Archive for the ‘N64’ Category

Paper Mario

Monday, September 3rd, 2007

In honor of Labor Day here in the States, I’m going to do as little labor as possible, and repost a review I wrote for Stage Select back in 2003.


Paper Mario. This is one of those games that comes along and you can almost hear the collective “Huh?� when it’s released. Usually it’s for a variety of reasons, but this time it’s mainly for the visual style. Now, if you’re reading this review, you likely have one of four stances on this game:

1. You are intrigued by the graphical style and want to know more,
2. You’ve played it, liked it, and want to know what I have to say about it,
3. You played it, but couldn’t get past the look of the game, and decided you hated it, or
4. You decided you hated it even before you played it, because 2D characters in a 3D world looks stupid and any game that would do that is stupid.

So let’s start off with the aspect that has generated the most chatter about this game: the graphical style. To put it short, the characters in Paper Mario are (primarily) 2D characters and the world is in 3D. The characters literally look like they were cut out of pieces of paper. When they turn around, they flip over; when Mario hops into bed he floats down like a sheet of paper, etc. The sprites themselves are extremely well done. If you liken cell shading of 3D characters to looking like a 3D cartoon (which I do), then the characters in this game look dead-on like a 2D cartoon. The characters are discernable, and animated to the point that the battles look nearly like something that you’d expect to see on Saturday morning. The rest of the visuals are done very well, also. Each area in Mario’s world looks distinct. They all have an appropriate ‘feel’ to them when you venture through them.

Battling and Leveling
Battling is at the heart of any RPG. The player will be spending the greatest amount of time in the battles, so they deserve significant consideration. The battle system (and the level system) is a bit of a departure from other RPGs that I’ve played. You start off with a low amount of Heart Points (health), Flower Points (think Magic Points), and Badge Points (let you equip badges that endow you with special abilities). Most every time you defeat an enemy, you get Star Points. Get 100 Star Points, gain a level. When you go up in levels you get to pick what attribute you want to go up, HP, FP, or BP, forcing you to plan, at least a bit in advance how you want your Mario to turn out. When you are in battles, you may notice that the amounts for damage (given and received) are very low. It stays that way for the entire game, towards the end, I was doing 4 HP of damage per turn (the enemies only had about 12 HP, save for the bosses).

Partners
Mario has several partners that help him out in this game. Each one has a special ability that you will have to use to solve certain situations. It’s nothing mind-numbingly difficult, hop on the back of the Cheep-Cheep to swim around, use the Bob-omb to blow up a cracked wall, stuff like that. They also help out in the battles, acting as sort of a compliment to Mario’s main onslaught. Although you can only have one partner active at a time, you can switch between them as often as you like. They add an interesting element to the battles, but they don’t have any HP (which works out OK since they rarely get attacked anyway) if they take damage, they have to sit out the number of turns equal to the number of damage they took. Good thing we are still sitting in the Realm of the Low Damage.

Storyline
This game won’t win any awards for storyline. It’s pretty straightforward and accessible. This isn’t necessarily a bad thing. This game is meant to be played by anyone with the ability to read, so there are very, very few places where you don’t know what to do next. I think I got stuck once in the game for about 15 minutes (because I forgot to talk to a main character… Oops). There’s very little new here. It’s not bad by any stretch of the imagination, but it is just adequate. The story is also extremely linear. That isn’t to say that there aren’t any side quests, because there are, just not many. The game definitely has a “Go here, do this� thing going on throughout, which will be a boon for the younger/inexperienced crowd.

Dungeons
What kind of an RPG doesn’t have dungeons? No kind of RPG that I’ve ever played. The dungeons in Paper Mario are relatively straightforward, and the puzzles are pretty easy to figure out. The designers want you to finish this game, they put a save point and a restoration point outside of every boss room. The levels, while not overly difficult, look absolutely wonderful. I really don’t think enough can be said about the visuals in this game. When you’re in a castle, it looks like you’re in a big cartoon castle; when you’re in a haunted mansion, you realize that it’s exactly how a haunted cartoon mansion should look.

Sound and Music
Sound effects and music are critical to a good RPG, especially those in the battles, since we’ve already established that that’s where the player will spend most of his (or her!) time. The battle music in this game fits well, as does the rest of the music in the game. Nearly all the music is the bouncy “Mario-ish� music that one would expect to be in a Mario game. The area specific songs fit them well. There’s even some remixes of some classic tunes hidden in the game. The sound effects are nothing to shout about. They are appropriate, and they don’t sound bad by any stretch. There are even some special Badges that change up Mario’s attack sound effects (but those get old quickly).

Length
I managed to complete this game my first time through in slightly more than 21 hours. Your mileage may vary.

Overall, Paper Mario is a solid game. It gives beginners a good place to cut their RPG teeth, and it gives veterans a break from the Final Fantasies and the Dragon Warriors, plus it’s a game that the whole family can (potentially) enjoy.

I give Paper Mario an 8 out of 10.

Pokémon Snap

Saturday, August 25th, 2007

It’s been nearly 10 years since Pokémania has hit here in the states, and in that time there have been numerous games, spinoffs, and sequels covering almost every genre you can think of. Snap is technically what you’d call a rail shooter. Yes, you shoot Pokémon, with your camera.

