Wednesday, 9 March 2022

Kirby Tilt 'n' Tumble (Game Boy Color review)

Developer: HAL Laboratory, Nintendo R&D2
Publisher: Nintendo
Released: 2001

Kirby Tilt 'n' Tumble is a platform game that uses the cartridge's built-in tilt sensors.


It consists of eight worlds (with four courses each) and your mission is to reclaim the stars of Dreamland that were stolen by the evil King Dedede. You control Kirby by tilting the console as he rolls around the levels, while flicking the handheld upwards causes you to jump. Button A is action-based allowing you to shoot when flying or paddle when on a raft. The amount of gameplay variety on offer is stunning, as while one minute you'll be travelling over land, the next you'll be airborne shooting down enemies, before shortly entering a castle with minor puzzle elements. The latter are especially interesting, as the concept of collecting keys to open locked doors in this particular scenic setting is very reminiscent of The Legend of Zelda (1987, NES) and it's a really fun throwback that works well. The controls are surprisingly responsive, and while they can be a little sensitive at times, using the built-in motion capabilities makes for a more immersive and unique experience. Saying that, tilting the console away from your line of sight can be problematic and this is no more apparent than when you have to flick upwards to jump as it temporarily obscures your vision until the handheld is back at eye level. Also, the bosses are underwhelming and unlike the preceding action stages each battle is fought in almost exactly the same way. On a plus though, there are five entertaining mini-games that make great use of the tilt sensors, and the cartridge includes three save slots.

Kirby Tilt 'n' Tumble features highly engaging gameplay and the tilt controls are well implemented and feel vital rather than gimmicky. Additionally, the level design is sublime and it's a credit to the developers that they managed to constantly surprise players with new ideas, even deep into the adventure.


Random trivia: In 2001, a sequel called Kirby Tilt 'n' Tumble 2 was announced for the Nintendo GameCube, but was ultimately cancelled.

Sunday, 24 March 2019

Tetris (Game Boy review)

Developer: Bullet-Proof Software
Publisher: Nintendo
Released: 1989

Tetris is a puzzle game that was a pack-in for the handheld in Europe and North America.


Seven different shaped blocks fall individually from above and your job is to complete horizontal lines in order to remove them from the playfield; if the blocks reach the top it's game over. They can be moved left and right, dropped faster using Down on the d-pad, or rotated using the A and B buttons. A-Type mode is a high score endurance where the speed steadily increases. The gameplay is the ultimate blend of reflexes meets problem solving, and it's incredibly addictive trying to beat your previous best. Its simplistic mechanics make it intuitive for newcomers, but there's nuance for experts too. For example, removing single lines might be an efficient process, but the real high scores are gained by clearing four lines at once by stacking up blocks around the missing piece; the risk-reward here creates lots of tension due to you gambling on receiving the straight block you need, and it's oh-so-satisfying when you do! The pacing is superb, as it gives you ample time on Level 0 to learn the mechanics, while building to a rapid fire assault around Level 10. The controls are spot-on and it's great how both buttons rotate the pieces in opposing directions depending on which way you need them. B-Type mode tasks you with clearing 25 lines which is ideal quick-play for a handheld. I like how (given the shorter play time of each attempt) different strategies can be employed to focus on surviving rather than organising a perfect playfield! Another brilliant idea is how your score isn't displayed until the end as it keeps you guessing. However, the drawback in both modes is the lack of a battery to save your scores.

Tetris is a defining title on Nintendo's Game Boy handheld that's infinitely playable thanks to its charming simplicity, addictive gameplay and entertaining mode variations. It's a timeless classic that gets everything right and it's easy to recommend to anyone with even a passing interest in video games.



Random trivia: The in-game Type A music is different depending on whether you have a 1.0 or 1.1 ROM on your cartridge.

Sunday, 3 March 2019

Banishing Racer (Game Boy review)

Developer: Jaleco
Publisher: Jaleco
Released: 1991

Banishing Racer is a platforming game that was only released in Japan.


