Just over a month ago, I published a similarly titled post in which I discussed sequels I'd like Nintendo to greenlight for Switch.
This write-up, of course, is aimed at third-party developers and publishers.
Sadly, I don't have the highest of hopes that follow-ups to any of the games mentioned below will make their way to the Switch anytime soon, but I'm not going to let that keep me from blathering on about them here.
With that out of the way, keep reading to learn about 10 Switch sequels I'd like third parties to make before Nintendo's popular hybrid system gives up the ghost.
Cladun--I'm well aware that this retro-tinged series of dungeon-crawlers began life on Sony systems, but considering the one that put it on the map (the PSP) is long dead and its successor has one foot in the grave, prepping the next Cladun for Switch seems like the only viable option for developer System Prisma. Should the company do that, though, I hope it eschews the last release's ancient Japanese setting in favor of something a bit more in line with the series' first two entries.
Final Fantasy Crystal Chronicles--Specifically, I want a "real" sequel to the GameCube original. The Switch would be perfect for such a game, don't you think? And this time around, you wouldn't need to own a bunch of GameBoy Advances and related cables to experience its particular multiplayer pleasures. All you'd need are a couple of extra Joy-Cons--if your goal is to cobble together a proper four-person party, I mean. At any rate, please make this happen pronto, Square Enix.
Mr. Driller--The bigwigs at Bandai Namco have ignored this Dig Dug spinoff for a good while now. In fact, Drill Till You Drop and W, sold via the DS and Wii eShops, respectively, are the series' most recent console outings, and they came out all the way back in 2009. A fresh sequel for Switch would be perfect, if you ask me--especially if it allowed players to make use of the system's touch screen in handheld mode.
Opoona--Developer ArtePiazza has been dropping hints that Opoona may soon make a return, but no one seems to know what form the return will take. It could simply be an untouched digital release of the original game for Switch (and maybe other current consoles). Or it could be a mobile port of the same game. The best-case scenario, in my mind: a Switch sequel that addresses Opoona's many shortcomings but retains its sense of otherworldly awe. That said, I'd also take a remake--as long as it, too, fixes some of the Wii offering's issues.
Pac-Man Championship Edition--Oh, who am I trying to kid here? I don't really want Bandai Namco to push out yet another sequel to this 2007 release. I just want the company to make the first one available to Switch owners like myself. That's not too much to ask, is it? If it is, how about a Switch port of 2014's Pac-Man Museum?
Shiren the Wanderer--Actually, I'd welcome any sort of Mystery Dungeon sequel on Switch as along as it isn't another of the Pokémon-branded ones. Don't take that the wrong way--I don't have a problem with the Pokémon Mystery Dungeon series. I would, however, prefer to see a mainline entry come to the system first. OK, and new Torneko or Chocobo spinoffs, too. Once those are out of the way, Spike Chunsoft, feel free to churn out another Pokémon offshoot for Nintendo.
Slime MoriMori Dragon Quest--By nearly all accounts, Square Enix's last Slime MoriMori Dragon Quest game didn't do so well. It only saw the light of day in Japan, however, and it came out fairly early on in the 3DS' life. Had it launched later, and had it earned a Western (North American, especially) release, I think it may have fared better. Regardless, with the Switch lighting up the sales charts around the world, a fourth Slime MoriMori Dragon Quest title could finally see the kind of worldwide success this series has always deserved.
Super Monkey Ball--I know this Sega series has gone downhill since its second console release, but I'd welcome a new Switch entry with open arms if it returned to its glory days on the GameCube. The question is: does the company still have what it takes to produce a worthwhile Super Monkey Ball game? I'm not sure it does, but I'll give Sega the benefit of the doubt and cross my fingers that a new, thrilling adventure starring AiAi and co hit the Switch sometime soon.
Yomawari: Night Alone and Midnight Shadows--It's hard to say if this series of cute-but-creepy survival-horror titles has done well enough for Nippon Ichi Software to make another or if it's currently on the proverbial chopping block due to ho-hum sales. Should NIS make a third, though, I pray it'll add Switch to the mix of systems that can play it--and maybe port the first two titles to the hybrid as well?
Zoo Keeper--I have to be one of the few people around clamoring for this series of match-three puzzlers to continue on the Switch. I've thoroughly enjoyed every version of Zoo Keeper I've played to date, though--with the GBA and Japan-only 3DS games being my favorites--so I'd love to see what developer Success can concoct for Nintendo's latest handheld.
Are there any sequels you'd like third-party developers and published to make for Switch? If so, let me and others know about them in the comments section below.
Showing posts with label Zoo Keeper. Show all posts
Showing posts with label Zoo Keeper. Show all posts
Saturday, December 02, 2017
Saturday, January 28, 2017
Five overlooked GameBoy Advance games you need to play as soon as possible
So far, my "five overlooked games you need to play as soon as possible" series has offered up posts about (what I consider to be) unfortunately ignored Famicom, PC Engine, PlayStation, Game Gear and GameBoy gems.
This entry obviously focuses on a handful of disappointingly overlooked GameBoy Advance titles.
I've got at least a few more such posts up my sleeve, by the way--in case any of you are worried the one you're reading right now is this series' last hurrah. In fact, the plan is to publish write-ups about PSP, DS and 3DS games I think you need to play as soon as possible, and I'll also likely publish follow-ups to my earlier GameBoy and Famicom features as well.
