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Star Ghost (Switch eShop)

Posted by SheldonRandoms on December 8, 2017 at 10:00 PM Comments comments (0)


Eshop Guru SheldonRandoms here, and today, I'm going to take control of another space fighter, except this time, said fighter will have acceleration with a manual feel in Star Ghost. Originally released last year on the Wii U eShop, this take on a space shooter has now arrived on the Switch eShop. With this transition, I'm going to see if this Star Ghost is either a shooting star...ghost, or a ghost of it's former self in the stars. Let's engage!


When the game boots up, you'll have the option of selecting a language, which can be changed each time when playing the game again. A lieutenant commander will then explain that you're the commander of the Star Ghost, and it's up to you to stop the evil Metagon empire from taking over planet earth and the human race. The voice over will be in English with every language selected except for Japanese which has it's own voice over due to the Switch version being the first time Star Ghost has released in Japan.

If you think this will play similar to other space shooters, then you might want to check out the flight school before launching, otherwise, you'll be wondering if a black hole has some affect on your controls. Once you're ready, thrust to launch off into space and prepare to fend off the fleets of Metagon fighters. The Star Ghost will automatically fire on it's own as you take control of it's movement, but it doesn't move in the manner of other space shooters in a straight path, it moves forward while moving upwards if the thrust button is pressed, and will fall down when it's not, thankfully some forcefield guardrails will keep it from wondering off it's route, but it won't protect you from the enemy fighters who'll try and turn you into a literal star ghost.


The controls will take some time getting used to, but once you do, controlling the Star Ghost will be as easy as parallel parking with it. For extra control, with the left analog stick, you can control the aim of your line of fire, as well as turn it off by pressing back with it, this can be good in situations when needed, but depending on your preference, you might want to just thrust to where the enemy is heading and auto fire at them.


12 star systems in total await you with Metagon forces, and will change up each time you play with different enemy layouts and narrow pathways, as you make it further, each sector will have more level sections in it, as well as becoming more challenging by adding in a boss fight every now and then. When you reach the goal of each sector, you can spend these blue orbs that you've collected along the way, these orbs act as currency to purchase new power ups and to repair your ship if needed, although power ups can also be collected during a level, said power ups are only temporary, and won't last forever, however, not all power ups are go for you, getting the virus will instead disable your line of fire for a short time period, where you'll be defenseless from enemy onslaught. Saving up on these blue orbs also isn't a bad idea, as spending 50 of them gets you another chance after getting shot down, although you won't keep going from the same spot, instead you''ll start at the beginning of the sector you were on.

Maneuvering through the 12 star systems, the background view will just burst out to you with it's simple, yet vibrant color pattern, as well as the neon light show from laser blasts or whatever is flying around. The music fits the title name of “Star Ghost” well, with it's techno beat that matches the layout and mood of the game.


The longevity of Star Ghost is to aim for the highest score you can reach before running out of continues, which gives it a classic feel of the arcade era of shoot 'em ups, although the only high scores you'll see are the ones on the high score list, as there is no online leader board to break any high scores on, but with the Switch's snapshot feature, you'll have to share your high score by other means.


All and all, Star Ghost's thrust onto the Switch eShop is another welcome addition for the platform, as well as those who are fans of the genre from yesteryear. The easy to pick up and play nature of the Switch makes going back into Star Ghost much more enjoyable, filling quick bursts whenever you so desire. While a leaderboard would've made it easier to know what score to aim for and beyond, it doesn't take away any shine from this Star Ghost.


I give Star Ghost 8 Metagons out of 10!


Cost on the eShop: $8.99

Memory used: 180MB

Review code provided by: Rainy Frog

Star Ghost (Switch eShop)

Posted by SheldonRandoms on December 8, 2017 at 10:00 PM Comments comments (0)

 

Eshop Guru SheldonRandoms here, and today, I'm going to take control of another space fighter, except this time, said fighter will have acceleration with a manual feel in Star Ghost. Originally released last year on the Wii U eShop, this take on a space shooter has now arrived on the Switch eShop. With this transition, I'm going to see if this Star Ghost is either a shooting star...ghost, or a ghost of it's former self in the stars. Let's engage!

 

 

When the game boots up, you'll have the option of selecting a language, which can be changed each time when playing the game again. A lieutenant commander will then explain that you're the commander of the Star Ghost, and it's up to you to stop the evil Metagon empire from taking over planet earth and the human race. The voice over will be in English with every language selected except for Japanese which has it's own voice over due to the Switch version being the first time Star Ghost has released in Japan.

 

If you think this will play similar to other space shooters, then you might want to check out the flight school before launching, otherwise, you'll be wondering if a black hole has some affect on your controls. Once you're ready, thrust to launch off into space and prepare to fend off the fleets of Metagon fighters. The Star Ghost will automatically fire on it's own as you take control of it's movement, but it doesn't move in the manner of other space shooters in a straight path, it moves forward while moving upwards if the thrust button is pressed, and will fall down when it's not, thankfully some forcefield guardrails will keep it from wondering off it's route, but it won't protect you from the enemy fighters who'll try and turn you into a literal star ghost.

 

The controls will take some time getting used to, but once you do, controlling the Star Ghost will be as easy as parallel parking with it. For extra control, with the left analog stick, you can control the aim of your line of fire, as well as turn it off by pressing back with it, this can be good in situations when needed, but depending on your preference, you might want to just thrust to where the enemy is heading and auto fire at them.

 

12 star systems in total await you with Metagon forces, and will change up each time you play with different enemy layouts and narrow pathways, as you make it further, each sector will have more level sections in it, as well as becoming more challenging by adding in a boss fight every now and then. When you reach the goal of each sector, you can spend these blue orbs that you've collected along the way, these orbs act as currency to purchase new power ups and to repair your ship if needed, although power ups can also be collected during a level, said power ups are only temporary, and won't last forever, however, not all power ups are go for you, getting the virus will instead disable your line of fire for a short time period, where you'll be defenseless from enemy onslaught. Saving up on these blue orbs also isn't a bad idea, as spending 50 of them gets you another chance after getting shot down, although you won't keep going from the same spot, instead you''ll start at the beginning of the sector you were on.

 

Maneuvering through the 12 star systems, the background view will just burst out to you with it's simple, yet vibrant color pattern, as well as the neon light show from laser blasts or whatever is flying around. The music fits the title name of “Star Ghost” well, with it's techno beat that matches the layout and mood of the game.

 

The longevity of Star Ghost is to aim for the highest score you can reach before running out of continues, which gives it a classic feel of the arcade era of shoot 'em ups, although the only high scores you'll see are the ones on the high score list, as there is no online leader board to break any high scores on, but with the Switch's snapshot feature, you'll have to share your high score by other means.

 

 

All and all, Star Ghost's thrust onto the Switch eShop is another welcome addition for the platform, as well as those who are fans of the genre from yesteryear. The easy to pick up and play nature of the Switch makes going back into Star Ghost much more enjoyable, filling quick bursts whenever you so desire. While a leaderboard would've made it easier to know what score to aim for and beyond, it doesn't take away any shine from this Star Ghost.

 

 

I give Star Ghost 8 Metagons out of 10!

 

 

Cost on the eShop: $8.99

Memory used: 256MB

Review code provided by: Rainy Frog

Xenoraid (Switch eShop)

Posted by SheldonRandoms on November 23, 2017 at 9:25 PM Comments comments (0)


eShop Guru SheldonRandoms here, and today, i'm going to engage in a space war inside of a space ship in Xenoraid. This is a shoot 'em up throws in some modern features for the ever so classic genre. I'm about to set off, and will see about these modern features and the game itself in the cockpit, to see if I'll avoid enemy fire, or to take enemy fire and explode in space, now then, off we go into this review! 


The plot starts off from the not so distant future of 2021. In that year, Alien fleets were discovered to have been headings towards planet earth. A couple years later, earth tried to make contact with said alien fleet, but attempts were unsuccessful, which made earth convert it's existing spacecrafts into star fighters. Now ready to defend earth in the impending space war, said star fighters begin phase 2 of combat assessment. The rest of the cut scenes are then told through dialogue from other characters on the mission select screen.


When you begin your mission, you'll have the option of playing as one of four space fighters, except you don't just control a single one throughout the level, but instead, can switch out with another fighter with the A/B/X/Y buttons, which can be handy depending on the situation, such has another fighter having a weapon that can deal with what's going on better, or if one becomes heavily damaged and were to take extra damage, the ship would explode and you'll lose that ship's slot until you purchase another ship to replace it. If all ships are lost and you managed to cross a checkpoint, you can restart from your last progression of remaining ships, upgrades, etc, but this would also mean they'll have reduced health or lost fighters would remain lost if that was your last loadout.


