Showing posts with label super mario 64 ds. Show all posts
Showing posts with label super mario 64 ds. Show all posts

Monday, August 31, 2026

Review Round-Up - June - August 2026

Summer at SPC meant enjoyably taking a look at a mysterious book and living our best fantasy lives.
We've had reviews here and there over the past few months at SuperPhillip Central, and what we have now is essentially a summer review recap for the blog with our June to August 2026 Review Round-Up! As one might expect with reviews across three months, we have a wide range of grades given out and an even greater amount of game variety to be found here. Let's get to it!

We started this chapter of reviews on SPC with none other than Yoshi and the Mysterious Book, offering one heck of an opener to this review period, receiving an A- grade. Creating a hefty contrast soon after was Mouse: P.I. For Hire, trading in Yoshi's colorful storybook worlds with a more monochrome, yet still cartoon-y look. It got a B-.

Perfect for the summer months, we then took an island vacation virtually with Kioku: Last Summer, which unfortunately proved to be plagued with bugs and softlocks, which only allowed me to give it a D+ in its current state. From calm summer fun to fast racing action, we revved our engines after with 4PGP, getting a C+ as it crossed the finish line. 

Speaking of finish lines, we weren't quite finished with racing, as we shred the surf on Sea-Doo jet skis courtesy of retro PlayStation 2 and Xbox game Splashdown, which rode and raced its way to a B- grade. After that we traded a Sea-Doo for a skateboard with a trio of Disney properties under the Tony Hawk Pro Skater 4 engine with Disney's Extreme Skate Adventure, another retro romp. This one got a B.

The months continued with a stretch of games in the B grade category, with our first Nintendo DS review in seemingly ages with Super Mario 64 DS (B), a fun cinematic platformer in the form of LIFTED (B-), and a charming and cute 3D platformer called Teeto (B-).

Rounding out this trio of summer months with some of our highest rated games this review period, we took some decidedly late looks at some truly terrific titles. One sated my thirst for Mega Man (at least until Dual Override arrives) via Gravity Circuit. Another took over 100 hours of my free time over the past year: Fantasy Life i: The Girl Who Steals Time (also SPC's 1,100th review). Both of these titles received hearty recommendations and A- grades.

Phew! Are you all still with me through that lengthy journey looking back at SPC's reviews from June to August? If so, please be sure to check out the SPC Review Archive, as that has each and every one of the site's now 1,100 reviews! 

Let's look forward to autumn ahead, at least in this hemisphere. In the meantime, here are some snippets and links to these past months' past reviews. 

Yoshi and the Mysterious Book (NS2) - A-

Yoshi and the Mysterious Book is very much a thumping good read--or rather, play. It presents so many unique ideas within each of its 50-60 creatures that it approaches Super Mario Galaxy-levels of "new stage, new concept". Such a feat is no small task, and it's certainly no small comparison either. Yoshi's latest absolutely floored me with its exponential amount of fresh ideas, stellar level design, myriad methods the game's systems interact with each other (in almost a "how does this game not break?!" kind of way), and how it constantly rewarded me for thinking outside of the box.

Mouse: P.I. For Hire (Multi) - B-

Mouse: P.I. For Hire is a ripper of a boomer shooter for sure. As a completionist, I hated having to use a guide to play through the game, as it really killed the pacing for me, but I can't argue against Jack Pepper's investigation being a thrilling and fun one. Case closed.

Kioku: Last Summer (PC) - D+ 

Kioku: Last Summer is a short experience, as stated, and unfortunately, it's one that I would have a hard time recommending in its current state. Perhaps once the bugs and glitches I experienced on a consistent basis are ironed out and some additional polish is included, this would be an easier recommendation for breezy and cozy summer game. As is, though, you'll suffer some frustrations that are ironically the complete antithesis of the cozy vibes the development team intended. That said, I still overall enjoyed my time on the island, but if I didn't have a review to write, I would have most certainly held off until next summer.

4PGP (PC, PS5, NS2, NSW) - C+

4PGP delivers racing thrills with a modest amount of frills. While so many racing games nowadays chase after realism and simulation in the feel to their controls, 3goo's 4PGP is unapologetic in how it harks back to the classic era of arcade racing games. The lack of online multiplayer and steep challenge may turn off some players, however. For everyone else, 4PGP speeds past the finish line in sublime style while adding some subtle substance here and there to make for a worthwhile racer.

