After many months of hard work, I am proud to welcome you to the NEW Snackbar Games. For those of you that have been with us from the very beginning, this is the 4th design of Snackbar Games. READ MORE
Chris Rasco
My son once described The Munchables as the game with the vegetable space pirates and the guys who eat everything. Oddly enough, that is probably the best way to actually describe the game to someone who has never played it. Taking on the role of Chomper or Munchy, the greediest Munchables, you have set out to retrieve the Legendary Orbs of Star Ving from the Tabemon space pirates who have stolen then. Let’s find out how a game with vegetable space pirates stacks up.
The game begins by allowing you to select either Chomper (for the guys) or Munchy (for the girls). The Munchables is broken up by different planets each with 2 levels and a boss level. You’ll progress through each stage battling pirates of varying levels. Combat is pretty simple as you can outright eat any pirates of a similar or smaller size by pressing the Eat button or you can break apart larger enemies into more manageable sizes by attacking them first. Your character grows and evolves as his/her stomach gets full as indicated by the on screen display and is able to eat higher level pirates. You also have a few special items at your disposal such as the vacuum that turns your Munchable into a sort of Dyson vacuum sucking up any nearby pirates. Along the way you will also be collecting hidden acorns. If your Munchable happens to take damage from one of the space pirates, the number of pirates you’ve eaten on that stage will decrease and you’ll shrink to your starting size momentarily. Taking damage in this shrunken size will end the game. Shaking the Wii Remote shortens the length of time you are vulnerable.
Surprisingly enough, Namco Bandai included the ability to use the Wii Remote + Nunchuk, Classic Controller, or even the GameCube controller. We opted to use the Wii Remote controller option. Your control scheme is determined by the controller you use to start the game at the title screen. An unnecessary option as the Wii Remote control scheme works very well, but a welcome one for fans of more traditional controllers. The controls were tight and responsive in every regard with the exception of jumping which could be a little frustrating at times.
Initially, the concept of the game sounds a little juvenile and may draw a parallel to a parent trying to get their kids to eat their vegetables, but The Munchables has been surprisingly entertaining to play. The combat is quick and easy and the levels are short enough that they don’t begin to feel cumbersome and drawn out. The replay value is also quite high as you replay older levels to try and increase your score and get the highest grade awarded for every level.
The Munchables is an interesting niche title that combines vegetable space pirates with aliens that eat their enemies and it just seems to work. It’s got a variety of controller schemes to please everyone and even though the story is shallow it’s a real blast to play. It is definitely a niche title that not everyone will want, but the upside is that it has already hit the bargain bin so I have no problem recommending you pick this up even for the occasional play. If you’ve got kids, it’s definitely something you’ll want to check out.
Plays Like: A common adventure game
ESRB: E for Everyone; Comic Mischief and Mild Cartoon Violence
Pros: Fun; Quirky
Cons: Shallow story; Jumping is a pain
Tony Hawk is the king in two arenas: skateboarding and extreme sports games. We got the chance to ask him a few questions about RIDE, ultrarealism and its consequences, and…the White House?
Snackbar Games: The original Tony Hawk Pro Skater was released almost exactly 10 years ago. How much have you been involved with the progression of the game since it debuted?
Tony Hawk: I was involved less in the last few games of that series, mostly because Neversoft knew what they were doing by then. In other words, I no longer had to explain what a 360 flip to crooked grind looks like. They were submersed in the skate world after working on the series for so long. But for Ride, I have been hands-on since day one. We started from scratch on this one and I had to make sure it was done right.
SB: Musicians have cited the “Guitar Hero effect” as keeping people from taking up real instruments. Are you afraid that, with the addition of the new peripheral in RIDE, skateboarding is going to experience a similar trend of people not trying the real thing?
TH: Not at all. I think this game will encourage kids to try the real thing more than our last series.
SB: Are you prepared for the backlash when people inevitably start destroying their carpets/TVs/pets/couches/relatives with misguided trick attempts?
TH: All I can say is: keep a wide berth and move any sharp edges. Just kidding, I think people will realize what’s involved very quickly and play it safe.
SB: The board peripheral for RIDE could easily be mistaken for a real deck. What kind of research went into developing it?
TH: We tried many variations of blank skate decks, incorporating sensors, sonars, infrared, and even trackballs. The board was the most challenging part because it has to feel like a skateboard, but also be intuitive without using trucks or wheels. I would say that half the battle was figuring out the right hardware design.
SB: This kind of controller has never been done at home, but there have been similar things done in arcades. Did you ever play any of those arcade games?
TH: All of them, including Alpine Surfer and Top Skater. I own an Air Trix machine.
SB: We’ve heard about your trick challenges with developer Robomodo, and…frankly, you seem to be crushing them. Exactly how good are you?
TH: According to current high scores, the best. But I’m sure that will change quickly once the game is released. I am very good at holding manuals and steering towards obstacles, which is one of the hardest techniques.
SB: Besides the peripheral, what is your favorite new feature in RIDE?
TH: That you can approach each level with different goals (speed, trick, etc).
SB: Are there plans to include the White House or the OEOB into the game? You know, for the full Hawk experience.
TH: Aaha, not quite. I caught enough heat for that already.
SB: Any insight into what’s being planned for the sequel to RIDE?
TH: We have just begun to utilize this technology, so I envision a better skating game. But my overall dream is to have other spinoff games as well (snowboarding, surfing, etc).
I get all sorts of strange promotional items at the house, but this one showed up yesterday and I can only assume it is for an upcoming game. Does anyone know what game this might be for? READ MORE
Wii Sports is arguably the most popular Wii title to date, simply because it shipped with the system as a pack in title. For most people, it really just whet the appetite and left us longing for more. Nintendo’s back with a sequel: Wii Sports Resort.
Wii Sports Resort is different from the original Wii Sports in many ways. Most notably is the required use of the Wii MotionPlus accessory, which is bundled with Resort (and some other games) and is also available as a standalone purchase. Resort also includes a larger collection of sports, 12 to Wii Sports’ 5, and with it a new menu screen. Each sport has an initial challenge with additional unlockable modes of increasing difficulty. Each sport will allow between 1 and 4 players to compete in the challenge, depending on the challenge. Sports included are Archery, Frisbee, Basketball, Cycling, Canoeing, Power Cruising, Table Tennis, Air Sports, Bowling, Swordplay, Golf and Wakeboarding.
I really enjoyed some of these sports and others were just downright cumbersome. Bowling and Golf are largely unchanged. Table Tennis was essentially just a modified version of Tennis from Wii Sports. Archery, Frisbee, Basketball, Swordplay, and Wakeboarding were all quite fun with Swordplay being the house favorite. The Air Sports events were really cool, the top choice of my wife. I felt pretty lukewarm about Canoeing mostly because I did so poorly at it and didn’t really enjoy it. That leaves Power Cruising and Cycling, neither of which I found to be all that enjoyable. Power Cruising was downright hard and I just couldn’t get the hang of it. After a few tries I just stopped playing that one completely.
At its core, Resort really is just an incredibly fun tech demo to showcase the abilities and precision of the Wii MotionPlus. For that, it does a really good job. It’s essentially to the WMP what Wii Sports was to the Wii Remote. Some might gawk at the $50 price tag, but with the WMP unit bundled in there, it’s really only setting you back $30 for the game (WMP retails for $20). At $30, Resort has more than enough depth to justify the price. If Wii Sports was any indicator, I’ll be playing a whole lot of Wii Sports Resort for months to come. This is something you’ll eventually want to pick up.
Pros: Bundled Wii MotionPlus unit; Expanded sports lineup
Cons: Price; Power Cruising sucked