Released for the Game Boy in 1992, Kirby’s Dream Land marked the debut of the eponymous character that sucks and blows. What’s more, it also marked the beginning of Masahiro Sakurai’s entry into game development (in a directorial position, at least) and the growing relationship between the game’s developer – HAL Laboratory – and its publisher – Nintendo. But, instead of honing in on those aspects, I’m just going to talk briefly about the game itself. In short, it’s a basic platformer that was intended to be an entry-point for young video game players.
And short it is! After finding a complete copy at a local Goodwill for a couple dollars, I plugged it into my GBA SP late that night and wound up beating it there and then. After getting through the first two stages trouble-free, I looked online to see just how many stages were in the game. After reading there was five, I trucked on and completed the game, only having to continue once. After the credits, the game extolled a harder difficulty, but that’s not usually my scene.
One notable aspect of this game – while Kirby can suck up enemies, consuming them or shooting them back out, he doesn’t have his copy ability. This, being the ability to swallow an enemy and gain its attacks, wasn’t introduced until the next game, Kirby’s Adventure for the NES. Lacking this, the game felt a little empty taking my experiences with later Kirby games into account. Still, I was surprised to find that a few of the stages had a degree of openness to them, similar to the Genesis Sonic the Hedgehog games.
So, my biggest takeaway from Kirby’s Dream Land is its brevity. That’s not to say it’s a bad game, in fact, I think it’s very solid. Kirby controls great, and even lacking his copy ability, he still has many differentiating qualities. The boss fights that capped off each stage were fun too. And, I’d be remiss to not mention the jubilant soundtrack as well. It’s a high point for this game and indicative of the tunes the series would be known for. It’s a fun little game worth a half-hour of your time if you’re into platformers.
My interest in the Arkanoid series piqued after reading a Retro Gamer article chronicling the series. I’d never played a game in the series, although like most everyone else, had played a game like it. So, when the Oklahoma Video Game Exhibition came around and I found what I believed to be a reasonably-priced complete copy of Arkanoid: Doh It Again, I snagged it. Since then, I’ve played the game a great deal, enough to beat it, even. There were interesting touches to differentiate it from other similar games, although I eventually grew bored of it. The bulk of my time was enjoyable, but the times that weren’t, were tortuous.
The game consisted of 99 rounds with each one featuring a unique arrangement of blocks. Most were easy, usually requiring no more than a handful of attempts. However, there were a few, particularly rounds 95 and 99 that took me upwards of fifty attempts; seriously, like fifty attempts. These were awful and truly tested my determination to see the end. Generally, the tougher rounds were made so due to the inclusion of gray and gold blocks. Gray ones took multiple hits to destroy while gold ones were unbreakable. When these were used in combination, and arranged in specific ways, my success was based on persistence and a lot of luck.
Breaking up the formula were boss fights. These took place every eleven rounds and featured one of three bosses. If you’ve done the math, you know that means I fought each boss three times! This was a letdown, especially when I reached round 99 and sure enough, just a repeated boss. To be fair, they grew tougher with each appearance, although nothing else changed about them. I simply had to hit them more times. And, as I mentioned in the previous paragraph, the final round ate up my time and patience. Eventually though, I overcame, able to walk away with the satisfaction of beating the game, and little else.
Two-player modes (competitive and cooperative) round out the game and enhance the replayability. Honestly, this is where the game shines, too. Playing solo, the game represents a near-perfect podcast game, which is to say it can be a little boring. Throwing another person into the mix livens the atmosphere and makes for a fun experience – specifically cooperatively. There is a level editor mode as well, but that’s not my cup of tea; and the game also supports the SNES mouse which seems like an odd bullet point, but it probably has its perks in level creation.
Arkanoid: Doh It Again doesn’t have a lot going for it. Persisting through the game’s 99 rounds yields some good times, but eventually, those are overshadowed by the hours spent beating a select few stages. I’m still interested in playing other games in the series, but won’t necessarily seek them out. Perhaps the biggest personal revelation, however, was the fact that this game came out on the Super Nintendo in November 1997. That’s so late in the SNES’ lifecycle! I mean, November 1997. NOVEMBER. 1997.
Big topic discussion on the current deal between Hi-Rez and Microsoft. Bringing the growing MOBA to consoles provides un-matched market potential for Hi Rez and gives Microsoft a huge announcement in the form of an exclusive. But where is the money going to come from? Will Smite remain free to play on Xbox? What about the online community?
When I played PokemonPlatinum from May 5, 2014 to July 20, 2014, I kept an extensive set of game notes. These primarily detailed the Pokemon I caught and the names I assigned them. However, it also served to remind me of places I needed to revisit once I received new HMs, among other reasons. Good luck reading.
