Wednesday, March 11, 2015

KAMI (3DS eShop) Review

While I focused on the bad earlier with Bad Levels in Gaming History, let's focus on the good with this next game. It's definitely a Zen-like experience that decidedly isn't for everyone. However, if you like a relaxing puzzler with some origami roots, then KAMI might just be an affordable downloadable title for you on the Nintendo 3DS eShop.

Zen is in.


At its birth, KAMI was a mobile game designed by State of Play. Now, their title has been ported over to the Nintendo 3DS with the help of CIRCLE Entertainment and Flyhigh Works. Offering the same amount of simplicity, and intentionally so to give its players a feeling of achieving Zen, KAMI isn't a game for everyone. However, for those that step into the fold, they will find a relaxing paper-based puzzle game to enjoy.

KAMI's focus is on puzzles that are identically displayed on the top and bottom screens, made up of different colors and patterns of origami paper. The goal is to use the three or four colors of paper provided to you on the bottom of the screen to fill in the puzzle so that at the conclusion of your work you have a screen full of just one color. This is performed by tapping the bottom screen for the piece of colored paper you desire and then tapping a space on the puzzle itself to fill it with color.

However, it isn't as simple as all that. Not only must you decide which color will completely take over the screen at the end of the puzzle, but you have only a finite number of moves to solve each papercraft conundrum. It behooves you to plan carefully. While the puzzles won't have you slamming your fists in frustration, they will have your fingers slowly stroking your chin as you ponder the solutions to each puzzle. Even if you make a mistake, you can tap the undo button to resolve it in an instant.

Despite what might be perceived as a modest collection of puzzles, KAMI will last players a good while, especially if they try to beat each puzzle while fulfilling the gold requirement (i.e. beating a puzzle in the least amount of moves). You unlock new sets of nine puzzles after clearing each one that proceeds it. There are 45 puzzles in the Classic Puzzles category to complete, and when those are taken care of, KAMI throws at you challenges meant solely for experts at the game. As you finish off puzzles of one type, different patterned pieces of paper and colored pieces of paper are introduced to keep the experience fresh and challenging. 

KAMI itself is a very relaxing puzzle game, and that stretches out into its presentation. The menus are simple in presentation. There is but one track in the entire game that plays throughout the menus and as you progress through the puzzles. It might seem like the developers forgot to make KAMI exciting to all players, but instead, the developers achieved a truly Zen experience. That's definitely something to applaud, even if it isn't wholly appreciated by everyone. 

While it's no game for adrenaline junkies, KAMI is a fantastic game to relax to that never gets annoying to play. Sure, you'll come to spots where you'll be murmuring to yourself in confusion as to how to turn every piece of patterned paper into the same color, but you'll never be cursing the origami gods. It's a short experience, but for the price, KAMI is an artful papercraft puzzler to get your Zen on to. 

[SPC Says: C+]

Review copy provided by CIRCLE Entertainment.

Bad Levels in Gaming History - Volume Seven

WARNING: Mild spoilers for the following games:
  • Unreal Tournament (Multi)
  • The Legend of Zelda: Ocarina of Time (N64)
  • Sonic the Hedgehog 3 (GEN)
  • Mega Man X6 (PS1)
  • Whomp 'Em (NES)

Besides technical problems like screen tearing, poor performance, clunky controls, and a host of other issues, another problem that games can suffer from is bad level design. It usually isn't even the level design of an entire game, perhaps just a level itself. As you'll see with this edition of Bad Levels in Gaming History, even some of the better games out there can suffer from one or two annoying, tedious, or just not-fun levels. 

Ocean Floor - Unreal Tournament (Multi)


With the alpha of Unreal Tournament's newest incarnation available for PC players to fool around with, it seems like a smart chance to talk about the first UT game. Assault in Unreal Tournament is a fantastic mode which has one team serving as the attacking team and one team serving as the defensive team. The attacking team has to complete a series of objectives, usually to encroach on the defensive team's turf or destroy something important. Meanwhile, the defensive team obviously enough has to prevent the attacking team from accomplishing their goal(s). Both teams get a chance to serve on both sides, and the team that completes the attacking part of the mission the fastest is the one that is determined as the winner.

