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Super Mario Galaxy Review

 
Super Mario Galaxy
Publisher Nintendo Developer: Nintendo Platform: Wii Players: 1-2 Release: 2007 Genre: 3D Platformer / Adventure Rating: 9.8 \ 10.0: Masterful
  
There are many great 3D platformers out there, but this is easily one of the greatest. One of Super Mario Galaxy’s most noticeable features is its beautiful visuals.  The game’s lush, vivid worlds really stand out, and you'll be hard-pressed to find a rigid character model or low-res texture. This pushes the limits of a non-HD console. This is a Mario game, so the gameplay is fantastic, but even more so then usual. Just as in the first 3D Mario platformer, 1996’s 64-bit classic, Super Mario 64, (Super Mario RPG: The Legend of the Seven Stars, which came several months before it, is pseudo-3D, but it's an RPG, of course) you must collect 120 golden Power Stars in order to gain access to the final level. The plot is very similar to that of the SMG’s many predecessors— Bowser, the tyrannical, reptilian nemesis of Mario, kidnaps Princess Peach, but things are a bit different this time. The game starts out at nighttime, and the Mushroom Kingdom is celebrating the Star Festival, a very festive event that occurs every 100 years. The Star Festival was first celebrated in the Mushroom Kingdom long ago, when a large star fell from the sky, followed by small, crystal-like Star Bits. The Toads, the Mushroom Kingdom's humanoid, mushroom-headed inhabitants, gathered the Star Bits, and so began the Star Festival. In this game, as Star Bits fall from the sky, you head towards the Mushroom Castle, receiving greetings from Toads along the way. Once you reach the castle, a fleet of Bowser’s airships begin to blockade the kingdom, setting it ablaze with meteors. Sadly watching the chaos from the castle’s front balcony, Peach clutches a baby Luma, a small, star-like inhabitant of the cosmos, to her chest. As you approach the castle, another cut-scene begins. A large UFO of Bowser’s hovers above the castle and shoots a laser beam around the castle, damaging the ground. Four airships begin to lift the castle with chains, and Mario leaps onto the castle, but as it’s lifted into space, you’re knocked out by a Magikoopa’s spell, and the Luma flees from Peach’s grasp as the castle disappears in a flash of light. Peach thinks Mario is gone for good, but he's really just unconscious. You wake up on an odd-looking planetoid, and you are then confronted by three Star Bunnies who refuse to tell you what you’re doing on the planetoid, and you must catch them. After they’re caught, they transform into Lumas, one being the baby. They then introduce you to Rosalina, their mysterious, teal-robed ruler, whom they call their mother. Once you’ve been teleported to Rosalina’s damaged cosmic observatory, the adventure truly begins. You must travel from galaxy to galaxy in order to complete the game. Many of the stages are long, but fun, and some are short, but difficult. The boss fights are epic, the galaxies are well-designed, detailed and beautiful, and the orchestral soundtrack is fantastic— the music from the game’s first galaxy, Good Egg, was recomposed and included in Sega’s 2009 title, Mario & Sonic at the Olympic Winter Games, which I first heard it in. (The difference of the original version was so overwhelming, I shed tears of joy!) The game’s universe is made up of the observatory’s seven domes— the Terrace, the Fountain, the Kitchen, the Bedroom, the Engine Room, and at the top of observatory is the secret Garden, which not surprisingly, is the most dangerous. The seventh dome is called the Gateway, but it just grants you access to the  tutorial galaxy, Gateway Galaxy. You can even uncover the observatory’s library and have Rosalina read you stories of her mysterious (and sad) childhood.The game's new gravity feature may be the best new feature-- it proves ingenious in many situations. I do wish game were a bit less difficult— galaxies such as Bubble Breeze and Matter Splatter are far too difficult for me to enjoy. All the un-enjoyment is eliminated by the brilliant features of the game, though. But the difficulty can sometimes be a good thing— for example my favorite galaxy, Honeyhive, is rather simple, but enjoyable, but my other two favorites— Battlerock Galaxy and Dreadnaught Galaxy, are both challenging. Battlerock is mostly composed of outer-space minefields, boulder-like planetoids, futuristic hazards, obstacle-filled space stations, and large battleships, and the boss fight with Topmaniac, the insane ruler of the Topmans, who are top-like, spinning robots, who’s technically a bionic buzz saw, is fun. (Though the stage in which you must fight him with a single life mark is not) Then there’s Dreadnaught, which is about four times as hard, is composed of bigger minefields, contains much larger, much more dangerous space stations, metal, generator-like planetoids with deadly laser beams circling above them, and colossal warships, and in  the stage Revenge of the Topman Tribe, you once again fight Topmaniac, who’s out for vengeance. Some of the end-of-world levels, mostly the ones in which you battle Bowser Jr., Bowser’s mischievous son, are fun as well. This especially goes for Bowser Jr.’s Airship Armada. While the level is a bit difficult, the battle, which has you throwing Koopa shells at Bowser Jr.’s small airship, is a bit of a cakewalk until he starts launching heat-seeking Bullet Bills. Once Bowser Jr.’s down to his final life, he gets agitated and fires six Bullet Bills at once, which I consider his “fatal attack”. One time, when he unleashed the “fatal attack”, all six Bullet Bills were homing in on me right after I threw a shell. I had six life marks, but I thought I was a goner (okay, I admit it wouldn't have really happened-- I would've only lost one life mark, but can't a blogger create a suspenseful scene?), but right before I could get blown into oblivion, the shell struck the airship, and the Grand Star, a large Power Star found at the end of every world appeared, causing the Bullet Bills to explode. A second player can join in only as an orange cursor. This cursor can collect and shoot Star Bits, hold down small enemies and spin to destroy them, and hold large enemies in place. This game is extremely entertaining, and  I very highly recommend it to all gamers, especially platforming fans seeking the experience a gem of the genre.

