Showing posts with label pac-man. Show all posts
Showing posts with label pac-man. Show all posts

Thursday, January 26, 2017

Pac-Man World Rally (PS2, GCN, PSP) Retro Review

With word of Mario Kart 8 speeding onto the Nintendo Switch, SuperPhillip Central decided to take a look back at a different type of kart racer to get us into the racing mood. While it's nowhere near the caliber or originality of the Mario Kart series, Pac-Man World Rally was able to give me some modest pleasure through its responsive controls and cheerful racing fun. Here's the SPC review.

Have Kart, Will Gobble


It's pretty much a guarantee that if you are a major video game mascot that you're bound to be a part of a racing game of some type, usually modeled after Mario Kart, the king of arcade kart racers. That was the case with Crash Bandicoot, it was the case with Sonic the Hedgehog, and in the mid-2000s it was the case with Namco Bandai's Pac-Man. Pac-Man World Rally may not be the freshest kart racer around, nor the most challenging, but it does offer a good deal of enjoyment for players, especially for younger ones and those young at heart.

Pac-Man and company speed through the first track of the game, Cloud Garden.
The feel of each kart in Pac-Man World Rally is rather pleasant. No matter the racer's vehicle, that has each possessing different stats depending on the character, I always felt in control. Drifting is handled wonderfully and actually seems to have beat Mario Kart to the punch in how building up a boost is handled. Rather than wiggling the analog stick back and forth during a drift to build a boost, you simply hold your drift as long as possible. The longer you hold the drift, the better the ending boost you get from it will be.

Drift longer to get a bigger boost when you let go of the shoulder button.
Items in Pac-Man World Rally don't deviate too far from what is expected from kart racers of this style. Really, every item in the game has a Mario Kart equivalent, whether it's green bombs that run along the track, bouncing off walls until they hit a target; red bombs that home in on whoever is ahead of the player; red item boxes that are hazards; and so forth. Though there are some more interesting items like snowmen that freeze enemies upon contact and unlockable items won through gobbling up a particular number of racers in a given cup.

This is your home turf, Spooky. You better get your rear in gear, buddy!
How does one gobble up opponents, though? Well, an intriguing and totally Pac-Man take on the kart racer is implemented in World Rally. Along the various tracks of the game, there are power pellets that players can collect. Collecting these fills up a circular meter. Once it is totally full, the player can hit a button and turn into a Pac-Mobile. In this limited timed form, every other racer is turned into a helpless ghost, able to be gobbled up by the Pac-Mobile player. It makes for an innovative Pac-Man-like contribution to an otherwise bog standard kart racer.

The Pac-Mobile isn't a turkey, but it will still gobble, gobble, gobble.
Though that's not totally fair, as Pac-Man World Rally does take its influence from the Pac-Man series to its tracks as well. Shortcuts are mostly found through collecting fruit. If you have a certain fruit in your collection, you're able to enter into an area blocked by that fruit's gate, giving you an edge over the competition. Early tracks in World Rally sport one shortcut that uses this tactic, but later ones have multiple shortcuts blocked by gates that need you to collect a specific fruit to use them.

Pac-Man World Rally has four cups of four races each, save for the final cup which is a cup that features every race in the game in one lap form. Races have a varied number of laps between them with shorter races having more laps than the longer lapped ones. Questionably, World Rally's PSP version is the one that sports the full roster of 16 tracks while the other versions of the game just have 15. Since the multiplayer is limited in the PSP version, it makes all of the versions of World Rally gimped in some way. Regardless, races take place in a variety of areas and locales, from an oriental garden in the sky and casual cruise down canyon hills to a spooky haunted mansion and robotic factory.

Unlock Katamari Damacy's Prince among other Namco characters through normal play.
Thankfully, World Rally doesn't suffer that much from rubber-band AI, a problem that many kart racers use, including Mario Kart, to make the game more challenging. At the same time, that makes Pac-Man World Rally an incredibly easy game when competing against the AI. Easy and Normal difficulties have it where you can effortlessly win a race by more than thirty seconds, whereas even the hardest difficulties don't make you break much of a sweat, though they do offer more challenge. If you're looking for a kart racer to make your adrenaline run and heart race, then Pac-Man World Rally probably isn't for you.

Pac-Man World Rally isn't a bad game, but it's not particularly a great one either. The track design is serviceable while the controls are mighty responsive and work well. There's just not too much that distinguishes the game from other kart racers of its type, and what it does try to do to separate itself isn't that notable or particularly cool. Still, World Rally can be found for a cheap price, so it's worth a look if you're searching for a new kart racer that won't offend but won't overly excite either.

[SPC Says: C+]

Monday, February 24, 2014

Pac 'n Roll (DS) Retro Review

Pac-Man is a character that has seen some mileage. While he's nowhere near as popular as in his arcade days, we at SuperPhillip Central still have fond memories of the old dot-muncher. We recently looked through our Nintendo DS archives and found this intriguing title featuring Namco's mascot, Pac 'n Roll. This might not be the most interesting or recent game out there, but for our sake, just roll with it.

Let the Good Times Roll


Within the first year of the Nintendo DS' launch, Namco had two unique Pac-Man titles for the system already released. The first was a proof of concept turned game in Pac-Pix, while the other, the subject of this review, was Pac 'n Roll, a game that fans of Super Monkey Ball or Marble Madness will find a lot to love about. As for everyone else, Pac 'n Roll will allow its players to have a ball.

