Wednesday, August 16, 2017

Slime-san (NS, PC) Review

The reviews on SuperPhillip Central for August continue with Fabrik Games' Slime-san, now available for the Nintendo Switch. Check out my detailed thoughts on the game with my review!

Goo-ed to the last drop.

Poor slime. Just casually strolling about, doing his own thing, and not causing trouble for anyone when all of a sudden a gigantic worm consumes him from behind, completely whole. Now, our slime-tacular friend is in need of finding his way out of the worm's massive insides by running, jumping, and sliding through 100 levels of twitch-based platforming in Slime-san. Released on Steam and recently the Nintendo Switch eShop, Slime-san is a terrific take on games like Super Meat Boy and N++ that does enough to separate itself from the competition and in general just be uproariously good time.

Slime-san's 100 levels are split up between five worlds of 20 levels each. Most levels feature four rooms to them, and completing each room serves as a checkpoint, which is a godsend--or in this case, slime-send-- as it's one hit and your slime is no more. And you will be dying a lot. Thankfully, being brought back to try the current room again is a swift process. Rooms have a set way to move through them, but speedrunners and genre experts can use high risk, high reward shortcuts to slice off sizable chunks of time. It feels so very good to go off the beaten path from the way Slime-san intends for starting players to go through levels and get rewarded for it.

It's not a hop, skip, and a jump to finish levels in Slime-san. It's more of needing a wing and a prayer.
A strict color palette of only five colors is not only an artistic choice in Slime-san, but it is also prominent for gameplay reasons as well. White walls and ceilings are safe to the touch while anything red is generally instant death upon touching it. Meanwhile, our slime hero has the ability to switch between a solid form and a transparent form with the press of the left shoulder button. This allows him to pass through green blocks and walls when transparent. Quite quickly in Slime-san, levels require shifting between solid and transparent forms in succession with great precision to survive.

A general lesson of Slime-san: Red is bad; Green is good.
There are also color blind options, if you have problems distinguishing between colors.
Levels in Slime-san constantly introduce new mechanics, obstacles, and challenges into the fray to keep things fresh, even towards the final levels of the game. From blocks and walls that disappear when in transparent mode and reappear when the slime is solid to gravity segments that flip the slime from running on the floor to skimming along the ceiling, to color-coded key-like doors that unlock gates to vines that allow Slime-san to swing across chasms and up to higher areas, this game is not shy about bringing a lot of variety when it comes to new mechanics to be taught to the player and for the player to overcome them.

Slime-san controls well. One button is there to jump, one to become solid and transparent, and one to dash, either on ground or in midair. Sadly, this is where Slime-san can become a little confusing to play. The neat thing about Super Meat Boy is that the controls are simple; one has but a small amount of things to worry about while playing: running and jumping (the latter in both normal jump and wall jump forms). Slime-san makes it so you have to concern yourself with multiple moves at once. Many times it felt like I was attempting to pat my head while rubbing my tummy. Okay, well, doing those two things isn't exactly tough, but you get my point with the reference there. It can become difficult to do a series of required movements with all of the options available to you, merely complicating the platforming and causing more deaths than I would have liked because of it. Mind you, you'll die a lot even when you have become accustomed to all the maneuvers in Slime-san's repertoire, but being flabbergasted by the controls at moments is annoying all the same.

This early level features boxes to dash into to create platforms to safely cross this hazardous pink goo.
If you wish to run through each level of Slime-san to reach the end of the game, your playtime might last about eight hours or so. For those that desire the most bang for their buck, there are a lot of side content to sink your teeth into. For one, each level, outside of boss battles that conclude each of the five sets of 20 levels, has four apples to collect, one in each room of a level. Not only do these serve as nice collectibles, but they're placed in some pretty crafty locations. I don't mean cleverly hidden or anything like that. Instead, they are situated in precarious spots. Sometimes you'll need to do some dangerous, risky jumping to reach them, others will require you to take the long way or more so, a detour to nab them. While this might not seem so bad, each room in the game has a timer of sorts that when it reaches zero, pink acid starts to move through the room from a predetermined side. Touching it like any hazard in Slime-san results in a swift and slimy death. Also, some levels in particular feature hidden areas that lead to NPCs within, and Slime-san can invite them to the town within the worm.

