Tuesday, March 8, 2016

Three of My Favorite Traditional Sports Games of All Time

I typically don't enjoy traditional sports games. The idea of playing a yearly game that seems more like a roster upgrade with minimal changes isn't something that appeals to me. However, for every Madden 9,062, FIFA 825, and NHL 1,000,332, there are those sports games that do challenge my ideas of what a sports game could be.

Whether you're playing a real life sport, a video game sport, or even delving into some online sports betting like on sites like sport.netbet.co.uk (but only if you're of age for the last one), there's no doubt that sports are a popular pastime. This article will delve into a few of my favorite traditional sports games. As a modest fan of sportsball, these games somehow managed to excite me even with my passing interest.

Wii Sports Club (Wii U)


The original Wii Sports not only was a mega hit, but it was also an excellent tech demo for showing how versatile the Wii Remote could be. Sure, the controller's potential wasn't fully explored, but with Wii Sports, you got the feeling that the possibilities were endless. Wii Sports Club is a The Wii U remastering of all five sports from the Wii original: Tennis, Baseball, Bowling, Golf, and Boxing, and adds Wii MotionPlus controls to them, as well as some Wii U GamePad usage.

The initial digital-only drip-feed release of the individual sports wasn't the smartest approach to getting Wii Sports Club out, but eventually a retail release was launched... though good luck tracking down a used copy for an inexpensive price!


Regardless, the added precision that Wii MotionPlus afforded allowed for more accuracy-based gameplay. It mattered how you moved your wrist when you struck the tennis ball with your racket, or rolled the bowling ball down the alley.

Tiger Woods PGA Tour 11 (Wii)


While Rory McElroy is now EA's cover star for its PGA Tour games, I can't forget to mention my favorite traditional golf game ever released, Tiger Woods PGA Tour 11. I'm specifically talking about the Wii version, which because of the addition of Wii MotionPlus made it the definitive version for me. Two new swing modes were included with this 2011 installment: Advance Plus, which tracked one's swing direction, and Tour Pro, which was a first-person view with 1:1 Wii Remote and club controls. A nice bonus was that even if you couldn't get down the MotionPlus controls, the peripheral was merely optional, so you could play without worrying about which way your wrists were twisting.


Added on top of those two modes are three dozen miniature golf holes and a mode perfect for the college students and/or hipsters in your life: disc golf. This with all of the courses in the game from real world locations, competent commentating, multiple modes, and then-online play, Tiger Woods PGA Tour 11 still remains the definitive golf game to me.

Grand Slam Tennis (Wii)


While Grand Slam Tennis has a cartoon visual style to it, its gameplay is anything but unnatural. Using Wii MotionPlus, the tennis gameplay made sure you were precise and accurate with how you handled the Wii Remote to control your shots. Filled with all four Grand Slam locations, a fully fledged career mode, 23 players both current and retired, a Create-A-Player mode with multiple options to customize your own tennis all-star to the max, and what was then available, online play.


Monday, March 7, 2016

SuperPhillip Central's Favorite VGMs - Brightness and Darkness Edition

SuperPhillip Central's Favorite VGMs is here to brighten your Monday with some excellent video game music! You wouldn't think so with the two games that kick off this edition, Alice: Madness Returns and Dead Rising, but we quickly rebound to something more bright and bouncy with the theme of Destiny Islands from Kingdom Hearts. Then, Arc the Lad: Twilight of the Spirits lets loose with a riveting town theme. Finally, Sonic Spinball takes us for a spin with an arranged album theme.

If you'd like to listen to past VGM volumes covered on this weekly segment, look no further than the VGM Database!

v1091. Alice: Madness Returns (PS3, 360) - Main Theme


We start off this edition of SuperPhillip Central's Favorite VGMs with the main theme from the dark and twisted Alice: Madness Returns. Forget everything you know about Alice in Wonderland, as EA's take on the well known story is decidedly not for the little ones. However, it is for those who like superb gameplay and wondrous worlds to explore.

v1092. Dead Rising (360) - Cletus


The psychopath that inhabits the gun store in Willamette Mall shoots trespassers on sight. When Frank West appears in front of him, a boss battle occurs. Once he's defeated, Cletus' scared self runs out of the gun store, but unfortunately right into a horde of zombies that start chewing into him like beef jerky. Cletus' song when you face him is a hard rock theme that escalates during the intense battle with him.