Ups
Very creative
Beautiful visuals
Incredible soundtrack
Just plain amazing

Downs
Sometimes frustrating

ESRB: E Content: Mild Cartoon Violence Price: $19.99 (Retail)
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Mario Party DS Review

Mario Party DS
Publisher: Nintendo Developer: Hudson Platform: DS Players: 1-4 Release: 2007 Genre: Party / Action Rating: 8.4 \ 10.0: Great

 
If you like minigame-packed, board game-style videogames,(and Mario) Mario Party DS is for you. This game contains 6 modes: Story Mode, which you must complete every board and defeat its tyrannical ruler; Party Mode, which lets you freely play any of the boards to earn Mario Party Points, which are earned by winning minigames; Minigame Mode, which contains 5 additional “mini-modes”: Free Play, which allows you to play any of the minigames you’ve unlocked; Battle Cup, which you must select and play through 4 minigames in attempt to win more than anyone else; Step it Up, in which you must reach the top of a staircase by winning minigames; Rocket Rascals, in which you must build a bridge to a rocket ship with bridge pieces that are earned by winning minigames; and Boss Bash, which allows you to fight bosses you’ve already beat to get the best time you can.

Then there’s Puzzle Mode, which lets you play minigames from previous entries in the Mario Party series. The 5 Puzzle Mode minigames are Mario’s Puzzle Party, (My personal favorite) Bob-omb Breakers, Piece Out, Stick & Spin and Block Star; Multiplayer, a local wireless mode that allows you to play Party Mode and Miningame Mode with up to 4 people, and Gallery, which lets you view trophies, board features, and other awards you’ve earned. This game may sound like a flawless  game, but it does have a small downside. The minigames can sometimes be frustrating, and in Story Mode and Party Mode, even computer-controlled opponents can ruin you on accident. For example, once when I was playing the board DK’s Stone Statue, on the top of the statue, Yoshi landed on a space that set off a booby trap. That may sound bad for Yoshi, but it was bad for me, too. It caused a massive barrel to role over everyone in its path, and I was 1 of the victims. All who got flattened by the barrel lost 10 coins! Sucks, doesn’t it? Either way, I highly recommend this to party game fans.
                                                                                                                                                                                                      ESRB: E Content: Comic Mischief Price: $19.99 (Retail)
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SpongeBob's Atlantis SquarePantis Review

SpongeBob’s Atlantis SquarePantis
Publisher: THQ Developer: Altron Platform: DS Players: 1 Release: 2007 Genre: 3D Platformer / Adventure Rating: 8.1 \ 10.0: Great