Yep, there is a town within Slime-san (talking about the game here) that serves as a special site where Slime-san (talking about the character now) can visit to accomplish a number of tasks and see all the sights that the city has to offer. He can use his bravely collected apples to trade with NPCs to do things like buy new costumes and accessories, new slime types that deliver positive and negative powers depending on the one purchased and equipped (such as higher jumping prowess but slower speed, for instance), and much more. The town in question, Slumptown is a happening place where you speak to the townspeople, including the NPCs you rescued from the bowels of the worm beast.

This leads me to talk about what further content is available in Slime-san. There are your standard time trials to earn trophies for beating the record time in each level, of course, but there is also post-game content as well! After beating the initial 100 levels, you can play a New Game+ mode that alters the enemy and obstacle placement of the original levels. Additionally, a Boss Rush option opens, and these boss fights are quite clever, because Slime-san can't actually attack any enemy, he has to use obstacles and other means to bring these baddie bosses down. They're action-packed fights that lean heavily on puzzle-like approaches.

Boss battles require quick thinking, quick platforming, and quick reloading for when you die many times trying to figure out what to do to beat these big, bad bosses!
To me, Slime-san has a polarizing graphic style to it. Obviously it's retro-focused, but looking at the game in screenshot form, the look is a bit too rough on my eyes and almost gives me a headache on the closer-in shots. The more zoomed out ones are much more pleasant to look at. Regardless, Slime-san looks much better in motion, but you really need to appreciate old school styles to get the most out of it. For a further, more authentic retro experience, Slime-san brings with it several visual filters that you can add to the game by purchasing them in Slumptown, whether VHS-styled, CRT-styled, and even a shout-out to the doomed Virtual Boy, an all red aesthetic headache in the making. While Slime-san generally performs well with regards to its frame-rate, on more than one occasion have I died to the FPS plummeting into the single digits. With a patch on the way according to the developers, though, this shouldn't be an issue on the Nintendo Switch version very soon.

You can purchase borders to line the sides of the play field as well from a shop in Slumptown.
Slime-san is a much welcomed addition to the Nintendo Switch's arsenal of indie games. Bursting to the seams with content, packing in 100 levels in both classic and remixed modes, levels themselves consistently providing new hooks and additions to the gameplay, creative boss battles, a hefty challenge, and 5-bit visual delight, Slime-san presented me with a slimy and sticky situation that I didn't mind being stuck in at all.

[SPC Says: B+]

Review code provided by Headup Games.

Tuesday, August 15, 2017

Pauli's Adventure Island (iOS, Android) Review

So many games, so little time. Isn't that always the way it is? Well, it definitely is when you review games like I do! Especially when you have deadlines! But enough about my struggles here, we're talking about a recent iOS and Android 2D platformer, Pauli's Adventure Island. Let's check it out and hopefully jump for joy!

There's something about Pauli

With a ridiculous amount of mobile games launching on the App Store and the Google Play storefront each and every week, games get lost in the shuffle, and many are easy to ignore. There is just no time to play all of them, only to find out that you've wasted your time downloading it. I do have a soft spot, however, for a competent 2D platformer. The best in the genre are some of my favorite games of all time, and I just love the platformer, 2D or 3D, regardless. Upon reading about Pauli's Adventure Island, I wasn't too impressed by what I saw. However, when watching the gameplay trailer, the game seemed like a well made game worth looking into. It actually was, though several aspects stop Pauli's Adventure Island from being special.

Good luck will come to those players who gather all of the clovers in the game.
(Well, at least in the form of an achievement!)
One of the main reasons for this is that Pauli's Adventure Island certainly takes a lot of inspiration from the Super Mario Bros. series, most notably the recent New Super Mario Bros. titles. Everything from collecting three Star Coin-like clovers in each level to obstacles and ideas taken directly from the games. I'm talking platforms that you bounce off of while avoiding enemies who do the same (similar to mushroom platforms in New Super Mario Bros. 2) , square and rectangular platforms that rotate around one another with some posing the risk of crushing your cute, wittle wabbit, platforms that follow along a set track complete with Fuzzy-like enemies to avoid, familiar underground and castle-themed stages that occur around the same time in a world as they would in a Super Mario Bros. game, and more. That said, if you're going to take inspiration from a platforming series, why not take from the best?

During many levels, I would ask myself, "Haven't I seen this somewhere before?"
What the developer behind Pauli's Adventure Island was also influenced by the Super Mario Bros. series, and this is a very good thing, is the tight and satisfying controls. In Mario games, Mario, Luigi, and whoever else joins his running and jumping cause, control well with no delay between the player's button inputs and the action the character does. This is most impressive in Pauli's Adventure Island because not only did the developer nail the feel of control of the stars of the game, but they managed to do it on a mobile device using a touch screen as the only source of input.