In the meantime, here are five GBA games I believe too many people have turned up their noses at (intentionally or not) over the years.
Guru Logi Champ--Do you like Picross? If the answer is yes, you'll undoubtedly like this 2001 title, which was developed by the wizards at Compile. (They gave the world Aleste, Gunhead and Puyo Puyo, among other classics.) Don't worry, Guru Logi Champ is no simple Picross rip-off; it takes the basics of Nintendo's electronic nonogram games and runs with them, injecting a smidge of action and a dash humor into what's usually a rather sedate experience. Add in the fact that Guru Logi Champ's box and cartridge are among the most appealing ever produced for the GameBoy Advance (see photos of both in this "Nice Package!" post) and it's not hard to understand why pretty much anyone who's played this colorful puzzler is sure to recommend it.
Hatena Satena--Here's another wacky GBA game that's similar to Picross. It's quite a departure from Gugu Logi Champ despite this fact, though, and that's likely because Hatena Satena also recalls another classic puzzler, Minesweeper. Although I'd say Guru Logi Champ is more immediately accessible than this Hudson-made game, don't take that to mean I'm suggesting you pick up the former over the latter. If forced to choose between the two from an aesthetic standpoint, I'd go with Hatena Satena, no question. (Of course, Guru Logi Champ is a looker, too.) Also worth noting: copies of this 2001 title should be much cheaper than those of the above-mentioned one. The only problem here is that Hatena Satena may not be easy to find these days, so be patient if you want to add it to your collection.
Hitsuji no Kimochi--This is likely to be the most "controversial" of all the game recommendations I make in this post. Why? Though Capcom both developed and published this 2002 title (released outside of Japan as Sheep), it hasn't received the best of reviews in the years since. Still, I think it's worth checking out if you're open to trying something different. That's what you get with Hitsuji no Kimochi, after all, as it's an action-puzzle game that tasks players with herding--you guessed it--sheep. Admittedly, its graphics could be better, and it's hardly the longest of GameBoy Advance titles (offering just 24 stages), but it's also unique and sports some wickedly cute packaging (see it in all its glory here), so you could do worse than hunt down a copy if you need to fill out your GBA library.
Slime MoriMori Dragon Quest: Shōgeki no Shippo Dan--This 2003, Japan-only release isn't as good as its successors, the first of which is known by many North American fans of the Nintendo DS as Dragon Quest Heroes: Rocket Slime. Still, it's well worth buying and playing if you enjoyed that dual-screened follow-up. Anyone who has experienced Rocket Slime will feel right at home with Slime MoriMori Dragon Quest, as both titles feature the same gameplay--save the latter's frantic tank battles. In other words, you spend a lot of time flinging an adorably vacant blue slime around a vaguely Zelda-like overworld. And you spend nearly as much time picking up and flinging the many enemies and items that litter those same playfields. You also gather resources and rescue slime buddies, activities that should sound familiar to anyone who's at all knowledgable about this title's highly acclaimed DS sequel.
Zooo--If this game's name doesn't ring a bell, how about Zoo Keeper? For whatever reason, developer Buddiez, Inc.--or was it publisher Success?--changed the series' name from Zooo to Zoo Keeper between the release of this title and its 2004 sequel. Thankfully, the gameplay's basically the same no matter what it's called, although of course there are no touch controls in this iteration. That's actually the main reason I like Zooo the most out of all these animal-themed, match-three puzzlers. For me, the Zoo Keeper DS and 3DS games are too easy because of their stylus-focused controls, while being forced to use the GBA's d-pad and face buttons in Zooo creates a kind of tension that makes you feel really good whenever you hit any sort of milestone. Bonus: pretty much any copy of Zooo you come across these days is sure to be bargain-basement cheap.
Are there any GameBoy Advance titles you think are overlooked and thus deserve more love from the masses? Let me and others know about them in the comments section of this post.
This entry obviously focuses on a handful of disappointingly overlooked GameBoy Advance titles.
I've got at least a few more such posts up my sleeve, by the way--in case any of you are worried the one you're reading right now is this series' last hurrah. In fact, the plan is to publish write-ups about PSP, DS and 3DS games I think you need to play as soon as possible, and I'll also likely publish follow-ups to my earlier GameBoy and Famicom features as well.
In the meantime, here are five GBA games I believe too many people have turned up their noses at (intentionally or not) over the years.
Guru Logi Champ--Do you like Picross? If the answer is yes, you'll undoubtedly like this 2001 title, which was developed by the wizards at Compile. (They gave the world Aleste, Gunhead and Puyo Puyo, among other classics.) Don't worry, Guru Logi Champ is no simple Picross rip-off; it takes the basics of Nintendo's electronic nonogram games and runs with them, injecting a smidge of action and a dash humor into what's usually a rather sedate experience. Add in the fact that Guru Logi Champ's box and cartridge are among the most appealing ever produced for the GameBoy Advance (see photos of both in this "Nice Package!" post) and it's not hard to understand why pretty much anyone who's played this colorful puzzler is sure to recommend it.
