torstai 4. elokuuta 2011

REVIEW - Mario Party 2 (1999)

GENRE(S): Party / Compilation
RELEASED: December 1999
AVAILABLE ON: N64, Wii Virtual Console
DEVELOPER(S): Hudson Soft
PUBLISHER(S): Nintendo
PLAYERS: 1-4


Mario Party was a commercial jackpot and it called for a quick sequel, which arrived just in time for the Christmas market of 1999. The developers fixed the most major mistakes they made with the first game, and added just enough exciting new features to the game to once again rake in the cash and moderate praise from critics. It's not that different from its predecessor, there's a disappointing amount of new minigames and it's even less of a fair game to a single player altogether than the first one, but there's no question about it: Mario Party 2 is fun.

"AWW, COME ON!!!"

Toad in the Box.
Mario, Luigi, Yoshi, Donkey Kong and Peach discover a new world, which they baptize Mario Land. Wario interferes with their ceremony and demands the world to be named after him instead, since he believes he is the only true superstar out of the six. After this statement, each person begins to claim the world for their own. While they're arguing over the name, Bowser invades Mario Land. Toad, who never runs out of ideas, suggests that whoever is a superstar enough to defeat Bowser, will get the world named after them.

I don't really have anything deep to discuss about Mario Party 2, so I'll get right into the game. The graphics haven't been updated in the slightest. The game looks different due to the different surroundings, technically it's completely unchanged - in other words, it's one of the nicest- and smoothest-looking games on the Nintendo 64 just like its predecessor. The voice samples are exactly the same as before - in other words, horrible - but the music is slightly better. Yasunori Mitsuda is once again in the lead, but this time he's assisted by a group of three. I believe each and every minigame has a different theme song.

It's a tank battle to the death!
If you played Mario Party, I believe you're going to find Mario Party 2 instantly accessible. It is different, though. There's just one main mode, one mode you need to clash through to see everything there is to see - the mode previously known as Adventure. There are five different boards/maps for you to choose from, and once you've played at least one game on each map at any speed (Lite/Standard/Full), one final, ultra-hard map is unlocked. Unlocking new minigames is very slow. In the first game, you could constantly try out new minigames by making progress on the Mini-Game Island; here, the only way is to clash through the boards and hope for a new minigame each time a minigame is randomly selected. It can take forever for you to unlock each one of the 65 minigames. I played three games at standard speed, and ended up with a total of 26 unlocked minigames; they repeat themselves more than a little. Once unlocked, you can buy the minigames for free use in Mini-Game Land with all the coins and stars each player has collected, whether they're human opponents or CPU's. Every participant's success counts to the money at your disposal.

There's a lot more going on on the maps than in the first game - which means you're in for a potentially, and very likely, extremely unfair game. To prove my point, I was playing as Mario, and winning by four stars and a decent amount of coins. I lost at many minigames and Luigi had pretty good chances of getting the Mini-Game Star as a bonus reward in the end of the round (you can turn off the bonus stars this time to improve your chances). Well, Luigi didn't have one single star by the end of the game when there were only three turns left, and I was very sure he would be the ultimate loser. Well, he stole a star from me and he had a Magic Lamp, which allows the player to be transported straight to Toad. Check another star for him. Then, he got two bonus stars in the end of the game - Luigi was the winner. This game can, and probably will, turn on you at ANY point. Success is not to be taken for granted even if there are only a few turns left, and you're lightyears ahead of the opposition. It took four games for me to finally win, and it was out of pure luck.

The new item games are quite entertaining, not
to mention rewarding.
The minigames are not that luck-based anymore, the dynamics are a little better throughout the line and the importance of the analog stick has decreased notably due to the lawsuit Nintendo had on their hands because of the mayhem they put players through in the last game. Also, there are much less games which result in the loss of one or more players - there are no losers, there are only winners, which on my account is a good modification to the game. In addition to the standard minigames, each map has a different, unique item game, unique Bowser events, and a duel event, in which you can challenge an opponent for coins. Also, there's a battle, in which each player pays an entrance fee for a random last man standing-type of minigame. The winner collects most of the money in the pot and whoever comes second collects a small percentage. Sometimes, even whoever finished third wins a coin or two. There's also a bank on each map, and if just passing through, each player needs to pay up five coins. If a lucky person happens to stop at the bank, he/she wins all the coins deposited. In addition, there are much more Happening Spaces on the board than last time around, and Big Boo appears a bit more often. So yeah, this game was made to end friendships, but it causes even more sorrow for a single player - the A.I. was apparently designed to drive you insane. It pulls such stunts at such opportune moments, the most opportune moment being the very end of the game, that playing a Standard or Full game in single-player mode is mental murder.