In between missions, you can purchase upgrades and repair your ships if needed, when you clear more of the game, more options will be available, including additional space fighters, however, all of these purchases when going into the next chapter are lost in the process, they don't even remain in the chapter you just cleared, which would lead to purchases being mainly for repairing ships later on in a chapter, as buying anything else might seem worthless to a player if they'll lose it. As a fighter continues to fight and survive, the pilot will rank up with promotions, which will give them more advantages, but even those ranked up pilots are lost with every chapter.


The campaign will fly across five chapters with over 40 missions to tackle to save earth, which gets more challenging later on with more enemy fighters and boss battles along the way. Replaying through these levels can feel different, as enemy formations are randomized, so redoing the adventure would indeed be different, but for remembering the stories' dialogue and characters, as well as the story itself, it all feels a bit too generic for what's happening in the future. Traveling throughout the solar system in different chapters, the planets and background feel too similar from the last, but differ with different colors schemes.


The story itself can provide enough replay value, but for those looking for a bit more competition and to challenge themselves and others along the way, survival mode would be your best bet. In this mode, you'll have three endless levels to pick from, and then aim for staying alive for as long as you can, while shooting down enemy fighters to try and get a high score, which can be posted in an online leaderboard. Each level has limited funds you can spend to prepare for the endless combat, as well as different ships and techs to work with. This mode, as well at the story mode can be played with up to four other players locally with Switch pro controllers, so replaying the adventure with new recruits can add some more stars to see in the galaxy.


All and all, Xenoraid adds some modern touch ups to the classic shoot 'em up genre, which is a welcome addition to the Switch eshop's library of expanding games. While it's a bit generic with it's visuals and has purchases which lose value when going to the next chapter, those values are made up with it's challenging later stages and survival that has a reason to go back to aim for a high scores to post on an online leaderboard. Now then, to await for these events to take place, I'll be around for that hopefully. 


I give Xenoraid 7 star fighters out of 10!


Cost on the eShop: $8.99

Memory used: 109MB

Review code provided by: 10tons


Tallowmere (Switch eShop)

Posted by SheldonRandoms on November 19, 2017 at 4:45 PM Comments comments (2)



Eshop Guru SheldonRandoms here, and today, i'm going to explore another dungeon in the name of Lady Tallowmere in Tallowmere. This dungeon crawler has now randomly generated onto the Switch eShop after generating on other platforms such as the Wii U eshop, with this version being the up to date version of the game. I'm going to randomly explore this dungeon, to see if it's worth sacrificing a kitten for, or if it's not and you should just leave them in the basket? Now let's begin this crawler!


When you begin the game, you'll start off at this starting hub, get used to it, as you'll be seeing it a lot. To get into a dungeon, just take the elevator on the right, where it'll go down to a pathway, go straight to begin your adventure. You'll start off with a basic sword and shield, as well as casual clothing which doesn't look the part of exploring this dungeon, but at least it'll be comfy for those infinite jumps that you can preform. On your first go, you'll make some progress until some enemy surprises you with it's daze potion, where you'll do nothing until another one casts a fire spell at you, which you try to avoid but accidentally run into a dungeon hazard, then the fire spell reaches you, thus burning you to your death.


Upon getting killed, it'll show your stats, such as how many enemies you've slain or how long you ventured, where next you can return to the home hub or quickly restart from the first room in the dungeon. While the home hub will keep it's look, the first room in the dungeon will appear to have a different layout from your last attempt, since each time you go into into the dungeon, it'll randomly generate different rooms with different enemy placements and such, so each time you do decide to go into the dungeon, the experience will new and will stay fresh each time, as well as the kittens being fresh each time..Oh the internet would totally hate you for this, but if you go by Esmerelda, a basket of kittens will be there each time, and if you wanted, could sacrifice a kitten to gain 10+ total health on your current run. While you'll gain more health, keep in mind doing this won't net you many achievements, and when you die, your high score will be listed on a different high score list depending on the amount of kittens you have scarified.


If you want to go further into the dungeon, you'll have to defeat baddies that will be on your path, and you can't just avoid them, you'll have to slay the one that has the key to unlock the locked gate, otherwise you can't move on. With your basic sword and shield combo, tackling some enemies will be a challenge, thankfully, you can find some new weapons inside of chests which will help tackle some of the later foes that you'll face the further you go into the dungeon, and said later foes will do more damage of course, but just like with new weapons, you can also find some armor to equip in said chests as well, boosting you defense from said attacks. If you wanted a new weapon or new clothing to use right away, you can buy them from the wondering merchant at the start, but further in the dungeon, other wondering merchants will be behind bars in some rooms, and to free them, you'll have to find an additional key to free them and browse their wares, but to buy anything, make sure to have a supply of gold dropped from enemies or sell off your weaker weapons/clothing for some extra pocket change.


Going into dungeons over and over again to see how far you can proceed can seem to get a bit repetitive over time, but to offer more variety, the starting hub has some features to spice things up if you so desire. Talking to Samuel, who is the keeper of challenges, offers a list of, well, challenges if you couldn't tell by his title, but won't offer achievements if you go with his challenge. Samuel's challenges all revolve you trying to get to room 20 with a certain task, such as getting there was a certain weapon, or face an army of certain foes, to even getting there with no healing or carrying Mr. Bigguns instead of weapons to fight back? It'll definitely keep you on your toes, but would removing toes make it hard to do that? That's where the Punisher comes in (no relation to Marvel character). Death himself can basically nerf your adventure to make it much more of a challenge, and you can select punishments such as no health potions or even coins you can collect to buy stuff from merchants, or even the merchants themselves won't appear. It's not just a single punishment at once, you can rev them all up at once, to truly go into the masochistic route of this randomly generated dungeon.


Selecting all punishments at once and handing someone else the joy-con would definitely stir up some funny moments for yourself, but wouldn't it be better if you both can experience this at once? You don't have to explore the dungeon by yourself, as you can take buddies with you with the co-op option with up to four players at once with either a joy-con or switch pro controller.


All and all, Tallowmere gives the switch eshop a dungeon crawler that, while seeming to be basic with it's presentation, makes up for it with it's replayability from altering the game for better or worse depending on your taste. It's easy to pick up and go explore the dungeon nature really suits the portability of the switch, while out, you can do a run to see how far you can make it in a dungeon, and with friends, it'll be worth sacrificing a kitty or two for.


I give Tallowmere 8 kittens out of 10!


Cost on the eShop: $6.99

Memory used: 58MB

Review code provided by: Teyon

RTO (Reptile Take Over) (New 3DS eshop)

Posted by Undead_terror on November 16, 2017 at 9:00 PM Comments comments (0)



Guru Undead_terror here to talk about RTO (Reptile Take Over) for the New 3DS systems, this game was developed and published by nuGAME and is a horror on rail shooter that needs 542 blocks to download and costs $9.99 US.


There is nothing to this game, and you can find better shovelware for much cheaper that might actually be fun, that's the quick review, but now I got to go into details why. To start things off, the story of the game is that you control a space crew that get struck by the enemy which is alien Reptilian creatures, you are low on ammo and got escape the horde.


Not much of a story, pretty generic, but then the real low is when playing the game, you take control of 6 characters and got to find the end to the mission while avoiding the Reptiles. That's easier said then done....right? well in a backwards way it's actually hard and annoying!


The Reptiles are a joke, when playing the game, when you are in the same room as a Reptile, you will hear this scrapping sound. You won't miss it because it's the only song in the game or at least one of the only few sounds that come from the game. When you see one of these poorly looking CGI looking Reptiles, it will keep walking from side to side without attacking for a while, you can walk along with it for a small while before it actually comes to attack. Then you can just shoot it in the head and it dies unless you shoot the body which requires more shots.



Now how do you shoot you say? well it's simple...very simple, the controls of the game is that you move/aim with your circle pad, A fires your gun, and B opens doors and activates the terminals. You can't move forward or back, all you can do is look around 360 degrees. It's very easy controls right?, welp let me explain why it's very annoying.


The objective is to make it to the end of a level, while you do have 6 people to control, you only need the 1 person to make it to the end (I wouldn't bother trying to leave myself to by honest, and haul out a deck of cards). You got a compass to show the direction which you NEED to pay attention to, when you see a map terminal, take out a notepad...I'M SERIOUS! take out a not pad, and jot down notes to know if you need to go North/South/East/West. You will need to do this very often as every room looks the same....only a couple changes from time to time like the lacking of doors.