Hatena Satena--Here's another wacky GBA game that's similar to Picross. It's quite a departure from Gugu Logi Champ despite this fact, though, and that's likely because Hatena Satena also recalls another classic puzzler, Minesweeper. Although I'd say Guru Logi Champ is more immediately accessible than this Hudson-made game, don't take that to mean I'm suggesting you pick up the former over the latter. If forced to choose between the two from an aesthetic standpoint, I'd go with Hatena Satena, no question. (Of course, Guru Logi Champ is a looker, too.) Also worth noting: copies of this 2001 title should be much cheaper than those of the above-mentioned one. The only problem here is that Hatena Satena may not be easy to find these days, so be patient if you want to add it to your collection.
Hitsuji no Kimochi--This is likely to be the most "controversial" of all the game recommendations I make in this post. Why? Though Capcom both developed and published this 2002 title (released outside of Japan as Sheep), it hasn't received the best of reviews in the years since. Still, I think it's worth checking out if you're open to trying something different. That's what you get with Hitsuji no Kimochi, after all, as it's an action-puzzle game that tasks players with herding--you guessed it--sheep. Admittedly, its graphics could be better, and it's hardly the longest of GameBoy Advance titles (offering just 24 stages), but it's also unique and sports some wickedly cute packaging (see it in all its glory here), so you could do worse than hunt down a copy if you need to fill out your GBA library.
Slime MoriMori Dragon Quest: Shōgeki no Shippo Dan--This 2003, Japan-only release isn't as good as its successors, the first of which is known by many North American fans of the Nintendo DS as Dragon Quest Heroes: Rocket Slime. Still, it's well worth buying and playing if you enjoyed that dual-screened follow-up. Anyone who has experienced Rocket Slime will feel right at home with Slime MoriMori Dragon Quest, as both titles feature the same gameplay--save the latter's frantic tank battles. In other words, you spend a lot of time flinging an adorably vacant blue slime around a vaguely Zelda-like overworld. And you spend nearly as much time picking up and flinging the many enemies and items that litter those same playfields. You also gather resources and rescue slime buddies, activities that should sound familiar to anyone who's at all knowledgable about this title's highly acclaimed DS sequel.
Zooo--If this game's name doesn't ring a bell, how about Zoo Keeper? For whatever reason, developer Buddiez, Inc.--or was it publisher Success?--changed the series' name from Zooo to Zoo Keeper between the release of this title and its 2004 sequel. Thankfully, the gameplay's basically the same no matter what it's called, although of course there are no touch controls in this iteration. That's actually the main reason I like Zooo the most out of all these animal-themed, match-three puzzlers. For me, the Zoo Keeper DS and 3DS games are too easy because of their stylus-focused controls, while being forced to use the GBA's d-pad and face buttons in Zooo creates a kind of tension that makes you feel really good whenever you hit any sort of milestone. Bonus: pretty much any copy of Zooo you come across these days is sure to be bargain-basement cheap.
Are there any GameBoy Advance titles you think are overlooked and thus deserve more love from the masses? Let me and others know about them in the comments section of this post.
Friday, February 20, 2015
Shall We Do It? (BATTRIX, Drop Wizard, rainblocks, Tumbledrop and Zoo Keeper DX)
You may remember how, in this recently published post, I said of the iOS puzzler, rainblocks: I'm not sure it's something I'll return to all that often.
Fast forward to today, just over a week later, and although I can't prove it, I'm pretty sure rainblocks--which was made by Eric Koziol--is now my most-played iOS game.
So, what's changed in the meantime? I don't really know, to be honest--well, other than I think my brain went on a walkabout during my initial experience with it, which prompted me to assume it was some sort of endless (or nearly so) puzzle game, like the Tokoton mode of the Zoo Keeper series.
In reality, it's a decidedly timed affair, with the result being that rainblocks feels like a mad-dash, try-to-beat-your-high-score kind of title--which is right up my alley, especially if it's stuck inside a portable device.
One aspect of this iOS game that I've always liked is its art style. It's very simple, but also very clean, colorful, consistent and even "classy," if that makes sense. In fact, I dare say it reminds me of something Nintendo or one of its second-party developers would have made during the GameBoy Advance era to fill the gaps between its heavy hitters.
As for the other games mentioned in this post's header, if I were to line them up based on how much time I've spent with them in the last week or so, I'd probably go with: BATTRIX, Zoo Keeper DX, Drop Wizard and then Tumbledrop.
I don't suppose you're up for taking in some of my thoughts on all of these lovely iOS games (and they truly are lovely, each and every one of them)? If so, please keep reading.
BATTRIX--This bite-sized RPG was made by the wizards at Opus Studio, who also brought the world the Half-Minute Hero games and Jikandia: The Timeless Land, which of course means it features some stunning spritework.
There's more to it than that, though--which probably won't shock anyone who's experienced any of the afore-mentioned PSP titles. This is most evident in BATTRIX's gameplay "hook," which tasks players with exposing its map one tile at a time. (You begin the game standing on a single, solitary tile, and nearly every step you take away from it reveals previously hidden areas and battle-able enemies.)
The idea is a perfect fit for the medium, and a lot of fun to boot. Also a perfect fit for the medium: the controls used in BATTRIX's battle scenes, which of course are intuitively touched-based and which also feature fast, frequent and intriguing weapon changes.
