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SupremeAC Blog

initial Jungle Beat impressions

I bought this game yesterday, and I have to admit: I had a queezy feeling about its quality and value up till the moment I played it but at this point in time I can tell you that of all things, at least it's genuine fun.

So far I've only played 2 hours of it -which mainly consisted of watching my girlfriend beat the game I had payed for- and it's low difficulty level and assumed shortness set aside it appears to be all that we 2D-platform lovers have been craving for.
"Why?", one asks. The answer is quite clear: it's good old braindead 2D point-A-to-B platforming covered in a layer of 128-bit graphical sweetness. Don't misinterpret that statement though: thise game has very little in common with the SNES DKC games. The only recognizable character is DK himself, and the game is built around a high-scoring system that works very well, even is obligatory. For instance: grabbing multiple bananas at a time will result in a higher score, and combos are performed by consecutive actions without touching the floor. You build up your score during 2 stages, after which there is a boss battle in which your score doubles as your health.

So by now you've all noticed that I haven't spoken about the konga-controls yet. And with reason. Basically this game would have been perfectly controlable with a regular controller, but the konga's aren't a hurdle either. It works just fine as long as you don't stray into the 'why didn't they just use the regular controller' thought-trap. All there is to say on this topic is that the drums are used for directional imput and claping for special actions and gathering bananas/stunning foes. The claping also eliminates the need for pixel-perfect control, but I won't delve deeper in to that untill I have beaten the whole game and review it.

Some conclusionary notes:

  • Level design is good enough, with the occasional original idea thrown in. Theme's aren't all that inventive.
  • Bosses are fun but not that hard and have a tendency of re-occuring often. So far I've only counted 4 types and I think that's about it. There are an equal number of mini-bosses that grow more challenging everytime you meet them too though.
  • The game seems easy enough for everyone to enjoy, but the high-scoring mechanics make it attractive even for the more seasoned gamer.
  • Might prove a bit short.
  • It's geniune fun!

added points through editing:

  • doesn't really have anything in common with previous DK games. Only recognizable element is DK himself.
  • the game seems to have a problem deciding on wether to put the emphasis on high-scoring or regular 2D gameplay. Not enough incentive for hardcore high-scoring.

I have entered a new level of game-collecting geekyness.

Bought this for 5000 Stars on Nintendo's official website. 5000 stars could have bagged me a game, or a GBA Player. If the first wouldn't all have been really old games and the latter would have been updated anywhere within the last year. So by lack of good gaming stuff this newly included item was the best thing up for grabs :D Still, for 5000 stars it'd better be of respectable quality :x .

while this might not look like much to you Americans, gaming garb isn't available over here in Belgium. I plan on wearing this nontheless, as it will be a good test of the strength of my relationship. If my girlfriend sticks with me while I'm wearing this, I've got a winner :D.

It has begun.

Well, not quite, but "It is about to begin" doesn't sound half as monumental :|

What am I talking about? My exams of course! After 4 weeks of moderately intense preparations they are finally here, to begin tomorrow. 2 weeks of stressfull testing of my intellect and ability to memorize and utilize various aspects of the building process and so-called reasoning and theoreticizing that supports it all. I claim to not have fallen victim to overly stressing, but am writing this entry nontheless.

In order of appearance:

Monday - constructional physics
Wednesday - architecture theory
Friday - urbanization (I fear for this one)

Monday - construction
Wednesday - project analysis
Friday - heating&cooling (may the great Mario above be with me that day)


Not that I fear the exams more then any previous period I've succesfully survived, but after 4 weeks one is inclined to break down every once in a while.

How the release of the DS might aid the PSP on its way to success.

This is a theory I came up with as a reply to someone questioning the chances of the PSP's success if the DS would not have existed. Needless to say he was just looking to see people hype the PSP in an un-founded way.

The handheld market is a peculiar one. It has show time (GameGear) and time again (Neo Geo), and again (WonderSwan), that it doesn't value specs and raw power all that much. It seems to rely on brand familiarity much more then the home console market, having favored the GameBoy name for over 15 years now. While this might be partially due to the fact that there is seemingly no competition I see this as also being because the handheld market is the domain of the anti-gamer. A lot of people who don't even see gaming as a full fledged hobby own a GB.