Indeed it's that bad, I couldn't even beat the first level without jotting down notes to know where I needed to go, and why so often? well the map terminals don't show the full map, just a part. You are able to see where your team is, (which if you were me, they would be in the starting room as they don't need to be used unless you die) where you are, and where the exit is, if you are at a terminal close by.


Besides trying to find the exit, you can find hostages, but you will just trying to find the exit, you won't want to bother with the hostages, heck, you wouldn't want to bother with the Reptiles, you can just escape from them with ease (but if you just so happen to die, the game has perma death). If you beat a level of this....game...you will have more levels to do, AND THAT'S THE REAL SCARY PART!. Besides the story mode, there is a survival mode with different difficulties, but if I wanted a endless survival game, there is plenty better to choose from.



A small run down on the graphics and audio....boring looking menus, poorly looking CGI Reptilian looking creatures, metal rooms that look the same and tasteless. Audio? what audio? you mean the gun sounds and the scrapping sounds to know if a Reptile is near by?, there could of been eerie music for this "horror" game, but I forget it's a horror game and my mind numbs when thinking about this game.


At the end of the day...quality is no where to be found here, a boring game with easy enemies to kill, the difficulty of the game coming from just trying to find your way from room to room, it really begs the question why Nintendo let this on the eshop...HECK why is it New 3DS exclusive? I'm sure we need that extra process power so the 3DS wouldn't get too bored it's self easily. I just don't recommend this game at all, if it was less then a dollar it might be a challenge gamble to see how you feel about the game, but $10 is way beyond.


Rating: 2/10 (Not a 1 because the game had no bugs that I ran into, whether that's a blessing or not, I don't know)


eShop Guru SheldonRandoms here, and i'm here to give my quick thoughts on RTO (Reptile Take Over). Reptile monsters, in concept have worked out so well, with some of the most famous monsters being mighty and tall, and of course, reptiles. Without warning, reptile monsters will give your day a shade in the shape of a giant footprint ready for a stomping, excepet the stomps from these reptiles didn't quite make an impact...I mean, i'm thrown into some room in search of escape, yet these reptiles don't seem to care, but would rather just walk by without doing anything, except if I were to stalk them for a little while, then they'll take a gander, but that just feels cheaper than those older monster movie costumes, but at least those movies can rev up a few good laughs, showing how far we came, with this, i'm wondering if this game was left unfinished in the 90's. This "take over" all and all didn't really feel like a take over, unless if the price being too high for is a take over with walking lizards, then to that I say mission accomplished!


I give RTO (Reptile Take Over) 2 walking lizard monsters out of 10!



Trailer: None, best to look up gameplay on the internet.

Review code provided by nuGAME


Super Ping Pong Trick Shot (Switch eShop)

Posted by SheldonRandoms on October 27, 2017 at 9:35 PM Comments comments (0)


eShop Guru SheldonRandoms here, and today, I'm going to be tossing balls into cups off the wall in Super Ping Pong Trick Shot. Two entries of the Ping Pong Trick Shot series were previously seen on the 3ds eShop, but now this ping pong ball has tricked shot onto the Switch eShop. I'm going to see if I can land a ball into a cup and take a sip of apple juice of glory, or will I miss the cup and it'll fall into some void? Let's toss these ping pong balls!


If you've ever played a game of trick shot, then you'll have an understanding on how this will play, except with this trick shot, it takes place in this vast place with platforms and others objects...and cups of course! The ping pong balls can be tossed into cups with four control options, button controls with the joy cons attached to the switch or separated, touch controls that is akin to controls you'd expect from a mobile device, and gyro controls, where you aim and swing with a joy con to determine the force of power in your throws. My preference would personally be the button controls, as they are more accurate compared to the other control methods, however, they still work out well once you get used to them. In each level, it might seem like a wall is blocking your path, but with a push of the camera button, perhaps a different angle can help you sink in ping pong balls.


Single player has most of the cups in this title to toss ping pong balls into. Challenge mode has 80 levels for you to trick shot a set amount of balls into a white cup to clear the main mission of each stage. Main missions are usually toss one (or sometimes a couple more) ball into the white cup, but to add a bit more challenge, each level has three sub missions, which you don't have to do to clear the stage, but are usually ways to make you trick shot in different ways, sometimes into harder to reach cups. As levels go on, they'll start to introduce more objects and ways to block your path, and if you're having trouble clearing a stage, you could always skip a level and pick one to do in any order, although when looking at all the levels, they'll start to look the same and feel kinda dull and a bit tedious.


The other main single player mode is score attack, which has you tossing a certain amount of balls into a cup to rev up a high score. The layout of score attack is pretty much challenge mode, except the colors are different and the tune is different, it contains all levels from challenge mode without the main and sub missions. To get a higher score, sinking in balls will start up a chain bonus, which goes away if you miss with the next shot.


If you have someone to play with, there also exists a 2 player vs. mode, which has both players aiming to get as many balls into the cup(s) within 60 seconds, whoever has the most will be the victor. While there may be only 10 stages compared to the 80 levels in single player, all the stages in vs. were designed to better suit this battle of the trick shots, with some characteristics that can give you an advantage! After a certain amount of time, an item box will appear, toss a ball at it and it'll grant you a power up, which can block your opponent's field of throwing or vision, to giving you more balls to toss at once.


All and all, Super Ping Pong Trick Shot landed in a cup of apple juice, but the apple juice overall tasted decent. While it offers value in terms of having 80 levels of trick shots with sub missions and score attack to add more depth, especially if you have a friend to play with, it'll feel a bit repetitive with it's visuals that feel just bland. If you enjoy some ping pong trick shots, for what it is, it's worth the price of cups and ping pong balls you would need to play this game in real life.


I give Super Ping Pong Trick Shot 6 ping pong balls out of 10!

 

Cost on the eShop: $4.99

Memory used: 255MB

Review code provided by: STARSIGN

Party Golf (Switch eShop)

Posted by SheldonRandoms on October 26, 2017 at 9:45 PM Comments comments (0)


Eshop Guru SheldonRandoms here, and today, i'm going to tee off at another party with an old fashion game of golf in Party Golf. As the title has in it's neon lighted logo, it's golf that is also a party, but it would be an overstatement to just think that it's just regular game of golf. I'm gonna drive on these courses, to see if this golf party has range and can rev up a boogie, or will my range land inside of an alligator's mouth and it'll count as a bogey? Let's tee off!


The main goal of Party Golf is to hit a ball, watch it travel across the course, and hope that it goes into the hole, or at the very least, near enough for it to hopefully go in the next shot (real golf in a nutshell). The concept sounds like a standard golf title, and if you wanted it to be, it can be just that. Where does the “party” part come into play, you might be wondering? By real golf logic, it would mean taking turns taking shots, but here, each player hits their colored ball at the same time, with golf balls flying and colliding into each other, until one ball makes it into the hole, where a countdown will then rev up, giving the other players a chance to sink in their ball before time runs out. Depending on who got their ball in the quickest (or nearest to the hole) will determine the score and rank of who's in the lead. While it sounds pretty simplistic to the point of it being quickly accessed on the main menu in quick game, with this party, it's just getting started, as you'll find out below...


So how can you add a bit of spice to this party of golf? Game modes has just the quick set of ingredients for the spice to add. Here a bunch of different modes can change up how the game plays, with sections of edits ranging from basic edits such as changing the speed of the balls, to turning your ball into a banana....alright, maybe these changes aren't so basic, but the simple change in something can go a long way with a party such as this. It's not just the balls changing to bananas or other objects and sizes, but also mother nature can affect the terrain with a pool of water, or can take you for a ride with no gravity, or give it back to you with full force with some land mines (or, “lava” as mother nature would call it). There's a good amount of game modes to choose from, which will always keep the party fresh whenever you take this party golf, although it might be too many modes for the cpu to handle, because with some modes with special settings such as adding in flappy golf balls or having checkpoints to pass by in order, they won't do the objective or use said power, but instead, just try to head to the goal, which can be sort of a letdown when playing by yourself.


While game modes had the set ingredients, if you wanted to create your own wacky concoction of a party golf game, custom game will have you covered. Here you can mix and match a wide variety of conditions and rules however you see fit, which will make you go bananas if you add in a lot of changes to the game, such as raining bananas, because all golf games need at least one raining banana course. This mode will also keep the party fresh with plenty of options to toy around with, although if you add in too much at once, it can effect the framerate and make it a bit choppy, as well as make it sound like theirs a lightsaber battle going on. These custom options can also be toyed around with in game modes as well, so if there was a game mode that you liked but wanted to edit a bit, you'll have an option to do that.