Splashdown (PS2, XBX) - B-

Splashdown delivers fast and frenetic aquatic racing action, yes, but it also doesn't do much else. The amount of tracks and environments is immensely impressive, and the difficulty is tough but fair. Career mode essentially being the same for each racer means you'll race the same series of tracks against progressively more challenging opponents, which is about as repetitive as it sounds. Still, for a game you pick up on the used market for cheap nowadays, if you possess a PS2 or OG Xbox, Splashdown's small number of issues are a drop in the bucket compared the oceans of fun you can end up having with it.
Disney's Extreme Skate Adventure (PS2, GCN, XBX) - B
Disney's Extreme Skate Adventure is exactly what you'd expect from the cover--a super competent skateboarding game for the kid and tween market, and also those Disney adults who who can't get enough of Tony Hawk-style skateboarding gameplay. It's not anywhere near as complex as a THPS game--and that's to be expected for the audience it was trying to capture--but Disney's Extreme Skate Adventure manages to make for a marvelous skateboarding gaming experience that lands its tricks much more than it bails on them.
Super Mario 64 DS (DS) - B
Super Mario 64 DS doesn't long jump past the original Nintendo 64 game. It more takes some jumps to the side in improvements as well as complaints. Is Super Mario 64 DS the definitive version of Mario's first full foray and adventure into three-dimensions? That's a difficult question to determine the answer to, because it's totally conditional. From a content point of view, there's no question. From a control perspective, not so much. That's why I surmise that Super Mario 64 DS is more of a side-grade to the original Super Mario 64 than a total upgrade or downgrade. Either way, you'll be jumping for joy and the occasional--but not insurmountable--frustrations, too with this Nintendo DS launch title. 
LIFTED (PC) - B-
LIFTED is indeed a short adventure that some may balk at the $20 asking price, but I find there's plenty to like and even love about this charming cinematic journey that Ari and the Professor set on. Some checkpoint-ing quirks do annoy, and some camera angle issues do less than delight. However, in the end, the overall package is one that I am glad I had the opportunity to check out. I might even go back and complete the final six achievements that I'm missing, which is something I seldom have the motivation to do nowadays, so that certainly speaks to LIFTED's quality. 
Teeto (NS2, NS2, PS5, PC) - B-
Teeto shines in its simplicity, whether that's its platforming gameplay or its graphical style. Its transforming mechanic, used to solve environmental puzzles and perform platforming, lends itself naturally to the gameplay without feeling shoehorned in. Glitches and bugs aside that will no doubt be cleaned up as time and patches roll on, between the co-op, fun objectives, craftily hidden collectibles, and level of charm, Teeto was a game I enjoyed hitting 100% completion on. While it isn't a title that hits the same highs of Banjo-Kazooie, Spyro the Dragon, or any other 3D platforming titan Teeto might have inspiration from, it's a wonderful game all the same. 
Gravity Circuit (Multi) - A-
While Gravity Circuit isn't a perfect encapsulation of everything I love about Mega Man, the devs and designers clearly did their research, or at the very least grew up with Mega Man like I did and know what makes these classics so enduring and endearing. Gravity Circuit is a wonderfully paced, action-packed romp that doesn't outwear its welcome, delivers delightful run and jump gameplay, insanely smart level design, and plenty of platforming, boss battles, and other combat scenarios that will test every player's mettle.
Fantasy Life i: The Girl Who Steals Time (Multi) - A-
Fantasy Life i: The Girl Who Steals Time is a game that after such a long development time and arguable development hell, it shouldn't work as well as it does, and perhaps it's a miracle for that reason. Between its complementing gameplay systems that hardly ever clash against one another, the "play as you want and as the mood strikes" level of freedom you eventually get, utterly massive post-game, and stupendous visual style and presentation, Fantasy Life i is an easy game to get lost in and lose hundreds of hours to. I admittedly did and have no regrets either. Not when the game is such so lovingly crafted and well done as a whimsical adventure.


Whether you wanted Mega Man-likes or Super Mario 64-likes, SPC had you covered this summer!

Thursday, August 6, 2026

Super Mario 64 DS (DS) Retro Review

I've been playing a lot of retro games over the summer, but rest assured, some new stuff has my gaming attention as well. In the meantime, though, let's focus on another retro title, but a much more well-known one than what we've covered previously. The original Super Mario 64 celebrated its 30th anniversary this past June, so since we've reviewed the original game already, let's take a look at the enhanced Nintendo DS port with Super Mario 64 DS!

