonus missions to play. The touchscreen use is minimal for most of
the game as you can use it to select whoch character to use. But since you use the L and R triggers to
select your character, there almost no reason to use the touchscreen for
this. However, there are some minigames
throughout the game that are based around the touchscreen. For instance, at one point, you need to tap
the the drum facing the direction you want Melvin to “dance” in order to fight
off attacking foosas. Simple, yet
effective and a relatively good use of the touchscreen.
There's
also a great 2-player coop mode which you can play with one cartridge, which is
nice, but only has the final battle for coop play, not the entire game. It doesn’t even have a best times score, you
just beat it and that’s it.
Generally,
this is a fun and straightforward game.
If you like old school platformers, this won't dissapoint. If you don't, then you can safely give this
a pass. I got mine for $39.99 at
Gamestop.
Guru Guru Nagetto (Japan)
Graphics
= 6
Sound
= 6
Control
= 8
Gameplay
= 7
Touchscreen
= 8
Multiplayer
= Yes, multiple carts required
My
Progress = Completed Competitions 1 and 2 and Summoning Training
Overall
= 7.00
Summary /
Description
This
one is a weird one. I don’t think it’s
likely to see a US release, even though it’s simple to play and is quite a bit
of fun, the concept might just be too bizarre.
If you’ve ever played Ribbit King on a console (PS2 or Gamecube), the
golf game where you hit a frog around, you’ll kinda get the idea of this
game. And as Ribbit King didn’t do well
in the US, I doubt this game would either.
But as I said, it is fun, so on with the review.
Basically,
you control one of several selectable characters (4 to begin with, but 4 more
are unlockable) which then train familiars (which look like round, fat rabbits)
in order to throw them down a obstacle course ladened path and reach the end in
the minimum amount of throws. It’s kind
of the equivalent to minigolf mixed with shuffle board, where you’re actually
throwing the ball.
Each
character has three different signature throws which can be used for different
situations (low trajectory with long distance, high trajectory with short
distance, rolling on the ground, etc.).
You accomplish throwing your familiar by draw a circle quickly on the
touchscreen to build your red power meter on the left side of the screen, and
then drawing the direction/trajectory of the throw (e.g. to the right and
up). Depending on the throw type you
select, you are shown the direction/trajectory range available to you and you
must trace through that area to complete the throw. While in the air, you can scribble left/right on the touchscreen
to make your familiar flap his wings and go higher, or tap one of two
customizable special powers in the top of the touchscreen (e.g. extra jump,
dash forward, etc.). Each of these will
use your stamina up, signified by a blue bar at the bottom of the screen, so
you can only fly and/or use a certain amount of special powers. The course has three paths to pick from with
various obstacles. You can switch from
one path to the other before a throw by pressing up or down on the gamepad, as
long as the other paths are level with the path you’re on. Sounds a little complicated, but it’s
actually farily easy to get use to.
Now just
try and beat out your opponents by (1) getting to the end of the course in the
minimum amount of throws (depending on where you land at the end you get
anywhere from –3 to +3 to your score) and (2) collect more colored cubes for
special items. When you complete a
course, you get an item depending on how well you perform. You can combine three items to create a new
familiar. Obviously, better items make
better familiars. You can then train
them to improve their stats, and play through the Competition mode (best score
competing against 3 CPU players after 10 courses) or Challenge mode (50 short courses
with specific requirements for winning, e.g., number of throws, number of
cubes, hole in one, etc.). You can also
trade items with CPU players occasionally during Competition mode.
Bascially,
that’s it. It does have a multi-cart
multiplayer option, but I haven’t been able to test that yet. For $16.90 and $3 shipping from
playasia.com, it was well worth the money.
I believe it’s now $19.90, and that’s still a good deal. If you need help with the game, feel free to
emal me. If you’re looking for a quirky
Japanese DS game that will likely never get a US launch, and was created by the
people who brought us the addictive Zoo Keeper, here’s you’re chance.
Kirby Canvas Curse
Graphics
= 7
Sound
= 7
Control
= 9
Gameplay
= 10
Touchscreen
= 10
Multiplayer
= No
My
Progress = Completed all levels in story mode, collected 33% of coins
Overall
= 8.60
Summary /
Description
For all of you who loved Yoshi Touch & Go but wanted more than a high score goaled mini-game, this one is for you. It does everything that Yoshi Touch & Go did, but faster, more complex and with longer appeal.
Kirby does it again. This is a full on Kirby platformer, just
like the Kirby games of the past, with one important exception. The gamepad does nothing. Basically, you control everything about
Kirby with the touch screen. Need him
to dash? Tap him. Need to guid him, draw lines under him and
guide him to where you want him to go (but be careful, your “magical
paintbrush” can only draw so much without recharging). Need to activate a power which Kirby has
consumed, tap him. Incredibly
intuitive, immediately familiar, but vastly complex because of this new control
scheme, Kirby Canvas Curse is what the DS was made for.