This party of golf can be played with up to 4 players locally, but with enough joy cons for each player, up to 8 golfers can partake in these courses all at once, which can lead to some interesting results when trying to sink the ball into the same hole at the same time. If one player keeps doing better than the rest, you can set it a handicap and make it a bit more challenging for the player, such as making their ball the only banana on the course. If your family or friends aren't around to play, and you just wanted to have a quick party burst all by yourself, you can tackle the trials, which is mode more designed for single player experiences. Trials have sections that will determine the effect which will rev up in each course you play, as well as having a limit attached to it, such as a time limit, shot limit, or a distance limit, and you must get as many balls into the hole as you can before the limit runs out. While trials might seem like a single player mode, it doesn't have to be as you and other connected players can tackle the trials together and aim for the high scores to set.


All and all, Party Golf tee'd off and has landed into the hole of the Switch eShop with an albatross hole rating. While some multiplayer aspects are better with family/friends compared to the cpu, The easy to pick up and play golf game that's also a party game will definitely drive you bananas when exploring the almost endless amount of customization options that will keep the ball rolling, or banana peeling (I'm gonna end this with a pun since why not, lol).


I give Party Golf 8 Banana golf balls out of 10!



Cost on the eShop: $15.00

Memory used: 1.2 GB

Review code provided by: Giant Margarita

Mononoke Forest (3DS eShop)

Posted by Morpheel on October 7, 2017 at 5:30 PM Comments comments (0)

 

Hello, Guru Morpheel here to talk about Mononoke Forest by Gamedo Inc. for the 3DS. With a name like that, you might be wondering just what is this game about and... That's an excellent question, actually! If I had to describe Mononoke Forest in a few words, I would say it's a city management game where you build the city by throwing Pokemon-esque creatures, called Mononoke, around. Yes, it is as weird as it sounds. 


But, what are the Mononoke? Well, the best way to describe them is, they are spirits of nature that feed on the happiness of humans; the happier they are, the better the Mononoke feel. Each kind of Mononoke has different abilities and powers over the environment, when paired with the right partner they can do a variety of things, like cleaning up the land, making grass grow or attracting wildlife, among many other things. There's also an antagonistic group of them known as Pest Mononoke, which instead feed on the unhappiness of humans. A third subset of Mononoke, known as Great Mononokes, are able to create a substance known as Cororoke; they are important, because Cororoke powers up the regular Mononokes considerably, without Cororoke, the Mononoke are almost powerless.



Our story begins in a land that has been ravaged by Pest Mononoke and left in a very dire state. Now without a Great Mononoke to provide a supply of Cororoke, the few remaining Mononoke can do very little to help the surviving humans that populate their village. One day by coincidence, an amnesiac Mononoke capable of producing Cororoke appears in town, which renews the possibility of cleaning up the place and attract new Mononoke to help develop the village again. As you clean and develop the town, new kinds of Mononoke start to appear, which gives you new tools to make the town a better place to live. Better living conditions means happy humans, happy humans means happy Mononoke. Of course, happy humans also means unhappy Pest Mononoke. The evil Pests will visit the town every now and then to try and hamper your progress. They are very powerful and can be debastating if left unchecked.


Ok so, that's the story, but how's the game? Well, as I mentioned, the main gameplay mechanic involves throwing groups of Mononoke around. During the day you can explore the town on the top screen and do various things on the bottom screen, from reading an encyclopedia to forming your party of Mononoke, among other things. To start the night sequences, which is where you actually get to play the game, you need to select a quest or tap the moon icon, this will initiate the action in the sector of town you have on the top screen. During the night, you now have your party of Mononoke in the touch screen, drag a lone Mononoke to another one and they will form a group. Depending on the members, the group may have a certain power, you can only bring five Mononoke with you, so it's important to learn the effective combinations. You also have Cororoke available, drag one to a Mononoke that doesn't have one equiped and now the area of effect of that group is increased, the more Cororoke in a group, the better the effect. While your Mononoke take some time to return to the touch screen, other Mononoke will be flying around on the top screen, they may decide to drop down for you to use, and you can make them fall by knocking them with a group, but they will leave if you ignore them too long. You have a limited number of throws per night, run out and the night is over.



Throwing the groups of Mononoke involves placing your stylus over the group and dragging it down, like a slingshot. The angle of your stylus directly affects the angle of the throw and it can be very spotty, sometimes you will accidentally fling your team in the wrong direction while trying to move them, other times you will end up messing the shot while lifting the stylus and hit the wrong square of the map with them. The game is overall very forgiving, but if you consider that this is how you ultimately design the town, getting the wrong thing in the wrong place can really end up runing your plans, which can be frustrating.


As you may expect, your ultimate goal is making a perfect town. In addition to the designing aspect of the game, you also have several metrics to keep an eye on: Evironment, Happiness, Wealth, Health, Food, Moral and Education. These all range from -100 to 100, and they all start at the worst rating. If you want to keep the town in a good state, you need to keep an eye on several factors that may affect several of them, for example, the season may affect the sources of food, which may decrease moral, which in turn will make the humans litter more, which will decrease health and evironment, and so on. It all sounds a lot more complicated than it really is, and can make the game feel overwhelming at times.



As you progress through the main quests, every now and then you will be visited by a Pest Mononoke, during every new day they will do something bad, like throwing bags of grabage around. To prevent them from staying too long, you need to fight them. Fights work very similar to the regular night stages, with the main difference being that you now have a time limit instead of a throw limit, and you can throw individual Mononoke at them. Unfortunately, they are very very strong, and your Mononoke are very very weak, combined with the ridiculously short time limit, they're guaranteed to take you several nights to fend off, which means you'll also spend several nights fixing their mess. Thankfully, the Mononoke do get a bit stronger as they grow.


Presentation-wise, the game sports some very nice and coloful graphics, the Mononoke in their various forms are cute and the many options you have available make it possible to create some very nice looking cities. The music is fitting and unobtrusive, which is nice. The various menus and options can get a bit hard to navigate, but it's nothing too bad, and you don't usually need to mess around too much, outside of a visit to the encyclopedia every now and then to check Mononoke combinations.



This game proves to be a bit overwhelming at times, and while the gameplay is extremely simple and easy to understand, it can also be a bit spotty. However, this is a very compete package with tons of things to do and many little objectives to work towards, like filling the encyclopedia, getting achievements, leveling up your Mononoke, and stuff like that, so if you enjoy the game, there's a ton of content for you. Witnessing your town grow and thrive is extremelly satisfiying, but if you're looking for a relaxing stroll in the forest, you could end up bitten by a Pest Mononoke.



I give it 7 Cororoke out of 10.


Astro Bears Party (Switch eShop)

Posted by SheldonRandoms on September 30, 2017 at 8:55 PM Comments comments (0)


Eshop Guru SheldonRandoms here, and today, I'm going to have an intergalactic party with bears in Astro Bears Party. As the title suggests, it's a party game that involves bears and space, although it's not a party with board games and such. I'm gonna go attend this party, to see if it's a party I'd have with a jar of honey, or a party I bearly want to remember in the morning? Let's take a rocket to this party!


In space, these planets that look like futuristic disco balls were once inhabited, that is, until four bears in space suits decided to party on them. Their form of “revving up a party” involves running around said futuristic disco ball, but when they run around, they'll leave behind a trail of magical beary ribbons, which, if made contact with, will halt their party in an instant. If you've played the light cycle game from Tron, or any other version of that, you'll have a good understanding on how this game plays. There's no given explanation to why the bears are partying in this fashion, but with any party, does it really need time to waste for an explanation when that given time could be used for partying? The bears have an invitation, they gave it to you, no questions, just party!


There's a total of four bears who will be your party animal in space, they all control similar, but have different stats that differ from each other. Neil (Ursus Arctos Horribilis) is the all around bear, Igor (Ursus Maritimus) lacks speed and turning, but makes up for it with jet fuel that can make him hover for the longest at the cost of refuel speed, Xiaoli (Ailuropoda Melanoleuca) is the quickest of the bunch, but can be difficult to control at last second situations, and lastly Bishnu (Helarctos Malayanus), who uses up his hover time the quickest, but gains his fuel the quickest.


The first option on the main menu is for the party mode, where you and up to three other bears can all party on the same planet at a time, which at first may seem like you're creating the next Saturn with the magical beary ribbons, but in reality, are trying to make the other party bears collide with your (or any, including your own) magical beary ribbon. To try and thwart the other bears besides running, using the dash to cut them off would be unbearable if they ran into your ribbon trail, or you could also jump, leading the trail with you, but for further jumping, hovering with the jetpack will keep you airborne for a short period of time.