Nearly all of the maps of Assault in Unreal Tournament are well designed for this type of setup. All but one, in my opinion, and that's the Ocean Floor map. Even if you're just playing against the AI, you can easily get wrecked regardless of what side you're on.


The attacking team starts in a base overlooking the underwater complex which houses a series of four terminals that must be destroyed. You have to leap into the ocean, swim through the depths, and reach one of two entrances into the complex where auto-turrets and most assuredly your enemy awaits. Die, and you have to spawn all the way back at your base, being forced to slowly swim back towards and into the underwater compound.


On defense, the offense from the other team can be instant. Facing the AI, you can quickly find yourself with all of the terminals destroyed before you get a chance to blink. Okay, that's an exaggeration, but that's what it feels like. Ocean Floor is one of the only maps in Unreal Tournament that feels heavily lopsided in favor of the attacking team over the defensive team. It's what makes it a disliked map of mine that otherwise has a cool setting and architecture.

Water Temple - The Legend of Zelda: Ocarina of Time (N64)


Now, now. Weapons down, ladies and gentlemen. The Legend of Zelda: Ocarina of Time is without a doubt my favorite video game of all time. It is just a ticket to masterful game design... well, except one place in the game, and that's a dungeon that even the director of the game has apologized for.

Yes, I'm referring to the Water Temple, a dungeon within Ocarina of Time that suffers from two annoyances that pop up multiple times throughout Link's journey through its depths.


The first is the need to raise and lower the water level of the dungeon on various occasions to make the floating platforms rest where they need to. A bigger pain in the rump was the need to constantly switch between having the Iron Boots equipped and having them unequipped to Link. This process was further made aggravating by having to enter the pause menu to equip and unequip respectively. When you're being forced to equip the Iron Boots so much to sink down into the watery depths, the time wasted adds up.


Both of the Water Temple's main problems were rectified in what I consider the definitive version of Ocarina of Time, the Nintendo 3DS remake. Not only are the paths to the places where the water can be raised and lowered displayed with color-coded lines leading to them, but now the Iron Boots are like any other item that can be put on and taken off with a tap or touch of a button. Now, that's progress! It makes what was an otherwise overlooked part of Ocarina of Time's Water Temple design no longer an issue.

Carnival Night Zone Act 2 - Sonic the Hedgehog 3 (GEN)


While Sonic the Hedgehog 3 is one of my favorite entries in the Blue Blur's long line of video games, there is one particular sour spot that gets my girdle bunched up. THIS:


It's an ugly note in an otherwise near perfect gem of a Genesis game. Carnival Night Zone as a whole has a multitude of red and white barrels throughout it. However, the only one that is absolutely necessary to pass is near the end of Act 2. Nowhere in either act does the game display how to pass them. What occurs, then, is that players will try an assortment of tactics to pass by this dreaded stopping point for many a-player. The most popular is to jump up and down on the red and white barrel. Seeing a tactile response in the barrel beginning to bounce up and down, it only makes sense to continue this strategy.

However, one who continues this practice will cruelly never get that their incessant jumping on the barrel is for naught. It's simply not the right way to get passed this obnoxious obstacle. Instead, what you're supposed to do, as part of one of the most counter-intuitive gameplay mechanics I've witnessed, is hold up on the d-pad and then hold down, alternating between the two.

Few ever solved this unassuming puzzle on their own. Instead, they called a Sega hotline for game tips. I'm quite certain the developers of Sonic the Hedgehog 3 intentionally made the solution to the red barrel of doom so obscure and obtuse just to get extra money from suckers like me who called their $1.00 a minute hotline! Okay, maybe not, but it was indeed a place in the game that was needlessly vague in helping the player learn how to pass the obstacle on their own. A simple design decision like throwing a sign in the background would have made this preventable problem go away. Then again, as they say, hindsight is 20/20...