The story of Pac 'n Roll has Pac-Man and his friends turned into spheres by a galactic ghost with a craving for rock 'n roll, Golvis. Capturing every Pac-Person besides Pac-Man, our hero is helped by a fairy that watches over Pac-Land to escape from Golvis' grip, allowing him to come with a plan to rescue his friends and make Golvis' plan end on a sour note.

Pac 'n Roll is pac-ked with intriguing level ideas and stage concepts. Pac-Man will be rolling down hills, navigating moving platforms, bouncing up with the help of jump pads, riding down chutes and passageways, negotiating hairpin turns, catching a ride on lifts, carefully adjusting Pac-Man's weight as he rolls along a seesaw-like platform, avoiding enemies and obstacles, and much more.

Each level tasks Pac-Man with gobbling up a certain number of dots. These dots open up gates that block the player's progress until they have gathered enough dots to pass through. Although it is not mandatory to nab all of the dots in a given level, doing so will reward the player with special challenge stages (some funner and less frustrating than others) as well as diamond gems to expand the replay value of the game. There's also hidden gems in each level to find, opening up more in the way of levels.

Challenge comes in the form of hazards, both environmental and from enemies. Obviously, falling off a level is a hazard onto itself, but there's also enemies to worry about, each taking off a sliver of Pac-Man's health when tangled up by them. These enemies are the tried and true ghosts that Pac-Man knows all too well. However, in Pac 'n Roll, once these ghosts have been eaten, through consuming a power pellet, they don't reappear until you leave the level. The only exception to that rule is with the game's boss battles, each having you take on Golvis in a different venue. These battles require Pac-Man to eat three power pellets to make Golvis vulnerable, allowing our hero to run into the boss and damage him. This takes three times for every battle save for the final encounter.

Pac-Man has the ability to change costumes through rolling over different varieties of chocolate, thus giving him some headgear to wear. For example, the knight helmet makes Pac strong and slow, making him sink in water like a brick and not be pushed around by strong winds. Conversely, the winged Pac-Man costume, having Pac don a Robin Hood-esque cap, allows Pac to move around levels much faster than normal, skim across water, and glide. However, strong winds blow Pac-Man around like a piece of paper in a tornado. Rolling over the right transformation chocolate depending on the upcoming dangers is paramount to progressing in Pac 'n Roll.

Pac 'n Roll features a unique control scheme that is not only creative but quite intuitive, too. The top screen displays the game world while the bottom shows a closeup version of Pac-Man. Through swipes of the touch screen over the enlarged ghost devour-er, you control which direction Pac-Man rolls through the game's levels. Faster swipes mean a faster Pac-Man. Sure, all of this could be done with a trackball, but what kind of handheld system these days would have such a device?

Sometimes Pac will need to get up steep inclines or bust through blocks. By holding the stylus on one edge of the touch screen and then quickly drawing a line to the opposite edge, Pac-Man will perform a speedy charged boost in the direction of the swipe. All this combined with the ability to manually rotate the camera with the directional pad, and moving Pac-Man around the game's levels is a usually simple task.

Physics play an important part in Pac 'n Roll, and thankfully the physics at work in Pac-Man's world are very much serviceable and work like one would expect them to. Slopes will push Pac-Man down them if he stays idle on them, ramps will allow Pac-Man to catch some air, and so forth. This makes for a game that is very enjoyable to play, offering quasi-realistic physics and hazards to keep things fresh.

The biggest issue with Pac 'n Roll is that the main story can be completed in less than three hours. That's going through all six worlds, but to be fair, the sixth is simply a series of encounters against Golvis. Collecting gems and dots on every level opens challenge levels to try to overcome, but nowadays a game so short would not pass in the retail space. Pac 'n Roll feels perfectly suited as a downloadable game rather than a full retail release.

Pac 'n Roll looks relatively nice as a first-year Nintendo DS release. The 3D engine used works wonderfully. The frame-rate is always locked at a steady 30 FPS, the camera is far enough away from the action that textures aren't viewed as heavily pixelated. As for sound, the music matches each world, but unfortunately, most of it is forgettable, even though all of a world's levels play the same tune. It would have been nice to have more variety. The gibberish heard in the still-frame scenes from characters is cute at first, but it eventually does get grating.

For those looking for a fun way to pass the time and those that enjoy titles like Super Monkey Ball, Marble Madness, or Kororinpa: Marble Mania, Pac 'n Roll seems like an obvious pick to add to one's DS collection. It works on Nintendo 3DS systems, after all. Whether you want to play in short bursts, which is possible as the game saves after every level, or long, extended gaming sessions, Pac 'n Roll is a great demo turned full game that makes great use of the Nintendo DS's unique hardware. The game runs (or is it rolls?) a bit on the short side, but the experience is entertaining enough to play through multiple times.

[SPC Says: 7.0/10]

Monday, May 24, 2010

SuperPhillip's May Pick-Ups


May was an eventful month for your good friend, SuperPhillip. It started off with picking up Picross 3D for the DS which I gave an 8.5 to in my review. I then branched off and purchased 3D Dot Game Heroes off of Amazon since no store in the area had any copies remaining. A kind soul on CheapAssGamer bought a copy of Super Street Fighter IV for me for only $35 shipped. That was abundantly kind of him. A user on GameTZ traded me Pac-man World 2/Pac-man VS. for my copy of Trauma Center: Under the Knife. Finally, the coup de grace this month is my purchase of Super Mario Galaxy 2 with player's guide. You can expect reviews of all of these games sometime within the next month or so.