The most important new feature in Mario Party 2 is without a doubt the inclusion of a sensical Item Shop, which is to be found on each map. From there, you can buy items that further improve your chances of winning, or simply screwing at least one of your opponents over and shoving a ten-foot pole up their ass. Perhaps the most essential item is the Golden Mushroom, which works the same way as the regular one, which was already present in the previous game, only this one allows you to hit the dice block three times in succession. You can carry only one item at a time, and as expected, players can steal items from each other by using a special item called the Plunder Chest, so they need to be used carefully, but urgently - the CPU just LOVES buying and using the Plunder Chest.

FINALLY!
As I said before, the amount of new minigames is quite disappointing, and all of those that were carried over from the first game in a different form or merely in a different surrounding, were definitely not the best ones Mario Party had to offer. There are some cool and addictive new games, though, and I can't really name many minigames I would particularly hate. One thing that's deeply wrong with every single one of them, though, is that they never change. There's simply no variation to their difficulty level, or new stipulations to the gameplay. They're always the same - master them once, and you'll be pretty sure to win them every single time. The 11th or 12th game of Destruction Duet or Totem Pole Pound shows just how devastating repetition can be at its worst.

So, once again: you need to play through every map in the game at least once to have the best chance of unlocking everything in the game. After passing a certain point, you will unlock the Mini-Game Coaster within the Mini-Game Land, which is very similar to the Mini-Game Island in the first game, but more of an extra for you to conquer. In any case, Mario Party 2 was made to tide the franchise's followers over right up until the release of another sequel, so it has a lot in store for lovers of multiplayer mayhem, not much more or less for a single player than the first game, though.

Mario Party 2 is another good game in a unique franchise, and fit for everyone, from the cradle to the rocking chair. It's very accessible, diverse and features a basketful of highly entertaining minigames; I just wish unlocking those minigames would be little less time consuming and frankly, dull.

GRAPHICS : 9.1
SOUND : 7.2
PLAYABILITY : 7.5
LIFESPAN : 8.0
CONCLUSION : 7.7


TRIVIA

GameRankings: 75.94%

REVIEW - Mario Party (1998)

GENRE(S): Party / Compilation
RELEASED: December 1998
AVAILABLE ON: N64
DEVELOPER(S): Hudson Soft
PUBLISHER(S): Nintendo
PLAYERS: 1-4

The Mario Party series has never exactly been a critics' favourite, but it has such a solid fanbase that a total of ten games have seen release in the last 13 years, and an 11th game is on the way for the Wii. The first video board game crossed with a compilation of Mario-themed minigames was released in Japan in late 1998, and became an instant hit. Even though Mario Party has a lot of troublesome issues related to controls and the total occasional absence of fair play, it still manages to entertain single players and small groups of people alike. Let's party.

Superstars in the making

Mario, Luigi, Wario, Peach, Yoshi and Donkey Kong are engaged in an argument over which one of them is a true superstar. Toad comes up with the idea of having the six embark on an adventure to search for stars and claim superstardom.

Beating Mario Bandstand as the conductor has
NOTHING to do with skill.
Last year, I reviewed the much panned Mario Party Advance, and I somewhat enjoyed the game; I'm usually much pickier than other critics, but I don't know, something about the game rubbed me in a good way, and I ended up writing perhaps the most positive Mario Party Advance review in the world. Before I played Mario Party Advance, I had no idea what the whole series was about. After having a decent experience with the game, I somewhat promised to review the first three games in the series for the Nintendo 64, should an opportunity arise. Here I am, cashing in on that promise, and I must say I'm pleased with this first game. It's far from perfect, and I'm sure to tell you why, but it's just as fun and addictive as it looks on the outside.

The game sports some of the nicest graphics we ever saw on the Nintendo 64, even though some character models look a bit odd, and not in the most flattering way either. The game features 53 completely different minigames with totally different, good looks. The framerate is smooth throughout the line, and the boards (or "maps", as they're called in-game) are amazingly detailed, colourful and neat. The music really isn't too good. There are some heavily remixed, vintage Mario tunes - which form the better half of the soundtrack - and some very generic island jive. I seriously gasped when I heard that Yasunori Mitsuda of Chrono Trigger fame single-handedly composed the music for this game. I never would've guessed. The voice samples are quite horrible, especially those of Peach (Toadstool.).