Gate's Laboratory - Mega Man X6 (PS1)


Instant death. That's what the final stages of Mega Man X6 award its players with after eight long stages that were just as awkwardly crafted and sometimes designed in such a way that are just offensive flat out.

Gate's Laboratory is a series of three stages that fill players with nothing in the way of fair difficulty, instead going for total cheapness. It's as if the developers and designers of Mega Man X6 had to be coaxed into creating the game kicking and screaming, and their ultimate revenge for this dishonor was making Mega Man X6 hellishly difficult in a myriad of unfair ways.


Spikes lining the walls, requiring pixel perfect jumps to avoid them? Got 'em. Enemies just placed at random locations and in great numbers? Got 'em. Blind jumps that only a psychic would know about? Got 'em. Finally, multiple challenging bosses that don't give you any sense of accomplishment in beating them? Yep, you guessed it. Got 'em.


It says something about Gate's Laboratory 2 when it's actually quite possible to be unable to progress in the level if you're the wrong character in the wrong armor. There is a jump that many call a leap of faith that is impossible to make if you're playing as X and you're not equipped with the correct armor. That alone speaks the loudest about Mega Man X6's problematic level design, and Gate's Laboratory stages are a crash course in bad design.

Final Level - Whomp 'Em (NES)


NES games are known for being something called "Nintendo Hard", and up until the final level in the Mega Man-inspired Whomp 'Em, the difficulty of the game is rather fair. When you reach the final level that our Native American hero has to deal with, you'll be asking for a dreamcatcher to catch this nightmare of a level so you won't have to ever contend with it ever again.

Let's start where we should-- the beginning. You're in the sky with several clouds serving as the platforms of the first part of the level. Some of these are storm clouds and will unleash on our hero a shock to his system. That's not all, however, as there are columns that must be maneuvered around, too. Oh, and don't forget the enemies that can come out of nowhere and pass through these otherwise solid objects.

After a vertical section of scaling small and short cloud platforms, the second floor of this final level is made up of columns of ice, more clouds, and more enemies that can quickly come out of nowhere to damage you. To add to the player's misery, falling down at this section of the level means you have to start from the first floor, going through that hot mess all over again.


By the time you reach the third floor of Whomp 'Em's final level, the game throws in an entirely new gimmick with no time for preparation given to the player. You have to immediately learn how to propel yourself with the protagonist's primary weapon, a staff, through an area with no gravity. This is all the while defeating or completely avoiding enemies. Very hard to do when you haven't mastered a totally brand-new game mechanic that is thrust onto you.


Then, there's the final boss, which is weak only to one weapon which takes off a bar of health each and every time you use it. If you don't decide to use the boss's weakness against him, prepare for an incredibly difficult battle, as the boss will use near impossible attacks to dodge.

No matter how you slice it, Whomp 'Em's final level is a blight and a horrid note to end on for an otherwise competent and capable Mega Man clone. It is marred by poor design, unfair challenges, and a mechanic that comes out of nowhere for the player to be forced to somehow master.

Monday, March 9, 2015

SuperPhillip Central's Favorite VGMs - Darkness and Brightness Edition

Welcome to a new work week at SuperPhillip Central. As I generally like to do on Mondays, here's another dose of VGM goodness! With this edition of SuperPhillip Central's Favorite VGMs we start out dark with the Nintendo 64's Perfect Dark, and then quickly change to a brighter disposition with Mario Tennis Open, Animal Crossing: New Leaf, Mario Party 9, and finally, Rune Factory: Frontier.

v826. Perfect Dark (N64, XBLA) - Crash Site Confrontation


Perfect Dark remains one of my favorite first-person shooters around. It was the game that introduced me to the genre, and it is just a well-rounded game with great gunplay, level design, objective design, and multiplayer options. The soundtrack is sensational itself, too. This theme plays during the eponymous mission after Air Force One has crashed with protagonist Joanna Dark needing to find and rescue the President of the United States in a snowy Alaskan wilderness.