If you're partying by yourself, there's also the single player mode, which plays just like party mode, except the goal is adjusted for solo play. You go around the planet to locate some jetfish, which will add to your score, collecting another one in a given time will increase your score further, as well as golden jetfish which appear from time to time. As you collect a certain amount of jetfish, the stage will increase, getting more difficult as you progress, and it'll keep going until your party ends. The top three scores are saved on the highscores, showing the score and bear that was used during that run.


The competitive party action, while it can be enjoyable with friends or good while solo for a quick burst, that's pretty much all there is to this party. With party mode, the only thing you can edit is the amount of points needed to win, as well as size of the planet. Some more party games would've added a bit more meat to the party to keep it from getting repetitive, even having collect the jetfish in party mode would've added some variety to party mode. Visually the game looks good with the bears and surroundings, although after awhile, it'll start to look the same with the same planet and space background, and the same could be said about the music, which fits the space bears antics on the planet, but after awhile, wished I could hear a different tune for this space bear party. For the price at least, it'll still offer a party that you can take anywhere when you need it, and will have its moments especially with friends thanks to the switch's joy-cons being what they are, as well as hd rumble being included.

All and all, Astro Bears Party is a party in space with bears that I would attend whenever one was happening. While they don't have much to do at said party on the futuristic disco ball, the party itself is still worth it enough if you enjoy what you see at this party.


I give Astro Bears Party 7 futuristic disco balls out of 10!

 

Cost on the eShop: $4.99

Memory used: 256MB

Review code provided by: QubicGames

Robonauts (Switch eShop)

Posted by SheldonRandoms on September 24, 2017 at 9:30 PM Comments comments (0)


Eshop Guru SheldonRandoms here, and today, i'm going to hop into a robotic suit of armor and fly off from planet to planet in Robonauts. A “Robonaut” is a robot (still in development) that is built to resemble a person, so it could assist with tasks, especially ones in outer space, but when you add an “s” at the end, you get Robonauts, a Switch eShop game! I'll check it out, to see if you too should enlist as a Robonaut, or should enlist in the junkyard? Let gravity do the jumping from here!


The opening cinematic shows the unlikely janitor by the name of ROBO, going around a large spacecraft doing its duties. ROBO then stumbled upon a room with the high tech robotic mech (say that three times fast). Being filled with the desire of wanting to be that tall, the little bot manages to enter the robotic mech, only to accidentally start a mission and rockets into space, where things of course end with a crash landing on a mysterious planet. Now scared and alone, the poor bot sees a horde of creatures coming it's way, and makes a dash for it, where ROBO thankfully spots a deserted armor suit and equips it to fend off harms way, as well as trying to get out of this mess and back to safety. As you progress from here, the in game story begins, and instead of the story being told via a cinematic, A bot by the name of El Supremo will appear to speak dialogue about what's going on, and you're helping him do his deeds, but he may not be who he says he is...


ROBO can travel around the world, literally, as you'll be able to travel all around a planet, fending off baddies trying to stop you, but if you notice that they are starting quickly surround you and thankfully another planet is hovering above you, ROBO can planet hop from planet to planet. ROBO has two forms of attacks to fight back, first with the quickfire, shots that will rapid fire quickly at foes, but for dealing more damage, a bomb would be the best bet, but those don't accelerate as much. You can find power ups to increase power to shots and bombs, though they have limits before reverting back to their normal versions, or if you collect a different power up. Thankfully ROBO's line of fire has an auto lock aiming, so when a nearby enemy hops or soars around, ROBO an aim and fire in their direction, which works for the most part, but when enemies start appearing from all over the place, you'll need to decide who to focus on as you can be firing upwards when they're straight ahead.


So what is ROBO's goal with his line of fire and planet hopping? For the most part, you'll have to run and gun baddies to fill up this meter in the corner, once it's filled up, head for the goal to move on. A variety of enemies will appear more and more as you progress, though some of the later ones can be tricky to deal with, especially those Rampers, which can deal a large chunk of your health in an instant. When you're in a pinch and need some health to go tackle those creatures waiting for you on another planet, finding some bloobs would be ideal. These little green blobs appear from bested foes randomly, but they won't just stand there for you to collect, make sure to collect them before they travel off and disappear.


12 levels in total ROBO has to complete during the main campaign, and in all of those levels, ROBO will have to defeat what comes in its way. Other levels throw in some other objectives into the mix, such as activating switches to rev up a mining laser, or escorting a unit to disable shields, which is good for some variety, but they appear on a single level and that's that for those other objectives, which is understandable due to the 12 levels, which I managed to get through in a play through. While it may seem short and also might've felt a bit on the casual side, that might be due to playing the game on it's casual setting, thankfully for an added challenge, hardcore difficulty will drain your health before you know it.


Even if you have played the adventure already, you'd probably most likely go on it again with a buddy, as the game supports local co-op, which is pretty much always available on the switch version thanks to the joycons. Co-op plays similarly to solo, while thankfully keeping the smooth frame rate attached, but if one were to fall, the other player can revive the fallen player if they reach them in time, so staying nearby would be ideal. Couch co-op (or wherever co-op since Switch) is noice, but for the hunting grounds mode, not so much, as you and another player will compete with each other to see who can rack up the highest score to on maps that have different affects, such as timed missions or a toxic community to go around. Achievements can also be achieved in co-op (though some only in single player).


The presentation wraps up things with it's vivid colors to bring some brightness to outer space, which makes things just stand out with all that is going on. The environment all looks all good while docked, and even keeps looking good while in handheld mode. The atmosphere does feel like a big neon dance party, which it really does because of those techno tunes that would suit a dance club with lights on everyone's face. Each level contains a new freshly picked track, which helps keeps things fresh on each passing level. 


All and all, Robonauts delivers a space adventure that's easy to pick up and play with other Robonauts you come across. While may not be the longest adventure in outer space at first, to come back into it on a harder difficulty to check off some achievements with a pal will be good reason to rev up the mech armor suit again!


I give Robonauts 8 bloobs out of 10! 


Cost on the eShop: $14.99

Memory used: 693MB

Review code provided by: QubicGames

Chicken Wiggle (3DS eshop)

Posted by Undead_terror on September 20, 2017 at 8:55 PM Comments comments (0)


Guru Undead_terror here to talk about Chicken Wiggle for the 3DS, this game is a action puzzle platformer game that was developed and published by Atooi, the game costs $14.99 US/$19.99 CAN/£13.49 UK/€14.99 EU, and needs 278 blocks to download.


Starting things off right away, this is a very unique platformer game, it isn't really something like the Mario Bros games, it's more of a slower paced game that has more puzzles then a Mario Bros game would originally have. It has a lot of charm within the game, but let's get started and start from the beginning!.



The story of the game is simple, a witch has kidnapped all of the chickens from their home, however one chicken (named Chicken) fell from the bag that the witch put the chickens in and tried to go after the witch to save his fellow chickens, however he can't do it alone. A apple has fallen down with a worm in it (named Wiggle), Chicken and Wiggle became friends and decided to go after the witch and save all the chickens.


You start right away learning the basics of the game, Chicken can walk around and jump along with pecking at things with it's beak, a cute thing is that if it looks at the screen, you can peck at the screen which causes the screen to move like it's being pecked. Wiggle is used as a grappling hook for it's main feature, you can hook on to the roof/bottom of a platform and stay there until you need to jump off, and you can grapple to a wall but don't stick on it like the roof. Just watch out, Wiggle can stretch out to only one long distance which can be hazardous at times, so be careful and time correctly when using Wiggle.




Making progress throughout the game, you will find all sorts of puzzles, like jumping to make platforms appear, make your own paths, and finding the goal of each level can be a puzzle in of it's self. Within the 48 levels that the game offers in it's campaign, you must rescue a locked chicken from it's cage, while collecting all 100 gems each level has and finding all 3 FUN letters that spell FUN if you want to truly complete the levels (sadly there is no reward for 100% completion).


I just mentioned that there is 48 levels within the game, well there is 8 worlds to be beaten, each world being unique while each world having 1 ghost themed level which is similar to the ghost houses in Mario Bros games. Each world brings new items, enemies and even power ups, yup, can't be a platformer without enemies and power ups, each enemy attacks differently, you peck the enemies to defeat them, or use Wiggle to stun them or remove their armor, then peck them, just watch out, if you get hit once, you die.




Moving on to the power ups, there is a handful or power ups in this game which all can make the gameplay unique, like a Jetpack for double jump, super chicken to fly, running shoes to run, etc. The different thing about these power ups is that they are in boxes which isn't out of the ordinary, but you can put them back in the box, and these power ups don't give you any health upgrades, once again, if you get hit once, you die

.