Drop Wizard--This was my first iOS game, and it's sure to remain one of my favorites for some time to come. The graphics here are absolutely adorable--and right up there with the best of the single-screen platformer genre, if you ask me.
The gameplay's great, too, in that it wisely considers and keeps in mind the iOS platform's weaknesses (generally unresponsive digital controls being the main one, of course) without letting them hamper the action at hand.
As for what all that nonsensical blather means for the end-user (me and you): instead of focusing on fast-paced leaps and twitchy, last-millisecond responses à la most other single-screen platformers, Drop Wizard focuses on strategy. Which is a good, as all you're able to do in this game, control-wise, is move your adorably behatted protagonist left and right. (Yes, that means there's no jump or other action button.)
I'm sure that sounds more than a bit nuts, but in reality it's brilliantly refreshing.
Tumbledrop--Despite this game's title, it's nothing like the wonderful Bubble Bobble clone--or, rather, Snow Bros. clone--called Tumble Pop. That's disappointing at first, or at least it was for me, but it's doubtful you'll feel that way for long, as Tumbledrop's gameplay wastes little time in differentiating itself from any other title you're likely to compare it to.
So, what's Tumbledrop's gameplay like? I guess you could say it's a physics-based puzzler. Actually, it's kind of like Jenga, that block-balancing tabletop game that everybody's become obsessed with at one point or another. Only Tumbledrop is a lot more visually interesting, what with its on-point use of pastels as well as its bricks and blocks and stars that grin like non-creepy Kewpie dolls.
Anyway, it's a lot of fun, and it's no pushover (pun not entirely intended), which always is a good thing, in my opinion. In fact, I've only made it through a few screens so far thanks to its general toughness. Still, I hope I can make it a bit further before I stick a fork in it and move on to some other technicolor iOS title.
Zoo Keeper DX--If you've played some version of Zoo Keeper over the years, you've pretty much played them all. In the case of almost any other series, I'd say that's a bad thing, but these bright, animal-themed puzzlers are such a blast to play that I can't bring myself to do it.
See also: previous 'Shall We Do It?' posts
Fast forward to today, just over a week later, and although I can't prove it, I'm pretty sure rainblocks--which was made by Eric Koziol--is now my most-played iOS game.
So, what's changed in the meantime? I don't really know, to be honest--well, other than I think my brain went on a walkabout during my initial experience with it, which prompted me to assume it was some sort of endless (or nearly so) puzzle game, like the Tokoton mode of the Zoo Keeper series.
In reality, it's a decidedly timed affair, with the result being that rainblocks feels like a mad-dash, try-to-beat-your-high-score kind of title--which is right up my alley, especially if it's stuck inside a portable device.
rainblocks |
As for the other games mentioned in this post's header, if I were to line them up based on how much time I've spent with them in the last week or so, I'd probably go with: BATTRIX, Zoo Keeper DX, Drop Wizard and then Tumbledrop.
I don't suppose you're up for taking in some of my thoughts on all of these lovely iOS games (and they truly are lovely, each and every one of them)? If so, please keep reading.
BATTRIX--This bite-sized RPG was made by the wizards at Opus Studio, who also brought the world the Half-Minute Hero games and Jikandia: The Timeless Land, which of course means it features some stunning spritework.
There's more to it than that, though--which probably won't shock anyone who's experienced any of the afore-mentioned PSP titles. This is most evident in BATTRIX's gameplay "hook," which tasks players with exposing its map one tile at a time. (You begin the game standing on a single, solitary tile, and nearly every step you take away from it reveals previously hidden areas and battle-able enemies.)
The idea is a perfect fit for the medium, and a lot of fun to boot. Also a perfect fit for the medium: the controls used in BATTRIX's battle scenes, which of course are intuitively touched-based and which also feature fast, frequent and intriguing weapon changes.
Drop Wizard |
Drop Wizard--This was my first iOS game, and it's sure to remain one of my favorites for some time to come. The graphics here are absolutely adorable--and right up there with the best of the single-screen platformer genre, if you ask me.
The gameplay's great, too, in that it wisely considers and keeps in mind the iOS platform's weaknesses (generally unresponsive digital controls being the main one, of course) without letting them hamper the action at hand.
As for what all that nonsensical blather means for the end-user (me and you): instead of focusing on fast-paced leaps and twitchy, last-millisecond responses à la most other single-screen platformers, Drop Wizard focuses on strategy. Which is a good, as all you're able to do in this game, control-wise, is move your adorably behatted protagonist left and right. (Yes, that means there's no jump or other action button.)
I'm sure that sounds more than a bit nuts, but in reality it's brilliantly refreshing.
Zoo Keeper DX |
So, what's Tumbledrop's gameplay like? I guess you could say it's a physics-based puzzler. Actually, it's kind of like Jenga, that block-balancing tabletop game that everybody's become obsessed with at one point or another. Only Tumbledrop is a lot more visually interesting, what with its on-point use of pastels as well as its bricks and blocks and stars that grin like non-creepy Kewpie dolls.
Anyway, it's a lot of fun, and it's no pushover (pun not entirely intended), which always is a good thing, in my opinion. In fact, I've only made it through a few screens so far thanks to its general toughness. Still, I hope I can make it a bit further before I stick a fork in it and move on to some other technicolor iOS title.