v1093. Kingdom Hearts (PS2) - Destiny Islands


Sora and friends start out innocently enough on the Destiny Islands. Then certain events unfold that split the crew up, sending each of the three friends to different parts of parts unknown. Destiny Islands as a theme is suitably uptempo and tropical. The melody is catchy, which helps when you're hearing this theme so much at the start of Kingdom Hearts.

v1094. Arc the Lad: Twilight of the Spirits (PS2) - Yewbell ~ Balmy Breeze


This new age-sounding theme for the town of Yewbell resonates with me whenever I hear it, and that is definitely the case as I listen to it now. Arc the Lad: Twilight of the Spirits recently received a release on the PlayStation 4 with full trophy support, so gamers familiar with the title and those playing it for the first time have the chance to listen to all of the great songs that come from the game.

v1095. Sonic Spinball (GEN) - Flight to Volcanic Fortress (Sonic Boom CD Version)


This version of the opening theme from Sonic Spinball comes from a special soundtrack of music mostly from Sonic CD and some Sonic Spinball music. The CD name? Sonic the Hedgehog Boom! It's a CD in my collection I revisit often as the music is so superb. I actually prefer the US Sonic CD soundtrack over the original Japanese and PAL one, and yes, I know I'm in a rare group here!

Saturday, March 5, 2016

Mega Man X (iOS) Review

Earlier today I reviewed Swordigo, the first game review of March. Now, I turn my attention to an iOS remake of one of my favorite games of all time, Mega Man X. How did I like it? Well, I somewhat spoil that answer with my tagline for this review!

A mega mess that still remains enjoyable


I love Mega Man X. It's one of my favorite games ever made. It has a perfect amount of high-octane action, superb level design, fantastic synth rock music, and gorgeous graphics. Pretty much any time a new port or version of Mega Man X comes out, I come running. With the PSP remake, Maverick Hunter X, I bought the system for it. That's how dedicated I am to the sequel to the Classic Mega Man series.

I remember back in 2011 when word was given that Mega Man X would be coming to iOS capable devices, I was green with envy. The thought of having an iPhone was but a pipe dream. It was on a platform that I couldn't play the game on, and that killed me. Now, it's five years later, I have an iPhone, and I downloaded the iOS version of Mega Man X. It says something about my love for the SNES original that despite the iOS version being a completely bastardized take on Mega Man X that I still found much joy with it.

A familiar sight for Mega Man X fans, but something here is quite different!
It's interesting that I still found something to like with this port, as from stage one, the touch controls are not very good. Not only did my fingers obscure my view most of the time, the spacing of the virtual directional pad is too close, meaning oftentimes I'd move left when I wanted to move right. Dashing, unlocked from the Dr. Light capsule in Chill Penguin's stage-- impossible to not come across-- is performed by either double tapping left or right, or pressing down. Again, on many occasions I'd want to dash, but instead I'd just walk into a bottomless pit or worse, self-destruct on a bed of deadly spikes.

And trying to dash from one wall to another? Forget about it. It takes a lot of concentration and finger dexterity to successfully make the jump on one's first try. The jump button itself is rather small and easy to miss. Thus, dashing right into a hazardous situation can happen when you least expect it.

If you choose to, you can have Mega Man X's X-Buster charge automatically, giving you bigger, more powerful shots to shoot at foes in order to take them down with less bullets. The only problem with having this option on is that when you equip a subweapon, given to you by each of the eight Mavericks in the game, it unleashes the super version of that weapon if you've already charged your X-Buster up. Thankfully, the X-Buster doesn't keep charging up after this super shot.

The Chameleon Sting would not be the right weapon for this occasion, X.
So, considering all of the niggling control issues I experienced with Mega Man X, and how the controls are at best imperfect, then why do I still like the game? That's a well thought out question. The reason for this is that there are multiple difficulties to choose from to make Mega Man X on iOS much less frustrating.

For instance, the game's Easy mode pretty much cancels out the lackluster controls by implementing less damage for Mega Man X when he gets hit by enemies, less enemy health, and helpful platforms that cover up most bottomless pits and spike traps in the game. Call it wussy mode if you like, but with the problems with the controls and how imprecise they can be, messing you up when you least expect it, it's nice to have a mode that complements the lackluster controls in providing an enjoyable action platformer. There aren't any difficulty mode achievements to worry about anyway, but if you want a greater challenge, then Normal and Hard difficulties are there for you if you have a better mastering of the virtual controls.