Here is the thing that seems the most interesting...you can make your own levels and share them online!, I will start comparing to Super Mario Maker for this segment. Unlike Super Mario Maker 3DS and a couple other 3DS games I played that you can make levels but can't share them online, you can make levels and share them online as said. If you make a level and want to share it, you gotta beat it like in Super Mario Maker Wii U.


There is plenty of unique stuff to work with which isn't in Mario Maker, however Mario Maker got plenty more stuff to work with, with this game, levels can look like normal levels which isn't a bad thing, but Mario Maker got loads of stuff to make levels stand out from another. One benefit this game got over Mario Maker is that you can set level rules like save the chicken, collect all the gems, beat all the enemies to beat the levels, you can even place Chicken and the goal wherever you want.



The art style in the game is really nice looking pixel art, it all looks so good, the 3D effect is decent, but it's pretty much the same with all these 2D games. The sound effects is good, the music is good as well, the music is unique in in it's own world which sounded different then the last (spoiler: the last worlds theme...I don't really feel it fitted, but it makes sense as it's the last world with the final boss)


My complaints? I really don't have any, I really liked the game as it was, but if I did, well this paragraph will be spoilers. There is only one boss which is the witch, who is easy, but it was a bit challenging because of these enemies that kept spawning where I was jumping to which made me die a few times. You get nothing from 100% completion, in the level creator there was a Mutant Mudds theme you could use to make levels with, would of been neat if there was a secret world that used this skin.


At the end of the day, Chicken Wiggle is a fantastic game, I really enjoyed it, it has it's charm, it stands out from other platformer games, it personally made me want to keep playing the game!. I will personally keep playing this game and will make some levels and play other peoples levels. Hopefully the game gets updated to add even more stuff and gets a Switch port, right now the Switch could get some loving from this, and I hope Jools (the creator of the game) the best of luck for success of this game, at it's price, to some it might be pricey to some, but I think it's well worth it.


Rating: 9/10

Trailer: www.youtube.com/watch?v=SVO-jiwIH5c

Review code provided by Atooi

Puzzle Adventure Blockle (Switch eShop)

Posted by SheldonRandoms on September 20, 2017 at 2:10 AM Comments comments (0)


Eshop Guru SheldonRandoms here, and today, I'm going to rotate the playing field to solve puzzles with a cat in Puzzle Adventure Blockle. The title of the game has what is says, it's a puzzle game that has an adventure to be told, and of course blockles. I'll be checking out the three words of the title, to see if it's something you'd want to rotate in with lot's of kitties, or to rotate out of with no kitties, let's......rotate!


As soon as you're about to get ready to start the adventure, the story will begin with a cutscene, basically telling you who, what, where, and why, all in the intro with it's bright and anime appearance. Kulu is given the task by the Mayor to collect the world stones for reasons that obviously don't relate to total world domination! Kulu can't do it alone, so the Mayor introduces Arika, who is a “goddess” that has the power to turn the playing field, but also has no background on who she is, not even species (could be a kangaroo maybe?). Now, Kulu and Arika will set out to find the world stones (for better or worse), and as you keep clearing levels, more dialogue will play, telling more of the story.


For the puzzle segments, you take control of Kulu, who can move around the playing field and interact with the objects and hazards inside of it. Kulu can't really traverse much if something is blocking his path, or out of reach, but with the rotating power of Arika, the playing field can rotate, and depending on where Kulu or some objects are, they will fall in said direction, if Kulu makes contact with stage hazards this way, he'll lose a life, and five will result in game over, though rewinding mistakes are possible, but your hearts will not be changed. Kulu's goal in each level is to reach the door by standing in front of it, so you can't just rotate to fall in the direction of the door. As you advance further into the game, more objects and stage hazards will be added into the mix, making traveling to each world feel a bit more refreshing.


Going from world to world, everything still retains that bright and chibi anime look that really gives expressions to the characters, as well as a way to keep the interest of the players' focus on the story. The worlds each contain ten levels with crowns to collect in each of them, though with some being easier to collect than others, though I wished there was more worlds and levels in this adventure, as it can end before you know it. Going for an extra challenge, getting a crown in each level will definitely make you think more when beating a level, even if you beat it. Getting a crown will require you to complete three missions all at once, which ranges from number of spaces Kulu can move, collecting pieces from locations, or even the amount of time you must clear a level, and it's a nice way to add a bit of replay value, as since some levels can be easier to clear than others, but to do it in a more complex way can make one think about new ways to clear the puzzles, or even puzzle those who have cleared the level already.


All and all, Puzzle Adventure Blockles rotates as another puzzle game that is revving up the Switch eShop with more options of puzzles. While the adventure didn't last as long as I wished it did, getting crowns in levels that I didn't before would help rotate me back into the game, and also, if you want to really rotate, total world domination would be the best bet.


I give Puzzle Adventure Blockle 8 total world dominations out of 10!


Cost on the eShop: $7.99

Memory used: 212MB

Review code provided by: INTENSE

Vaccine (Switch eShop)

Posted by SheldonRandoms on September 17, 2017 at 3:45 AM Comments comments (0)


eShop Guru SheldonRandoms here, and today, I'm going to explore a mansion full of undead terrors to find a vaccine in Vaccine. The 5th generation of consoles gave to rise of a certain evil that became a resident in the survival horror genre, but as time passed by and games grew, the genre has definitely evolved with new perspectives and scares, but for the genre defining games of yesteryear, how do they stack up? Vaccine attempts to recapture the feel and look of those games from the 5th generation...literally. I'm gonna load up my save from a memory card, and will see if the game still holds up today, or perhaps it's been outdated since it first came out? Let's use the vaccine to find out!


The new game begins with you selecting one of the B.R.B.S members, Rita O'Connor and Manuel G.P. Both play the same, except that their stats are a bit different from the start, though as you open doors and kill what stands in your way, you'll gain experience which you can use to upgrade your stats. Rita's upper stats are suited for handing her weapons better and dealing a bit more damage, Manuel's upper stats are suited for getting around faster and being able to take some more damage from the start. Regardless of which B.R.B.S. Member you select, your partner will make an appearance, but they won't be able to assist you, as they are on a bed in the process of turning, as it turns out, despite your best efforts, they have been infected with the virus and have half an hour of time left of suffering before they turn. Just because you know where the vaccine is, doesn't mean you'll be able to know it's location each time...


Once you're ready to explore the mansion, the game will appear to look a bit rough, with polygons having sharp enough tips on the hair to poke an eye out, as well as a chilling theme and even the walking having this crackling sound to it. To gamers who grew up with this 1080p and season passes will probably get a bit turned off from these graphics, but for those who grew up during this time of gaming will have some nostalgia someplace in them, since this due to Vaccine literally looking like a game from the 5th generation of consoles, it looks and even feels like the original Resident Evil, and that includes the ever so early 3d gaming tank controls, as well as the cameraman passing the camera around with someone else to get those dynamic shots, even if that means you'll have a hard time knowing where you are or running into a zombie's hug. Many found it to be a hit and a miss, here, it'll take some time, but you'll eventually get used to the early, engineering layout if you keep going into the mansion. 


When running into the mansion randomly for the first time, you'll probably die, this could be due to not picking up the knife at the start, but it'll also be due to the early difficulty spike, but whatever the reason is, when you try again after opening the door from the starting room, the door will lead into a completely different room that was different from the previous attempt, as the rooms change each time with randomly generated rooms, which is good for keeping the game fresh each run, though it'll be an extra step for those starting out. Baddies preventing you from the vaccine are mostly zombies who will lunge and bite at you, as well as some bats and rats, however the one that crawls on the ground will make your experience hell if you don't know how to deal with it, as it'll deal a hug chunk of your health and if your stats aren't high enough, they'll make you their prey each time, and besides one more enemy by the vaccine, there's really not much else trying to stop you, which will kinda make getting the vaccine a bit shallow as nothing else is trying to stop you.


To stay alive and to keep your partner alive, finding items along the way is crucial, especially gold and silver keys if you want to get past locked doors, these items can be found by a tiny sparkle on the ground or desks, and if you have a good amount of luck, you'll pick up better items. Equipping items is as simple as pausing the game and picking what you want, which is good if you need to switch weapons and heal in the heat of the moment. After getting the vaccine to your partner, you'd expect your partner to be cured, however, you're given a promotion in rank and then your partner becomes infected again, except this time, they'll have less time before they turn, meaning less time for you to find the vaccine. Getting the vaccine in theory would cure your partner, but they'll shortly become infected again, except in a worse state with less time before turning...perhaps there's more to this mansion than what it appears to be, and if you want to escape with your partner alive, finding secrets along the way will help uncover the truth, though if you want to uncover the secrets, getting the vaccine a couple of times might be in order...