Pound the cloud to make Piranha bigger and
faster, and able to catch and eat your opponent.
Good friendly family fun.
For those of you still wondering what the hell Mario Party is, exactly, let me break it down for you. It's a board game with dozens of minigames for you to master. There are two main modes in Mario Party: Mini-Game Island, and Adventure. Mini-Game Island is a single-player campaign, which has numbered worlds and levels like a traditional Mario game. Each level is a different minigame, and you need to meet a case-sensitive criteria set by Toad to pass it. This is a great way to practice each game, BUT your progress will most likely end in World 6; Mario Bandstand is infamously nearly impossible to beat. It takes an enormous stroke of luck to beat the game in this mode. Many minigames in Mario Party are unfortunately more dependent on luck rather than skill, and any minigame in which jumping is essential is, without exceptions, a pain in the ass, especially Platform Peril and Teetering Towers. Once I finally figured out I couldn't beat Mario Bandstand - I nailed it perfectly, but still lost the contest - a really sour aftertaste crept to the tip of my tongue, and right down my throat. It was time to move on to the Adventure; one of the most unfair board games I've ever seen, but hopelessly addictive.

The boards look extremely pleasant.
The Adventure is the butter on Mario Party's bread, and you'll definitely get the most out of it by having a full group of four people playing the game, but it's fun even if you're going at it alone or with a smaller group of friends. Your primary goal is to collect stars. Each map has a secondary goal of its own, but what you're basically supposed to do is to move on the board and collect coins. When you pass Toad, you can buy a star from him with 20 coins. The other players may screw you over and steal your stars by bumping into Big Boo and paying him 50 coins. Coins are gained from each standard blue space on the board, from the start space, and of course, minigames, which are triggered randomly each time every player has had his/her turn. The type of the game is random, and it can be an all-out vs. game, a co-operative game in which two, three or all of the players must work towards the same goal, or a single-player game which lets you work at total peace without having to put up with your opponents' bullshit. Bowser's camping on the board as well, and if any of the players bump into him, the confrontation usually results in some unfair Bowser minigame which very often affects all players, or a scene of general misbehaviour by every Nintendo kid's favourite villain.

It's like Hot Potato, only the potato is a live bomb.
There are three different speeds to the Adventure, and Lite (20 turns) is definitely the way to go for a single-player. The two lengthier options make the game last forever and lose its point. Anything less than 20 turns, however, would kill your chances in this game, because it's so unpredictable. Well, sure, it's a board game - just like in real board games, you might start out as a sure winner but be an equally sure loser just two or three turns later - but sometimes, I wonder. You're the closest player to the star space, and all you keep getting from the dice block is 1, while the other players make huge leaps of 10 steps one turn after another, eventually getting the star. Then, the star space moves up right behind you, and you cannot make a u-turn on the board; you can only change your route in intersections in front of you. I smell a rat. There's usually one CPU opponent that spells the most trouble for you - that does everything in his/her power to fuck the game up, for others as well as themselves, but still manages to succeed in the game as far as coins and stars are concerned. Here's looking at you, Yoshi - you stupid, green son of a bitch. He made my first Adventure a freakin' nightmare - and as a twist of the knife, he won the whole thing. Coins, stars, and the three awards. All of them.

Perhaps the easiest memory match game ever.
The same minigames start to repeat rather quickly, and after (you've tried) beating Mini-Game Island once, and perhaps a few Adventures, the game's single-player attraction is all but dead. The map of Mushroom Village looks like it's holding a lot, but it really isn't. The Item Shop is completely useless, it sells some random trinkets that have no actual use whatsoever. You can play minigames freely without criteria in the Mini-Game Shop, which I also consider a filler because there are two main modes with these same minigames, and you can store your items in the Bank - again, those completely useless items. The game is cramped with crap - there are only those two modes that make some sense. As a multiplayer game, Mario Party was made to last, at the very least until the inevitable release of Mario Party 2.

Mario Party has quite an ongoing legacy, and the first game itself has its highly entertaining moments. Some of the minigames are highly difficult or even downright impossible to beat, at least by playing alone, some of them are plain stupid, some of them are hard to understand by just reading Toad's explanations of them, the crappy jumping dynamics kill all games in which they're essential, and the games in which you have to rotate the analog stick at hundred rounds per second to succeed are infamously nasty, both mentally and physically. It still has its moments, it's addictive and with a great deal of luck on your side, you can play through one Adventure without ever having to deal with any crappy minigames. The best thing about Mario Party is that it's one game that's definitely suitable for all ages. That narrows down the search for potential human opponents, which you will want to have sooner or later. 

GRAPHICS : 9.1
SOUND : 6.5
PLAYABILITY : 7.1
LIFESPAN : 8.0
CONCLUSION : 7.3


TRIVIA

a.k.a. Mario Party 64, Mario Party 1

GameRankings: 78.82%

Nintendo Power ranks Mario Party #98 on their list of the Top 200 Nintendo Games of All Time. 

