I've played tennis since I was about seven years old. That's when my dad started teaching me the sport at the public courts not too far from our suburban Wisconsin home.
I didn't consider myself a tennis fan, though, until I turned 12 or 13. That's when I remember watching Wimbledon on TV for the first time. Or at least that's the first time I remember laying eyes on the player (Steffi Graf) who single-handedly caused me to tune into many more Wimbledons--not to mention Australian Opens, French Opens, US Opens and other, smaller tournaments--in the years and even decades to come.
I say all of this because it should help explain this next comment: as a teen, I played a whole lot of Jaleco's Racket Attack (Moero!! Pro Tennis in Japan). I couldn't tell you how many hours I devoted to it, of course, but I can tell you it wasn't just a passing fancy.
That may shock those of you who have even the slightest amount of experience with this TOSE-developed NES cartridge, as the game isn't exactly considered a classic.
Still, when I was younger, I was fairly obsessed with it--at least for a time. I'm not sure if I ever "beat" it (hell, I'm not even sure its "beatable"). Regardless, I got to know Racket Attack really well at that time in my life.
Unfortunately, none of that seemed to matter whenever I've returned to the game in the last few years. Each time, I walked away from it in disgust after failing to come to grips with its frustratingly awkward controls.
Why did I give it another chance this past weekend? Honestly, I haven't a clue. I guess I was just curious to see if I still thought it sucked. Or maybe I just wanted to play a tennis video game and couldn't think of a better option. At any rate, I booted it up and took a deep breath. Here's a rundown of what happened next:
* Through the first three games of my match (I played as "Gray," while my opponent was "Juana"), I won a single point.
* In the fourth game, I not only won a few points, I won an entire game--on my opponent's serve, no less. This was accomplished by rushing the net like Martina Navratilova in her prime.
* Sadly, that was the only game I won during that first set against the similarly baseline-phobic Juana. I should've won a few more, but I always found a way to screw up those chances. Oh, well.
* Shockingly, I won the first game of the second set. I also started to feel at one with the "down the T" serve at this point. (I pretty much always faulted on it before.) Not that it did me much good, mind you, as I dropped the very next game.
* Although I gave Jauna a tougher time in our match's second set, she eventually ran out to a 5-3 lead. Somehow, I broke her--saving two match points along the way--and got back to 5-5. I lost the next two games and the match (6-1, 7-5), naturally.
Given the above, you may assume I once again walked away from Racket Attack wondering how I could've enjoyed it so much as a teen. In reality, I walked away from it with a grin on my face and the expectation that I'd play it again soon.
This is despite the controls being horribly slippery and every point--every movement, really--feeling as though the game is stuck in slow motion. Plus, even hitting a routine groundstroke is a challenge at the outset.
And then there's the fact that my hour-long match left me shaking (due to nerves) and with clammy palms and sore forearms (from clutching my controller as though my life depended on it).
On the flip side, my latest run-in with Racket Attack also prompted me to laugh more than I have in some time while playing a game. And there's no denying it looks and sounds rather nice. Player sprites are large, if not exactly well animated. Courts are spacious, colorful, and appropriately detailed. The backing tune is surprisingly catchy, too.
Does that mean I'd recommend it to others? Not really. It's a frustrating game to play and even folks who usually enjoy tennis titles are sure to turn it off in disgust.
For me, though, it's just playable enough for me to return to it now and then--although I have a feeling it'll be some time before I'm able to win a set against, let alone defeat, an opponent.
See also: previous 'Second Chances' posts
Showing posts with label tose. Show all posts
Showing posts with label tose. Show all posts
Monday, July 18, 2016
Monday, February 11, 2013
My Month with Dragon Quest Heroes: Rocket Slime, Part 1
I thought I'd take a more straightforward approach to this month's "Bye-Bye, Backlog" follow-up posts. For instance, here are a few stats related to my playthrough of Square Enix's Dragon Quest Heroes: Rocket Slime, which was released for the DS in late 2006:
* So far, I've played the game for just about three and a half hours.
* In that time, I've saved 24 of my kidnapped (slimenapped?) buddies.
* I've only opened up two locations: Forewood Forest and Tootinschleiman's Tomb.
* Unfortunately, I can't remember how many of the game's tank-on-tank battles I've experienced up to this point, although I want to say I've completed four or five.
Other than that, what do I like and what do I hate about Dragon Quest Heroes: Rocket Slime right now? Actually, I can't say I hate any part of it. On the contrary, I like pretty much every aspect of this adorable overhead action-puzzler.
My favorite aspect has to be the core gameplay, which mainly involves slamming into enemies (with the titular Rocket's "Elasto Blast" move), popping them into the air and then catching them on your back (or should I say head?). That captured baddies can be stacked--three high--and tossed at their cohorts is the icing on this pixelated cake.