All and all, Vaccine will show off the roots of what defined the survival horror genre back in the day, even if that means it'll also uncover it's outdated roots. While it may not take that long to find the vaccine, for a quick burst of classic survival horror on the go, it'll be good to tackle that itch, as well as a speed running itch, though if that itch has a bite mark on it, I wouldn't recommend scratching it...


I give Vaccine 7 B.R.B.S. Out of 10!


Cost on the eShop: $9.99

Memory used: 309MB

Review code provided by: Rainy Frog

Piczle Lines DX (Switch eShop)

Posted by SheldonRandoms on August 28, 2017 at 9:35 PM Comments comments (0)


Eshop Guru SheldonRandoms here, and today, i'm going to be taking some pictures with a special camera that turns things into indie games in Piczle Lines DX. Originally on mobile devices, this fresh take on a puzzle that will connect with you has now arrived on the shiny new Nintendo Switch console. I'll be solving these piczle puzzles to determine if the completed puzzles reveals artwork, or art that doesn't work. Let's piczle right into the first eShop Gurus Switch review! 


In Piczle Lines DX, the goal is to connect the dots to rearrange a mess of dots with numbers on them, reveal a hidden picture that is in plain sight, but can only be revealed by a solved outcome. The dots each have a number on them, the corresponding dictates how many spaces you can move on the grind, but the dots must match the same color and numbers to be able to connect to one another, and just because the dots match with each other, doesn't necessarily mean it's correct, as you'll find out by dots you can't match with anything, if this is the case, you can erase a connected path to redo have you connected the dots, or to connect it to another dot (or both).


The two main modes you'll be tackling are story mode and puzzle mode, with both modes offering plenty of puzzles to solve. Over 300 puzzles are included from story and puzzle mode combined, but you don't have to clear in a time limit or one go, you can do a little bit now, and then save the rest for later. Story mode tells the misadventures of what happens when you accidentally drop a Piczle-Matic 3000, a camera that turns everything into piczles. Each puzzle on every chapter will have an item that has been turned into a piczle, and when you have solved the puzzle, the item will revert back to normal and be placed one by one in the environment the characters are in. Puzzle mode is like story mode, except for the story elements and just nothing but the puzzles that you can go into in any order you so desire. Puzzle mode has sections each with themed puzzles, ranging from smaller grid puzzles such as sports or pets, to larger scaled ones such as colossal structures or dinosaurs.


The game can be played on the tv via docked mode, it looks good with it's colorful and zany presentation, though on the tv, it can look a bit blurry around the edges. I usually found myself playing the game on handheld mode, which still looks good and colorful on the go, as well as being perfect if I still wanted to solve this harder puzzle while on a car trip, which I did do, and it made the time pass without even knowing it. The joy-cons are used to move around the grid and to connect the dots, but if you wanted controls such as those of a mobile device, the game in handheld mode can be played with the touch screen, which the switch can do since the screen itself is a touchscreen (if you didn't know already).

 

All and all, Piczle Lines DX is an addicting puzzle game that is a must for owners of the Switch that are also fans of the genre, and just need to have a puzzle game on the Switch to fill their needs of a puzzle game on the Switch. Once you're hooked, you'll want to probably solve all the hundreds of puzzles to uncover what each puzzle is, and for the price, plenty of puzzles are included, with more to come to fill up any piczle appetites with free updates!


I give Piczle Lines DX 8 piczles out of 10!


Cost on the eShop: $14.99

Memory used: 167MB

Review code provided by: Rainy Frog

Elminage Original (3DS eshop)

Posted by Undead_terror on August 24, 2017 at 10:35 PM Comments comments (0)


Guru Undead_terror here to talk about Elminage Original for the 3DS ware, this is a turn based dungeon crawler RPG game was published by Ninja Games Japan and developed by Starfish SD. This game costs $19.99 US, $25.99 CAN and needs 3108 blocks to download.

Originally a game for the PSP in 2011, this is a game that tells about a world created by gods, their power is in a tower which is surrounded by a barrier which is held up by rings. There is six of them, a dark sorceress plans on destroying the rings and only destroyed one, leaving five more which is scattered across the lands. Many adventures are trying to find the rings to stop the evil and earn fame.


Already the game seems sort of generic, a story you won't remember too much about which seems like the case for a lot of these budget looking RPG's, but looking past the story, there is only a couple interesting things which will we mentioned later.


To start things off, the game looks and sounds so much like any other RPG that it doesn't really have a proper identity, you basically got hand drawn sprites which look nice, but looks like something from RPG maker. All the NPC's, enemies, and backgrounds are done in hand drawn sprites, nice looking but generic, the NPC's are what you expect like a old man, shop keeper, etc, and the monsters are the basic slimes, bats, thiefs, dragons, you name it! (the game also has 3D effect which is ok at best). The music while nice, it still feels like it could be in any RPG game along with sound effects from the game.



But here is where it gets interesting, when starting a adventure, you can make your own group of six, you can go to a bar and get characters pre-made or you can actually make your own!, not to mention that you can use your own character avatars and body pictures via 3DS camera. There is nine races, 12 classes, you can choose your age from 10-999, their nature, and well of course you can name your own character.


Once you get to make your team, you may already experience that the menus are a bit of a hassle, especially when checking on your characters, switching items and such, if you have six characters on the team, have fun doing that six times!. Onwards to adventure!, except the only this is no RPG like Final Fantasy in which you can walk all over the world, you have a map, select where to go, and you end up there, like a old RPG.



The real action of the game is when you are in dungeons, you get this first person mode, move one step/block forward at a time and go around trying to find things and encounter enemies that pop at random which you won't see coming. This game is similar to Orcs and Elves (DS) and the Etrian Odyssey games (3DS), but not as good looking as those games when exploring around the dungeons which feel more bare-boned, but at least there is different dungeon themes.


In dungeons you are just trying to find things to complete quests you activated, but on your way, you will encounter enemies, like any other RPG, you can make a character attack/defend/use a spell/use a item/escape. Be warned this game doesn't show much mercy, even at the start of the game you can be overwhelmed by monsters. The first quest of the game you gotta find a Jewel ring in a dungeon, two minutes later you can come across between 3-6 monsters in one battle, these monsters can take away half of a characters health in one hit, this is the start of the game may I remind you, so you will either spam A on attack for everyone to attack or spam A on escape so the whole party can escape.



After winning a battle and getting EXP, you get a chest which will most likely have a trap which the thief class can deal with the easiest. If you get whatever from the chest harmed/unharmed, you will get gold and "junk", if you don't have a bishop class character with you to tell what the item is, you gotta pay gold at the store to find out what it is...sorta defeats the purpose of free loot huh?. So you must know what classes do what and have variety if you want to beat this game because each character is unique in their own way.


At the end of the day Elminage Original isn't the worst RPG ever, but it's no where near the best, with the generic RPG look of it which you can mistake it for another RPG game, the difficulty of the game, it can push people away. If you are willing to play this game can last up to 30 hours for the main quests or more if you do the side quests.


 

Rating: 5/10


trailer: www.youtube.com/watch?v=9OpOuSUSB-Q


Review code provided by Starfish SD

Coqui the game (Wii U eShop)

Posted by SheldonRandoms on August 9, 2017 at 9:25 PM Comments comments (0)


  Eshop Gurus SheldonRandoms here, and today, I'm going to hop to it in the world of Coqui the game. If you were wondering, a “Coqui” is really a type of frog that is native to Puerto Rico, and this frog is inside of a video game, so it would make the title of the game make sense since it's a game about a coqui. I'm going to see if this frog has enough hop as a kangaroo, or should it be hopped onto a plate as frog legs? Let's hop into this review!

The plot takes place on the beautiful island of Boriken Islands, where it was peaceful and what not, until that sudden day, where the evil mad Pumking and his army of pumpkins invaded and turned the once peaceful island, into a place of horror, and the trees of life are feeling the torment. Now, it's up to Coqui to save the Boriken Islands from the grasp of the evil mad Pumking before it's too late.

