DS

Nanostray

January 12, 2006

It was a long day at my high school. Teachers didn’t feeling like teaching, and students didn’t feel like learning. I spent my whole day looking at the clock and thinking about my love. I could not believe how well we got along. I cherished the feeling as my fingers graced my sweetheart’s smooth skin. I felt my dearly beloved everywhere I went, as if the apple of my eye was right next to me.

The bell rang. I raced downstairs, navigating my way through the hallway traffic to the cafeteria. I threw my book bag on the floor and grabbed a seat at the lunch table. I reached into my pocket and pulled out my Nintendo DS. I recall feeling the union of souls as the small portable once again roared to life. I was reconnected with my one true love yet again.

Just then, my friend of many years sat down opposite me. A

Nintendogs

December 23, 2005

[heading]Kat Ingersoll[/heading]

Better late than never, as the old adage goes. That’s the phrase that went through my mind as I first explored the world of [i]Nintendogs[/i].

[i]Nintendogs[/i], which was released about nine months after the DS, makes you the proud owner of a virtual Tomagotchi-like puppy. You train, feed, bathe, groom, walk and play with it. You even have to scoop its poop, lest you earn the wrath of fellow in-game trainers.

This is the first offering from Nintendo that truly utilizes all of the DS’s unique features. You use your stylus to pet and groom your puppy. The microphone makes use of voice recognition technology to teach your puppy to respond to its name and voice commands. You even use both screens, watching your puppies play while you monkey with menus.

Graphically, the game is gorgeous. The puppies primarily reside in your “room,” which is a place for them to run around in when you’re not looking. The background has small touches that fit the environment. (Such as ming vases and deer scares for the tatami room.) The puppy breeds are also beautifully detailed from curly, frizzy tails for the shiba inus to curly ears for the cavaliers to the facial markings for the huskies. There are a few cropping issues that always seems to plague Nintendo, most notably when your large-hat-wearing puppies roll over and the hat seems to disappear into the floor.

Soundwise, [i]Nintendogs[/i] does not disappoint. Each aspect of the game has a corresponding soundtrack that is pleasing to the ears, yet doesn’t distract from gameplay. Also, each breed has a distinctive bark, though it is disconcerting to hear my big, bad, wolf-blooded huskie have a more yappy bark than my sweet, loving lab. The only drawback to the sound is that you’ll probably get rapidly tired of hearing the same background music as you put your puppy through its paces.

The real meat and potatoes of this game is raising and playing with your puppy, the majority of which is done with the stylus. The touchscreen and game are responsive to the stylus and the microphone is pretty sensitive to your voice commands. (You probably want to turn your mic down because it’s that sensitive.) To list all the features and things you can do with this game would make this review pretty long. However, the game is pretty intuitive. The only real drawback is that you may find the voice training to be very irritating, especially if you tend to speak with a “mush mouth.” However, if you remember to speak clearly and enunciate so the puppy can distinguish your commands from each other — instead of yelling “stupid mutt” at the screen — you’ll probably won’t have too much of a problem.

The one thing that hurts this game is that the novelty wears off quickly. Nintendo attempts to mollify this by stuffing this game with unlockables such as different breeds, new rooms, puppy accessories, music, and toys. Some you unlock by accumulating trainer points via winning competitions and caring for your puppy. Some you pick up while walking it. Some of the rarer ones are cute enough to make playing the game worthwhile. All these unlockables affect your puppies in different ways and it’s fun to see how.

Unlockables aside, those that are easily bored will probably set this game aside when the eventual flood of games comes during Christmas. However, [i]Nintendogs[/i] is fun for anyone that’s easily amused or often finds themselves with time to kill. It’s like owning a real dog, but without the smell. (And I’m sure Nintendo will correct that oversight in [i]Nintendogs 2[/i])

[heading]Michelle Morrell[/heading]

I myself think this game is awesome, and makes it worth owning a DS for it. I do have a few gripes though, which is troublesome, since outside of these complaints, the game is excellent. It utilizes many great features of the DS, but even so, I could not ignore these faults.