Video games based on kids shows, whether adults enjoy them or not, usually range in quality from mediocre to complete garbage, but this game. Based on the episode of the same name in the SpongeBob SquarePants cartoon series, it (unsuprisingly) has an odd plot— SpongeBob is blowing bubbles with his best friend, Patrick Star, when he blows a bubble so big it traps them inside, and it floats inside a cave and pops when it touches a sharp golden object. The duo brings it to a museum and discovers it’s half of the Atlantis Amulet. When the two halves are joined, it summons a bus that takes SpongeBob, Patrick, and his other friends, Sandy Cheeks, Squidward Tentacles, and Mr. Eugene Krabs, who’s also SpongeBob’s money-loving boss, to Atlantis. Each character has a small move set— the abilities to jump and attack. Each playable character also has a special attack that you can charge up by holding X. SpongeBob can blow bubbles that deal damage to enemies; Patrick vibrates and becomes colorful when X is held down and slams down to the ground, causing a massive explosion when the button’s released; Sandy can do an explosive karate kick that breaks destroys large objects; and Mr. Krabs can dig up Melody Shells, the games main collectible. The stages are a bit difficult and rather lengthy, and the boss fights are tough, and some of the occasional minigames can prove tedious, but I still recommend this game. It's surprisingly enjoyable for a licensed title, and it can appeal to gamers who aren't fans of the cartoon.

ESRB: E Content: Mild Cartoon Violence Price: $19.99 (Retail)
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Wii Sports Review

Wii Sports
Publisher: Nintendo Developer: Nintendo Platform: Nintendo Wii Players: 1-2 (Sports), 1 (Training, Wii Fitness) Release: 2006 Genre: Sports Rating: 7.3 / 10.0: Good


Wii Sports, the first ever game for the Nintendo Wii is entertaining— there’s no doubt about it. In fact, it's the best-selling video game of all time! There are five sports to choose from— baseball, tennis, bowling, golf, and boxing. I enjoy a match of tennis against computer-controlled players— but even more I enjoy changing my opponents to duplicates of me, so I can control them as well. I also like boxing, because I’m pretty good at it. Bowling gets repetitive after awhile, but it's a lot of fun for a couple rounds. Golf is also enjoyable thanks to the varying levels on difficulty and various obstacles in each course, to bore me, the short Training activities, which are based on the normal sports, are addictive. Bseball, however, can be frustrating to play due to the inability to control the defense. As you'd expect from a previous-gen console launch title, the visuals aren't terribly impressive.  Wii Sports is still an exceptional game, but it could use a few improvements.

Ups
Some sports are fun
Fun Training Mode

Downs
Some sports are boring
Somewhat unimpressive visuals

ESRB: E Content: Mild Violence Price: $19.99 (Retail)
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New Super Mario Bros. Review

New Super Mario Bros.
Publisher: Nintendo Developer: Nintendo Platform: DS Players: 1 (Adventure), 2 (Mario vs. Luigi), 1-4 (minigames) Release: 2006 Genre: 2D Platformer Rating: 9.5 / 10.0: Masterful
                                    

This game proves you can’t underestimate Mario (in fact, this specific game got me into Mario)— it’s downright amazing! At the time, a 2D Mario platformer hadn't been released for 15 years. This game was meant to reboot Mario's career as the king of sides-scrollers, and did it fantastically. The plot, slightly straying from previous titles, has Mario and Princess Peach taking a walk, when suddenly, ominous clouds form above the Mushroom Castle and strike it with lightning. Mario rushes to the castle, and Bowser Jr., Bowser's son who debuted in  the 2002 GameCube classic, Super Mario Sunshine, appears from behind a bush and snatches Peach. Don't worry though-- you'll still see some action from Bowser. The gameplay, which is inspired by that of the original Super Mario Bros., adds many new levels, as well as two new power-ups: the Blue Shell, which equips you with a near-indestructible blue Koopa shell that protects you from most enemy attacks when you crouch; and the Micro Mushroom, which shrinks you down to molecular size, allowing you to jump much higher and run on water by holding down the B or Y button. But in micro form, you can only deal damage to baddies with a ground pound, which is performed by jumping (press A or X) and pressing the Down Arrow on the Control Pad. Not only is the gameplay great, but so are most of the included minigames, which are an fun way to kill time. They make excellent use of the system’s touchscreen, and most of them are easy to adapt learn— take for instance my favorite, Bob-omb Squad, in which you use the stylus to slingshot cannonballs into the sky and knock down parachuting Bob-Ombs that really hate gardens. My high score went from a number in the high 1,000s the mid 10,000s— my high score is currently 74,600, which is quite a feat. There are also two Download Play modes— one allows you to play minigames with up to four people; the other, Mario vs. Luigi, lets two players face off against each other as Mario and his sibling, Luigi in a variety of stages attempting to collect three, five, or 10 stars. However, the visuals look a little dated and okay at best today, and some of the stages can be somewhat dull or frustrating. There are many great Mario games out there, but this is one of the greatest. This is also one of the first video games I ever played, and it changed my life and made me a gamer. Years from now, when I recall my gaming past, I'll think of the time I used to suck at this game but loved it anyway, and when I used to call Goombas "poop-heads" because I couldn't tell they were mushrooms. If you enjoy platformers, than you'll enjoy this game whether or not you feel nostalgia towards it.