A group of parents sued Nintendo of America for the few minigames which require the player to rotate the analog stick at an extremely rapid pace, because doing this didn't just potentially damage the expensive controller, but caused visible hand injuries to their children. Nintendo was found guilty and was forced to pay fines to the plaintiffs, as well as give out free gloves to anyone who hurt their hands playing Mario Party.

tiistai 2. elokuuta 2011

REVIEW - Mario Tennis: Power Tour (2005)

GENRE(S): Sports / RPG
RELEASED: September 2005
AVAILABLE ON: GBA, GCN
DEVELOPER(S): Camelot Software Planning, Nintendo
PUBLISHER(S): Nintendo
PLAYERS: 1-4


There are not too many franchises copyrighted by Nintendo that didn't see a Game Boy Advance installment at some point of time. In 2005, Camelot and Nintendo brought back Mario Tennis on the Game Boy Advance, but rather than settling on a port of the Nintendo 64 cult classic, they delivered a whole different game with a very strong element of role-playing in it. This strange hybrid of a traditional sports game and an RPG gained the respect and acclaim of critics everywhere. Me, I came here to play tennis, not witness an exceptionally dumb role-playing adventure with SOME tennis in it as the main mode. Luckily it's not the only way to go.

The mystic quest for game, set and match

Clay and Ace, two young, promising tennis upstarts make their way up the ranks of their academy, all the while a group of mysterious, masked players hack through top players of those same ranks with authority.

Try again when there's a real tennis game
going on.
Mario Tennis: Power Tour has a plot... and that, I believe, is enough said. Seriously, as I said before, I came to play some tennis, not talk to a million NPC's before I can enter one single game. Leveling up is good, in any game. I just love to build up my characters, whatever the game is like, and adding this particular element of a role-playing game into a sports game is a no-brainer; practice makes perfect. The stupid conversations and scenes between equally stupid original characters, and travelling from point A to point B, and from there, to points C and D, and finally to point Z, are ideas which should've been harvested from the game before they were even conceived. Why do even RPG lovers buy this game? Tell me. From my point of view, they're expecting a quick, fun game of tennis, just like Mario Tennis was before it. To enjoy that kind of game, you need to set your sights on the Exhibition Mode and just leave the Power Tour be. Doesn't sound very fun or worth your time or money, now does it?

The graphics are quite OK, just what we've grown accustomed to from first-hand Game Boy Advance titles. Colourful, and neat, and of course, considering the primary genre of the game, dynamic movement and framerate are very important issues. The quality of the music (once again composed by Motoi Sakuraba) varies by a bunch, but most of it's all right. Since the main mode of the game focuses on original - yet generic - characters, there are less voice samples in this game than most Mario-related titles for the Advance.

I want to play as Bowser.
I will not comment on the Power Tour any further. In a nutshell, I hate the mode. The sequences detached from actual tennis are just way too long. You're spending more time navigating the academy grounds and unlocking minigames than actually playing. Of course, to unlock everything in the game even outside the Power Tour confines, you need to finish the mode once. I'm sure there are people who like Power Tour, but it's simply not what I expected out of this game, and it's not even an entertaining poor man's RPG. I've seen indie developers make better RPG's. It's cruel, but it's my honest opinion.

So, Exhibition Mode is the main shite as far as I'm concerned. In the beginning, there are six Mario characters to choose from, and luckily Bowser is among them, once again. The vintage controls and the unique shots of the Nintendo 64 translate to the Game Boy Advance surprisingly well, the game is comfortable to play and the unique Power Shots of the characters, as well as their personal traits, are much stronger and more essential elements of effective gameplay. Many consider the multiplayer mode of Mario Tennis its strongest quality, and once again, I must profess my dislike for multiplayer games on handhelds. To me, the only attraction of Mario Tennis: Power Tour lies in the single-player experience - not a very good sales point for a game that was pretty much created for multiplayer madness. Mario Kart: Super Circuit is a strong game from all angles, so the lack of a comfortable multiplayer mode doesn't hurt it that much, but Mario Tennis: Power Tour isn't.

That's better.
I don't really know what to say regarding the game's lifespan, because I'm sure a lot of people really enjoy the Power Tour mode in addition to simply having to hack through it to unlock everything there is to unlock. Personally, I find the game a mere tool to pass time at the exhibition court, I have close to zero interest to wrap up the story, and I'm sure that there are also people who share my view. I truly hope so, at least.

I went into this game expecting a diverse game of tennis in the vintage slapstick style of the Mario franchise, but I did not expect a game quite this diverse, nor did I want it. There's way too much emphasis on a crappy, dull role-playing game instead of what it says on the cover. Props to the EXP system, flops to the rest. Mario Tennis: Power Tour is a severely overrated game, close to nothing like its predecessor. 