I think the first problem I had was doing contests. Every time I wanted to do a contest I had to continually click through the dialogue. Once you’ve read it, you don’t have any reason to read it again. Why waste the time to keep tapping on the screen to make the conversation end when you should just be able to start the contest and go at it?

The other problem I had with the game was the inability to check all the animals into the doggie hotel. Sometimes real life would get in the way, and I wasn’t able to play the game every day. Because of this, I wish that I could have kept all of my animals in a doggie hotel instead of having to leave one at the house. Sometimes I can’t get to the game for a few days, and I don’t want to have to worry about the dog running away.

Outside of those two faults, I thought it was a great game, and I really have a hard time going more in depth since most of the points have already been covered.

[heading]Vyolence[/heading]

[i]Nintendogs[/i] is not a great game. It’s not quite a good game, either. I wouldn’t even call it an average game.

This is because it’s barely a “game” at all. Much like other virtual pet-sims, or other “sandbox” games like [i]SimCity[/i] (or, indeed, [i]Animal Crossing[/i]), there isn’t much of a *point* to it. You feed, play with, and otherwise care for your digital dogs, training them to do well in the three contests, so you can earn money to upgrade your place… and that’s about it. No ultimate goal, no adversaries, not even any sort of head-to-head competition. It’s just you and your pup(s), simulating real life as best as the DS can, and occasionally meeting up with friends to show off your pets.

And for its part, the DS serves admirably. The voice recognition via the built-in mic (while admittedly spotty at times; I have some issues with siblants not being picked up, making commands like “sit” dicey) brings the level of interaction to a level previously only attainable via niche titles and specialized peripherals — like the Dramcast’s [i]Seaman[/i] or (and this is a stretch), [i]Hey You! Pikachu![/i] for the N64. The stylus interface isn’t quite as revolutionary when you consider the various applications of the PC mouse over the last decade or two, but still a huge step for handheld gaming.

But there are some basic flaws with the program that prevents it from being all it could be. You can’t have more than one supply out at once, so once you get beyond your first adoptee, you end up with your dogs fighting over the toys; even though you’ll probably wind up with a half-dozen tennis balls in your inventory, you can’t actually *use* any more than one. While watching three pixel pups trample over each other trying to get to a jerky treat is amusing, it is a strike against the “realism” — in the real world, dog owners can fling out more than one treat at a time. You can’t “dress up” your pup in more than one accessory (which spans everything from collars and bows to hats and sunglasses), which is a bit of a shame.

There are several nice designs available for upgrading your otherwise sparse living environments, but it’s all just so much wallpaper. The actual at-home play area is a circular space, often bounded by invisible walls, in which your pack of domesticated wolf cubs is confined. My current home is the “Seaside”: graphically, it’s a nice beach, complete with wide expanses of sand and surf; in reality, it’s an invisible kennel fifteen feet in diameter with no access to the water, pier, or even any simulated sand for digging.

I could go on. But nitpicking like that is what kills the magic of [i]Nintendogs[/i]. All [i]Nintendogs[/i] asks from you is about an hour or so (possibly less) of your time a day. Give them food and water, bathe them when it looks like they need it, and have some fun. If you want to get competitive and strive for championship-quality performances, that’s your option, but it’s hardly necessary. [i]Nintendogs[/i] is a great consolation prize for anyone who can’t (or possibly shouldn’t) own an real dog: it doesn’t take up any space, it doesn’t get sick, it doesn’t cost you anything more than the initial $30 (more if you don’t already own a DS) and electricity… and they’ll never die — in any real, emotional way.