Because of this non-interest and lack of desire to own the best piece of hardware I feel that if the DS wouldn't have existed, the PSP would not have the opportunity to become more then a hardware niche only the hardcore gamer would own, shrugged off by the masses. But now that there is a new Nintendo handheld, GBA owners are enticed to spend their money on a new generation of portables. And are confronted with 2 contenders, that both seem to offer good value for their money. While most might stick with the familiar face of the DS -even though technically it isn't part of the GB product line- a lot of portable gamers will opt for the on first glance more impressive PSP.

Like I said, just a theory. But one I find to be rather plausible.

How getting overly involved with the GS boards doesn't put me off.

It often occurs that forumites who have been around for a while decide to take a step back, limiting their time here at GS in order to get back in touch with their casual side. Simply put: to play more games instead of to talk about them. They state that spending too much time here has made them overly critical and selective and that they'd rather be able to enjoy a halfway decent game then to talk about how sub-par it is.

I on the other hand feel -still feel, after 4.5 years- that these boards stimulate me as a gamer, as someone who is interested in the industry as a whole, more then the actual gaming itself. On average I might very well only game for half an hour a day, yet spend 4 times that time here at GS. If it weren't for GS I might not game half as much as I do now, for I wouldn't be as enticed to buy certain games as I am now, after talking about them for numerous hours with people who have other views from mine on said games. Would I really game 4 times the amount of time if I cut back on my forum time?

Does the fact that I analyse the special effects in games mean that I don't enjoy them as much? No, it merely enhances my experience, as I marvel in their excecution or smile at their lack of effort. Does the fact that I have become somewhat of an elitist mean I experience less games? Nope, I experience different sorts of games that I would have never touched if it weren't for these boards and the intelligent discussions they sometimes spawn.

What's wrong with enjoying talking about games more then actually playing games? I've always been interested in what makes us act the way we do, in the inner workings of our minds. And what else are VGs then an interaction between the mind of the developers and that of the gamer?
What's wrong with enjoying talking about my favorite hobby? A better understanding often results in a better view on the situation, better overall results.

Anyway, all this isn't really what I had in mind, so I'l just stop here, reflect on it a few times and edit it when I've got a better view on what I needed to say.

Just found the last quarter heart in the Minish Cap: a completionists nightmare

Man, that took me ages! I've been playing the game ever since its release early November for at least half an hour a day, and if it weren't for some FAQs I wouldn't have found the last 2 for at least another month, or more likely, I would just have given up.

Anyway, I'm feeling a strange mix of satisfaction and exhaustion now as I'm both proud I completed it and happy I got it over with.

A little warning to all you 100% completionalists out there: There's no way you'll ever complete the Minish Cap since some Kingstone fusions can only be done during certain 'chapters' of the game and you're bound to miss a few. This is another reason why it took me so long to find all the heart containers: you keep thinking one NPC will fuse with you and reveal those last heart containers. While these Kingstones are a novel idea I hope to never see them again :( And so will all of you completionists out there.

My first Reader Review - comments on how to improve more then welcome.

Since the game I reviewed isn't released in the US yet I can't upload it just yet, which is why I'm keeping it here for the time being. I hope you enjoy it, and if you have any comments whatsoever, I'm more then willing to improve on my reviewing skills.

“The Legend of Zelda: The Minish Cap” for GBA Reader Review

Overall Score: 9.3 (a few small improvements I can think of deprive it from a 9.4, yet it's freshness bags it the a higher score then any previous portable Zelda's rated by GS)
Superb

Gameplay:10 (due to impressive amount of fresh elements)
Graphics:9 (would have been an 8, yet Minish sections added 1)
Sound:7 (we know the music by now, and more effects would have been nice)
Value:9 (20-30 hours, what more needs to be said?)
Tilt:10 (It's a great game, even when compared to its predecessors, it deserves a 10)

Instantly recognizable to all who have played a Zelda game before, yet unexpectedly refreshing.

The Legend of Zelda has been one of Nintendo’s most successful franchises ever since the original Legend of Zelda appeared on the NES in 1987. 5 years later A Link to the Past rose the bar for top-down action adventurers into previously unknown heights. Fast forward to 2005 and the Minish Cap, released on the GBA, stands proudly asides its 13 year old brother as one of the best 2D games every created, and possibly the best GBA game to date. Whether you are a Zelda veteran or virgin, you are bound to enjoy this well crafted experience that draws inspiration from it’s 18 year legacy.