During many games, I'd worry about my thumbs covering up the screen over something important, or worse off, covering my view of what I was doing. This is not the case with Pauli's Adventure Island. The directional buttons one can press on the lower left hand corner of the screen and the A and B inputs on the lower right hand corner are easy to reach and do not get your thumbs in the way. The simple to learn inputs like running, jumping, rolling, and hovering in the air in certain wind tunnel sections in the game all control and play out smoothly. Incredibly commendable.

The level design won't blow anyone's mind or anything, but it's competent to say the least. Some of the clovers hidden in levels are smartly placed, and a bit of the platforming can be a bit tricky. There are four worlds of eight levels each, with the final level in each world consisting of a basic boss battle. For each level you can do the optional task of collecting all three clovers as well as beating the level under a specific target time. Most levels you can do this all in one run, but some later ones are challenging to do so. Regardless, you need not complete both tasks in one run anyway.

Time to take you out, Not-Koopa-Troopa enemy!
The 32 levels on offer, however, don't last long. In fact, the entirety of Pauli's Adventure Island is easily completed in under two hours at max. This stings less because the game is free, only offering a one-time purchase if you absolutely cannot stand occasional ads after every two levels, but something more substantial for replay value would be preferred. I'm talking about things like a harder mode with different and more challenging enemy placements, a requirement to beat the game as both of the two rabbit characters to earn an achievement, and things like that. As it stands, your mileage with Pauli will hardly last the duration of John Claude Van Daam's Sudden Death. Yes, it's a strange movie to choose, but it's a guilty pleasure!

There is a nice crisp and clean look to Pauli's Adventure Island,
but otherwise nothing too notable about the presentation.
Presentation-wise, Pauli's Adventure Island has a freemium appearance to it, perhaps even an internet browser game. The character animations are basic and while the backgrounds have a good amount of charm to them, they are also a bit modest in impact. The music features some hum-able tunes, but nothing that I can personally remember after playing the game. Nonetheless, while the presentation of Pauli's Adventure Island doesn't really have much "wow" factor, it's all pleasant overall.

Pauli's Adventure Island is a serviceable platformer which I wish would have received more time in the proverbial oven, perhaps to add more worlds and interesting obstacles. Everything presently is very safe and doesn't stray too far from 2D platformers like Super Mario Bros. The foundations for a great game are here, and if a sequel were to materialize from the developer, my interest would certainly be there to try it out. I just found myself enjoying my two hour play session with Pauli, and just saying, "that's it?" when my adventure was speedily over without much fanfare or buildup. Still, a fun game is a fun game, and Pauli's Adventure Island was just that. It's worth a play for 2D platformer maniacs like myself, but don't expect anything too amazing from it.

[SPC Says: C]

Monday, August 14, 2017

SuperPhillip Central's Favorite VGMs - "Down and Dirty With the Dark and Edgy" Edition

No, SuperPhillip Central's Favorite VGMs isn't sharing depressing music or anything somber this week! Far from it! Instead, it's delivering music from games that have dark undertones and/or settings, games with a bit of an edge to them, and songs that are featured in final boss fights against sinister villains.

Beginning with Castlevania: Order of Ecclesia, we will listen to a fantastic arranged theme from this third Castlevania on the Nintendo DS. Then, we move on and take flight with the arcade shmup Ikaruga before feeling the edge of Jak 3. Intelligent Systems' attempt at creating a successful new franchise for Nintendo may have backfired commercially, but Code Name: S.T.E.A.M. offers great music and gameplay to boot. Ending this edition of SuperPhillip Central's Favorite VGMs is a final boss theme from Final Fantasy XIII.

Just click on the VGM volume name to go to the YouTube page where you can hear that song. Per usual, check out SuperPhillip Central's VGM Database for every song mentioned on this weekly segment. Now, let's get on to the music!

v1446. Castlevania: Order of Ecclesia (DS) - Dusk Holy Mark (Arranged)

I have editions of SuperPhillip Central's Favorite VGMs planned out in weekly chunks, already having what games and songs I want to feature each week. A song from Anarchy Reigns was set for this edition to kick things off, but because of the horrific and terrifying events over the weekend in Charlottesville, the game, song, and lyrics in question were too inappropriate, tacky, and tasteless to use in this week's edition.