Having done a little bit of reading on Pokémon Battle Revolution before playing it, I tempered my expectations. Its predecessors, specifically on the GameCube, featured drastic changes to the Pokémon formula, while still maintaining the foundations of what a Pokémon game was. And, Genius Sonority was successful in creating full-fledged console Pokémon games after many years of fans wanting them. This game had none of that ambition. Or at least, none of their ambition went towards a single-player component, which was all I was interested in. Because of this, and because I was such a latecomer, I found the game to be very disappointing.
Instead of a full-fledged story, this game features a set of colosseums. These pit the player against a barrage of opponents, battling in a style unique to the venue. Each colosseum featured a unique rule set, although many were very similar. The rule sets affected the progression structure and the battle style. Many new battle styles were introduced in this game too, or at least, introduced to me. As I felt with Colosseumand Gale of Darkness, the double battles were a high point for this game. In that case, the low point would undoubtedly be the Neon Colosseum which introduced Fortune Battles.
In Fortune Battles, both trainers’ parties were input onto a spinning wheel, and they chose by shooting Poké Balls at it, like darts. Until I got the timing down (I spent two of my twelve hours on this single colosseum) it was maddening. Getting stuck with my opponent’s shoddy Pokémon was difficult enough, but having to restart after making it all the way to the leader? Now that was infuriating! However, most of the colosseums were cakewalks – this was a very easy game with imported Pokémon. After overtaking the leaders of the eleven colosseums, I had my Surfing Pikachu and was content. Replaying yielded new costumes for my avatar, but that wasn’t my bag.
It may have been more of a draw when the online was still… well, online. With the Nintendo Wi-Fi Connection now offline, that whole component is nonexistent. Of course, the game also features a robust local multiplayer mode, with support for all generation IV titles, but truthfully, I haven’t tried that yet. I’m looking forward to it though for two reasons. Being able to use the DS as a wireless controller is fantastic and it should allow for more cinematic battles (relegating all or most of the user interface to that system). Also, having the announcer return from his absence in the GameCube games is great! It reminds me of Pokémon Stadium on the N64; plus he’s helping learn the “correct” pronunciation of a few Pokémon!
Ultimately, I think I know why the single-player component of this game was so lackluster. Its release date tells the story. It was released in North America in June 2007 – two months after Diamond/Pearl released, and about six months after the Wii did. More telling though is its Japanese release date – a mere two weeks after the Wii. For all intents and purposes, this game was launch window. I expect Genius Sonority didn’t have the luxury of a lengthy development time. For Colosseum, they probably had a year-and-a-half development time, while Gale of Darkness may have had upwards of two years.
Also, in a potentially cramped development window, they had to develop for a new platform which featured improved visuals and fewer limitations on storage, implement compatibility with the Nintendo DS and the generation IV games, and perhaps the biggest hurdle for them was the integration of online play. This was only their fourth title, and their first to include any online functionality. Granted, they are closely affiliated with Nintendo and undoubtedly received much support, but Nintendo wasn’t so sharp in that regard at that time either (and many would say they still aren’t!). I imagine just getting the game out was an accomplishment in itself, but as it is, it’s an entirely skippable release, unless you’re like me and NEED THAT SURFING PIKACHU!!!
It’s been a little more than a month since my last grand ambition update, but it doesn’t feel like it’s been that long. Since I last composed one of these, I have beaten Pokémon Battle Revolution on the Wii and began playing Pokémon HeartGold on the DS. Battle Revolution was a brisk affair – I was able to complete it in a literal week, ultimately taking me about a dozen hours. I wouldn’t say it was a letdown, as I wasn’t expecting much, but it’s very barebones. I’ll discuss it in greater detail soon. I was able to extract all three Pokémon it had to offer though. The Surfing Pikachu, Magmortar, and Electrivire are now mine!
With that game done, I have since progressed to HeartGold. I’ve been looking forward to replaying this title for many reasons. I thought I left it incomplete on my original playthrough, although I’ve discovered that to be untrue. Still, I’m jazzed to be playing it. I was also looking forward to using the Pokéwalker and that’s been a nice distraction at work. Also, this is a remake of perhaps my favorite generation of the series!
Before beginning anew, I extracted the Pokémon I wanted from my original playthrough – around fifty – and restarted. I decided not to begin with all three starters, as that made the past few games a little easy, and resulted in my party being devoid of diversity. Instead, I chose Cyndaquil as my starter. The Totodile family is my favorite, although I generally always choose it and I don’t care much for Chikorita’s family, so I went with the fire starter. I’m about a dozen hours in now and have obtained three gym badges and around twenty Pokémon. I’ll check back again once it’s complete!
Watch the splendor of Street Racer for the PlayStation and Super Bust-a-Move for the Playstation 2 in low-fidelity splendor! Played by none other than JohnTheGamer and Tridrakious, courtesy of just1morelevel.com!