You are the latest assistant to Professor Oak, preeminent pokémon guy in the pokémon universe. He wants you to go out and get photographs of all the different kinds of pokémon that inhabit an island. Your weapons: a camera, and eventually food, ‘pester balls’ (they look like they smell bad), and a flute. You have a car that’s on tracks and goes through an environment where pre-scripted events happen. You need to take clear photographs of the pokémon for the Prof to complete his book. You get points for the style of the picture. More points for a pokémon being centered, more points for it multiples of the same thing in a shot, more points for the pokémon in a cute pose, etc. etc.

The real challenge in this game is to use the tools at your disposal to get the best pictures possible, and to get the most points. For a time, Blockbuster would let you print out stickers with your pictures, which was kind of neat, but those machines are long gone.

It’s a pretty neat concept for a game, but it’s way too short. I ended up finishing all of the courses in a couple of hours, and finished the whole game in less than a day. You can play the courses over and over again to get more points and better pictures, but it does get kind of old seeing the same few scenes over and over again.

Tapper

Tuesday, July 3rd, 2007

For a game that I played somewhat extensively as a youngster, Tapper hasn’t aged very well.

You take charge of a bartender in a series of bars, each with multiple… bars. Each bar in each bar has a door at the end that lets in thirsty customers. It’s your job to get them a cool, frosty mug of a beverage (either beer or root beer, depending on the version). You draw the draft and fling the glass down the counter where a customer will catch it and be knocked back a bit. Your goal is to fling the drinks down the counters and knock the patrons out of the bar, satisfied with drink in hand. If you break a glass, by either throwing it when nobody can get it or by failing to catch an empty glass thrown back at you, you lose. Allow a patron to get to the end of the bar without throwing them a drink, then you lose.

The game gets pretty hectic relatively quickly, so hectic that I end up losing by breaking glasses more than anything else. Mostly because some patron would finish off his first and then just sit there for a couple of seconds, pondering the aftertaste, while the new drink I threw at him sails right past.

Dr. Mario

Monday, June 18th, 2007

Apparently, Mario is something of a Renaissance man. He’s a plumber, a referee, a go kart driver, a golfer, a tennis player, and perhaps most shockingly, a doctor.

Not just any doctor, Mario has the daunting task of ridding various bottles of infestations of red, blue, and yellow viruses. It’s an epidemic, to be sure. Mario, Dr. Mario, has developed Megavitamins that can dispatch these nefarious creatures, but only if you can line up some combination of four ‘units’. Each virus and pill half constitutes a unit, and if four of a single color line up, then they disappear. Complicating matters is that each half of the pills can be any one of the three colors. Your goal, as is the case with pretty much every puzzle game is to sort the pills in such a way that they align with the viruses and make them ‘disappear’. Make all of the viruses disappear and you go to the next bottle, more densely packed with the little boogers.

If it was me, I’d have just poured bleach into the bottles, but that probably wouldn’t have been as much fun.

Puzzle Bobble

Sunday, May 6th, 2007

Puzzle Bobble (known in some parts as Bust-a-Move) is not your typical puzzle game, instead of building up a puzzle from the bottom of the screen, you have worry about a puzzle coming from the top of the screen, and once it crosses the bottom, you lose. Puzzle Bobble stars the dinosaurs from Bubble-Bobble along with some supporting characters. Their mission is to shoot the colored bubbles at the advancing wall of colored bubbles, with the eventual goal of lining up three or more to pop them. Why? It differs from game to game, but it’s usually to drive off the forces of evil. How does besting an evildoer in a puzzle game save his planet? I don’t know. I try to not wonder about these things and just play the game.

Tetris Attack

Saturday, March 10th, 2007

Puzzle games in general have one thing in common: they are conceptually easy to grasp. The better puzzle games are deep enough to compel you to keep playing to learn new strategies.

Tetris Attack is one of those games. The credits of Tetris Attack say that the game was inspired by the original Tetris. I’m pretty sure this is a… slight fabrication. As far as I can tell, the only thing that this game has in common with the original Tetris is the title. It seems to me that they just tacked the word ‘Tetris’ onto this game to sell more copies from name-recognition. Slightly underhanded, but that’s fine. This is a good game on its own merits.

Like a good puzzler should, Tetris Attack has an easy-to-grasp concept: multi-colored blocks rise from the bottom of the playfield, you have the ability to move them left or right, and you make them disappear by lining up three or more of the same color. Easy. And indeed, you could play this way and have a good enough time. Keep playing and you’ll discover that with careful arrangement of your pieces you can set up chain reactions or groups of far more than three to be cleared at a time, both critical moves to know in multiplayer mode.

Perhaps the thing that makes puzzle games compelling is that there is no defined end. The game lasts until you can’t last any more. You can always do just a little bit better, and are really competing with your self for the high score. Unless you’re playing multiplayer mode. Then you’re competing against someone who desperately needs to be taken to Tetris Attack school.

Yes, I like this game. I like it enough that I have four versions of it for four different platforms. And if there’s ever a Wii version, I’ll probably have that too.