That only makes up a portion of Dragon Quest Heroes: Rocket Slime's gameplay, though; with the other part consisting of the above-mentioned tank-on-tank battles. Surprisingly (to me, at least), I'm not enjoying these sequences as much as I'm enjoying the overworld (for lack of a better word) ones. Too often they feel like a chaotic mess, with me flinging bullets and rocks and whatnot at the enemy tank without much rhyme or reason. Maybe I'm just missing some heretofore strategic element of these encounters?
Other than that one stumbling block, though, I'm having a lot of fun with this game and I'm very much looking forward to unlocking additional locations and rescuing more of my slime buddies. As such, expect me to put another few hours into the game this week and look for me to publish a second "My Month with Dragon Quest Heroes: Rocket Slime" next Monday (if not before).
See also: Previous posts related to the 'Bye-Bye, Backlog' project
* In that time, I've saved 24 of my kidnapped (slimenapped?) buddies.
* I've only opened up two locations: Forewood Forest and Tootinschleiman's Tomb.
* Unfortunately, I can't remember how many of the game's tank-on-tank battles I've experienced up to this point, although I want to say I've completed four or five.
Other than that, what do I like and what do I hate about Dragon Quest Heroes: Rocket Slime right now? Actually, I can't say I hate any part of it. On the contrary, I like pretty much every aspect of this adorable overhead action-puzzler.
My favorite aspect has to be the core gameplay, which mainly involves slamming into enemies (with the titular Rocket's "Elasto Blast" move), popping them into the air and then catching them on your back (or should I say head?). That captured baddies can be stacked--three high--and tossed at their cohorts is the icing on this pixelated cake.
That only makes up a portion of Dragon Quest Heroes: Rocket Slime's gameplay, though; with the other part consisting of the above-mentioned tank-on-tank battles. Surprisingly (to me, at least), I'm not enjoying these sequences as much as I'm enjoying the overworld (for lack of a better word) ones. Too often they feel like a chaotic mess, with me flinging bullets and rocks and whatnot at the enemy tank without much rhyme or reason. Maybe I'm just missing some heretofore strategic element of these encounters?
Other than that one stumbling block, though, I'm having a lot of fun with this game and I'm very much looking forward to unlocking additional locations and rescuing more of my slime buddies. As such, expect me to put another few hours into the game this week and look for me to publish a second "My Month with Dragon Quest Heroes: Rocket Slime" next Monday (if not before).
See also: Previous posts related to the 'Bye-Bye, Backlog' project
Tuesday, February 05, 2013
And February's 'Bye-Bye, Backlog' selection is ...
... Dragon Quest Heroes: Rocket Slime for the DS.
I know this will shock some of you, but I've already started playing this TOSE-developed, Square Enix-published title. I haven't played enough of it to share any worthwhile impressions, of course, but I will say this: I knew I was going to enjoy it as soon as I encountered its adorable title screen (below)--what with its explosion of bouncing, grinning slimes.
Also, I'm already in love with the game's pixel-perfect graphics and the protagonist's "Elasto Blast" move. I'd previously been "warned" (in a good way) about the addictive properties of the latter, but even then I wasn't fully prepared for just how fun it would be to launch Dragon Quest Heroes' Rocket every which way.
Anyway, expect to see an impressions post (titled something like "My Month with Dragon Quest Heroes: Rocket Slime, Part 1") pop up this coming weekend. In the meantime, have any of you played this one? If so, what did you think of it?
See also: Previous posts related to the 'Bye-Bye, Backlog' project
Anyway, expect to see an impressions post (titled something like "My Month with Dragon Quest Heroes: Rocket Slime, Part 1") pop up this coming weekend. In the meantime, have any of you played this one? If so, what did you think of it?
See also: Previous posts related to the 'Bye-Bye, Backlog' project
Labels:
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Thursday, March 03, 2011
The Great Gaymathon Review #9: Super Princess Peach (DS)
Game: Super Princess Peach
Genre: Platformer
Developer: Tose
Publisher: Nintendo
System: Nintendo DS
Release date: 2005
It doesn't happen often, but every once in while I ignore the bad buzz surrounding a game and buy it anyway--simply because there's something about said game that makes me believe (hope) that it has to be better than everybody says it is. As I'm sure you can imagine, sometimes that works out well and sometimes it doesn't. Final Fantasy: The 4 Heroes of Light is a good example of the former, while this game, released in Japan in 2005 and elsewhere in 2006, is a good example of the latter. That's too bad, because Super Princess Peach could have been a worthy addition to the ever-growing, Nintendo-dominated list of "world's best platformers." It certainly looks like it belongs on that list, at least to an extent. Yes, its graphics have that generic sheen typical of developer Tose, but they're also colorful and well drawn. It also controls well and features quite a few interesting and unique gameplay quirks--the most noteworthy being that Peach can use her chatty parasol to protect herself and to dispatch foes in a plethora of ways--that separate it from the platformer pack. Unfortunately, all of those positives are let down by the game's negatives, which include boring, derivative and uninspired level design and nearly non-existant difficulty.
See also: Previous 'Great Gaymathon' posts
Labels:
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