v827. Mario Tennis Open (3DS) - World Open First Match


There's two opinions to Mario Tennis Open, much like sides of the net. One dislikes the Simon Says style gameplay while other doesn't really mind it. While I'd prefer a traditional tennis gameplay, Mario Tennis Open delivered a good time for me, which I know isn't a popular thing to say. However, I think we can all agree that Motoi Sakuraba's soundtrack for the game is quite good, such as this theme for the World Open's first match.

v828. Animal Crossing: New Leaf (3DS) - 1 PM


Imagine yourself in a randomly generated village in the country, surrounded by talking animals. It's afternoon and the wind is gently blowing under a sunny, partly cloudy sky. This is a possible scenario in Animal Crossing: New Leaf, one of the best time-killers in the Nintendo 3DS library. Each real world hour presents the player with a different theme. Obviously enough, this 1 PM theme plays during the 1 PM hour.

v829. Mario Party 9 (Wii) - Bob-omb Factory


With Mario Party 10 hitting the Wii U in a couple of weeks, I figured it'd be a nice opportunity to bring up its predecessor on Wii, the aptly titled Mario Party 9. Mario Party 10 borrows a lot from its predecessor, including the all-in-one vehicle board progression. I'm sure much like Mario Party 9 that this first Wii U entry in the series will sport a catchy soundtrack full of great tunes like Bob-omb Factory, the second of six boards in Mario Party 9.

v830. Rune Factory: Frontier (Wii) - Autumn


Huh? Someone has gotten autumn in my almost-spring. Nevertheless, Rune Factory: Frontier's Autumn theme is so good that I'll let it pass. Each season in Frontier plays out as one would expect. Winter has snow-covered grounds, summer is full of hot weather, and so forth. If only the game didn't have the horrid Runey system, I might have ended up really enjoying Rune Factory: Frontier. Well, at least I really enjoy the relaxed soundtrack!

Sunday, March 8, 2015

SuperPhillip Central and Merchbro.com Have Teamed Up to Give Away Three Special Shirts

This is a wonderful first for SuperPhillip Central: a contest! Thankfully, it's very easy to enter. The prize? It's this "Link for President" unisex T-Shirt, available in sizes XS to XL.


All you have to do to enter is visit this link, fill out the entry form, and use the code superphillipcentral to officially enter. Winners will be notified in the coming weeks and Merchbro will ship out the shirts. My thanks to www.merchbro.com for this opportunity to run SuperPhillip Central's first-ever contest!

Wednesday, March 4, 2015

Mario vs. Donkey Kong: Tipping Stars (Wii U eShop, 3DS eShop) Review

The embargo for this next game has just lifted as of the time of this posting. Mario vs. Donkey Kong: Tipping Stars takes the series to new territory-- cross-platform play and cross buy functionality. Is this new frontier for the series a bold enough one to make buying either the Wii U or Nintendo 3DS version worth it? Let's find out with my review.

Reach for the Stars


At the Game Developers Conference (GDC) last year, Nintendo unveiled a Mario vs. Donkey Kong prototype that used a set of game creation tools known as the Nintendo Web Framework. The purpose of the framework is to allow developers to craft games using non-complex coding and programming languages. What this means for those of us who understand Layman's terms the best is that the Wii U has software tools that enables game creators to make games more easily. Nintendo's pet project to show off this framework is a new entry in their long-running Mario vs. Donkey Kong series, Mario vs. Donkey Kong: Tipping Stars. Even though a lot of Tipping Stars is more of the same, do the added new features make the game worth buying?

The thrust of Mario vs. Donkey Kong: Tipping Stars is to guide a series of miniature wind-up toys modeled after Mario, Luigi, Princess Peach, Toad, Donkey Kong, and Pauline to a door serving as the goal of each level. Some levels have just one door. These levels require all available figurines to enter it within a set amount of time after the first has entered, otherwise the door will lock shut, having you fail the level. Other levels have multiple doors modeled after each figurine which they have to go into. There is no real semblance of a story to go through, so the primary motivation for succeeding in Tipping Stars is to simply see more puzzles.

