Remember
not all previous game titles are here just the main, highly
rated ones
The
rating of this game is 7.5 out of 10
When
the folks at Sonic Team were in the process of creating
the original Sonic the Hedgehog, they knew they couldn't
beat Mario at his own game. So, instead of cooking up
another hop-happy Mario clone, they focused their efforts
on speed. As a result, one of the most visceral franchises
of the 16-bit era was born. However, the transition from
2D to 3D was a hard one for Sonic, and the series lost
a lot of its focus in the process by trading in speed
for action adventure elements and introducing an unnecessary--and
unnecessarily large--supporting cast of characters. Sonic
Heroes strips away a lot of the elements that slowed down
the Sonic Adventure backpedals on a lot of the design
decisions made in the Sonic Adventure games, and though
it still exhibits many of the camera and control issues
that vexed Sonic's previous forays into 3D, it's truer
to its 2D roots than any other 3D Sonic game before it.
Sonic
Heroes drops the adventure and picks up some speed.
Sonic Heroes strips out a lot of the shooting and hunting
stuff found in the Sonic Adventure games, but it retains
the large cast of characters. The game gets away with
this by giving you control of three characters at once
and dividing the characters up into four different teams--Team
Sonic, Team Dark, Team Rose, and Team Chaotix. Each team
member has his or her own strengths, and your abilities
as a team change depending on which character you have
set as the team leader. The team members are color-coded
for easy reference, so blue characters have the most speed,
yellow characters can fly, and red characters can bust
through blocks that are otherwise impenetrable. The game
makes it easy to switch your team leader on the fly, and
you can cycle through team members by simply pressing
the X and Y buttons. There are times, such as when you're
in the air, that you're unable to swap out your team leader,
which can lead to some awkward moments. It generally works
well, though, and once you've mastered the different team
formation abilities, swapping out team leaders becomes
like second nature. The inclusion of the four different
teams, however, seems a bit pointless since the game is
virtually identical for all four of the teams, save for
some different story elements in between levels. To be
blunt, no one cares about these peripheral characters
that Sonic Team seems hell-bent on pushing on gamers.
People play Sonic games to play as Sonic the Hedgehog.
There's
a little bit of light combat, which requires only a modicum
of skill and strategy for proficiency, but for the most
part, Sonic Heroes tries its hardest to recapture the
hectic pace of the classic Sonic the Hedgehog games. You'll
race down lots of narrow paths that are loaded with speed
strips, corkscrews, and loops; you'll bounce off of strategically
placed bumpers; you'll grind along miles of rails that
seem to be suspended in thin air; and you'll frantically
try to outrun pursuing enemies and rising lava levels.
The different level themes, which include Sonic staples
like the sandy beach, the sparks-and-fire factory, and
the ever-popular casino-inspired pinball machine levels,
will feel familiar to Sonic fans. The levels are loaded
with lots of different paths that cater to the strengths
of the different team leaders, thus allowing you to lean
on whichever of the three team formations you feel most
comfortable with. The level designs are pretty straightforward,
though you'll occasionally find portions that aren't entirely
intuitive. Moreover, it's likely that you'll find yourself
plummeting into a bottomless nothing without any idea
of what you did wrong more than once. The game's not terribly
long, and most players should be able to wrap it up in
around six hours. Fortunately, it is free of the bad action
adventure filler that made up large portions of the Sonic
Adventure games, thereby providing a more satisfying experience
overall.
When
Sonic Heroes works the way it's supposed to, the action
is fast and exciting. Unfortunately, the game suffers
from a problematic, finicky camera, occasionally spastic
controls, and some bad clipping. The camera is largely
stationary, and since the action in Sonic Heroes doesn't
revolve around wide-open 3D environments, this works most
of the time. But, on the off chance that you want to get
a better perspective of your surroundings before you make
a potentially death-defying leap, the camera is pretty
uncooperative and will snap to a first-person perspective
if you try to move it more than a few degrees, which doesn't
necessarily give you the best view of your surroundings.
Additionally, the camera will often snap to a dramatic,
faraway angle when you're running along a giant loop or
performing some other grand maneuver. Furthermore, the
game is inconsistent about the relativity of the camera
position to the controls, so it can be hard to know if
pushing up on the analog stick will keep you moving forward
or if it will cause you to fly off of the track. Aside
from these camera and control issues, clipping difficulties
will invariably leave you wedged behind some piece of
level geometry, or--even worse--you'll be pushed through
a platform, thus leaving you to fall to your doom. All
of these problems should be pretty familiar to players
who have gone through either of the Sonic Adventure games.