Speaking of achievements, there are a good variety here that are of a worthy challenge to any Mega Man X player. Outside of beating stages or using a Maverick's weakness against them, you can unlock achievements by collecting upgrades, beating the game without using Subtanks, without collecting any items, beating the game in less than an hour, and defeating bosses without taking damage. There's a wide range of challenges here, and these will keep you coming back for more if you are entertained by Mega Man X enough.

Another point of contention with Mega Man X's iOS outing is that levels are split up between screens instead of being one long, continuous level. No doubt iOS devices are capable of running a somewhat simple 2D game without needing to split up entire levels into multiple segments. This game isn't resource-intensive. Further, once you enter a new screen, you are unable to go back. Miss an item you wanted? You better start the level over again. Also, you might want to change the orientation of the screen from the default setting, so you can see more of the levels around Mega Man X.

Speaking of the levels, the innovation from the original Mega Man X is gone in the iOS version. The innovation I'm talking about is that in through beating some levels, other levels would be altered. For instance, beating Chill Penguin first and then going to Flame Mammoth's stage would have you see what was once flowing lava coursing throughout the factory frozen over. That stage's Heart Tank was put at a precarious location that you could only get without taking damage when the level's lava was frozen. Now, the Heart Tank is up for grabs in an extremely simple location that makes you wonder why the designers just didn't put it in a different place.

The visuals are pretty appealing to me, but they definitely don't beat the Super Nintendo original.
I wouldn't think that a game like Mega Man X would possess superfluous downloadable content. However, this iOS version actually does. Through normal play and simple searching and finding, you can gain new armor upgrades from Dr. Light's various capsules, Heart Tanks that increase X's health, and Subtanks that are like health reserves. However, Capcom has decided that some players just don't want to do that "work". Who needs to explore the levels, an enjoyable task, when you can just use real world money to unlock all eight Heart Tanks, spend money to get every capsule upgrade, and invest some moolah in getting all four of those hidden Subtanks? By no means is it necessary to do this to enjoy the game, as I said, but it's incredibly humorous to me that this is an even an option to have.

Don't be dumb with your money. Just earn these things (besides the arranged BGMs) for yourself.
Mega Man X has gotten a bit of a makeover on iOS. The 16-bit sprites of the Super Nintendo version are now incredibly sharp, boasting vivid colors. Obviously they don't have quite the charm of the SNES original, but I don't think negatively of them, which might not be a popular opinion. Though Spark Mandrill's fangs from the SNES version now look like he's a bucktooth hillbilly in this iOS re-imagining. Additionally, the animations aren't that hot either, making for characters that move more like they were in a Mega Man fan game than an official product.

Rock(man) 'em, sock 'em robots.
Meanwhile, the music remains unchanged from the SNES original. You still get all the rockin' beats and rhythms that you loved from 1994 in this 2011 game. I assume the arranged versions of the songs in the game are from the PSP remake, Maverick Hunter, but I wasn't about to pay an extra $2.99 on top of the $4.99 I spent on the game to find out.

With so many things wrong with Mega Man X's iOS outing, it says a lot about my love for the base game that I still can find myself enjoying this admittedly bastardized version of the game. The touch controls don't offer anywhere near the same amount of precision, the lack of level changes is disappointing, and the need for stages to be split up between screens is baffling at best. However, the fun is still there, buried underneath those inaccurate controls, imperfections, and a laughable excuse for downloadable content.

[SPC Says: C]

Swordigo (iOS, Android) Review

While most of you enjoy your time off this weekend, your buddy Phil here is slaving away, writing reviews on SuperPhillip Central! Just kidding. I wouldn't be writing if I didn't enjoy it! And speaking of enjoying things, I really did enjoy this Zelda II-inspired action/adventure game for iOS and Android known as Swordigo. It's a few years old, but it's still very much worth looking at. See why with my review.

Swordigo-go get this game if you haven't already.


I've been playing with physical controls (that's buttons, d-pads, analog sticks, joypads, etc.) since I started gaming and since they've been essential parts of the controller in my gaming experiences. Going from something tangible like a controller to a touch screen to move a character is a drastic departure from what I'm used to. There's no denying that touch controls for precise movement isn't optimal by any stretch of the imagination, and it's quite important for a game on a mobile device or tablet to nail the controls as perfectly as they can, else the experience is subpar, even broken.

My worry with Swordigo, a 2.5D action/adventure with RPG elements was that the touch controls would make the game very difficult for me, especially since I've been so accustomed to physical buttons. However, it's my pleasure to admit that despite my opening grievances coming into playing the game, Swordigo is a prime example of touch controls doing an adequate job in allowing me to control my character.