Zoo Keeper DX--If you've played some version of Zoo Keeper over the years, you've pretty much played them all. In the case of almost any other series, I'd say that's a bad thing, but these bright, animal-themed puzzlers are such a blast to play that I can't bring myself to do it.
One somewhat negative thing I will say about the iOS iteration of Zoo Keeper is that it's a bit lacking when it comes to modes and options--there are just three of the latter, as far as I can tell, and one of them is an online battle mode I'm unlikely to use.
Other than that fairly minor quibble (especially given Zoo Keeper DX's cheap asking price), though, this one's a ... well, it's a keeper, as that old--and appropriate--cliché goes.
See also: previous 'Shall We Do It?' posts
Monday, February 17, 2014
SHOCKING NEWS: Zoo Keeper 3D doesn't suck
I have to be honest here: I bought Zoo Keeper 3D expecting to be disappointed by it.
I know that doesn't make much sense--why would I go ahead and spend my hard-earned money on a game that I was pretty sure I'd dislike? Well, the thing is, I didn't think I'd completely hate it. I just thought it would pale in comparison to the series' first handheld release, 2003's Zooo, much like that game's DS-based follow-up did.
So, imagine my surprise when I started playing Zoo Keeper 3D a few days ago and couldn't stop. And not only couldn't I stop playing it, but I couldn't stop grinning while I was playing it.
What's so fun about this iteration of everyone's favorite zoo-themed, match-three puzzler? I've got two words for you: Encho Battle.
That's the name of my favorite Zoo Keeper 3D mode, for those of you who aren't in the know (and I'm guessing that's a good portion of you). In it, you battle to the death (or something like that) against the game's balding curator.
The general rules here are the same as they always are in these Bejeweled-esque titles: rid the game field of as many tiles as possible by placing three or more of the same design--in this case, different animals' faces--in a row.
What sets this mode apart from the others included in Zoo Keeper 3D is that here, getting rid of alligator, giraffe, monkey and panda tiles earns the player "offense" points, while doing the same to the elephant and hippo tiles earns you "defense" points.
As for why you need either of those things: at the end of every round (they only take a few seconds), you and the curator--I'm assuming his name is Encho--square off a la Punch-Out!! If he has more offense and defense points than you do, your health meter decreases. Allow it to dry up completely and it's game over.
Something I love about this particular mode: it means business. As in, I've played it about 25 times now (at least), and so far I've racked up just seven or so wins.
Speaking of challenges, the "Score Attack" mode included here is pretty tough, too. That may be because each game is limited to a single minute, though--as opposed to the six-minute games found in the other Zoo Keeper titles.
You can extend that a bit, but I have to confess that I'm not entirely sure how you do it. I've been able to eke out games that lasted a minute and a half and two minutes, but that's it--and I have no idea what I did to earn those extra, precious seconds.
Zoo Keeper 3D features a few other modes as well, of course, but I've yet to play any of them. If you want to know their names, there's "Normal Game" (traditional rules apply), "Tokoton" (rid the field of 100 of each animal), "Quest," "Puzzle" (which seems similar to games like Nazo Puyo) and "Friend Battle" (versus mode, basically).
Two last comments before I hit "publish": although Zoo Keeper 3D's soundtrack isn't as stellar as the one featured in the first Zoo Keeper, it far from sucks. (In fact, the tune that plays throughout each "Score Attack" battle is largely responsible for my continued attempts at this mode.) Also, the little animations that play out on the top screen (while the action takes place on the lower one--if you choose) are a lot cuter and a lot more interesting than they have any right to be.
See also: 'One of the many reasons I'm glad I finally picked up Zoo Keeper 3D: it comes with an actual manual'
I know that doesn't make much sense--why would I go ahead and spend my hard-earned money on a game that I was pretty sure I'd dislike? Well, the thing is, I didn't think I'd completely hate it. I just thought it would pale in comparison to the series' first handheld release, 2003's Zooo, much like that game's DS-based follow-up did.
So, imagine my surprise when I started playing Zoo Keeper 3D a few days ago and couldn't stop. And not only couldn't I stop playing it, but I couldn't stop grinning while I was playing it.
What's so fun about this iteration of everyone's favorite zoo-themed, match-three puzzler? I've got two words for you: Encho Battle.
That's the name of my favorite Zoo Keeper 3D mode, for those of you who aren't in the know (and I'm guessing that's a good portion of you). In it, you battle to the death (or something like that) against the game's balding curator.
The general rules here are the same as they always are in these Bejeweled-esque titles: rid the game field of as many tiles as possible by placing three or more of the same design--in this case, different animals' faces--in a row.
What sets this mode apart from the others included in Zoo Keeper 3D is that here, getting rid of alligator, giraffe, monkey and panda tiles earns the player "offense" points, while doing the same to the elephant and hippo tiles earns you "defense" points.
As for why you need either of those things: at the end of every round (they only take a few seconds), you and the curator--I'm assuming his name is Encho--square off a la Punch-Out!! If he has more offense and defense points than you do, your health meter decreases. Allow it to dry up completely and it's game over.
Something I love about this particular mode: it means business. As in, I've played it about 25 times now (at least), and so far I've racked up just seven or so wins.
Speaking of challenges, the "Score Attack" mode included here is pretty tough, too. That may be because each game is limited to a single minute, though--as opposed to the six-minute games found in the other Zoo Keeper titles.