It's really disappointing that in the past four years,
Sonic Team hasn't figured out how to alleviate these problems,
especially since there's a fun game buried underneath
all of them.
Sonic
Team also hasn't bothered to do much with the graphics
engine that powered the Sonic Adventure games--and now
powers Sonic Heroes--so the whole thing still looks like
a glorified Dreamcast game. To its credit, though, the
levels seem bigger than before, and the frame rate is
rock-solid. The two-player game, which is basically a
split-screen race through levels from the single-player
game, doesn't run quite as smoothly, though at least the
choppiness is consistent. It's not a technically exciting
game to look at, but what it lacks in polygons, high-res
textures, complex particle effects, and bump mapping,
it makes up for with consistent art design and an exceptionally
vibrant color palette that lets you know you're playing
a Sonic the Hedgehog game, even when you're standing still.
It's
far from perfect, but Sonic Heroes is the best 3D Sonic
game to come along so far.
Sonic Heroes plays the nostalgia card heavily in the aural
design, which features loads of familiar sounds, from
the whirling speed-up sound to the different chimes heard
when you pick up or lose rings. Of course, there's also
a bevy of classic Sonic tunes. This sort of heavy reliance
on old sound elements may seem a little cheap, but these
sounds are inexorably linked to the Sonic experience,
and ultimately, they still work. In fact, the biggest
misstep in the sound design for Sonic Heroes is all of
the new voice acting that was recorded for the game. There's
a lot of preteen anime-grade voice work here, with Tails'
squeaky, cutesy voice being the most ingratiating. However,
since every single character will shout one of three or
four different exclamations every time he or she executes
an attack, you'll learn to abhor all of them in good time.
Sonic
Heroes is the closest that Sonic Team has gotten to doing
a 3D Sonic the Hedgehog game in the classic 2D fashion.
What's most disappointing is that the problems in Sonic
Heroes--which include the camera, the controls, and the
clipping--are the kinds of things that could be remedied
with a few extra months of fine-tuning. In the end, though,
it's still a purer, more action-packed Sonic experience
than either of the Sonic Adventure games. If you were
able to overlook the problems found in those games, Sonic
Heroes is easy to recommend. However, if you haven't already
been acclimated to the quirks of the 3D Sonic the Hedgehog
games, approach this one with a bit of caution.
Mario kart Double Dash
The
rating of this game is 8.5 out of 10
Company Line
The Mushroom Kingdom just
got a whole lot more hectic as Mario & Co. double
up for furious kart racing!
The latest in the acclaimed
Mario Kart series is here, and this time, you won't be
racing alone! Each kart holds two racers, so choose from
Mario, Luigi, Peach, Baby Mario, Baby Luigi, Yoshi, Birdo,
Wario, Waluigi, Donkey Kong, Diddy Kong, Bowser, Bowser
Jr., Koopa, and Paratroopa and pair them up any way you
see fit. The character in front handles the driving duties,
while the character in the rear doles out damage with
six normal items and eight special items that only specific
characters can use. Racers can swap places at any time,
so switch it up on the fly to make the best use of your
items as you tear around curves and over huge elevation
changes.The Mushroom Kingdom just got a whole lot more
hectic as Mario and company double up for furious kart
racing, but this time they're driving two-seaters! Pick
a partner and race through wild courses as you compete
in tough circuits or duke it out with power-ups and items
in battle arenas.
Mario party 5
Released: November 11,
2003
Platform: Game Cube
Publisher: Nintendo of America
Developer: Hudson Soft
Genre: Party
Mario and his closest friends are trying
to restore peace to Dream World by racing around a collection
of all-new game boards-and tons of surprises await! The
new game sports new game boards, more than 60 new mini-games,
new playable characters, an expanded one-player mode and,
of course, the multi-player madness that made it famous
in the first place. This sequel extends Mario Party's
reign as the king of the party game!
Call it social intercourse for gamers, because that's
exactly what the Mario Party formula is all about -- even
if that's kind of a kinky definition. Friends gather,
tantrums are thrown, threats are tossed, beers are often
spilled on the carpet, and everyone thinks they are the
big, bad boss at the end, no matter who actually acquired
the most sparkling stars. I guess you could call it fun,
too, but there are still better multiplayer riffs.