As all but the first of the portable Zelda tittles, the Minish Cap has been developed by Capcoms in-house development team Flagship, monitored by Aunoma, who was responsible for the Wind Waker. While most of us perfectly know what to expect from a new Zelda title before we even boot it up, Flagship have done a wonderful job at incorporating a large array of new ideas and locales amongst a massive amount of familiar elements borrowed from nearly every game ever released in the series. The return of the ongoing spin-attack from the Wind Waker and A Link to the Pasts Armos knights are but two examples. 

Each Zelda game differentiates itself from its predecessors in that there is always one gameplay gimmick that overshadows the whole game and this time it takes the form of a talkative beaked cap, which enables you to shrink to a Picori-sized 4 pixels in height and functions as a guide, helping you through the game and keeping you on track with the main quest. This quest consists of restoring power to the sacred Picori blade called the Four Sword in order to stop Vaati from becoming all-powerful and freeing Zelda from the stone form Vaati imprisoned her in. True to Zelda tradition this is achieved by retrieving 4 elements conveniently stored away deep within monster-infested dungeons. On first sight this might not seem to bid well for the longevity of the game, but those with a knack for exploration will easily take a 20-odd hours to beat the main quest. And explore you will. Even more so then previous Zelda games you are encouraged to double-check every nook and cranny for collectibles, rupees and hearts, and Flagship have made sure that there is indeed something to find wherever you look.

Taking on his microscopic size Link sees the world from a whole different perspective, where high grass forms impenetrable forests, puddles lakes, and even the most harmless of enemies become threatening monsters.
In this state Link can spot and talk to the Picori people, the Minish and even enter their homes. These little elves came to Hyrule ages ago and have secretly lived amongst humans ever since, only to slowly be forgotten by the humans which now see them as pure lore. A few Minish are intricate to advancing the main quest, while most just give you valuable information, or offer to fuse kingstones with you. These kingstones are found all over Hyrule and fusing them with humans, Picori and animals alike will result in a chest appearing or some event happening somewhere on the map. All in all there are a 100 something kingstone fusions to be had, and if you want to complete the game fully they’re best not ignored.

Graphically the game is very pleasing. No 2D Zelda game has ever shown so much detail in both environment and character design, yet it stays true to it’s SNES roots. Shrink down to Picori-size and enter a narrow passageway or the Picori settlements and things only get better as the detail level multiplies by 10. Animation is top-notch throughout, albeit a bit lacking after seeing what good animation can do for games with the Wind Waker. Another subtle yet pleasing detail is the abandoning of the static shifting screen-sized environment in which Link moves for a smoother and more contemporary alternative in which Link remains in the center of the screen and the environment moves beneath his feet.

With the GBA portable Zelda games have finally surpassed the realm of tuned down blinky-bloinky transitions of classical scores and have entered the field of the true Zelda compositions as they were intended to be heard. The music mainly consists of an array of old familiar scores added by a small number of newly composed ones. The sound effects are nicely done and subtly added, and most characters yelp something when spoken to. All as can be expected, although the enemy grunts sorely lack grunting as most of them stroll on in complete silence.

The gameplay department won’t disappoint either as both new and old items such as the gust jar and Pegasus boots often sport multiple functions. This opens up a lot of possibilities for inventive puzzles and boss battles. The downside of this multifunctionality is that figuring out how to solve certain situations sometimes turns into a simple matter of trial and error. There are a healthy number of sidequests to be had, yet most of them rely on kingstone fusions at one point or another, making it all feel a tad ad random. These fusions ensure that you’ll partake in plenty of backtracking and exploring to determine exactly what result they have triggered. To prevent all these small events from being forgotten over time they are niftily marked on your map of the overworld. Some of you might find it reassuring to know that fetch-quests have been kept to a minimum and are always confined to well determined areas.

All in all Flagship have delivered a very enjoyable game worthy of the Zelda name. It might not be as big as A Link to the Past but it will keep you occupied for 15 to 30 hours and leave you satisfied as you finally store it away in your collection, which is all that can and should be expected from a Zelda game. Quite a shame the cart isn’t gold though.

tLoZ:the Minish Cap: my impressions at 6-ish hours in.