Instead, we have a wonderful replacement with Castlevania: Order of Ecclesia! It's an arranged track from the game in the form of Dusk Holy Mark. The original song used in the Nintendo DS release was great enough already, but this arranged version is simply delightful as well. I find Order of Ecclesia to be one of the most difficult of the Metroid-styled Castlevanias out there. Would you agree?

v1447. Ikaruga (Multi) - Chapter 01 - Ideal

Take flight in this color-coded shmup that was originally released on the Sega Dreamcast and then later the Nintendo GameCube. Ikaruga's main gameplay feature is being to change colors to avoid enemy bullets. It's quite the bullet hell shooter, but this ability to change between two colors on the fly brings something new to the table. Plus, the game is addictive as all get out. This theme that represents Ikaruga on SuperPhillip Central's Favorite VGMs launches players into the fast and fluid action with some spirited music to accompany them.

v1448. Jak 3 (PS2) - Haven City Battle

It's no secret that I thought that Naughty Dog changing Jak from the first Jak and Daxter into an edgier version with guns was laughable at best and worthy of cringing at worst, but the games that succeeded The Precursor Legacy ended up being okay affairs all to their own. Influenced by open world games at the time like Grand Theft Auto--and what better way to connect with the kids than turning a colorful platformer into a gritty and edgy third-person shooter/platformer hybrid--Jak II and more impressively Jak 3 offered engaging gameplay and solid enough music to be enjoyable experiences.

v1449. Code Name: S.T.E.A.M. (3DS) - Deadly Dance II

Intelligent Systems churned out challenging, innovative, and interesting new IP with Code Name: S.T.E.A.M., a strategy RPG that was quite atypical compared to its competition. The slowness of enemy turns created a lot of disinterest for the game, and while it was very quickly fixed with a patch soon after launch, the damage had already been done. Now, one can readily find a copy of Code Name: S.T.E.A.M. lingering in bargain bins for low prices. It's a shame, as not only is the gameplay really rewarding, but the style of the game in both creativity with the story and characters, the settings, the art, and of course, the music were all terrific. Well, I'm obviously speaking subjectively here.

v1450. Final Fantasy XIII (PS3, 360, PC) - Nascent Requiem

Last Thursday, SuperPhillip Central showed off a special edition of Best Boss Battles in Gaming History which showcased some recent awesome final boss battles. To round out this edition of SuperPhillip Central's Favorite VGMs, let's hear the theme for the final boss of Final Fantasy XIII. Despite a lot of things within the game that went wrong, leading to its negative critic and fan feedback, one part of Final Fantasy XIII that truly shined was Masashi Hamauzu's incredible score for the game. Seriously, take an afternoon to listen to the full soundtrack. You won't be disappointed.

Sonic Mania (NS, PS4, XB1, PC) Launch Trailer

After much hype for the return of classic Sonic the Hedgehog gaming from a team that finally knows their stuff, Sonic Mania launches digitally tomorrow for Nintendo Switch, PlayStation 4, Xbox One, and PC. Check out this incredible trailer combining animated scenes with featured sections of gameplay.

Friday, August 11, 2017

The Best Nintendo Switch eShop Games Released So Far

Despite only being out for a handful of months now, the Nintendo Switch library has amassed quite the collection of games. While many focus on what's on store shelves, which currently isn't that large of a roster of games to select from, it's important to note just how impressive the indie and digital library of the Nintendo Switch has become. The awareness is mostly not there. Well, that fault lies somewhat with Nintendo, its failure to market indies properly, and the crappy layout of its Switch's eShop.

Nonetheless, for this Friday, SuperPhillip Central celebrates and looks at some of the best Nintendo Switch eShop games, those that can only be purchased digitally. That means no Breath of the Wild, Mario Kart 8 Deluxe, ARMS, or Splatoon 2, as they all can be bought at a store despite also being on the eShop.

So, let's get to it! Once you've seen SPC's picks, which Nintendo Switch eShop games do you think deserve shoutouts?

Minecraft: Nintendo Switch Edition

How could I not start off this list with some Minecraft--this time on Nintendo Switch? Finally, we have third-party support on a Nintendo console from Microsoft! (Har-har, lame joke.) Regardless, Minecraft sells well no matter where it is, and it's no surprise to see the phenomenon do well on the Nintendo Switch. Being able to use your imagination and creativity to sculpt the landscape to your desire either alone or with friends is certainly an appealing proposition. Throw in some Mario-related goodies, exclusive on the Switch and Wii U, and you have some goodness going on. I'm using a technicality here with including the Nintendo Switch version of Minecraft, as the game is due to see a retail release in the future, but currently, as of this article's date, if you want Minecraft on your Switch, you can only buy it digitally on the eShop.