On that note, however, there is one aspect of owning a real dog that is sadly simulated in [i]Nintendogs[/i] as well. Often times, once the shine and excitement of owning a new puppy has worn off, interest starts to fade. Before long, the dog has become a burden on its young owners. Not to the point of outright neglect (usually), but no longer special either. Once you grow tired/frustrated with the competitions and lost interest in unlocking breeds and items, [i]Nintendogs[/i] regrettably reaches that same level. Whether or not you feel guilty about treating [i]Nintendogs[/i] like a chore is really the defining experience of the pack: if you do, then maybe [i]Nintendogs[/i] achieved it’s goal after all.

It made you fall in love with puppy-shaped pixels. You wouldn’t be alone.

[heading]Wayne[/heading]

It appears that this will be the most difficult review I’ve had to do. After all, look at everything that I have to follow? Geez. Don’t leave a guy anything to work with here. 😉

Most of the main points have already been brought up, but there are a few things I would like to reiterate. [i]Nintendogs[/i] is fun. [i]Nintendogs[/i] is unique. [i]Nintendogs[/i] is one of the few games to fully utilize all of the capabilities of the Nintendo DS. Those are major reasons why I enjoyed [i]Nintendogs[/i].

I think perhaps the biggest problem with this game is longevity. Sure, as mentioned, there are plenty of unlockables. The thing is though, I can only do so many contests and take the dog on so many walks before I start to get bored. I played [i]Nintendogs[/i] for about a month straight, but I literally haven’t touched it in about four or five days.

As mentioned (yet again) the nicest and most aggravating thing about the game is the doggie hotel. You can keep up to five dogs there. The problem though is that you can’t keep them all there, so if you don’t play for a great length of time, there’s a chance your puppy could run away (or so the other trainers in the game warn me).

In relation to that, there were times where it really did feel like it was a chore to play the game. It felt like I was playing only because I had to, and not so much because I wanted to.

Of course, here I go blabbing about the problems with the game, but I suppose the better a game is, the more critical you are bound to be. In the end, I think [i]Nintendogs[/i] is a great game, and the beauty of it is that it targets a wide audience. You’re just as likely to find an eight year old boy playing this as you would be to find his mother playing it when he’s not. It’s a great game that aims at the widest demographic possible. That is why there has been such success with [i]Nintendogs[/i].

Kat’s already mentioned it, but [i]Nintendogs[/i] truly is a case of “better late than never.” This was the system selling title that Nintendo needing for the DS to be widely accepted by as many people as possible.

If you have not played [i]Nintendogs[/i] yet, you should at least give it a shot. Perhaps borrow it from a friend or something. Overall though, I am not disappointed. I played this game every day for a month and really enjoyed it. In my opinion, I got my money’s worth.

Mario Kart DS

December 22, 2005

[heading]Waynephinney[/heading]

I am going to have a difficult time not saying everything there is to say about this game, thus robbing Vyolynce of his part of the review. Because of that, I will try to be as brief as possible and hit all the major points.

[i]Mario Kart DS[/i] is the best [i]Mario Kart[/i] game I have played to date. Hopping has returned, some classic tracks have returned, and the new tracks are also great. The blue shell has returned, as well as some other new items.

The most popular part about [i]MKDS[/i] is the online playability. If you have a Wi-Fi connection, you can play [i]MKDS[/i] with up to three other people online. If you don’t, you need to buy a little USB receiver for your PC so you can play online.

As much as I loved this game, though, it’s still not a perfect game. As much as I love Nintendo, I will be the first to say that [i]MKDS[/i] still isn’t what I want in a [i]MK [/i] game … at least not entirely. My biggest complaint about this game is related to the same thing Nintendo has done to us since the N64 version of [i]MK[/i]. You can’t play a game with more than four human players at a time! This is a great aggravation to me. I still long for the opportunity to have eight-man kart races instead of a measly four. Sure, it could be done with a GameCube and an extra TV, but most people don’t have two GameCubes, and most wouldn’t buy them just so you could play [i]Mario Kart: Double Dash[/i] on them.