Ah, the smell of a new Zelda game when you open it It's been a tough choice, but a Zelda game deserves priority, even over Paper Mario 2. And thus my adventure began yesterday, around 4PM...

Here I am now, about 6 hours in and ready to share my impressions of this game with you. And because of the gruesome chaos that is my mind, I'll resort to giving you my impressions so far in a way similar to the tested review formula, with a few new categories addes so I could just talk about the game some more

Mood and Story

The Legend of Zelda: The Minish Cap for Game Boy Advance screenshot 50

*da-Dada---daDada-DA--Dadada---daDadada---* It's Zelda alright, in all it's 2D glory. Lots of familiar tunes and even appearances, friend and foe alike, mostly of which youl regocnize from tWW will make you feel straight at home. The story's fair enough and much like you'd expect: the game starts at the day of the 100th Picori Festival, at which the Picori dwarves will show themselves to their human friends after another age of abscence. Lots of events, one being some sort of melee in which the winner gets to touch the Picori blade, that seals away an evil overcome long ago. But Vaati, the melee's victor has other plans. He breaks the Picori blade, thus releaseing the evil back into the world and expecting to find something in the chest that was its prison. And because he knows gamers won't set out unless there's a princess to be saved, he turns Zelda into stone. Novel eh? Anyway, you can guess the rest: get sacred relics to restore sword and bane evil once more. Oh, and Zelda and Link are 'childhood friends' *shudders*

Graphics

The Legend of Zelda: The Minish Cap for Game Boy Advance screenshot 29

It's the prettiest looking 2D Zelda you've ever seen. All the elements of previous 2D Zelda's are there and they're more detailed and colourfull then ever before. In short: it beats both aLttP and tFS, and it doesn't even need to bring in the big guns that are the Picori areas you enter when you've shrunken yourself to their size, which is litteraly 4 or so pixels high when you're in the human world. Detail level is high and consistant thorough, and there are even some effects added here and there as to recreate fog and heat hazes. Characters are nicely drawn, to a level comparable with those in Golden Sun. Animation is a bit scarce here and there though, even on Link (why didn't they add animations for diagonal running?).

Gameplay

The Legend of Zelda: The Minish Cap for Game Boy Advance screenshot 28

Much of the same really. At first glance the map isn't all too big, leaving you wondering if there'll be much gameplay to be had at all. The Minish Cap solves this though, as each area can easily turn out to be twice the size once you start exploring it in your shrunken form. Shrinking and de-shrinking is only possible at certain locations that work as a form of portal meaning you can't go traveling all over the place being only an inch tall. This results in some brainbreakers over how to get to certain points that are clearly visible, but seemingly have no way of getting there because forrests of tall grass or seas of muddy puddles are blocking your way.
Furthermore the Minish Cap serves as a humorous and often frustrating companion/counciler who has an opinion on everything and won't hesitate to tell you about it. Charming in his own cranky kind of way.
Flagship have done a good job with the items too. While most of them look similar, they might not all have the uses they served in the past, and the tried and tested have been added with a couple of totally new and usefull ones, making for enjoyable new puzzles to be solved. Not to be worried though, there's still a lot of box 'n boulder pushing to be had

Sound

Almost all recognizable stuff. Most NPCs will yelp something when spoken too (I'm suspecting Zelda from having borrowed Navi's voice). Effects aren't anything more then what would be absolutely necessairy, and it wouldn't have hurt them enemy grunts to actually grunt from time to time, especially after how we've been spoilt in tWW.

Difficulty

Not asthonnishing. Rarely any real danger to speak off, but as far as I can tell at least the 2nd boss felt as if he was a treath to you. It's no wind waker, but most of us won't get stuck on combat, perhaps not even die.

Longevity

Hard to say since I'm only about 6 hours in. I recovered the second of 4 artifacts about an hour ago though, and so far it seems as if 4 is the final number. So I'm estimating around 12 hours to beat, and maybe 30 to see, do and find everything. But that number is mainly because of the 100 kingstones though, that you have to find first, and then talk to people that have a matching other half in order for something 'good' to happen somewhere on the map.