The object is to complete several
levels and take out several boses by guiding Kirby across the level, defeating
creatures, and occassionally collect bonus medals. The bonus medals can be used to unlock new playable characters,
skills, art and levels. As opposed to
assigning you a boss at the end of each world (there are basically 6 worlds with
3 stages a piece, not including the final world/boss level) you get to pick
which boss you want to fight (although you enventually have to fight all of
them twice). One boss requires you to
bounce kirby around and up a pinball/breakout style board. After breaking your way to the top, you
attack a final enemy by directing Kirby into the weak spot. The second boss requires you guide a cart
horizontally through an obstacle course on the touch screen racing the boss
character while eating fruit to speed up.
And the last boss requires you to draw shapes as shown (a slightly more
complex form of Simon) on the touch screen in order to keep ahead of the enemy
and destroy the boss character. These
intuitive boss games are great at mixing things up, utilizing the touch screen,
and best of all, are unlocked for you to play at your leisure once you defeat
them.
Once you finish the story mode,
that’s not the end. You still have the
Time Trial and Skill Trial. One
requires you to finish a level as quickly as possible to gain more bonus
medals, the other requires you to make it to the end of the level using as
little paint as possible to guide Kirby, again for more bonus levels.
The replay value is amazing and the
unlockables are terrific. This is
clearly one of the best games available for the Nintendo DS. If you have a DS, you shouldn’t miss this
one. So pick it up NOW! I picked it up for$34.99 from EB in store.
Meteos
Graphics
= 7
Sound
= 7
Control
= 10
Gameplay
= 10
Touchscreen
= 10
Multiplayer
= Yes, single cart required
My
Progress = In Progress, unlocked many items
Overall
= 8.80
Summary /
Description
Remember Tetris for the Game Boy? That was the Game Boy’s killer app for many years, even when the Game Boy Color came out. Well, Meteos is the Tetris of the DS. A simple enough puzzler with frantic gameplay and terrific unlockables will make this a mainstay in my game playing rotation for many years to come.
Basically, you match three of the
same color blocks vertically or horizontally by dragging blocks up and down in
their column to get rid of them. Sounds
simple. But here’s the difference. When you get rid of them, the launch up off
the screen with everything on top of them.
The heavier the load (more blocks on top) the slower it goes and the
more likely it won’t make it off the screen.
Complete more combinations on the set as it’s launching to improve your
chances. Get them off the screen and
you launch them at the opposing planet.
Launch enough and you win. But
watch out as blocks continuously drop from the sky forcing you to be quick to
get rid of as much as you can! A game
will only take you 2 to 5 minutes, but it’ll be a blast and the timing makes it
ideal for portable gameplay. As you
destroy blocks, you accumalate them and can trade them in to unlock more
planets, special items and music.
Single cart multiplayer makes this
the ultimate party game as well. So
don’t forget to check this out. You can
also send a demo version to a friend to convince him or her to get her own
copy. Trust me, it’s like a highly
addictive drug, once you try it, you’ll want more.
For $29.99, this is a great
value. I picked mine up at EB in store.
Goldeneye: Rogue Agent
Graphics
= 8
Sound
= 6
Control
= 8
Gameplay
= 6
Touchscreen
= 8
Multiplayer
= Yes, single cart required
My
Progress = Approximately 50% complete, 3 Virtual Training Mission unlocked
Overall
= 7.20
Summary /
Description
Ever since everyone got a Metroid Prime: Hunters demo with their Nintendo DS, we’ve been patiently waiting for someone to make good on the First Person Shooter promise on the DS. Well, it wasn’t Metroid Prime: Hunters, but it is another well known franchise, Goldeneye.
Fond
memories of Goldeneye on the N64 come flooding back everytime I look at this
game. Unfortunately, it wasn’t designed
around Goldeneye, but it’s lesser known and lesser liked half brother,
Goldeneye: Rogue Agent. So for
starters, you’re not playing the respectable and denonair James Bond, but some
dismissed MI6 agent who now works for Godlfinger. The game itself is actually pretty well done on the DS. However, the game it was modelled after was
only so-so to begin with, so a faithful reproduction doesn’t really mean too
much. Goldeneye has some serious up and
downsides.
On
the upside, control is smooth using th thumb strap on the touch screen and
strafing with the control panel. PC
users will find this scheme remarkably similar to have a keyboard and mouse
combo, which is a real compliment for the game designers. Shooting may be a bit clumsy as you try and
use both shoulder buttons while having a thumb on the touch screen, but it’s
easy enough to get use to. Firing with
to guns is a breeze and even grabbing people as human shields is pretty
easy. The graphics are decent, but more
impressive is the smooth framerate with almost zero slowdown. Very nice.
And the entire story from the console big brother version is here, which
is quite a feat. Multiplayer also rocks
as it only requires one cart for the basics, but can use two carts for more
elaborate competitions. You even can
play multiplayer against bots for training, but unfortunately cannot mix bots
with real players.