I suppose that’s really my biggest complaint. Everything else is very well roundedA

[floatleft]http://www.snackbar-games.com/images/reviews/daigassobandbrothers/cover.jpg[/floatleft][i]Daigasso! Band Brothers[/i] is a music/rhythm game like [i]Dance Dance Revolution[/i] in a sense, but it’s for the DS and requires using your fingers. It’s known as [i]Jam With The Band[/i] over here, and it was released in Japan in December 2004 just a month after the launch of the DS. It hasn’t been released yet over here, but it’s in development and supposed to be ready for release in June 2006.

For being an import, it’s extremely easy to navigate and find your way around the menus-with it being my first import, I was expecting it to be more difficult, but it’s just a matter of trial and error to find your way around. Not only is that easy but a lot of things are in English for like three seconds when the menus first appear, even the opening cinematic has some guy speaking in English with Japanese subtitles.

[floatright]http://www.snackbar-games.com/images/reviews/daigassobandbrothers/ss02_thumb.jpg[/floatright]There are three separate areas you can go into from the main menu aside from options and demo play. There is Single Play, where you can either play every song (other than two that you have to unlock), or Ticket Mode, where your play three random songs on the difficulty from which you start out (as a beginner) that only has you using either blue, the D-pad (any direction), or red, the face buttons (any button). As you progress through Ticket Mode, you get the next difficulty unlocked, which is Amateur Mode. Amateur Mode converts the red and blue-only directions to assigning every button a different note: up, down, Y, X, etc. There is also a ‘touch’ button that you have to touch so it automatically plays the segment of the song-there’s no time for stylus-wielding in this game, so you have to learn to touch your screen without any fear of smudges. I used to hate touching the bottom screen and getting fingerprints all over it, but this game weans you off that fear, and since the top screen is the main screen, you don’t have to worry.

Eventually, you get into Pro Mode, which is still kicking me in the butt. This difficulty brings in the L and R buttons that you have to press at the right time in sync with pressing the D-pad or face buttons, making it even more challenging. Next there is Band Play, which is multiplayer, single-game card, and multi-card. You only need one card to play with up to eight people, which is awesome. I played it (one card download) with one other person and had a blast. Then there is Infinite Mode where you and up to infinite players can join in on a band-I really don’t know how that works because I don’t even have one friend with the game. Last, there is Edit Mode, which is awesome because once you beat Amateur Mode (not too hard), you get Score Maker Pro (which is located in Edit Mode) that lets you create your own music and save up to four of them and even trade them with other fellow Band Bro players (ha, good luck coming across one!).

[floatleft]http://www.snackbar-games.com/images/reviews/daigassobandbrothers/ss03_thumb.jpg[/floatleft]Another mode is Whistle Mode where you use the microphone to make music by whistling into it, but it’s useless because it can’t recognize the note because you are either too close to it or too loud, so it doesn’t pick up the right note. You are able to choose from 42 different songs, spanning from J-pop, nursery rhymes, Christmas songs, a TV selection (remember a lot of this is Japanese, so the only way to know what song is playing is to know what the song is before you pick it), rock songs ([i]Smoke on the Water[/i] is one of them), classical songs, and video game music. For every song there is a sub-selection of instruments-most songs have eight different instruments, and every single one is different from the other, so the replay value is practically endless. Trumpets, pianos, electric guitars, organs, etc. It has around 48 different instruments.

I got [i]Band Brothers[/i] last month (November 2005), and I have played more hours on this game than all of my other DS games combined. I usually play around two hours a day-it’s that fun. For the $50 I paid to import it via www.lik-sang.com, it’s well worth it even if they are releasing it this summer. The songs are going to be completely different. If you’ve never imported a game, don’t be afraid. This is a good chance to dip your feet into the import scene. I give this game a 10/10. It’s a MUST BUY for every DS owner.