A hero's journey has to start somewhere, and for Swordigo's hero, it starts in this tranquil town.
Swordigo plays much like a beginner-friendly Zelda II: Adventure of Link (or maybe I am the only one who feels that Nintendo's second Zelda outing kicks players' butts). You control a young boy with blue hair who is tasked with saving a kingdom from a growing evil that is poisoning the land. Swordigo has all the basics you'd expect: sword fighting, simple platforming, finding treasure, taking down enemies for experience points, and learning new skills and obtaining new equipment to better prepare yourself for the tough journey ahead.

This box will be used to give our hero extra jumping height to make it to a higher platform.
The map of Swordigo is an interconnected series of 2D areas that allow you to fast travel via helpful portals. These portals also serve as continue points, so if you fall in battle (and as Swordigo isn't a walk in the park exactly, you'll do this a lot most likely), you'll appear at the last portal you came cross. You'll have all your progress saved from your point of death, so there's no need to worry about lost experience, needing to open a treasure chest again that you found pre-death, and any other huge inconvenience.

This forest is one of the first areas Swordigo introduces to its players.
Swordigo's level system has you earning experience after each felled foe. Once you gain a level, you choose from one of three statistics to increase: health, attack power, and magic. By the end of the game you'll basically have all three stats maximized, but it's paramount to spread the love to each stat as you're playing through the game to make the adventure easier on yourself.

The areas of Swordigo take you from forests to towns, and dark, monster-infested caverns to dungeons where keys are needed to unlock doors to progress. The map shows not only your current location but how many treasure chests are left to open. Treasures can house everything from currency to helpful bags of experience points, to new weapons and armor. In towns, there is a healer that can instantly restore all hearts of health you have, as well as a shop that has new swords, armor, health potions to use when you're dangerously low on hearts and don't have a healer nearby, and magic.

Talk about running the gauntlet!
Swordigo's controls are really well done and feel much more accurate than other 2D platformers with touch-based controls. You have left and right virtual buttons that are spread apart far enough so it's difficult, but not impossible, to touch the wrong direction. Then there's your standard jump, attack, and magic buttons on the lower right quadrant of the screen. The controls aren't imperfect, as there were many occasions particularly in platforming-heavy portions where I'd fall because I didn't hit the exact spot of the touch screen I needed to. However, the checkpoint portals are so plentiful (save for the final area) that death doesn't take away too much progress. Plus, falling into a bottomless pit isn't instant death anyway. You're just placed back to a safe nearby platform.

The boss battles are pretty challenging. Some have a higher level of creativity in them than others.
Swordigo is a pretty lengthy adventure for the price of admission, lasting about 8-12 hours. Finding all of the treasures will add some time to that, as will completing all of the achievements. Exploration is indeed enjoyable, so searching for treasure doesn't feel like a chore. There are some puzzles that will have you scratching your brain, but with enough time, the solution will present itself.

All in all, Swordigo was an incredible surprise to me. Not only is it an extremely entertaining 2D action-adventure that is greatly satisfying to play, but the touch controls aren't a nuisance. In fact, they generally work better than what'd you expect. If you're looking for a Zelda II-inspired hack and slash platformer with fun RPG elements, Swordigo is a mobile game you should Swordigo-go play!

[SPC Says: B]

Thursday, March 3, 2016

The Highs and Lows of Today's (March 3rd, 2016's) Nintendo Direct

After three months of waiting, a new Nintendo Direct wrapped up earlier this afternoon. With it came new announcements, updates on upcoming titles, and much more. Now I could just regurgitate all of the information shared during the Nintendo Direct, but that would be fairly boring, and you could find all of that information on any of the other (seemingly) millions of gaming sites out there.

Instead, I'd like to focus on the announcements and tidbits that personally excited and disappointed me most from today's 41 minute North American presentation. After you've read my thoughts, chime in with what you liked and disliked from today's Nintendo Direct.

+ New Star Fox Zero footage and trailer

Star Fox is one my favorite under-appreciated Nintendo franchises. I was quite worried to hear Liam Robertson of Unseen 64 suggest that the latest installment, Star Fox Zero, might get delayed due to quality control reasons. Whether Mr. Robertson has a pulse on the innards of Nintendo or not is debatable, but I'm just glad that the game is still coming at the end of next month.