Will I still need you, will I still indeed enjoy you, when you're not on the Nintendo 64? 


It might not seem like much now, but when Nintendo DS launch title Super Mario 64 DS and the DS itself were originally in my hands, that Christmas of 2004, I was absolutely amazed and astounded. There was something mind-blowing to me about having a console-quality game from the Nintendo 64, retooled into a game that could fit on a device in the palms of my hands. 

I'm sure even at the time there were folks more into tech and the possibilities of handheld tech that weren't too impressed by Nintendo's offering. However, for someone who wasn't too deep into the world of technology and also grew up on playing handheld games that were all 2D and mostly monochrome, the Nintendo DS and especially Super Mario 64 was a revelation. It made me excited at the potential of the DS as a device, and as the years would go on, that novelty of early 3D on a handheld would wane, but the potential, I believe, would be realized.

The Nintendo DS launch itself wasn't too much to boast about for Nintendo. Sure, it featured two handfuls of games, but really, the main selling points were Metroid Prime: First Hunt, a demo that came prepackaged with systems, and of course, Super Mario 64 DS itself. Now, having the latter as just a strict port of the Nintendo 64 game would have been incredible in my eyes, because as previously mentioned, having a handheld that could play a console-quality game was a source of amazement in my young, albeit naive eyes.

Fortunately, for everyone else, Super Mario 64 DS stood as more than just a straight port. In many ways, Super Mario 64 DS is an upgraded remake of the Nintendo 64 original, but it simultaneously takes one step backward for every two steps forward, making it a bit of an enigma.

Super Mario 64 DS starts similarly to the Nintendo 64 original, featuring a note written by Princess Peach which invites Mario to her castle. Mario accepts this invitation, but this time he's joined by Luigi and, for some reason, his rival Wario, as attendees. From there, we see Lakitu waking up Yoshi who rests on the nearby roof and exclaiming that Mario and friends have, too, been kidnapped by Bowser. Thus, Yoshi, our new protagonist, sets off to enter into Peach's castle to do his very best to rescue Mario and pals.

Super Mario 64 DS does a lot of tilting and defying of expectations. Yes, you still have 15 main courses set across the front foyer, basement, and top floors of the castle, but since you're starting and playing as Yoshi, things are understandably and considerably change course here and there.

For instance, Yoshi himself plays differently, of course, to the portly plumber veterans of the N64 game are so used to controlling. Yoshi can do pretty much all of the platforming tricks Mario can muster, save for punching (meaning Yoshi cannot break open blocks like the other characters are able to do), but he can also use his trademark flutter jump, use his tongue to gobble up enemies, and even turn them into eggs that can bounce off foes in a ping-pong-like fashion when thrown. 

A familiar Super Mario 64 stomping ground with an unfamiliar-to-64 playable protagonist! It's Yoshi!

Meanwhile, another decidedly different aspect of Super Mario 64 DS is how there simply other characters to play as. Through finding the portraits that each character is trapped in, beating the brand-new level and boss that guards their respective keys to unlock their respective doors in a revamped section of Peach's castle, new character become available to switch between. 

It's not quite like Donkey Kong 64 in how you switch characters either. There aren't universal points in the courses where you can switch between characters easily at specific spots in the levels themselves. Instead, the main act of switching characters is in the room of locked doors where Princess Peach's Secret Slide is located, within Peach's Castle, the main hub and overworld of Super Mario 64 DS.

As new characters are unlocked, their caps appear at unique points in each level, usually worn by an enemy like a Goomba or simply laying around the level somewhere specifically. When you pick up a cap and wear it, your currently controlled character transforms into that character whose cap they adorn. Or at least, they take on their appearance and abilities. Their voice intentionally stays the same, and this is, I assume, to not confuse the player on which character is the one they originally selected to play as. Plus, upon taking damage, your character transforms back into their standard self. 

Yoshi is unique in that when he enters into a course and prepares to select the Star to go after, players can utilize the second screen on the DS to also select what character's cap he wants to wear to enter into the level, if any. This makes Yoshi a fantastic character to usually choose for convenience and versatility of being able to transform into any character upon level entry.

Mario jumps with intent as he nabs his first Red Coin at Whomp's Fortress.

Each character, of course, plays differently and has their own unique set of abilities to utilize. Luigi is nimble and a back flip causes him to spin perpetually in the air, slowly floating back to the ground, while Wario can punch boulders and ground pound with his hefty weight to break certain obstacles that the other characters can't. The other form of each characters' "unique set of abilities to utilize" comes chiefly in the form of which power-up pops out of red boxes. Mario still has the Wing Cap to fly and soar around levels with, but there also brand-new Flowers that have exclusive uses for each character. 