Shovel Knight: Treasure Trove

A compilation of four crowdfunded campaigns featuring various characters with different play styles from 8-bit indie sensation Shovel Knight, Shovel Knight: Treasure Trove first saw a release on the Nintendo Switch at the console's launch. The following month saw the compilation get brought over to other platforms. Each campaign included (the fourth will feature King Knight) has a unique campaign for each starring character, and each also offers varying gameplay mechanics to keep things fresh and enjoyable. Whether it's Specter Knight's Mega Man X-styled wall climbing or the potion-hopping that Plague Knight employs, each campaign is gold in this highly worthwhile collection.

Snipperclips: Cut it up, together!

The Nintendo Switch is in no shortage of multiplayer games. The launch of the Switch brought a limited number of games to choose from. Perhaps the most interesting and innovative of the slim pickings we received is Snipperclips. Available for play by one's lonesome, the fun only multiplies with the addition of other players. By cooperating through levels, cutting and snipping your friends to help them form the correct shape to solve the multitude of puzzles, Snipperclips offers a roaring good time--literally--as you and your friends with be roaring with laughter or aggravation because one of you screwed things up. ...But mostly laughter.


Another launch title seen only on the Nintendo Switch eShop is an upgraded port of the Wii U's FAST Racing NEO. Developer Shin'en Multimedia shows off their small team's amazing ability to draw power from Nintendo hardware once again with blistering fast speeds, intense velocities, and superb and thrilling racing excitement. If Nintendo won't give us what we want, a new F-Zero on their system, the fine blokes at Shin'en proved they were more than up to the task to create a suitable supplement in the meantime.

Overcooked: Special Edition

Order up! One of the most recent releases on this list for the Nintendo Switch eShop is Overcooked: Special Edition. Currently, the frame-rate of the Switch port is far from stable, but that isn't stopping plenty of players from enjoying their wacky adventures in cooking nonetheless. The amount of coordination between players needed to make sure you satisfy the condition of each level brings plenty of panic and tension. It's like working in an actual restaurant's kitchen except without the threat of burning your hands on the stove or scalding yourself. Unless that's what you're in to...

Graceful Explosion Machine

What's better than colorful explosions? Why, colorful explosions that you, yourself, are causing, of course! As the titular ship, you pilot it through over 30 individual levels, bursting at the seams with vibrant colors as you shoot down and blast away your foes with no mercy and incredibly O.P. weaponry. Side-scrolling shmups on the Switch are few and far between, but don't just express an interest in Graceful Explosion Machine because of that. Do so because it's simply an amazing game and exhilarating experience, Nintendo Switch or not.

Blaster Master Zero

It's a blast from the past! Blaster Master's presence in the gaming scene has been rather light lately to say the least, but Inti Creates--developer behind the Mega Man Zero games--brought the series back to life with a retro revival for the Nintendo Switch and 3DS. Utilizing both 2D side-scrolling gameplay in tank form and overhead "dungeon" crawling as Jason, this Metroid-like adventure is packed to the brim with action and excitement. The boss battles are the highlight of the game with the impressive spritework and situations put on display, but all around regardless, Blaster Master Zero is a retro wonder from Inti Creates, a developer that knows their stuff.

Mighty Gunvolt Burst

Well, most of the time--at least when they're given a proper budget, two versions of a single game to work on instead of how ever many Mighty No. 9 had, and didn't work under Keiji Inafune. Mighty No. 9 might have been a low point in Inti Creates' history, but the team more than made up for it with a successor to the Nintendo 3DS-only Mighty Gunvolt. This game is none other than Mighty Gunvolt Burst, which like Blaster Master Zero, also released on Switch and Nintendo 3DS. This game is such a brilliant ode to Mega Man-like titles (even eclipsing many of them, in my opinion) that if THIS game was the one that was released instead of Mighty No. 9, then I think public opinion would have been much kinder. Mighty Gunvolt Burst, a game that stars both Beck from No. 9 and Gunvolt from Azure Striker Gunvolt, is simply a great game and heartily recommended by yours truly.