With new announcements of cooperative play with one player guiding a vehicle while the other aims and shoots, branched pathways a la Star Fox 64, and more impressive footage, Star Fox Zero is indeed a game I'm quite looking forward to, hoping it makes fans like me super satisfied.

+ New Kirby announced

When Kirby's voice actress retweeted the news of today's Nintendo Direct, it gave way to rumors that something Kirby-related was going to be featured. Little did most of us know that it'd be a brand-new Kirby game for the Nintendo 3DS, Kirby: Planet Robobot, a traditional 2.5D Kirby game whose main new mechanic is the addition of a giant mech that Kirby can control. I am a huge lover of Kirby, and seeing the pink puffball's latest taking a similar formula to the great Kirby: Triple Deluxe makes me very excited. Kirby is basically comfort food gaming to me, so there's always room in my gaming stomach for second, third, fourth, etc. helpings.

+ Metroid Prime: Federation Force looks much improved

The anger, hostility, and quite frankly, entitled nature of Metroid fans when Metroid Prime: Federation Force was announced last E3 was pretty ugly and embarrassing. Still, Nintendo and Next Level Games (who have done a lot more good than bad, so they should at least get SOME benefit of the doubt) saunter on with development of this multiplayer Metroid.

Is Metroid Prime: Federation Force the ideal Metroid game after years of silence? Heck no, but does it deserve to be cancelled because it doesn't satisfy the personal desires of select fans? Heck no to that, too.

I, for one, am interested in seeing how Federation Force ends up being. I understand it's not to everyone's forte of what they want Metroid to be, but again, Nintendo and Next Level Games' relationship has been extremely fruitful thus far. The team deserves the benefit of the doubt here, I believe, even if the game is Metroid only in name.

+ A new Paper Mario was announced!
- It looks to be more like Sticker Star!

There were rumors from the 'net that a new Wii U Paper Mario game was in the works. Today, that rumor turned out to be true. However, while Paper Mario: Color Splash looks absolutely gorgeous visual-wise, its roots towards Paper Mario: Sticker Star seem very concerning to fans. I personally liked Sticker Star, but I'd be lying if I said I want more of that and not in the direction of the Nintendo 64 original and the GameCube hit, The Thousand-Year Door. That said, I don't want to jump the gun and also jump to a conclusion on what Color Splash will play like when all we've seen is about thirty or so seconds of footage.

- Dragon Quest VII release period possibly changed?

When Dragon Quest VII and Dragon Quest VIII were announced for localization to the West during the last major Nintendo Direct, Dragon Quest VII had a Summer 2016 planned release period. Today, the period was altered to late 2016, so we may have to wait some extra time for Dragon Quest VII to be released. One can then assume that Dragon Quest VIII will have a delay as well, well into 2017, unless Nintendo plans to publish both during the same launch period. Still, we've waited many years for the games to be localized, especially Dragon Quest VII, so a few more months isn't too much of a bother.

- No localization announcements for Picross 3D 2, Style Savvy 3, or Disney's Magical World 2... yet.

If you recall, an apparent leaker with sources to Nintendo posted a list of Nintendo 3DS games expected for 2016. A lot of the information on that list has come true, making it seem like the entire list might actually be worthwhile. Today, we saw the announcements of a new Kirby game (perhaps the Torte City mentioned in the leaked list), Disney Art Academy, and the localization announcement for the new best of collection of Rhythm Heaven for the 3DS.

However, something that disappointed me personally was a lack of information regarding the games mentioned above. There was no Picross 3D 2 (which is a game I desperately want to see localized, as the first Picross 3D on the Nintendo DS was fantastic), no Style Savvy 3 (the Americas are the last major market to not have the game), though that game might be the code name "Cadillac" in the list, and no word of Disney's Magical World 2.

It's important to note that Nintendo might not be ready to announce these titles, so while I am disappointed at the lack of them in the Direct, I am feeling everything but hopeless that these three games will be localized.

- Super Nintendo Virtual Console games for New Nintendo 3DS

Now, the announcement in itself wasn't bad by any stretch of the imagination. In fact, it's pretty awesome that New Nintendo 3DS owners will get to expand their collection of digital games from yesteryear. However, what isn't awesome is the fact that Nintendo once again expects its user base to pay for these games all over again with zero cross-buy features. Do you want Super Mario World to take with you on your New Nintendo 3DS, own the game already on Wii or Wii U Virtual Console, and don't want to pay for it again? Tough. Too bad. This is why millions of Nintendo fans eagerly await the NX to see some semblance of an account system in the near future.