Certain objectives are brand-new in Super Mario 64 DS, 
while others are slightly altered like this Hazy Maze Cave Power Star.

Mario's flower will puff him up into a balloon where he'll awkwardly float around with player's presses of the jump button to reach new heights. Luigi will turn practically invisible and transparent, able to pass through gates, fences, and other obstacles with ease. Meanwhile, Wario will turn into a metal form that allows him to sink deep down into water, bypass air vents, and otherwise be a big, heavy bastard. Finally, Yoshi earns the ability to breathe and blow out flames with his flower. Each of these abilities are temporary, and thus, as Super Mario 64 veterans can see, the Metal and Vanish Caps that Mario could equip himself with, have now been replaced by the new playable characters' flower abilities. 

Someone give Mario his Maalox moment. Our boy's all bloated!

As you can probably imagine, the playable characters are their abilities make for a different experience in Super Mario 64 DS compared to the original N64 game. That's obviously not all that's new in the adventure, especially since you start the game out as Yoshi, as stated earlier. Yes, the goal of the game is to collect the stolen Power Stars that rest in and out of Peach's Castle's various paintings that contain the game's main courses, but instead of 120 Power Stars total, there are 150 in this version of the game.

Right from entering the first painting of the game to embark into the game's first course: Bob-Omb Battlefield, all seems like the usual Super Mario 64. You have the same task of reaching the summit where King Bob-Omb stands tall. However, since Yoshi can't pick up enemies, his strategy to rout the king of the booms is a bit different. King Bob-Omb throws smaller enemy Bob-Ombs that Yoshi must lick up and spit back out at the boss to deal damage. It's not until a later Power Star that players must bring the rescued Mario into the level to beat King Bob-Omb the standard way in the boss's rematch.

Super Mario 64 originally contained six stars or missions per stage. That doesn't count the bonus star for collecting 100 coins in a given course. In Super Mario 64 DS, there are seven main stars or missions to complete. Many of these introduce new challenges such as collecting and holding onto five Silver Stars that when all have been gathered, brings the Power Star's arrival at a set spot in the stage to nab. Another platforming challenge includes stepping on a star switch that summons the Power Star. It's then a race against time to grab the Power Star before it disappears and the star switch must be stepped on again to start the race anew. 

It's not Wednesday, but it's still time for Wiggler!

Even the courses themselves have altered designs. Whomp's Fortress, the second intended course of Super Mario 64 DS, features an entirely new back section on ground level, containing two flower gardens infested by Piranha Plants, a new location for one of the course's collectible red coins, and serves as the path to a star switch's Power Star. Later stages, too, have changed designs, such as Tick-Tock Clock no longer being a total bottomless pit at its bottom-most level Instead, there's some safety netting in the form of floor there, which makes it more difficult to fall into the abyss below.

Part of me believes that these additions have been made to make for a more inviting and accessible adventure to players. As Super Mario 64 veterans know, the original N64 game could be quite punishing and unwelcoming in some aspects. Super Mario 64 DS alleviates some of the burden with these new level design decisions, but some new burden is added because of the controls and how characters handle, bringing me to the other reason I believe the level and mission design in many levels were changed.

In the N64 original, the analog stick of the Nintendo 64 controller meant Mario could pretty much and practically turn on a dime. This isn't the case with the Nintendo DS and its D-Pad. Mario and friends make noticeably wider turns, which can often result in struggles with staying on platforms and frustrating falls to doom. What this amounts to is a lot of aggravation and movement set to eight directions as opposed to the full range of movement that the Nintendo 64 controller allowed. It feels quite limiting quite fast for someone like myself who grew up on the N64 game. Now, of course, with the advent of the Nintendo DS hardware, touch screen movement is indeed possible, though it's not ideal for my use case. Camera controls are also limited to the touch screen, save for one of the shoulder buttons snapping the camera in the direction your character currently faces. Also, not ideal.

While twirling around Bowser by his tail with the D-Pad isn't completely awful, 
the touch screen is probably the intended control method for this.