GRAPHICS : 8.2
SOUND : 7.0
PLAYABILITY : 6.6
LIFESPAN : 6.0
CONCLUSION : 6.5


TRIVIA

a.k.a. Mario Tennis Advance (JAP), Mario Power Tennis (EU)

GameRankings: 80.76%

REVIEW - Mario Tennis (2000)

GENRE(S): Sports
RELEASED: July 2000
AVAILABLE ON: GB, N64
DEVELOPER(S): Camelot Software Planning, Nintendo
PUBLISHER(S): Nintendo
PLAYERS: 1-4


The first 3D tennis game in the Mario franchise, Mario's Tennis, was released in the summer of 1995 on the ill-fated Virtual Boy. Even though the critical reception and commercial success of the Virtual Boy were simply awful, Mario's Tennis was considered one of its better games - out of the total of 14 that were released in North America. The Virtual Boy was discontinued six months into its launch, but some ideas for its games lived on. Exactly five years after Mario's Tennis, a similar game was released, primarily on the Nintendo 64; it was even named similarly. This game, Mario Tennis, enjoyed formidable success, and it is indeed a very entertaining sports game in itself, as well as one of the most essential multiplayer experiences on the Nintendo 64. It's like Mario Kart, but it's tennis.

Game Bowser! Game Bowser!

Just about two weeks ago, I was visiting a friend on some real business, but ended up melting my backside into his sofa for an extended period of time. Eventually, we had nothing left to do and another friend plugged in the Nintendo 64, prompting us to join him in a game of Mario Tennis. I didn't feel up to it, but we had quite a posse there and the minute this guy said "Mario Tennis", I started to hear "I'm in", "Yep", "Count me in", "I'll be there for the next round" and all that. 11 years after its release, this game has become a cult multiplayer title for the N64, on par with, if not even more popular than Mario Kart 64. It's tense, it requires keen reflexes, one round can easily be over in a minute, and it can just as easily take tens of minutes. It all depends on your concentration... and of course, your skill to screw your opponent over in numerous ways. Tennis is a much harder game than it looks like. Video tennis is even harder.

The graphics are quite simplified. The characters look somehow different from what we've used to, but in this game, graphics don't matter one bit and there's simply no time to start picking up errors once you've begun the game. The only graphics you'll care about once it begins are the polygon clusters that form the ball. The music is composed by RPG veteran Motoi Sakuraba; I believe this was his first Mario game, if not even the first game he did for Camelot Software Planning. It's very basic stuff, nothing out of the ordinary and nothing too irritating, I think it's a fine way to go in a game like this. The voice samples are once again hilarious, but they might start grinding some nerves after a long stretch of matches. Especially if your human opponents are annoying enough to repeat the lines and giggle afterwards.

Get ready for the Bowser bombshell.
From the very beginning, the game plays out like Mario Kart. Only the go-karts are replaced with tennis rackets, which of course is quite an essential change. There are 14 playable characters in the beginning of the game: Mario, Luigi, Princess Peach (Toadstool.), Baby Mario from Yoshi's Island, Yoshi, Donkey Kong, Paratroopa, Wario, Waluigi, Princess Daisy from Super Mario Land, Toad, Birdo, Bowser and Boo. All of the characters either have a single strength to their style of playing, or they're all-around, balanced players, such as Mario. Even if the cast of default characters is fairly large, there is just one character I'm ready to even consider playing as - and those of you who have read my Mario Kart reviews know exactly who I'm talking about. Of course, Bowser's strength is Power, which makes him kind of weak against players with the strength of Tricky play, such as Paratroopa. Once again I'm forced to make the same old statement: "like I'd care".

There are many ways you can go at Mario Tennis. There are lots of options for a single player; you will get the most out of the game by having four players in a game of 2-on-2, but since I'm still primarily reviewing single-player games due to my usual take on multiplayer games, you can consider that a suggestion rather than a critical point. In addition to a normal game - for which you can choose the court type and number of players up to four yourself - there's a tournament mode (of course), Ring Shot, Bowser Stage, Piranha Challenge and two different quickplay modes available for a single player. Ring Shot is a challenge in which you need to make the ball go through yellow rings in addition to owning your opponent in a standard game, to collect points. There are a few variations of it. The Bowser Stage is to be taken very literally. The advanced court is modelled after the topsy-turvy Bowser stages in Super Mario 64. Hard, but fun. In the Piranha Challenge, you need to face a trio of Piranha Plants in addition to your opponent. Once again, hard, but fun. Mario Tennis offers up quite an array of games, whether you're going at it alone, with friends, or against friends turned sworn enemies.

The controls are very good and they have a lot more variety than one would think. It takes a while to learn the advanced moves, but the main point is that there ARE advanced moves which you will want to master before taking on another breathing opponent. A total of seven different shots are possible to execute with the press of one single button. It all depends on how long you press, how many times you push the button in succession, and of course, your direction. Have fun.

