January 2005

In The Legend of Zelda: The Minish Cap you play a guy named Link who is sent off on a quest to save a princess named Zelda. Sound familiar? Well, it should. This is only the 12th game in the series to feature that approximate storyline. So how does it stack up?

Well first, a little more about the story behind this game in particular. Link and Zelda are children this time around. The king, Zelda’s father, is still alive and well and in command. Link’s dad is a blacksmith, but not just any blacksmith: He’s the Royal Blacksmith. And he’s really your dad, since the game inserts whatever you have named your save file whenever someone or something refers to you. But enough about him. A mysterious swordsman turns Zelda to stone shortly after the game starts, and then breaks the ancient sword required to set things right. I won’t go into how he gets into a position to pull this off, because it’s really kind of silly and actually pretty funny when it happens. The Minish Cap is an animated piece of headwear named Ezlo that Link meets in the Minish Woods whilst searching for a minute race of people called the Picori. These people, according to legend, made that sword Link needs fixed, and will only reveal themselves to children (and any mysterious talking, magical hats those children might find in the wild).

Gameplay takes place in two worlds, a theme veterans of previous Legends will likely find familiar. There is Link’s apparently normally sized world, and the miniature world of the Minish which Link can access through special portals and the aid of Ezlo. Each world has unique hazards and challenges, and switching between the two is vital to solving many of the puzzles that stand between Link and the various artifacts the Picori need to help Link with his quest.

There’re also a number of side quests obtainable by taking to the right villagers, and the Kinstones. What are those? Well you know those “Bestest Friends 4 Ever” charms that split into two matching necklaces or bracelets or what-have-you? Same idea. Except you sort of find them at random, if you look around, and then you’re off to find an NPC with the matching piece. Finding the matching pieces unlocks various secrets.

So there’s certainly a lot to do for a young lad. Luckily for Link, not a lot of it is all that difficult. Unfortunately for us, this makes the game feel short. That isn’t to say that it’s an easy game, but it’s definitely the least difficult game in the series.

Speaking to the quality of the sound in the game, it’s above average for sure, but it’s nothing revolutionary. As part of the overall presentation it’s appropriate and more than satisfying, but nothing standard setting in light of other recent Game Boy Advance releases.

The visual style of the game is something of a departure, particularly when compared to previous iterations on the Game Boy Advance, namely A Link to the Past and The Four Swords. This game has a very bright, vibrant look that takes full advantage of the Game Boy Advance’s ability to do detailed, smoothly animated 2D graphics. The look Capcom and Nintendo pursued is fully realized, and any apprehension towards the style chosen melts right away once you start playing.

On that topic, it’s certainly not unthinkable that the art direction taken, combined with the fact that you do play a child Link might generate a certain amount of trepidation. It wouldn’t be the first time a game in the series was subjected to unkind speculation, but any suspicions that this might be a child’s game should be forgotten immediately. This is every bit as valid a member of the franchise as any of the classics, including the timeless A Link to the Past.

Overall it’s a fun game that looks great, sounds good and is worth playing by anyone who claims to be a fan of the series, despite being less difficult than one may expect. I’ll also go one further and recommend that anyone with a Game Boy Advance buy it, but I’ll stop short of calling it a reason to run out and buy the system.

GBA Covers

January 7, 2005

It appears that the GBA Cover project is now getting quite a bit of attention. Thanks to everyone who is helping out with that. I expect that it will continue to be a success as we get more and more people involved and building the covers. As of this writing we are up to about 112 covers with more on the way.

If you have a lot of GBA games (and the original boxes) and a scanner and are interested in helping out with this project then head on over to the [url=http://www.snackbar-games.com/gbacovers.php]project homepage[/url] and you will find resources and instructions on our process as well as links to the discussion threads on PA, CAG, and SB. Keep up with awesome work everyone.

Ridge Racers (Import)

January 7, 2005

[floatleft]http://www.snackbar-games.com/images/reviews/ridgeracersimport/cover.jpg[/floatleft]And lo’, another console was unleashed upon the masses of Japan, the Far East clamouring to receive the dark, black purveyor of portable power. With it came the generic titles of inevitability, be they a golfing simulator, or, in the case of this obtuse disk, [i]Ridge Racers[/i]. However, one must not become detained by the disappointment of the Nintendo DS’ sordid touch-screen-wheel-wrenching tomfoolery.

No, [i]Ridge Racers[/i] on the PSP is a rather different experience altogether. In fact, I would not be hard-pressed to say that [i]Ridge Racers[/i] on the PSP is one of the smoothest racing experiences in console history, let alone in the portable gaming war. It is truly the slick, gleaming yin to Nintendo’s clunky, almost depressing yang.

[floatright]http://www.snackbar-games.com/images/reviews/ridgeracersimport/ss06_thumb.jpg[/floatright]This is justified by the satisfying control you seem to exert over the vehicle. With the use of the analog stick, easing around corners at high speeds is an experience no longer akin to extracting blood from a stone-and in this case, ease is the operative word. No longer is it the case that the portability of a game saps from its absorption, its depth, and its ability to produce a satisfactory driving experience. The handling of cars in [i]Ridge Racers[/i] is as enjoyable and enticing as [i]Burnout 3[/i], except without the unbearable screeching of our friend Stryker.

Graphically, [i]Ridge Racers[/i] is something to behold. In comparison to any other portable game seen before it, it is a visual treat from the outset-the FMV intro a marvellous precursor to the visual feast that you are treated to upon entering the game. Strengthened by the PSP’s wide screen, cars rocket past at 60 FPS, speeding through colorful urban environs and lush vistas as you hang on for dear life. Hurtling over a hill, turning slightly as you do, and landing perfectly to turn a corner at full speed never looked, or felt, as good on a portable console.

However, while the game is as stylish as one would expect from Namco, it has enough content to keep even the most ardent racer going for many, many hours. While at first the tracks seem somewhat repetitive as you deal with the first set of basic challenges, you will discover a veritable automotive cornucopia-more cars, races, and hilariously-named challenges.

[floatleft]http://www.snackbar-games.com/images/reviews/ridgeracersimport/ss03_thumb.jpg[/floatleft]Something that cannot go without mention is the quality of the music in the game. While not made up of our favorite rock and pop artists, A

Right now Kmart.com is offering the 12 Month Subscription cards for $22.97. They go in and out of stock all day but they are in stock this morning. Go to www.kmart.com and search for item 100489. Add it to your cart and relish in the bargain of a deal you just scored. After shipping and tax it should be about $29.

Here we go

January 5, 2005

So we are kicking this New Year off with a bang. I put up quite a few new reviews this week for your reading pleasure. We also added a new forum for SB Projects. Included in there is the Gamertag Directory and the GBA DS Case Project. We also have space to discuss upcoming SB Media. SB Media will encompass all things like the Video Feature we recently did and any other multimedia angle we try to use.

One thing I want to mention is that if you have a large GBA collection and a scanner, we could really use some help getting boxart scanned in. Just visit the [url=http://www.snackbar-games.com/forums/viewforum.php?f=75]forum[/url] and you will get all the info you need on creating covers with us.