Super Mario 64 DS delivers a less colorful, less blocky, and much more pixelated look with its visuals. Texture work is not very wonderful here, and it sort of resembles more of an OG PlayStation game than that of the Nintendo 64, funnily enough. Still, aspects like the draw distance, details on characters and environments, and the mostly smooth frame-rate make for an enjoyable graphical experience overall. Musically and sound-wise, beyond the additions like voice-work for the new playable protagonists and new additional music tracks, namely a remix of Delfino Square for an all-new tropical island mini-level, all is the same and familiar within Super Mario 64 DS's adventure.

That said, there is an aspect of Super Mario 64 DS that I have not delved into, and it's tangentially related to the main adventure: the touch-screen-based mini-games. These are mostly unlocked through capturing rabbits within the halls, floors, and outskirts of Peach's Castle. Playing as each character reveals new rabbits in different locations. Nabbing the rabbits means earning keys that open up chests within Peach's Rec Room.

"Pick a card, any card, paisan!"

These mini-games are arranged in four types, and each characters' keys unlock specific types of mini-games. For example, Yoshi's mini-games are puzzle-based, while something like Luigi's mini-games are more casino and chance-oriented. True to the Mario, his mini-games possess a lot of action, whereas Wario brings up the rear with a little bit of this and that which doesn't necessarily fall into any one specific category. These mini-games are part time-wasters, sure, and part demo to show off the capabilities of the then-new DS hardware and its touch-based functionality. They do a great job, as the touch controls feel good, and the games themselves are fantastic time-stealers, at that. It's no wonder they'd return later on down the road in New Super Mario Bros., also on the Nintendo DS.

Super Mario 64 DS doesn't long jump past the original Nintendo 64 game. It more takes some jumps to the side in improvements as well as complaints. Is Super Mario 64 DS the definitive version of Mario's first full foray and adventure into three-dimensions? That's a difficult question to determine the answer to, because it's totally conditional. From a content point of view, there's no question. From a control perspective, not so much. That's why I surmise that Super Mario 64 DS is more of a side-grade to the original Super Mario 64 than a total upgrade or downgrade. Either way, you'll be jumping for joy and the occasional--but not insurmountable--frustrations, too with this Nintendo DS launch title. 

[SPC Says: B] 

Thursday, December 11, 2014

Top Ten Nintendo DS Games

Last month marked the tenth anniversary of the Nintendo DS system's launch. It feels only right to celebrate with a top ten list making note of my favorite games for Nintendo's dual-screened sales juggernaut. As you can see with this list of quality games, plus ones that couldn't make it on this list, the sales of the Nintendo DS were certainly well deserved thanks to the incredible library. After I've listed mine favorites, why not chime in with your own, or feel free to agree/disagree with my picks!

10) The World Ends With You


A nice experiment from Square Enix that paid off immensely, The World Ends With You takes a modern day approach in Shibuya, Tokyo. You played as Neku Sakuraba, journeying through the city streets and initiating touch-based combats, using swipes, taps, and more to defeat creatures of all shapes and sizes. Collectible pins enabled different abilities and benefits to make battles more manageable, especially for those who have problems adjusting to the high learning curve of the battle system. The World Ends With You was just a novel RPG to play when I originally did in 2008, and I'm happy that Square Enix took a risk with a new IP.

9) Pokemon: HeartGold/SoulSilver


The first of two remakes on Nintendo DS enters the fray with Pokemon HeartGold and SoulSilver, remakes of the Game Boy Color classics, Gold and Silver. As someone who never played the originals, this batch of remakes was an eye-opening experience. It was almost overwhelming in how much there was to do, Pokemon to catch, battles to wage, gym leaders to beat, badges to earn, areas to explore, and collectibles to attain. Now, both Pokemon games are the highlight of the series for me, and I can only imagine how much I'd love these remakes and appreciate them had I played the originals.

8) Professor Layton and the Unwound Future


The third entry in the Professor Layton franchise, as well as the most recent in the series' timeline, Professor Layton and the Unwound Future was the near-perfect Professor Layton experience. It had the most heartfelt, touching story in the series, it had a plethora of incredible, brain-wrecking puzzles to solve, a lovable cast, clever plot twists and mysteries, and enjoyable mini-games on top of everything. While later Layton games fixed issues of the Nintendo DS entries, I still love the Unwound Future installment for being the height of the series, and looking around the Internet, I don't seem to be alone on this assessment.