Ups
Great gameplay
New power-ups
Fun minigames
Download Play modes

Downs
Dated visuals
Some dull stages

Also available on Wii U

ESRB: E Content: Comic Mischief Price: $19.99 (Retail)
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Sonic Rush Review

Sonic Rush
Publisher: Sega Developer: Sonic Team Platform: Nintendo DS Players: 1 (Adventure), 2 (Battle) Release: 2005 Genre: 2D Platformer / Action Rating: 7.5 \ 10.0: Satisfactory 
Normally, cheap, kinda-old videogames aren’t all that good (to me).  But on December 15th, 2010, I got a bargain on Sonic Rush. It sold for just $15, which is cheap for a DS game. The 2D graphics are impressive for the DS (they could actually use a bit of tweaking, but then again, this game isn't on a current generation system), but Sonic Rush has great gameplay-- I felt so familiar with the classic-style gameplay. Also, the game takes advantage of both the DS's screens-- and by that, the stages take up both screens, a unique feature. Unlike in any other Sonic game, in order to obtain Chaos Emeralds, you must grab on to the handle of a hovering teleportation device and hold down X or Y to Super Boost for several seconds, teleporting you to a touchscreen-controlled bonus round in which you’re challenged to earn a specific number of Rings sliding on a half-pipe and avoiding foes. This game is also the debut of Blaze the Cat, protector of the Sol Emeralds, who becomes playable after defeating Dr. Robotnik (AKA Dr. Eggman) on the Leaf Zone, the first Zone in the game. Also, you can engage in the multiplayer Battle mode via DS Download Play. One of the few negative parts of the game is the difficulty level. The stages (or Acts) aren't very lengthy, but if you get a game over, you will have to replay every level in the zone you're playing, rather than restarting only the Act you're on. Faults aside, Sonic Rush is a fun game, and it takes advantage of the DS well.

Ups
Solid action
Just like classic Sonic

Down
Very difficult

ESRB: E Content: Cartoon Violence Price: $14.99 (Retail)
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Crash Bandicoot Review

Crash Bandicoot

Publisher: Sony Developer: Naughty Dog Platform: Sony PlayStation Players: 1 Release: 1996 Genre: 3D Platformer / Action Rating: 8.4 \ 10.0: Great

Above is a scene from the game's first stage


NOTICE: If you read the original version of this review, please disregard my complaints-- that draft was ... incomplete to say the least. I wasn't lying when I said that Crash Bandicoot can be brutally challenging, but as a nine-year old I whined about how frustrating the earliest stages of the game were. Playing them now, they're pretty much a breeze. Had I played the infamous Sunset Vista and Slippery Climb stages back then, I may have broken a controller.

While Crash Bandicoot is quite entertaining, my expectations were a little bit too high. It was Sony's attempt to create a mascot that could rival Nintendo's Mario and Sega's Sonic the Hedgehog, and throughout the latter half of the '90's, the crazed orange marsupial did. You'll need to wait on the title screen and watch a cut scene to understand the exposition: The despicable, massive-headed Dr. Neo Cortex and his assistant  Nitrus Brio (N. Brio ... embryo, how clever!) is creating an army of anthropomorphic marsupials. However, Crash the bandicoot breaks away from the operating table before he can be mutated. In the ensuing scuffle, Crash jumps out the window of Cortex's castle, then floats in place and plummets with a shrug in slapstick style into the ocean and washes up on N. Sanity Beach (N. Sanity-- insanity-- this game has puns aplenty). Crash grew fond of the bandicoot Tawna during his time in the lab. She's up next in line for experimentation, so it's up to him to rescue to rescue his sweetheart fro Cortex's clutches.