Properly placing red girders is "key."
Of course it's not as simple as getting your set of wind-up Marios or whoever from point A to point B. Along the way are obstacles, enemies, and hazards that impede your progress. Combine that with the fact that to get a much coveted gold trophy you need to collect all of the coins and finish the level within a serviceable amount of seconds for a helpful time bonus, and you have a game that can be mighty perplexing and involved. It can sometimes feel akin to rubbing your stomach and patting your head simultaneously.

World four introduces pipes into the fold.
With the game primarily played on the Wii U GamePad (the TV screen shows a view of the entire level), touching and manipulating the environment is what is needed to help your crew of miniature Mushroom Kingdom stars from their beginning positions to the goal. Moving red girders from one place to another, tapping blocks to remove them from one area of the level so they can be set at another, placing springs for the minis to be launched on, and organizing pipes to transport the minis to and from various locations are all means to assist your crew of wind-up toys in reaching the goal of each level.

Discovering the proper path for your minis
to follow can take some trial and error.
There are eight worlds in this latest Mario vs. Donkey Kong, and they each introduce their own set of obstacles and enemies to contend with. Each new obstacle is implemented into the game at well enough of a pace that you're constantly learning and mastering mechanics simultaneously. You seldom ever feel cheated because you didn't know what an obstacle did. Instead, the quick cutscene that starts each world shows the primary obstacle of that area in action, which is mighty helpful. You get a general idea of what is to come and what to expect.

At the same time, you can also know what obstacles are to come if you've played previous games in the series because many are taken directly from past Mario vs. Donkey Kong games, some of which are implemented in the same exact numbered world. For instance, world three, much like the Nintendo DS's Mini-Land Mayhem's world three, introduces conveyor belts that automatically move the cast of minis in one direction when stepped on. A button in levels can be pressed by your stylus to alter the direction that these conveyor belts flow. This is all the while world four, you guessed it-- just like Mini-Land Mayhem, introduces pipes into the fray. It's a bit disappointing that the majority of obstacles and new level mechanics are just relics from past games.

Nope. Not going to make an "it's a jungle
out there" reference. Not going to do it.
Getting gold trophies in Mario vs. Donkey Kong: Tipping Stars's levels is what completionists like myself strive for, and it's enjoyable to find the optimal route to take in a given level to obtain all the coins and reach the goal in the fastest amount of time possible. Gold trophies not only give you three stars (more on those later), but they also unlock secret bonus levels that much harder than what is in the standard set of eight worlds. The more gold trophies you earn, the more bonus levels are unlocked.

You can use the analog stick on the GamePad
to scroll around larger levels.
By far the feature that will give you the most longevity out of this latest Mario vs. Donkey Kong is the ability to create your own levels. You're given a blank canvas save for the required assets of one figurine, a special Mario medallion, and the exit door. You can resize the level's horizontal and vertical boundaries either by placing objects outside of the level's boundaries or by moving a small box in the top right corner of your level.

You're given a huge toolkit of level objects to work with. Everything from the levels made by Nintendo themselves for Tipping Stars is fair game to work with. A number under each object shows how many of that object your can place. The finger icon on the top menu allows you to move around already placed objects while another icon gives you the ability to flip an object on your level. Erasing is as easy as tapping the eraser icon and then touching what you'd like to remove. If you make mistake, you can tap the undo or redo icons, which allow you to go back or forward a fair amount of steps to fix short term and slightly long term mistakes.

The level creator menu is quite intuitive.
When you're satisfied with your level, after naming it and selecting a preview photo for players to see on the level select menu, you need to play it. During your attempt, you're required to collect all of the coins in the level and safely make it to the goal. You're unable to share your level until you're able to complete it. Then, with a simple Miiverse post, your level gets posted to the Community section of the game. It can thus be played on both the Wii U and Nintendo 3DS versions of Tipping Stars.