Mario Tennis withstands time quite darn well, as proven by many points in this review, but I guess that you have to try it to believe it, especially in these times when Wii Sports has created a new standard for video tennis and using a traditional controller for tennis, among some other choice sports, has become commercially obsolete. I love Wii Sports, but every once in a while, a man needs his round of Mario Tennis.

GRAPHICS : 7.0
SOUND : 7.3
PLAYABILITY : 8.8
LIFESPAN : 8.5
CONCLUSION : 8.7


TRIVIA

a.k.a. Mario Tennis 64

GameRankings: 90.54%

Nintendo Power ranks Mario Tennis #91 on their list of the Top 200 Nintendo Games of All Time.

Mario Tennis marks Paratroopa's first appearance as a playable character, and Waluigi's first appearance altogether.

maanantai 1. elokuuta 2011

REVIEW - Wario Land 4 (2001)

GENRE(S): Platform
RELEASED: August 2001
AVAILABLE ON: GBA
DEVELOPER(S): Nintendo
PUBLISHER(S): Nintendo
PLAYERS: 1

Wario Land has always been a highly acclaimed sub-franchise of Mario... and I'm nearly infamous for hating it. I liked the first game, which of course is formally known as Super Mario Land 3. I liked it a lot; it was a great game and an improvement over the first two Super Mario Land titles. The fourth game in the Wario Land series was released on the Game Boy Advance in the summer of 2001, something like five months into the handheld's launch, and once again critics were ecstatic about the game. Some called it the best game in the series. That didn't mean much to me, but critics putting it over the first one sparked my curiosity. Get ready for another contrarian's review.

Another return to Wario Land

Wario reads about an ancient pyramid deep in the jungle from a local newspaper, and rushes to the scene, smelling good money related to the discovery. Wario enters the pyramid filled with treasure and sets out to search for the mythical ruler of the pyramid, Princess Shokora.

It was about a year ago that I wrote reviews for Wario Land - Super Mario Land 3 and Wario Land II. The gap between the ratings was incredible. While the first game gained the honour of being the highest-rated original Game Boy title of the blog with the conclusive rating of 8.7, the second game - a usual critics' favourite - fell as far from the tree as 6.3. I have to admit I didn't remember a whole lot of Wario Land II when I decided to swallow my distrust and try out Wario Land 4 (I skipped game number three for the Game Boy Color altogether), but when I started to play the game, a lot of things that I hated about Wario Land II suddenly began to flash back into my memory banks. Luckily, not all of them. Wario Land 4 is a better game, with less downright enfuriating parts such as the infamous "chicken coop" sequence, but I sincerely don't know what it is about the series and its gameplay that rubs me the completely wrong way. I can tell you one thing for certain, though: on my account, a Wario Land game in which you can actually die, and in which there are no checkpoints, is not my idea of fine, consumer-friendly entertainment.

Not those zombifiers again.
The graphics are not that great on the GBA standards; Wario Land 4 looks more like a minimal update of the previous Wario Land titles than a game made to push the envelope like the Super Mario Advance series did right from the start. The sound effects and Wario's voice samples, and the jazzy jive of the soundtrack are the better parts of the audiovisual performance of the game.

As per usual, your goal is to solve puzzles, gather treasure and fight bosses. That's the simplest way to put it. There are six lengthy levels. In each one you're supposed to make your way to the end, get a key or something of the sort, and backtrack your way to the beginning of the level and hold on to the key within the confines of a time limit, and use the key to open up a new portal. Then you must a fight a boss, and you're done with the level. Even though all the events in the game take place within an ancient pyramid, all of the levels are themed differently. Wario Land 4 lives up to the standards of a traditional platformer by having a ghost house and a factory, for example.

There are three different minigames found in a room promptly called the "Mini-game Shop" which are all surprisingly fun. You gain special coins by doing good in the minigames, which you can use in item shops to buy some rare items. Also, finding CD's in each of the levels unlocks music to be played in the Sound Room, which is located in the pyramid's "lobby". There's all kinds of hidden stuff in Wario Land 4. Most of it's treasure, but a fairly large part of it's aimed at completists and those in pursuit of replay value. I can't say Wario Land 4 lacks replay value. Me, I barely have the patience to hack through it once. Somehow, it's so familiar. Even if all the flaws aren't there.

The biggest flaw about the game indeed is the way it handles a case of death, which was not present at all in Wario Land II. There are no checkpoints within the levels - none. If you happen to die, you're stripped of all the treasure you have collected, even that for which you have gone to great lengths - there's even an animation that shows how Wario is robbed of all your hard-earned treasure - and you have to start the whole long-ass level over, even if you're two steps from the final portal when it happens. The time limit is also a bitch. Failing to make it to the end within the given time does not kill you instantly; your treasure turns into extra time. Once again, though, the treasure does not stand for much more than currency for a different ending. There's a time limit to the bosses as well; each boss is in possession of a special treasure. If you fail to beat the boss within this different time limit, you will lose the treasure.