The graphics are colorful, vibrant, and are an impressive showcase of the PS1's visual capabilities. The atmospheric lighting and storm effects in the infamous Slippery Climb and the rough-looking yet beautiful backdrops in the temple stages left me questioning if this was on fifth-gen hardware. Sadly, there are only several unique level themes that you'll explore throughout the game, which is both a good and bad thing. While I do wish there was more variety, there's just something about the jungle aesthitic that's so charming, and the amount of detail in most areas is excellent. The linear 3D platforming gameplay is greatly entertaining and . You explore exotic stages pressing the Circle or Square button on the controller to make Crash, the humanoid, foxlike protagonist, twirl around like a tornado to smash crates and defeat enemies. These crates release Wumpa fruit, the Crash equivalent of coins and rings-- collect 100 to earn an extra life. You'll also come across Aku Aku crates. This spirit-inhabited Tiki mask shield you from a hit. If you collect another, you'll be protected from an additional blow. Build up three, and you'll become temporarily invincible, allowing you to plow through enemies and boxes with ease and only flinch when coming in constant with a normally lethal obstacle. The soundtrack is an atmospheric, catchy and occasionally calming blend of xylophones, didgeridoos, flutes, and more and is one of the game's strongest aspects. The main theme and boss themes are especially catchy, with the former being a serious earworm. One of my favorite touches is the cartoony feel of the game. Everything from the comical yet fairly dark-humored death animations, Crash's eyes darting left and right when you leave him standing still, and bouncy sound effects never fail to charm me. One of the primary issues with this game is the process by which you must save. It's ridiculous that the only way to save your progress is to gather  three tokens marked with a specific character, which teleports you to a brief bonus stage. Completing a Tawna bonus stage allows you to save and gives you a password, and an making your way through an extremely difficult Cortex bonus round earns you a key, unlocking a secret stage. If you enter in a password on the main menu, you can resume your progress from that point. This is even more obnoxious than the Mega Man series' password system but the Blue Bomber is off the hook, as cartridges with saving capabilities were very expensive to produce at the time.

I must warn you: There are quite a few instances where you will be humbled by the level of challenge. The first five levels well accustom you to the game, but at least half of everything onwards, and people who grew up with this title will likely agree, may result in some broken controllers. You better save up your lives, because unless you're a platforming veteran, you'll be hearing Crash exclaim "Whoa!" a lot. If the saving system didn't require you to beat a couple levels at a time without losing all your lives (c'mon, Naughty Dog, little kids played this!), I wouldn't mind as much that this game is full of trial and error. This is a given in the hog riding and Raiders of the Lost Ark-esque boulder chase sequences, you'll frequently need to detect the patterns of enemies, moving and crumbling platforms, torches that turn on and off, and more. I hated how much I had to redo at a time, but it felt incredibly satisfying to clear such segments. It should also be noted that the control scheme is definitely not bad, but is stiff. It well suits the many parts of the game in which you have to make timed or accurate jumps, but it doesn't help that the  PlayStation controller lacked analog sticks at the time of Crash Bandicoot's release-- I hope you can tolerate using the directional pad. The PlayStations' D-pads have always been surprisingly solid, so the only downside is the sore thumbs you'll occasionally get, and the downloadable PS3 / PSP rerelease doesn't support analog control either.

There's much fun to be had when you play this game straightforwardly, but have a dozen controllers on hand if you plan on going for 100% completion. Back in the day, doing this without the internet was such a feat that I'm sure some kid had to bring his memory card of to his friend's house to prove he wasn't lying that he completed the game entirely. In order to earn the gem in a stage, you must reach the end of the stage both without dying and without forgetting to smash a single crate! To make matters worse, some crates can only be reached by using paths composed of colored gems that are found in select stages. Why yes, fellow Super Mario World players, this is most likely influenced by the secret colored block switches in the aforementioned 16-bit classic. I will probably never fully complete the game, but to my knowledge, the immensely satisfying and amusing reward is almost worth the effort. While Crash Bandicoot does have its errors and frustrations, it should provide plenty of fun to anyone looking for a serious platforming challenge. It's a great game, but it would have benefited from some structural tweaks.


Ups

Looks fantastic for a 32-bit game

Simply beautiful at times

Calming and catchy soundtrack with Aussie influence

Cartoony feel is ever so charming


Downs

Too challenging for prolonged saving opportunities

Themes are overused an repetitive

Lots of trial and error

Stiff controls


Also available on PlayStation 3, PlayStation Portable, and PlayStation Vita


The System Difference: If you were hoping that the PlayStation network rerelease of this game would support analog control, you're out of luck. I recommend playing the game on whatever PlayStation system has your favorite controller.


ESRB: E for Everyone Content: Cartoon Violence Price: $5.99 (Download)
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