It consists of five worlds with 3-4 levels each, and the objective is to reach the goal before time runs out. Standing in your way are enemies that will kill you with one hit, but you can jump to attack from above or avoid them by boosting a short distance. My initial impression was how your vehicle is beaming with personality, and its charming animations are adorable! The gameplay reminds me of Hudson's Adventure Island (1988, NES) as you try to reach the finish line against the clock; it's just as tough too thanks to the one-hit deaths and right from the get-go it doesn't hold back on fiendish enemy placement and tricky environmental hazards. The game's bright exterior definitely masks its harsh difficulty in this regard, but the levels are short and have that 'just one more go' factor thanks to their tight design. The game does a fantastic job of switching up the locales and creating some memorable enemy types, such as the slot machine that features in the Las Vegas world! It also adds variety into each world in the form of either auto-scrolling, underwater or flying levels. What's odd though is how the difficulty fluctuates in these particular levels, and compared to the hard-as-nails gameplay throughout the rest of the adventure these are generally a breeze. Perhaps the best feature is the ability to earn extra lives by bouncing on four enemies in a row without touching the ground; it's a neat mechanic that adds a great risk-reward element where you chance putting yourself in harms way to earn that bonus life. Unfortunately, you will experience times when button presses are ignored, and the hit detection is inconsistent.

Banishing Racer is an acquired taste and it takes real persistence to trudge through its five worlds without switching off the power or flinging your handheld across the room in frustration! While it is perhaps slightly too challenging there's still a terrific platformer here that gets many things right in the gameplay and level design departments.



Random trivia: A hidden level select is available by entering a button combination at the title screen.

Friday, 21 December 2018

Kirby's Dream Land 2 (Game Boy review)

Developer: HAL Laboratory
Publisher: Nintendo
Released: 1995

Kirby's Dream Land 2 is a platformer and the sequel to the 1992 original released on the Nintendo Game Boy.


The evil Dark Matter has stolen the rainbows that connect the islands of Dream Land and used them to take control of King Dedede; it's up to you to stop them both from taking over. Kirby has his usual floating mechanic, as well as the ability to inhale enemies and spit them back out; however, he can now swallow them to copy their abilities which include turning into a stone, or throwing a cutter projectile. He's also joined by three animal friends that grant you upgraded abilities and weapons. For Kirby fans, there's nothing here that will surprise in terms of level design, but each stage is tightly structured. There's a nice mixture of indoor and outdoor environments, as well as horizontally and vertically scrolling areas to keep things fresh. There's some neat sections too, such as the smooth forced scrolling in the 45° angle corridors of World 6 that you must fly through. The awesome animal friends might initially seem like a gimmick, but they dramatically increase the number of ways you can attack opponents thanks to their upgraded abilities. The first three worlds lack any real challenge, but World 4 onwards is full of tough enemy placement, disappearing platforms and falling spikes; some elements (such as enemies that appear from nowhere) can be a bit cheap, but what's great is that the game saves your progress after each level, including your life count. The controls are generally excellent, but there is slight input lag when executing split-second jumps. It's also disappointing to see recycled assets from the Game Boy original and Kirby's Adventure (1993, NES), such as the bonus game and various bosses.

Kirby's Dream Land 2 is a solid, if not unsurprising game, but what it lacks in innovative it makes up for in superb level design, polish and overall refinement of its core mechanics. The animal friends are a fine addition too and provide incentive to return so you can further scope how their special powers can aid you in your adventure.



Random trivia: The next game in the Dream Land series was Kirby's Dream Land 3 (1997, SNES).

Monday, 12 September 2016

Super Mario Land 2: 6 Golden Coins (Game Boy review)

Developer: Nintendo R&D1
Publisher: Nintendo
Released: 1992

Super Mario Land 2: 6 Golden Coins is the sequel to the platform game that appeared on Nintendo's handheld three years earlier.


Your quest is to collect six coins, open up the Castle and stop Wario from using his magic spell on the people of Mario Land. On top of the Mushroom and Fire Power items (the latter of which now hops along the ground), there's also a Carrot that allows you to float through the air. Similar to Super Mario Bros. 3 (1990, NES), there's a hub world where you can explore the environment and choose which level to tackle next; this gives the game a more open feel that peaks your interest. During gameplay, the first thing that strikes you is the chunky sprites which are a huge step up from the original. The controls are fine but they're also floaty and Mario's jumps never have any weight to them. The gameplay is lacking in both atmosphere and excitement, and while the level design is good it never really captures your imagination and feels like a generic platformer that had the Mario license slapped on. There are some fun moments though, such as Mario Zone where you slowly descend with rabbit ears while collecting coins and avoiding spikes. The Ghost House stages in Pumpkin Zone are also enjoyable, as well as the Star Zone auto-scrolling level where you avoid hoards of angry stars. There's some secret levels to be found, although they're short and not really worth the effort. Most of the levels pose little challenge but the difficulty skyrockets during the final level due to lava pits and lack of checkpoints; most of the trouble comes from the floaty controls that hinder precision platforming. The bosses are dull and have no charisma, but I do like that you can save your progress in up to three slots.
 