Yeah, this is exactly what I thought a pyramid
would look from the inside.
Wario Land 4 is definitely a harder game than Wario Land II, in a more politically correct way. For example, one thing that I remember loathing more than God about the last Wario Land game I played was Wario's removal from the playfield if a boss got the upper hand. In this sense, death is perfectly welcome. It's better to be forced to try again from scratch than being removed from the field and forced to backtrack your way to the boss over and over again. But, I will never understand the total lack of checkpoints - and because of just that one thing, I will never understand why this game has garnered in so much praise. That, and Wario's stiff movement. He has a lot of moves in his arsenal, a lot of different handicaps to be suffered, and I applaud Nintendo for making this such a versatile gameplay experience. They could've made it more comfortable, too, though.

Wario Land 4 is definitely a step up from my last experience with the Wario sub-franchise, but it's not a great game. I've seen the nines, even tens, and I simply don't understand what most critics see in this game. However, as I said last time, I love being a contrarian every once in a while and I guess I should thank Wario Land for letting me be one. Something's just not right about it. 

GRAPHICS : 6.3
SOUND : 7.5
PLAYABILITY : 7.0
LIFESPAN : 6.5
CONCLUSION : 6.9


TRIVIA

a.k.a. Warioland 4, Wario Land Advance

GameRankings: 85.19%

REVIEW - Yoshi's Story (1997)

GENRE(S): Platform
RELEASED: December 1997
AVAILABLE ON: N64, Wii Virtual Console
DEVELOPER(S): Nintendo
PUBLISHER(S): Nintendo
PLAYERS: 1


Yoshi's Story stands as one of the few Mario-related titles that Shigeru Miyamoto was not involved with in any way; instead, the project was led by the experienced trio of director Hideki Konno, producer Takashi Tezuka and composer Kazumi Totaka. In the midst of many other 64-bit sequels to 8- and 16-bit hits, the development of Yoshi's Story began in late 1996. This direct sequel to the masterpiece known as Super Mario World 2: Yoshi's Island naturally conjured up some great expectations, but also very mixed critical reception. At least your kids will like it.

No sane person can be this happy

Yoshi's Island is a happy place, but not by itself. The perpetual joy of its inhabitants is dictated by the Super Happy Tree. Prince Bowser grows agitated and jealous of the happiness of the Yoshis and has his court magician turn the whole island into a storybook. To put a cap on his evil deed, he steals the Super Happy Tree to ruin the Yoshis' mood. Six eggs survive the ordeal. Once hatched, the six brave baby Yoshis embark on a journey to the end of the storybook, reverse the spell and retrieve the Super Happy Tree.

Yoshi's Story is a game I have wanted to return to for years. I was just a little shy of 14 when the game was originally released, and I was crazy about Yoshi's Island for the SNES; it was one of my favourite games in the world at that time - it still is, but back then it ranked in the top five. Yoshi's Story was weird, and even more childish than its predecessor, but it was cool 'cause it sported better graphics and smoother gameplay than most N64 games (the 2D really works!), and I guess that even if I was a bad-to-the-bone 14-year old headbanger who spent all his non-gaming time either making loud music or comparing chicks' boobs and asses, I still had somewhat of a soft spot for Nintendo's cute ways of expression. Fast forward to 2011. I'm a calm, quiet 27-year old headbanger who spends all his non-gaming time dreaming of having a family (with a dog), going to work every morning at 6 A.M., paying bills and appreciating the small things in life... and I can't fucking stand this game.

"You shall not pass" is not a very believable
statement from a cross-eyed elephant moping
around in his underwear.
As far as the graphics go, we have to get one thing straight: it's technical ecstasy. The framerate is absolutely awesome, and in my honest opinion, 2D games on the N64 look better than the 3D games. Less polygons, smooth textures, more delivery. On the other hand, Yoshi's Story is so darn cute it's hard to watch. Not as hard as it is to listen to, however. There's a credited voice cast, whose names in the credits give a whole new meaning to the saying "for the glory of nothing". Kazumi Totaka does Yoshi's irritating voice that has become standard in the Mario series in the later years, and I guess there are some words there in some sense, but the other characters just make some very weird, random noises. The Yoshis' singing between levels is absolutely horrible (M.Y.M. horrible), and the music is very annoying and repetitive, not even close to the Nintendo or Mario (same difference) standard.

