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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.