You can extend that a bit, but I have to confess that I'm not entirely sure how you do it. I've been able to eke out games that lasted a minute and a half and two minutes, but that's it--and I have no idea what I did to earn those extra, precious seconds.
Zoo Keeper 3D features a few other modes as well, of course, but I've yet to play any of them. If you want to know their names, there's "Normal Game" (traditional rules apply), "Tokoton" (rid the field of 100 of each animal), "Quest," "Puzzle" (which seems similar to games like Nazo Puyo) and "Friend Battle" (versus mode, basically).
Two last comments before I hit "publish": although Zoo Keeper 3D's soundtrack isn't as stellar as the one featured in the first Zoo Keeper, it far from sucks. (In fact, the tune that plays throughout each "Score Attack" battle is largely responsible for my continued attempts at this mode.) Also, the little animations that play out on the top screen (while the action takes place on the lower one--if you choose) are a lot cuter and a lot more interesting than they have any right to be.
See also: 'One of the many reasons I'm glad I finally picked up Zoo Keeper 3D: it comes with an actual manual'
Labels:
3DS,
Encho Battle,
imports,
impressions,
Japanese,
puzzlers,
Success,
Zoo Keeper,
Zoo Keeper 3D,
Zooo
Tuesday, February 11, 2014
One of the many reasons I'm glad I finally picked up Zoo Keeper 3D: it comes with an actual manual
After months of threatening to do so, I finally bought a copy of Zoo Keeper 3D--aka one of the most overlooked Japanese 3DS games around.
You may not realize or remember this, but I've long been a big fan of the first Zoo Keeper game, released for the GameBoy Advance as Zooo.
I like the DS version well enough, too, although not nearly as much as I like the GBA "original"--mostly because I consider the dual-screened iteration to be a smidge too easy.
My slight disappointment with the DS-based Zoo Keeper is what kept me from going ahead and picking up the Japan-only 3DS sequel until now, actually. I just couldn't shake the feeling that it would leave me feeling similarly let down.
I'm going to save my first impressions of Zoo Keeper 3D for a separate post that'll be published later this week (or early next), but I can share now that my initial fears were unwarranted.
Also, after playing it for a fair bit over the last few days I have to say I'm both shocked and saddened that Zoo Keeper 3D has yet to see the light of day outside Japan.
Gaining access to it via the eShop would be especially nice, in my opinion, as this is exactly the kind of game I'd like to have on my 3DS at all times.
Rather than obsess about this title's lack of a Western release, let's focus on its packaging and instruction manual and insert, which can be seen in the photos above and below.
Sadly, the manual I gushed over in this post's header isn't as fabulous as it could've been. Where are all of the adorable illustrations of the zoo's mustachioed curator that I expected to see, for instance?
Oh, well, at least the game's plastic wrapping came with a rather cute "10th Anniversary" sticker attached to it.
See also: 'For the ninth game of Christmas, the UPS man brought to me ...'
I like the DS version well enough, too, although not nearly as much as I like the GBA "original"--mostly because I consider the dual-screened iteration to be a smidge too easy.
I'm going to save my first impressions of Zoo Keeper 3D for a separate post that'll be published later this week (or early next), but I can share now that my initial fears were unwarranted.
Gaining access to it via the eShop would be especially nice, in my opinion, as this is exactly the kind of game I'd like to have on my 3DS at all times.
Sadly, the manual I gushed over in this post's header isn't as fabulous as it could've been. Where are all of the adorable illustrations of the zoo's mustachioed curator that I expected to see, for instance?
See also: 'For the ninth game of Christmas, the UPS man brought to me ...'
Labels:
3DS,
acquisitions,
cover art,
imports,
instruction manuals,
Japanese,
photos,
puzzlers,
stickers,
Success,
Zoo Keeper,
Zoo Keeper 3D
Friday, November 15, 2013
A few quick-and-dirty impressions of Osawari Tantei Nameko Daihanshoku (aka Touch Detective: Funghi's Big Breed)
Although I've been playing a wide range of games lately--turn your attention to the "Now Playing" section to the right for proof--the one I've been spending the most time with this week, surprisingly enough, is Osawari Tantei Nameko Daihanshoku (aka Touch Detective: Funghi's Big Breed).
Because this import-only 3DS puzzler hasn't been talked about much in this part of the world (or in any part?), I thought I'd share at least a few impressions of it here:
It's basically Zoo Keeper, with a couple of twists--If you've ever played Zoo Keeper, you've basically played Funghi's Big Breed. Well, kind of. The big addition to this game is that if you align four tiles in such a way that they form a square, something that looks an awful lot like a bodybuilder Funghi (that's the name given to the little mushroom characters in this game, by the way) erupts onto the screen and wipes out not only the tiles that started the whole thing but the 12 tiles that surround them, too.
Oh, and if you align four tiles in a row, a wolf-like Funghi zips across the screen and takes out the entire column of tiles to the left or right (or above and below, if the aligned tiles are vertical rather than horizontal). Anyway, both of these changes add a nice bit of zip and even drama to the experience and help differentiate Funghi's Big Breed from its predecessor.