The gameplay of Yoshi's Story seems very similar to that of Yoshi's Island; there are a lot of the same moves and characters. There's just one important difference that affects just about everything: Mario is not in this game. First, it seems like a blessing - after all, we all remember the worst part of the SNES classic, which was the sound of Mario crying. Then, it hits us like a blitz of lightning: the sensical thought of what's left after Mario's gone. Is Yoshi's Story a simple platformer in which you just need to run through the level in the most traditional way imaginable, then? No. You have to eat different kind of fruit and vegetables, 30 of them to be exact, to beat a level. It's as simple as that. You can do this in five minutes per level, and you only need to beat six levels to beat the game. To put it simply, eat 30 apples, and you're done - the level's over. The Yoshis are one step happier, and you can move on to the next chapter of the storybook. Sure, there are a few boss fights, but this is the primary idea and it carries on to the abrupt end of the game.

A three-headed Bone Dragon, now that's a
completely different ball game.
To have a smooth and fun gameplay experience, you need way more eggs in this game than the game is willing to let you have. There are some innovative and fun level designs, but since the one true idea of the game is to eat a lot of stuff in contrast to the first game which had a whole bulk of different goals, it starts to repeat itself in record time. The audio from the rim of hell removes the last little bit of comfort from this experience. I didn't think for one second that this nostalgic trip was going to be exactly fun, but I remembered Yoshi's Story to be a much more entertaining game. Let your kids go at it, but for the sake of your own sanity, leave the room while they're doing it.

As said, Yoshi's Story is very easy, so it's suitable for kids, and of course, adult Mario completists. Finish it once, and you can safely check it off the list - end of story. Even though there are some bonus goals, I believe you'll see very quickly that they're not worth your time.

Yoshi's Story starts off nice before the repetition kicks in, the controls are good and the game is a decent tool to pass (a small amount of) time, but in the end it's one of the dullest major platformers in the whole Mario franchise. Moreover, it definitely fails to live up to its predecessor. I think that, at least, is one thing we can all agree on. I've noticed that a lot of people, even those who own or used to own a Nintendo 64, have forgotten all about the game's existence. Can't say I'm too heartbroken.

GRAPHICS : 8.5
SOUND : 5.0
PLAYABILITY : 6.3
LIFESPAN : 5.0
CONCLUSION : 6.0


TRIVIA

GameRankings: 62.74%

The first level was directly ported to the Game Boy Advance and used as a technical demo for the handheld in 2000. A full GBA version of the game never came to be.

It's August and he's back

Hello everyone, this update surprisingly took a little longer than a week to become true since I was dragged into a World Rally Championship event right after the Tuska festival. I'm pleased to announce that I will get back into the game (literally) tonight; I'm not quite sure what I'll be playing next, but I'm definitely ready to make my return. I have a few things I'd like to discuss before that.

Look dudes, it's the chick
pretending to be Simon Belmont!
"Where's the review for Castlevania
Judgment
?" Let's ignore her. Maybe
she'll go away.
First of all, my friend finally fixed his PS3, so I at least temporarily lost access to a lot of games I was planning to review in the near future. Since I've reviewed almost every retail game in my own PS3 library and every truly interesting, not to mention exclusive, game for the Xbox 360 I have lying on the shelf there, I have a slight urge to switch back to reviewing whatever I want - mostly retro and handheld games - for a spell. Remember, there are still Mario games I haven't reviewed. Even Mega Man games I haven't reviewed. As crazy as it sounds, a few Castlevania games I haven't reviewed! I'm also yet to review the PC version of Home Alone... ugh. The Monster Mash still has a lot of good source material on retro platforms. Overall, there are a lot of games that should've, but haven't been reviewed. It's so easy to get stuck on playing and reviewing games of a more recent generation, and forget all about what I originally created this blog for.

So, I'm yet again very likely to take a turn to the yesteryears of gaming, BUT the fact remains that I only have a month left to enjoy the Xbox, and there are still a few games there that might spark my interest after I'm finally ready to try 'em. So, a safe guess would be that you're going to see quite a mash-up between retro games and Xbox games during the next four weeks. If nothing special happens (it usually does, as you've seen in the past), this is how the blog is going to be from now on - more balanced between retro, handheld and recent/current-gen games.

As a second-to-last note, I'm once again planning to reinvent the blog's look - upgrade it to 3.0, if you will. I'm once again open to any suggestions, but please, nothing extremely fancy and high-tech. It's not that I'm not capable of advanced editing, but I'm personally more comfortable with a simple, yet neat look. I hate that search bar in the corner, for example. I had to put it up there to ease up navigation, but it doesn't even work properly, as you might've noticed.

VGMania turns 1 in seven days, and I definitely have something special planned for the birthday, an idea I had months ago but haven't found a good niche for it. Making this idea reality will probably take me at least five days in real time, so I'm quite busy with that one too. This blog was born out of passion, now it's time to revive that passion; I promise that vacationing is over.

I'm pretty sure you'll have a pixelated bedtime story by tomorrow, see ya!