One of my own levels, Pipe Problem.
Be sure to check it out and more under "Phil32".
Players can "yeah" your level, write comments, and, as the subtitle of the game suggests, "tip" up to five stars to a given creator. These stars you earn can go to buying exclusive themed level pieces and backgrounds to make your levels all the more original in design and aesthetics, including an ultra-expensive New Super Mario Bros. 2-inspired gold set. Tipping stars to creators is encouraged as you unlock one of many Miiverse stamps by doing so. It's a smart way to get the community engaged in critiquing user levels, and even if you don't have a creative bone in your body, you can at least have a near limitless amount of new levels to play from creators around the world and from Nintendo themselves.

Mario vs. Donkey Kong: Tipping Stars offers cross-platform play and cross buy. That is to say that if you buy either the Wii U or Nintendo 3DS version, you get the other for free. While this sounds like a fantastic deal, consider this. Either version will set you back $19.99. When compared to a past download-only entry in the series like Minis March Again, which was only $9.99, the price of Tipping Stars is double Minis March Again. This means that you're essentially paying for two copies of a game akin to Minis March Again, which isn't that special of a deal. If only Tipping Stars was priced at $9.99 like Minis March Again would there actually be a big savings here.

With double the price of the last downloadable Mario vs. Donkey Kong games and few new features to make the price worth it, it's hard to fully recommend Tipping Stars at full price. There is indeed plenty of content and replay value to be had, but it's all coated under a layer of sameness. As a product all to itself, Mario vs Donkey Kong: Tipping Stars delivers clever puzzles, plenty of challenges for the reflexes and the brain, and loads of longevity for creative types to create their own levels. If the aspect of having new levels created by the community or by your own is something you can get behind, then Tipping Stars is a good pickup. It just depends on whether the price of entry appeals to you or not. For many, it decidedly may not.

[SPC Says: B-]

Second Opinion:

I pretty much agree with Phil's review of the game. It's a safe yet fun level-pack sequel that utilizes almost all of the same gimmicks that its DS predecessor, Mini-Land Mayhem, did. The one thing that was truly new in the brief time I had with the game was in each world's eighth level where one of your Minis would be possessed. The goal in these levels was to save your friend by smashing the controlling mechanism with a hammer and then making your way to the stage's end. It's just a shame that there wasn't more unique elements included in the package because I thought Mini-Land Mayhem did a good job at doing things differently enough when compared to March of the Minis and Minis March Again.

And then there's the cross-buy feature. It sounds great when you first think about it, that you can buy both versions of a game for the same price, but the issue here is that the price feels like it's twice as much as you should be paying. At $19.99, we're talking about a decent-sized investment into a title that you may only want one version of. If you are one of those people that only want to play it on the Gamepad or the 3DS' screen, then you're out of luck. It's a double or nothing purchase where you get a code for the system you didn't purchase the game for. Sure, you can have two versions of the same game if you want or even give the code to a friend or family member, but again, not having that option to purchase the game at a reduced price for a single platform just strikes me as odd.

Moreover, with Minis on the Move being $9.99 in the shop, Tipping Stars just feels like it isn't delivering the same bang for your buck. If you are one of the people that loved Mini-Land Mayhem and don't mind the asking price, then by all means, go for it. It's a fun re-entry into the 2D style of gameplay that the series has recently been known for, and Nintendo themselves will be adding 100 puzzles over the course of the next year to play. If you're one of the people on the fence about this title and have no interest in owning the game on two platforms, then you might want to think about whether a $20 expansion pack sequel is worth it. Because of this, it's real hard for me to justify the price of admission to Nintendo's first foray into the world of cross-buying and much rather would've preferred having the choice of purchasing one version along with the double or nothing strategy they're going with. As it stands, I have a feeling more people will go with neither than both.

[Bean says: D+]

Both Nintendo 3DS and Wii U review copies provided by Nintendo.