7) Super Mario 64 DS


Like with the Nintendo 64, the Nintendo DS saw Super Mario 64 at its launch. This time it was in the form of a remake, Super Mario 64 DS, offering four playable characters, updated visuals, and 30 extra power stars to collect to make for a total of 150. As a lover of the original, I did miss having pure analog controls, though the thumb pad to move around the touch screen was a somewhat serviceable substitution. Although the controls weren't as smooth as the N64 original, the bonus content in the form of the aforementioned 30 extra power stars, extra areas specially created for the game, and the myriad of engaging touch-based mini-games made for a Nintendo DS launch title that I was able to enjoy into the subsequent months of no new games to play until Kirby the following summer.

6) Castlevania: Dawn of Sorrow


The Castlevania series is one of gaming's most storied franchises. While the series recently hasn't been as exciting due to moving development to a Western studio, we always have the classic and Metroid-styled Castlevania games to look back on and play. Dawn of Sorrow was the first of three Castlevania games on the Nintendo DS, and it was my first ever introduction to the Castlevania series. Everything from the level design of journeying inside and outside a sprawling castle, to the presentation and whip and sword-slashing action was high quality. Sure, there's some thrown-together touch inputs here and there, but it doesn't stop Castlevania: Dawn of Sorrow from remaining one of my favorite DS games and one of my favorite Castlevania games.

5) Kirby Canvas Curse


This next game on my list was the first Nintendo DS game that really cemented the idea that touch controls weren't just some gimmick best left for mini-games. Kirby Canvas Curse was not just the first great example of touch screen gaming, having players draw lines to guide Kirby and friends around the game's many levels, but it was also the first wholly original Nintendo DS game that I truly loved. With an unexpected but very welcomed sequel appearing on Wii U in February of next year, I'm glad Nintendo is returning to this highly innovative and enjoyable concept.

4) The Legend of Zelda: Spirit Tracks


While I am not in the camp that detested The Legend of Zelda: Phantom Hourglass, the first Nintendo DS Zelda game, I don't find it a top-tier game in the series. I actually find it to be a weak game in some regards, particularly the repeated trips to the Temple of the Ocean King. That said, the second Nintendo DS Zelda entry was The Legend of Zelda: Spirit Tracks. Going along the lines of Phantom Hourglass, Spirit Tracks was purely touch-based, using swipes for sword slashes and guiding Link around with movements of the stylus. It was a clever control scheme that I found myself enamored with, though nothing beats traditional controls for more complex and challenging Zelda games. Anyhow, Spirit Tracks fixed many issues that plagued Phantom Hourglass, such as tedious backtracking, poor music, an overly boring overworld, among many others. It's not the quintessential Zelda, but Spirit Tracks delivers on most aspects regardless.

3) Animal Crossing: Wild World


The biggest draw to Animal Crossing: Wild Word, online play, might not be a part of the package any longer due to the Nintendo's DS online services being offline for good, but the offline portion of Wild World is great still. Of course, my best memories are inviting friends from across the country and the world to visit my town, see the sights, humble me with their kind words, and have us play games like hide and seek or hit-each-other-with-nets. What Wild World was was a total upgrade to the GameCube original Animal Crossing, translating gloriously to a handheld device. You indeed had the whole world in your hands with Animal Crossing: Wild World.

2) New Super Mario Bros.


There was once a time when gamers craved for a brand-new Mario and it didn't seem so commonplace. That time was around 2005, and Nintendo delivered unto fans the first 2D Mario side-scroller in approximately a decade. With a wide array of horizontal and vertical scrolling levels, creative boss encounters that weren't as simplistic as the various Koopaling battles of later NSMB games, and gold star coins to find in each stage, New Super Mario Bros. was a fresh experience. While newer NSMB games are still top-tier platformers, the original remains an important game in Nintendo's history and the Nintendo DS' library. Just don't expect great music without "BAH, BAHS."

1) Mario Kart DS


To me, this number one pick of mine for top Nintendo DS game, Mario Kart DS, was the pinnacle of Mario Kart in terms of content. You had 32 tracks to sink your teeth into, half new, half returning from past Mario Kart games. There was a favorite feature of mine, Mission Mode, which beefed up the single-player content of the game significantly, even having you face familiar foes and bosses outside of doing in-game tasks like collecting a certain amount of coins or driving through series of flags. Let's not forget that Mario Kart DS was one of the first Nintendo games with online, albeit simplistic even for that era's standards. Oh, and did I mention that the racing, an important factor of a racing game, was immensely well done? Just in case I hadn't, there it is! What it all boils down to is a fantastic kart racer for anyone who loves wacky, whimsical fun.

What Nintendo DS games are your favorites? Feel free to list as many games as you'd like-- no need to just cut it down to ten like I did!