In reality, Super Mario Land 2: 6 Golden Coins should be a superior sequel due to its greater emphasis on world variation, secret levels and graphical upgrades. However, while it still plays well it simply lacks the charm of its predecessor and ultimately ends up being rather underwhelming for a Mario title.
 
 

Random trivia: The two Super Mario Land titles on the Game Boy are the only two Mario games not to feature any input from creator Shigeru Miyamoto.

Thursday, 10 December 2015

Tennis (Game Boy review)

Developer: Nintendo R&D#1
Publisher: Nintendo
Released: 1989

Tennis is an updated version of the NES launch title of the same name (1985). 


It supports 1-2 players (via a Link Cable) and four skill levels are available which affect the speed and power of your opponent. Our old friend Mario even makes an appearance as the umpire! The controls are solid and well-thought out to provide a surprising amount of depth considering the lack of buttons. Your main shots are a Forehand, Backhand and Lob but you can use Up or Down on the d-pad to add Top Spin or Slice. Placing your shots around the court is easy and the learning curve is very low for newcomers. The only slight niggle about the controls is that your character moves a bit too slowly so it's almost impossible to catch up to Lobs and sharply-angled Top Spins from your opponent in higher difficulties. The computer puts up a good fight throughout and the key to succeeding is precise net play; once you've mastered this you can pretty much use it to spam each match an inordinate amount. The main issue with the game is that it has very few modes and the only offerings are either a 1-player singles match or a 2-player competitive match. A simple Tournament mode would have greatly helped with replayability as once you've played a match there's little to keep you entertained. There's also no option to choose how many sets you prefer meaning you're stuck with best of three sets in every match; this defeats the purpose of the handheld with its pick-up-and-play, bite-sized chunks of gaming. The graphics aren't anything special but the colours look brilliant on the Super Game Boy. There's only a couple of music tracks but they're extremely catchy and of high quality.

Tennis is a nice recreation of the sport with good controls and a decent shot selection. It's severely letdown by a lack of options though and as a result it's the sort of title you'll likely return to occasionally for one brief go before setting it aside for deeper gameplay experiences.



Random trivia: This Game Boy version was re-released on the Nintendo 3DS in 2011.

Friday, 6 November 2015

Alleyway (Game Boy review)

Developer: Nintendo R&D1, Intelligent Systems
Publisher: Nintendo
Released: 1989

Alleyway is a Breakout clone (1976, Arcades) and a launch title for the Game Boy.


The object is to use your paddle to continuously bounce a descending ball onto the blocks at the top of the screen; once you've cleared them all you move onto the next stage. There have been many Breakout clones but this one adds some variety to keep things fresh. There's the usual static screens but also stages that scroll from right-to-left as well as areas where the ceiling starts to drop. The paddle controls are responsive and I love how accurate the ball angles depending on which part it strikes. The hit boxes are also fair so rarely will you be struggling to smash that one remaining block. Although your paddle occasionally shrinks in size to make things more difficult there's no power-ups, and items like guns or multiple balls are sorely missed. The game is fun for a while but the ball speed never really picks up and it takes forever to complete stages, especially when unbreakable barriers start to appear that impede your path. There's also no music (apart from the Bonus Round) so atmosphere is lacking. After 20 minutes I found myself zoning out due to the slow and effortless gameplay and that was the main reason I ended up losing lives. A total of 24 stages are available but reaching the higher ones requires some serious patience. After completing three stages you take part in a Bonus Round where you need to clear a series of blocks within 95 seconds. These are a lot of fun as your ball can pass through several blocks at once which keeps the action fast-paced. The humorous part is that the block patterns are shaped like famous Nintendo characters such as Mario and Koopa Troopa!

Alleyway starts off well with its smooth controls and inviting difficulty setting but after a while it becomes repetitive and seems to run out of ideas. The lack of challenge is disappointing and once you've beaten each stage there's very little reason to ever return to the game.



Random trivia: The game was re-released on the 3DS Virtual Console in 2011.

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