Implosion: Never Lose Hope

Let's continue the trend here of high octane action for just one more game before we move on temporarily. Rayark Games may not be a household name or anything to many gamers, but this South Korean studio has a lot of talent inside it, as evidenced by this and the next game on this list. Implosion: Never Lose Hope was a mobile game at first that is now on Nintendo Switch. This hack-and-slash feels like a damn good deal with its production values in presentation--in both visuals and voice acting--and that's because it is. Implosion's backed by super-satisfying gameplay and an immense amount of content. Running through the bite-sized missions attacking and evading enemies and bosses with the hopes of staying alive and/or completing level-specific objectives is a glorious and stimulating experience. Implosion: Never Lose Hope was quite a surprise for me in regards to how much I enjoyed playing it.


Here's another import from Asia and developed by Rayark Games--this time it's the very first handheld-only Switch game, VOEZ. VOEZ is a rhythm-based music game that may appear as a steep purchase for a digital release compared to the competition on the eShop, seeing as it has a $25 cost of entry, but with that you get a full-fledged story mode and over 150 individual pieces of music with three levels of difficulty each. Thus, you will spend plenty of time playing and perfecting these songs as you tap, touch, and hold your way to high point totals.

Oceanhorn: Monster of Uncharted Seas

If you're lusting for a more traditional Zelda after playing the open world, dungeon-less Breath of the Wild, perhaps you're willing to accept a substitute for now. Like VOEZ, Oceanhorn: Monster of Uncharted Seas was originally a mobile title before reaching home consoles and even the PlayStation Vita. It's an isometric game that certainly was influenced and inspired by several Zelda titles. Oceanhorn is hardly a carbon copy or strict imitator, though. There are various original ideas implemented, such as discovering new islands on the world map by speaking to the right person or examining a specific sign or object, the puzzles later in the game show creativity, and the isometric view brings some thoughts of how to move through the various lands' topography successfully. And for less than a tenner, Oceanhorn is at least worth a shot.

Wonder Boy: The Dragon's Trap

We have another adventure on our hands here with Wonder Boy: The Dragon's Trap, a game that remakes the Sega Master System's Wonder Boy III: The Dragon's Trap, originally released in 1989. Despite the game showing its age a little bit, this Metroid-style title prides itself with an astonishing art style, but if that's too new school for you, you can switch to a retro 8-bit style at any time. There are definitely old school design philosophies at play in Wonder Boy: The Dragon's Trap regardless, such as invisible doors that most would need a guide to find unless they press up at every opportunity, as well as a hefty challenge, but with patience and perseverance comes a delightfully retro romp.

Shantae: Half-Genie Hero

Like many of the games on this list, Shantae: Half-Genie Hero saw a release on plenty of platforms before its arrival on the Nintendo Switch. In this case, however, no physical version is currently available unlike other consoles. The newest Shantae brings with it some of the most gorgeous art the series has ever seen, including amazing backgrounds and terrific character animations. Though, I'm not personally too fond of some characters' needless over-sexualization, but there's obviously a crowd for anything, and I'm a prude anyway. What I'm very fond of, however, is the jolly good gameplay and platforming fun to be found with Half-Genie Hero.

NBA Playgrounds

It's not unusual to see some indie developers struggle a little with a Nintendo-related release. We've seen it with Overcooked earlier, and that game is bound to be patched according to the developer. NBA Playgrounds once suffered issues, this time in the form of a lengthy delay of a patch that other systems received earlier than the Switch version. It just goes to show how stellar NBA Playgrounds is when the game is so good that the wait wasn't an overly huge deal. It just made the payoff all the more sweeter with all of the new patch's content and bug fixes. If you're looking for a game that riffs off of arcade style basketball games like EA's own NBA Jam and NBA Street, Saber Interactive's NBA Playgrounds is your home court.

Infinite Minigolf

We're moving on from one sport to another! I've never really cared about playing real golf like those rich wieners play in the PGA, but I have always found playing mini golf fun and engaging. I also love when the weather's too cold or uncomfortably hot (the latter being more prevalent considering the season here as of the timing of this article), so I can sit on my butt and play mini golf in video game form. That's where the wonderful Infinite Minigolf comes in, offering enjoyable pre-made courses, a customizable avatar system, and yes, the big one, a hole creator that is highly versatile. Though recently removed from the North American Nintendo Switch eShop due to some ESRB rating snafu, once Infinite Minigolf reappears on the storefront, give this lovely mini golf game a try!


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