I have an emotional attachment to the original Animal Crossing on the GameCube. I was going through a very rough period in my life-almost a full year of unemployment-at the time the game was released in mid-September 2002, and being able to live an alternate, virtual life was just what I needed to continue to stave off insanity and/or depression (having pretty much exhausted Super Smash Brothers Melee by this point). I played that game everyday for over a full year (minus some days spent without power due to winter storms), long after I finally regained a position in the workforce.

As soon as the gaming community caught wind of what Nintendo’s portable DS system-with its dual screens, touch input, and rumored wireless multiplayer-was capable of last year, we all immediately were filled with visions of possibilities (much in the same way we reacted to the unveiling of the Revolution’s controller). As soon as I saw ‘touch pad,’ I immediately thought ‘hot damn, that’s just what Animal Crossing needed-a useable keyboard!’

Turns out, I was only half right, but I’ll get to that.

If one word could accurately sum up the changes between the GCN version and Animal Crossing: Wild World on the DS, that word could only be ‘more.’ More furniture, more clothing (now including hats and accessories), more tools, more fish, more bugs, more fossils, more conversation, more characters, more interactivity, more room (to paraphrase the great George Carlin, ‘more space for your stuff!’), more secrets, and just generally, more fun. This game is such an improvement over the original-which was an N64 title in Japan that was essentially ported to the GCN for the rest of the world-that the former is now practically unplayable to anyone who has been experiencing the Wild World for even a couple of weeks. That alone should be considered the highest praise necessary for anyone ‘in the know.’

But if you weren’t an Animal Crossing convert a few years ago (or when it was re-released as a Player’s Choice title) and need a real reason to purchase this title, I can do that in one word as well: ‘online.’ Mario Kart DS was nice, but Wild World is the real flagship title for Nintendo’s Wi-Fi Connection as far as I’m concerned. One of the greatest limitations to Animal Crossing on the GCN was the incredibly awkward ‘memory card-swapping’ method for visiting towns. No more; now all you need is wi-fi access and someone’s 12-digit Friend Code (and they need to have yours) and you can visit as many people as you’d like … as long as that number falls under the 32-code limit built into the game. Unlike Mario Kart, you can even text-chat with the other people in the town (up to three guests can be wandering around at once); this title is a ‘communication game,’ after all. Using the stylus to type and manage your inventory was every bit the savior that I knew it would be (using it for movement is clunky but at least not required), but it’s the online play that was the true godsend for Animal Crossing.

To be fair, there is a certain ‘less’ undercurrent counterbalancing the overwhelming ‘more’ of Wild World. For instance, there are no NES games like there were last time; Nintendo wanted to focus on the online play, and being cooped up in your house playing primitive versions of Baseball or Soccer aren’t exactly conducive to that (we’ll forego speculation about them wanting to protect the Revolution’s downloads for now). Many of the holidays have also been excised, in efforts to make the game more generalized to a worldwide audience (although Nook still sells his ‘Festive Trees’; I haven’t run across a Kwanzaa flag or Menorah yet, but I haven’t ruled out their presence); in their place are completely fabricated ‘events’ like ‘Lah-di-Day’ or the ‘Acorn Festival.’ Those two are the biggest blows against the game for fans of the previous title, but in the grand scheme of things, they are very minor details. My only other real complaint is that while each card allows up to four human characters to live in the same town (and the same house), the game is really best experienced by each player having his or her own card and town-having to share living space with three roommates is just as confining as it is in real life. A ‘one Wild World per DS in the house’ policy really is the best, even though it could be expensive.

Sure, the graphics may be the same ‘Candy Land dollhouse’ motif, and the sound is limited by the DS’s tiny speakers (although a surround option might help you pinpoint that pesky mole cricket), and the game still has no real goal, but none of that matters. What matters is that the child-like sense of exploration, discovery, wonder, and fun is the same as well, and now it’s easier than ever to share it with others who feel the same way.