Now
the downside. The special “goldeneye”
powers which allow you to do several special things with your vision, etc., are
keyed to tiny little buttons on the top of the touch screen. The thumb strap is too large to activate
anything and you often times end up turning your self around as you jam on the
screen trying to activate a special power by hitting the incredibly tiny
button. Why this was doen is a mystery
as there is plenty of room at the top of the screen. The colors of the graphics are often times too dark and it makes
it difficult sometimes to make out where the bad guys are, particularly when
their running. And the levels are far
too long between save points for a portable game. In fact, there are no save points, you need to finish a level
before saving. And lastly, the single
player game is really short. And the
music stinks. What’s up with all this
MIDI music anyway? At least the gunfire
and explosions sound decent.
Basically,
if you like FPS games and you liked the Metroid Prime: Hunters demo, you’ll
like this game at least for as long as it lasts. It doesn’t seem as compelling or as polished as Metroid Prime,
but it’s a good start, and with no other competitors, what choice do you really
have? I picked mine up new on eBay for
$20. I’m enjoying it for what it is,
and a $29.99 list isn’t too tough to stomach.
Ping Pals
Graphics
= 5
Sound
= 4
Control
= 5
Gameplay
= 2
Touchscreen
= 6
Multiplayer
= Yes, single cart required
My
Progress = Not much
Overall
= 4.60
Summary /
Description
More coming
soon.
Madden Football 2006
Graphics
= 6
Sound =
7
Control
= 9
Gameplay
= 9
Touchscreen = 7
Multiplayer
= Yes, multiple carts required
My
Progress = Started Franchise
Overall
= 7.60
Summary /
Description
It’s been almost a year since we say Madden 2005 for the DS, and although it was fun football game (and the first actual playable 3D football game on a portable system), it did lack quite a few items that it’s big brother console version had. Well, EA has had the last 10 months to retool and supplement it’s crown franchise for the DS, and what’s come out of that is a mixed bag, but clearly an improvement over Madden 2005.
Madden
2006 includes all of the gameplay from the 2005 edition, but adds a few notable
features. First of all, a Franchise
mode has been added, which is awesome.
Now you’re not stuck playing the same season over and over again, but
you can take your favorite team (or even create your own team with your own
players) over many many years, signing, re-signing and drafting players in the
off season. The replayability goes up
immensely just from this feature (along with the create-a-player and
create-a-team feature) alone.
The
second notable item is the improved polish on the game. Player models are notably smoother and more
animated, with at least double the animations from last years version. Now you see player animations on the defense
when they line up and you’re readying your play as offense, and amultitude of
additional endzone celebrations.
Unfortunately, the field and the stadiums still look subpar and pretty 2
dimensional There didn’t seem to be
much improvement in that category. A
few more digitized sound bytes are included for certain plays, so they don’t
repeat as much, but it’s still fairly limited, and you could go a good 2 to 3
minutes without any sound bytes at all.
The
third notable improvement is the gameplay itself. EA has revamed it’s field goal, kickoff and punting
mechanism. No longer is it a
fluctuating power meter that you must stop at the right place. Now you use the touchscreen to set your
angle and then draw your kick. That is,
you draw the trajectory (left or right or any path you want) and you determine
how hard the ball is kicked by drawing the trajectory either quickly or
slowly. Very intuitive and a much more
interactive kicking mechanism. Also,
hot routes for your receivers can now be set at the line of scrimmage on your
touchscreen. Nifty. EA also tries an all touchscreen control
mode, which allows you to use the touchscreen to move and pass. It’s interesting, and good to see that EA is
trying to involve the touchscreen more, but I still prefer playng with the
gamepad. Of course, you can still
select plays from the touchscreen, and you see a screen X and O overview on the
touchscreen while the action unfolds on the top screen.
The
last item of note is the new minigames/teaching aids included. Now you can play little point attaining
minigames based around short objectives, such as stop the tunner before the
endzone, kicking field goals and passing drills. It’s a fun way to play something short on the go if you don’t
have time for a full game. Of course,
Season Mode and Single Game modes are still available as are self created Tournaments. Madden Challenges for accomplishing certain
objective during play also still exist and they can be used to buy Madden Cards
(power ups for your players and your team).
Multiple cartridge multiplayer still exists as well.
And
I would be remiss in failing to note that Madden 2006 now has a sleep
mode. Owners of Madden 2005 probably
figured out that when you close your DS, the game is still on, as the DS will
not pause or go to sleep to conserve power (as I found out after keeping the DS
closed for too long). Madden 2006 will
dutifully pause and go to sleep to conserve power when the DS is closed. Bravo!
All
in all, Madden 2006 is a great step up from the 2005. However, graphics could still be improved (come on, we’ve seen
Super Mario 64 DS, what’s going on here?) for both the players and, in
particular, the fields and stadiums.
Gameplay is enjoyable, though, and this should satisfy any football
fanatic on the go. I picked mine up at
Best Buy, price matching it to $29.99.