The one major glitch with the entire Mario
Party series -- not just this fifth installment -- is
that the monotony of moving plastic pieces around a game
board just isn't entertaining, no matter if it's on a
Monopoly mat or digitized -- decorated with 3D razzle-dazzle
--- on the GameCube. Think about it: In that Parker Bros.
classic, the pewter thimble's transit is secondary to
when someone actually lands on an occupied property; that's
when the drama ensues, forcing players to cough up hard
earned bucks pending how many little hotels are lingering
on the block. The same goes for Mario Party; it's the
mini-games that are the crème de la crème.
With an allotment of well over 70, it'll
take you a good 10 to 15 nights of shuffling to unlock
them all. That's spiffy, because as basic as many of the
mini-games are -- requiring you to do things as simple
as chasing a character around a circular arena or collecting
the most coins, often times with the retarded precision
of one button press -- the sheer volume can keep you compelled.
If only you didn't have to deal with all that BS in-between.
Mario and ... the beanstalk? While you, along with three
other characters -- whether those are tangible friends
or CPU-driven opponents -- make your way around each board
in search of shines, you'll discover a few new gameplay
devices that slow the proceedings down even more. Firstly,
gumball-like machines have been added in a bunch of non-strategic
spots on each level, giving players items for free when
they pass by. The trouble is, many of the items are worthless
(so you waste time picking them up in the first place),
and a limited range has been applied to many of them.
For instance, if you had an item allowing you to switch
positions with Yoshi, if he's not within about 20 spaces
of you, you're out of luck. In previous games, that wasn't
the case for a really good reason; it's tragically inhibiting,
slowing the pace of the game down dramatically. Board
games are merely exciting when confrontation erupts among
players, whether that's Mario attempting to swipe a star
from Princess Peach or Luigi bonking Boo on the head to
shake a few coins loose.
Another headache is that the boards keep
getting bigger. Mario Party 4 was pushing the square-footage
limit, but MP5 truly makes games unbearable if you play
for more than 20 turns. With more yardage to cover, it's
more difficult to collect stars; and with the short-range
targeting feature, that's another obvious problem.
But I've got to hand it to Hudson for
trying. By plugging in a new story mode for single-player
action -- which tends to be the most tedious aspect of
all -- you'll be facing off against three of Bowser's
pissed-off Koopa kids. They'll be scattered about the
board at the beginning of each round, and your goal is
to rob their change purses of every last coin. Sometimes
that sneaky vulture Klepto will help out by dropping them
on your head, thus inciting a mini-game battle; other
times, you'll have to strut on over to their position.
Either way, it's a lot more engaging than battling three
A.I. opponents that are simply making up for your lack
of local gaming pals.
Penguin stampede! As for everything else ... well, it's
pretty much just like everything else. Once you've unlocked
mini-games in any other mode, you can tap into your favorites
individually without being tortured by round-about, dicing-rolling
antics. Sadly, other attributes carried over from previous
installments don't prove as positive. Simply put, the
graphics, sound, and overall design of the Mario Party
5 still screams N64. Sure, the visuals are a lot crisper
than Nintendo's last lackluster console, but the character
models are still routinely dull. Let's just say a shot
of Botox, some wide nips, some aggressive tucks, and a
soundtrack remix by The Neptunes wouldn't hurt.
I've been partying with Mario since the
annual series began five years ago. Heck, I still host
occasional gatherings at my bachelor pad for friends that
also feel the mini-game urge. So I write this statement
with love: Mario, get with it -- get hipper, get slicker,
and get as good as you outta be. Right now, you're phoning
it in.
Super
Mario Sunshine
The
rating of this game is 9.0 out of 10
No
one messes with Mario's vacation! Super Mario Sunshine
for Nintendo GameCube is Mario's biggest, most amazing
adventure ever.
Nintendo's
software lineup has always revolved around a core group
of major characters who appear in games that, more often
than not, turn into system sellers. You always get the
impression that games featuring these characters are going
to be given a little extra polish to ensure that everything
comes together just right, even if it means that the game
has to be delayed for months or years at a time. So, inevitably,
games like Super Mario Sunshine are eagerly anticipated.
Super Mario Sunshine is the first truly major release
on Nintendo's GameCube, and it is the first starring role
for Nintendo's most recognizable character on the system.
Once you get past the excitement over the fact that the
latest Mario game is finally here, you'll find a game
that's generally pleasing but heavily reliant on a few
new moves that seem more like gimmicks than gameplay innovations.