Its art style is all sorts of awesome--Although the main reason I decided to buy Funghi's Big Breed earlier this year was that its gameplay apes (for the most part, at least) that found in Zoo Keeper, another reason was its darkly adorable art style. Plus, I have a sort of inappropriate affinity for the Touch Detective series' Funghi characters.
It's got a great, boppy soundtrack--For me to consider a puzzler "top tier," it has to have a soundtrack that makes you tap your feet while also making your pulse race. Funghi's Big Breed succeeds at accomplishing both--although I wouldn't have complained if the folks at developer Success had produced a few more tunes (as they did in Zooo, the GameBoy Advance/PS2 version of Zoo Keeper).
It's a bit lacking in terms of modes--My only real complaint with Funghi's Big Breed at the moment--well, besides the fact that I think I prefer Zoo Keeper's slower pace and more limited rule set--is that it's a little thin when it comes to the number of modes it offers players. There's a "simple" mode (where all possible "matches" are constantly visible), an "earnest" mode (possible matches only become visible at certain points) and a challenge mode (where players are tasked with meeting specific requirements, such as capturing a certain number of one kind of Funghi or creating a certain number of chains).
For me, the simple mode is too, well, simple, while I've never been a fan of challenge modes in such games, so the only one I'm making use of right now is the "earnest" mode. Although it's a lot of fun, I wish Success had thrown in a "time attack" or even "Tokoton" (collect 100 of a single type of Funghi, a la Zoo Keeper) mode as well.
So, there you have it--my impressions of Touch Detective: Funghi's Big Breed (aka Osawari Tantei Nameko Daihanshoku). Sorry a few of the bullet points above are on the long-winded side. Also, be on the lookout for an actual Great Gaymathon review of this game in the next few weeks.
See also: other posts about this import-only 3DS game
Because this import-only 3DS puzzler hasn't been talked about much in this part of the world (or in any part?), I thought I'd share at least a few impressions of it here:
It's basically Zoo Keeper, with a couple of twists--If you've ever played Zoo Keeper, you've basically played Funghi's Big Breed. Well, kind of. The big addition to this game is that if you align four tiles in such a way that they form a square, something that looks an awful lot like a bodybuilder Funghi (that's the name given to the little mushroom characters in this game, by the way) erupts onto the screen and wipes out not only the tiles that started the whole thing but the 12 tiles that surround them, too.
Oh, and if you align four tiles in a row, a wolf-like Funghi zips across the screen and takes out the entire column of tiles to the left or right (or above and below, if the aligned tiles are vertical rather than horizontal). Anyway, both of these changes add a nice bit of zip and even drama to the experience and help differentiate Funghi's Big Breed from its predecessor.
Its art style is all sorts of awesome--Although the main reason I decided to buy Funghi's Big Breed earlier this year was that its gameplay apes (for the most part, at least) that found in Zoo Keeper, another reason was its darkly adorable art style. Plus, I have a sort of inappropriate affinity for the Touch Detective series' Funghi characters.
It's got a great, boppy soundtrack--For me to consider a puzzler "top tier," it has to have a soundtrack that makes you tap your feet while also making your pulse race. Funghi's Big Breed succeeds at accomplishing both--although I wouldn't have complained if the folks at developer Success had produced a few more tunes (as they did in Zooo, the GameBoy Advance/PS2 version of Zoo Keeper).
It's a bit lacking in terms of modes--My only real complaint with Funghi's Big Breed at the moment--well, besides the fact that I think I prefer Zoo Keeper's slower pace and more limited rule set--is that it's a little thin when it comes to the number of modes it offers players. There's a "simple" mode (where all possible "matches" are constantly visible), an "earnest" mode (possible matches only become visible at certain points) and a challenge mode (where players are tasked with meeting specific requirements, such as capturing a certain number of one kind of Funghi or creating a certain number of chains).
For me, the simple mode is too, well, simple, while I've never been a fan of challenge modes in such games, so the only one I'm making use of right now is the "earnest" mode. Although it's a lot of fun, I wish Success had thrown in a "time attack" or even "Tokoton" (collect 100 of a single type of Funghi, a la Zoo Keeper) mode as well.
So, there you have it--my impressions of Touch Detective: Funghi's Big Breed (aka Osawari Tantei Nameko Daihanshoku). Sorry a few of the bullet points above are on the long-winded side. Also, be on the lookout for an actual Great Gaymathon review of this game in the next few weeks.
See also: other posts about this import-only 3DS game
Wednesday, February 06, 2013
Kind of embarrassing admission: Osawari Tantei Nameko Daihanshoku is my most-anticipated 3DS title at the moment
Oh, and in case you didn't already know it, Osawari Tantei Nameko Daihanshoku is a match-three spin-off of Beeworks' Touch Detective series of portable point-and-click games.
As for why I'm looking forward to this Japanese 3DS title as much as I am at the moment: for the last week or so I've spent more time than I'd like to admit playing (what I'm pretty sure is) the Osawari Tantei Nameko Daihanshoku demo that can be found at mg.success-corp.co.jp.
I know what some of you are thinking after watching the trailer above: isn't it just a Zoo Keeper clone with a few added bells and whistles? Yes, but that's OK with me, as I've long been a fan of that puzzler's gameplay.