Overall verdict

It certainly is a true Zelda game, more so then any other originally portable itteration of the series. But while it could have been near to aLttP in terms of amount of game it seems to have more of a Oracle of Ages/Seasons type of longevity. Which is still nice, but I have to admitt I was silently hoping for more. Other then that a great game, very enjoyable, and it probably deserves more credit then I gave it here. Great game. Pick it up when it's released, and if you still have a dime left by then

How gaming sprawned my dislike of a new interior design material

You often see humerous threads popping up here at GS in which the author states a number of cases in which you know you have been gaming too much, for too long and while a good laugh, you're hardly alarmed by situations you recognize.
Yet past weekend my girlfriend and I, both students in the architecture headed to the bi-yearly interior designer convention open to public and I was confronted with such situation by surprise.

Meet Corian, a firnishing product that's only recently begon to break through:

Now this doesn't seem all to frightening, but focus on the brown block, and put it in a room where everything is made off corian. Corian is special in that it enables you to perfectly camouflage all edges and cracks, creating volumes in which everything seems to consist of one piece. To many this is a hygenic and aesthetic nirvana, but to me, it's low-detail videogames come to life. Seriously, it looked too perfect, even surreal. The material even felt as if it pushed you away, as if you couldn't touch it... Now this might seem stupid to you, but I felt as if I was uploaded into some stylish VG à la Killer7. I just couldn't stay in the room. It made me feel... uneasy. Remember me to never design anything that could end up looking like a room from PN.03 :| *shivers*

Metal Arms: Glitch in the system, a gem amongst raw iron

Ok, so I've been debating with myself as to where I should post something on this matter, and I figured it'd be a good topic to start my journal off.

I bought this game a month or 2 ago after seeing it drop to 20 Euros. Needless to say I never thought I'd be picking it up, but I've always been a sucker for good games at budget prices. I must say I haven't regret it. For those who don't have the foggiest idea of what the game's about: It's a 3rd person shooter in which you play as the robot Glitch who was found in defunct status by the Iron Star rebellion. This rebellion is the last hope for the robots of Iron Star who have been enslaved by General Corrosive, a failed experiment who after he broke loose set out to create his own bot army and seize the power over Iron Star.

Now I don't intend this to become a reader review so I'll keep the games technical aspects rundown brief: The graphics are very reminicent of the colourfull N64 era with robustness and clarity prevailing over detail. Think Jet Force Jemini crossed with a metal scrapyard and you've got a rather good idea of what to expect. One thing that shouldn't go unmentionned is the lighting which really does a lot for the game.
Sound is sufficient with music that albeit suiting the game well is rather repetitive and nice sound effects. There are also a number of oneliners your foes will emit when they suddenly spot you or destroy you which even makes dieing a little less stressfull.
Loading times have been kept to a minimum as they only appear at the start of each level.

As for why you should get this game: the gameplay is superb and the overall game rather unique. We've all seen ruins in games, just to give one example, but you've never seen ruins as those in MA. Huge areas of oxidated and bent iron tubes and plates, guarded by enemy MILs and inhabited by fast, disturbing and very lethal bots made up of scrap metal and held together by some strange force. The whole robot theme is clearly apperant in more then just the visual style as it lends itself to certain gameplay elements you'll find in no other shooter, like upgrades that enable you to change and load weapons faster untill you're swaping arms at superhuman speed or dismantling yourself to enter a manufacturing facility in the form of spare parts.

I lack the ability to cohesively tell you about all that this game has to offer you, but believe me when I say it's both fun and challenging as you conquer the 40 or so levels by driving tanks, all terrain units, fighting side by side with or as other rebels, playing "simon says", blasting through huge numbers of MILs, hacking into or overwriting MILs to controll them directly or have them become allies, and sneaking deep into MIL territories...
And of course there's the multiplayer mode which includes a lot of the traditional stuff along with some hilarious unique modes such as possession melee in which you are armed with nothing other then possession devices, forcing you to race towards the most powerfull MILs scattered around the terrain and overtaking them to obliterate your friends. Of course your so-called friends have similar friends and will frequently steal your powerfull MIL from your controll only to see them turn against you before they finnish you off in 3 seconds time.

...

Ok, so it did turn into a review of some sorts, but really: who cares? ;)