Super Mario Sunshine is the first new Mario platformer
in six years.Super Mario Sunshine opens with Mario and
his entourage escaping the daily grind of the Mushroom
Kingdom by flying to the paradise of Isle Delfino for
a holiday. But Mario's vacation dreams are cut short immediately
after landing at the island's airstrip. It seems that
the island is covered in graffiti and pollution, and the
person responsible happens to look enough like Mario to
lead to a sitcom-style case of mistaken identity. Mario's
sentence is to clean up the island with the help of FLUDD,
a water cannon that you wear on your back. Along the way,
princesses will be kidnapped, ooze will be washed away,
and large numbers of "shines"--the game's equivalent
to Super Mario 64's stars--will be collected.
Super
Mario Sunshine has a lot in common with 1996's Super Mario
64, an incredible game that set the standard for every
3D platformer that's been made since. Of course, previous
Mario games were also outstanding, so Super Mario Sunshine
has some big shoes to fill. It attempts to fill them by
not straying far from the previous game's formula. The
new game's equivalent of Mario 64's overworld castle is
the town square. The hub area is large and nicely detailed
and has enough different routes to the game's different
level entry points to keep you from having to spend any
serious length of time running from one place to another.
It also has a rather large collection of secrets to uncover.
Aside from the hub area and brief intro and finale sections,
the game contains seven levels. Just in like Super Mario
64, each level is broken up into multiple sequential objectives,
meaning you'll have to reenter each level multiple times
before you're finished with it. Each one of the levels
contains eight episodes, and completing an episode always
results in obtaining a shine.
There
is a total of 120 shines in Super Mario Sunshine, but
you can finish the game with less than half that number.
The level goals are often pretty straightforward, as you
can solve practically any problem you come across by simply
shooting it with water. Each episode starts with a brief
look around the level that almost always shows you exactly
what you need to do within a couple of seconds. Some of
them are as simple as getting to a certain spot in the
level and fighting a boss for the prize or racing another
character to a specific place in the level. Others, such
as the goals that let you surf on the back of a small
squidlike creature, feel more like minigames.
Also
making the transition from Super Mario 64 are the red
coin challenges--you'll simply be sent on a scavenger
hunt looking for a certain number of these coins. Each
level has at least one mandatory red coin collection goal,
and some of them must be performed within certain time
limits. Each level also has one goal devoted to chasing
the evil Mario clone around and hosing him down until
he gives up and gives you a shine.
There
are also a lot of goals that lead you into caves and other
enclosed areas. Entering one of these areas triggers a
brief but overused video of the Mario clone stealing your
water cannon and whisking it away. You're then sent into
one of several different obstacle-course-like levels that
feature a bunch of floating and moving blocks textured
to look like wood. These courses become more and more
difficult as you progress through the game and have the
ability to bring back that classic sense of platformer
frustration that occurs when you see the goal, know exactly
how to reach that goal, but can't seem to piece it all
together and actually pilot Mario to it. Occasional technical
issues also make for quite a bit of frustration, such
as clipping problems that cause you to fall through objects
or get you stuck inside walls or fences. While a few level
goals truly stand out and will remind you of why you love
the Mario series in the first place, many of the game's
goals--particularly the red coin challenges--are simply
tedious, and completing them feels more like a relief
than a reward. The fact that you'll have to backtrack
through each level at least seven times to complete the
game also isn't much fun, even though the levels do change
slightly from objective to objective.
Though we've waited a long time for it, Sunshine still
has some rough edges.Controlling Mario is a snap. Most
of his Super Mario 64 moves have been retained here, including
the extremely useful turnaround and triple jumps. Mario's
boxing skills don't come into play, however, as all his
physical attacks have been replaced by the water cannon.
The water pack comes with two standard nozzles. The cannon
nozzle lets you spray water a short distance in front
of you. Using the R trigger will activate your water cannon,
and pushing the trigger in partially will let you spray
on the move. Clicking the trigger in all the way plants
your feet but gives you the ability to aim the cannon.
The other standard nozzle is a dual hover nozzle that
lets you lift off into the air. This is handy for making
your way across gaps or adding a bit of height to your
jumps. The pressure won't last forever, though, so you
can't just stay in the air until your tank runs dry.
As
you proceed through the game, you'll find other nozzles
that can take the place of your hover nozzle. The rocket
nozzle blasts you high into the sky but won't let you
hover, and the propeller nozzle lets you launch yourself
along the surface of the ground or water but never really
plays a meaningful role unless you're bent on finding
every last shine. You'll also eventually get to ride on
Mario's dinosaurlike sidekick, Yoshi, but unfortunately
he seems like he was thrown in as an afterthought. Yoshi
is only useful for his strange ability to spit fruit juice
all over the place, which in turn is used for only one
required puzzle and a handful of optional ones.