Plus, you can't go wrong with all of the cute-as-buttons--not to mention penile-esque--Funghi characters that are packed into Osawari Tantei Nameko Daihanshoku. (My current favorite: the fuzzy pink ones.)
As for why I'm looking forward to this Japanese 3DS title as much as I am at the moment: for the last week or so I've spent more time than I'd like to admit playing (what I'm pretty sure is) the Osawari Tantei Nameko Daihanshoku demo that can be found at mg.success-corp.co.jp.
I know what some of you are thinking after watching the trailer above: isn't it just a Zoo Keeper clone with a few added bells and whistles? Yes, but that's OK with me, as I've long been a fan of that puzzler's gameplay.
Plus, you can't go wrong with all of the cute-as-buttons--not to mention penile-esque--Funghi characters that are packed into Osawari Tantei Nameko Daihanshoku. (My current favorite: the fuzzy pink ones.)
Thursday, January 05, 2012
Five favorites: portable puzzlers
Why is that portable systems and puzzle games go together like peanut butter and jelly? Regardless of the reason, that's how it's been--for me, at least--since 1989, when the one-two punch of the GameBoy and Tetris were unleashed upon the world.
Despite the number of portable puzzlers that have flooded the market since then, I had a relatively hard time coming up with the following list. That's not to suggest any of the games below aren't really "favorites" of mine; rather, it's to suggest that, surprisingly, I just couldn't think of many others that could take their place. (Two that did come to mind but didn't quite make the cut: Orbital for the GameBoy Advance and the Professor Layton series for the DS and 3DS.)
So, which portable puzzlers impressed me enough to not only be remembered but be included in this post? I thought you'd never ask. Read on to find out.
1. ChuChu Rocket! (Sega, 2001)--Would I rather play the graphically superior Dreamcast version of this Sonic Team-developed game than this GameBoy Advance version, if given a choice? Probably, but this pixelated port is nothing to sneeze at. Both versions feature basically the same gameplay, after all, and both feature a slew of options. As such, I highly suggest every puzzler fan out there do what I've done: Get 'em both.
2. Guru Logi Champ (Compile, 2001)--If you like Picross, you'll probably like this import-only oddity, produced by the folks at Compile (makers of the Puyo Puyo games). And if you don't like Picross? You'll still probably like it, thanks to its wacky graphics, music and, most importantly, sense of humor. Unfortunately, this GameBoy Advance title isn't all that easy to come by these days, so your best bet is to download a ROM and play it via emulation. My advice: Give your morals a rest and do just that.
Despite the number of portable puzzlers that have flooded the market since then, I had a relatively hard time coming up with the following list. That's not to suggest any of the games below aren't really "favorites" of mine; rather, it's to suggest that, surprisingly, I just couldn't think of many others that could take their place. (Two that did come to mind but didn't quite make the cut: Orbital for the GameBoy Advance and the Professor Layton series for the DS and 3DS.)
So, which portable puzzlers impressed me enough to not only be remembered but be included in this post? I thought you'd never ask. Read on to find out.
1. ChuChu Rocket! (Sega, 2001)--Would I rather play the graphically superior Dreamcast version of this Sonic Team-developed game than this GameBoy Advance version, if given a choice? Probably, but this pixelated port is nothing to sneeze at. Both versions feature basically the same gameplay, after all, and both feature a slew of options. As such, I highly suggest every puzzler fan out there do what I've done: Get 'em both.
2. Guru Logi Champ (Compile, 2001)--If you like Picross, you'll probably like this import-only oddity, produced by the folks at Compile (makers of the Puyo Puyo games). And if you don't like Picross? You'll still probably like it, thanks to its wacky graphics, music and, most importantly, sense of humor. Unfortunately, this GameBoy Advance title isn't all that easy to come by these days, so your best bet is to download a ROM and play it via emulation. My advice: Give your morals a rest and do just that.
Labels:
ChuChu Rocket,
ds,
five favorites,
game gear,
gameboy advance,
GBA,
Guru Logi Champ,
Magical Puzzle Popils,
portable,
puzzlers,
Tetris,
Zoo Keeper,
Zooo
Thursday, December 22, 2011
For the ninth game of Christmas, the UPS man brought to me ...
... a complete-in-box copy of the GameBoy Advance puzzler called Zooo.
Most of you likely know this game by another name: Zoo Keeper. For some weird reason, its name was changed to Zooo when it was released for GameBoy Advance and PlayStation 2 in 2003 and 2004, respectively. Also weird: Said ports were released only in Europe and Japan.
Most of you likely know this game by another name: Zoo Keeper. For some weird reason, its name was changed to Zooo when it was released for GameBoy Advance and PlayStation 2 in 2003 and 2004, respectively. Also weird: Said ports were released only in Europe and Japan.
As for why I imported the GameBoy Advance version of the game and ignored the more-easily-accessible DS version of it: I've found (through playing both versions via emulation) that I prefer the increased difficulty present in the former iteration.
Plus, I'm on a bit of a GameBoy Advance kick at the moment, and I liked the thought of being able to play this game on that great little handheld.
See also: Previous '12 Games of Christmas' posts
Labels:
12 Games of Christmas,
acquisitions,
European,
gameboy advance,
GBA,
Ignition,
imports,
nintendo,
PAL,
portable,
puzzlers,
Success,
Zoo Keeper,
Zooo
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