 


Once after the story is told, Coqui will be at some location on Boriken Islands, except in the overworld version. The map is akin to Super Mario World, although Coqui hops at a slower pace compared to Mario when he traveled in said game. Once you find yourself inside of a level, Coqui will find himself in a platforming adventure, going from left to right on a variety of levels on land, in the water, or even the skies, over 47 of them, to be exact, but it's not all a rush to the end as quickly as possible, but you must also collect a certain amount of blue butterflies to be able to get to the goal, as a frog, you'd expect Coqui to eat the butterflies? Nadda, Coqui just touches them to collect them, or he can hop on one to another, and doing so seven times in a row will net you a golden medallion, which you might want to save up, along with regular butterflies for when the time is right for a bonus.....Oh, that's right, evil pumpkin overlords would have ways to try and prevent Coqui from saving the day, which is why pumpkin themed baddies will try and stop you, along with other hazards, which is why Coqui can defend himself with a slam attack while in the air, or out of a cannon after clearing a level.


When I just typed “other hazards”, I didn't mean by just additional baddies, other levels will add in some puzzle elements by slamming logs to make a path, or underwater levels where Coqui must use his bubble moves to defend himself underwater and remove blocks with faces on them. While some of these puzzles can be easily figured out, if you didn't know what to do, you'd be stuck, and hopefully someone on miiverse can assist, or if there was a sign or some hint as to what you could do, that would've helped. It's not just with helping progressing further into the game, but with saving in general, since the manual (digital one) says to “press + to save” it didn't work at all when I pressed it at first, and I thought the game had auto saved and didn't know how else to save, so when I quit the game to do my swell antics, I originally lost my entire save, but it turns out, the way to save is to find a tiki hut in the overworld, but the game didn't state that or in the manual, and the number of said saving tiki huts aren't plentiful, so if you wanted to save before a level or boss fight, you'd have to hop to one, and since Coqui isn't the fastest overworld hopper, it'll become repetitive in a matter of minutes.If you wanted to pause and quit a level to save lives to save before a tough level/boss, well you can pause via home button, but for quitting a level, you gotta clear a level or get a game over, and some levels can take a while when the pace slows down and a lack of checkpoints revs up (or down).

The graphics all take place on the gamepad, as well as the gameplay, controls, plot, etc, but the music plays from the tv, which is just a black screen as if your tv is off, as there is no option to play the game on the tv, gamepad only. The graphics on the gamepad were shrunk down because of this, but to the eye of some players, it might not be appealing to look at, and would make those hop away because of it. On the gamepad, seeing where Coqui is hopping around is not really so much an issue, but because the game is zoomed in, i've made some “leaps of faith” that didn't go into my favor, and on certain levels, Coqui will go into the background, which is neat for shaking things up, but it'll make Coqui the frog into Coqui the dot. I was able to play these sections normally, but for those who have trouble seeing sprites that small, it'll be a hassle to hop on a path of blue butterflies. The controls will take some time to getting used to, but they thankfully can manage for those sections, as well as sections in different levels of the game when needed


All and all, Coqui the game has some hop in it, but doesn't really stand out much with it's hop in general. I might've looked through some of the rotten parts of this avocado to eat some of the still good and ripe parts, but for others, they'll take a look of said avocado, and just toss it into the trash, since in their eyes, it simply wasn't appealing to munch on. If said avocado ever goes on sale for a good price, it wouldn't be the worst tasting avocado from the Wii U eShop, but it wouldn't be the best tasting either, but for the price, eh, why not.


I give Coqui the game 5 avocados out of 10! 


Cost on the eShop: $4.99

Memory used: 109MB

Review code provided by: Team One Studio

Armored A.C.O.R.N.s: Action Squirrel Squad (Wii U eShop)

Posted by SheldonRandoms on May 9, 2017 at 9:15 PM Comments comments (0)


Eshop Guru SheldonRandoms here, and today, i'm going to mech up in Armored A.C.O.R.N.s: Action Squirrel Squad. The Wii U over the course of it's life has had plenty of classic arcade beat 'em ups, however, most of those titles have been games seen already on previous retro consoles, with the number of original games in the genre appearing on the low side. It just so happens that a group of sciurdaes are going on an mission, and it just so happens to play like a beat 'em up, thus, filling the void. I'll be taking one of these mechs and will determine if this is something i'll go nuts for, or will I just tip over and crash because i'm a kangaroo in a squirrel sized mech? Let's get nutty!


The story begins with a group of colorful squirrels in the forest going about their day, with everything being peaceful and calm (and kinda boring), however, with most stories in beat 'em ups, that doesn't last long. Out of nowhere, a claw grabs pink squirrel Rocky (for better or worse for the other squirrels), as well as all of the other squirrels in the forest. The remaining colored squirrels, Flapjack, Pothole, Nitelite, and Foxglove begin to chase the claw machine with a cat logo on it that captured the other squirrels, but, things didn't go so well due to their tactic just bombing, and then they went crashing down. By some twist of fate, the four discovered four mechs in a cavern discovery, and what luck, they knew which ones to pick since each one matched the color of their fur! Now equipped with their new mechs (dubbed, “ACORNs” ), the four now go straight for the HQ of a certain cat ceo to save their kind from being forced to become an alternative source of energy!


You'll have the choice to play as one of the four members of the action squirrel squad, it'll show you what their acorns look like in base form, which in this form, they'll all play similar to each other, however, behind their base form is the armored form, which increases their size and gives them each a unique ability for a short period of time. You can take on the entire game yourself, however, I did say there was four members of the action squirrel squad, so if you can, you can have up to three others join in and help defeat the evil energy corps' evil doings in a four player co-op adventure, however, your friends must join you at the character select screen, as you cannot join during a stage. Playing in co-op is like playing in “mode b” of some games, where it might seem like you and others can just gang up on one particular grunt, however, if you all keep attacking by said grunt, one of you will be the last one standing, as you can damage each other by attacking, thankfully, you can't harm each other via armored mode. If someones health reaches zero (by an enemy or by friendly fire), you can revive each other by in a short amount of time. Player one using the gamepad also has the job of scanning objects and baddies, which reveals their health, but only player one can see this, and must inform the other players of the current health of bosses, although, the game does hint at the conditions of the bosses with added dialogue and movements, so stay alert of that other players!

 

Most of the levels will have your squirrel in their acorn, walking down the pathway with rage to settle the score in a final fight! On the gamepad, the d-pad is only used for moving, as the analog stick isn't supported. The standard combat consists of walking around with punches that you can combo for extra points, with your air game being taken care of by your kicks, two types to be exact, the regular and horizontal kicks. For the most part the combat works, however, sometimes when getting near some enemies and punching them, my punches didn't land, and because there is no grabbing present as seen In other beat 'em ups, before I could move back and strike back, the enemy lands a couple of hits, dealing some noticeable damage in the process. The game has health acorns that replenish two bars of health, but that can get drained almost instantly due to there being no short moments of invincibility for most enemies and bosses, in multiplayer it's not as big of an issue since you could always revive someone if they go down, but in single player, it's game over, not to say that makes the game impossible, but it makes it feel like it's trying to find a way to make me insert more quarters into the machine.


Some other stages add some variety to the mix, such as using your kicks to time timed bombs to hit switches, or telling gravity to get out! Other stages don't go the usual beat 'em route, since some stages have you outside of your mech, automatically running with only your dash attack for defensive, and one stage feel more like an auto scrolling horizontal shooter, which really added to the formula, however, it's only present in one stage, and you can't revive each other until you go to the next section. The game also has two bonus stages, with one of them making you want to say “OH, MY CAR!” since.....well you didn't really think smashing a cat ceo's car would be that easy, did you? I mean you're going to need some form of security for your car if you have wrestler mayors or birds spinning into your car windows, so except some form of security measures when things heat up. The bonus stages even save your high scores, you can even add your own initials if you wanted to, or, you could just give them all to the master of the high scores, “AAA”.

 

Presentation wise, the game is bright and colorful like the action squirrel squad themselves, and to add some depth to the characters, game adds some humorous dialogue throughout the stages, as well as hints that'll keep flashing in the text bubbles. It's not just one squireel doing the talking, it's all of them, no matter who you pick, which is cool if you're playing alone, as it'll make you feel like you're playing with other players. The soundtrack is pretty good, it really does add the atmosphere to the levels, and each stage has it's own catchy unique theme and name, which can be viewed (or, listened in this case) in the options. Your playthrough of the game will take you around the same time it does for arcade beat 'em ups and after clearing the game, you can view all the golden acorns you've collected throughout the game. You don't find hidden golden acorns in the levels, instead, you get them by clearing a stage, and these golden acorns aren't for eating, but instead, are used to view concept material for the game with a short description for each, and some of it goes to show that things really do change throughout development.


All and all, Armored A.C.O.R.N.s: Action Squirrel Squad delivers an original classic styled beat 'em up for the Wii U that is worth checking out if you're a fan of the genre. While the ACRONs have some loose bolts due to the knockbacks in them, you'll still find enjoyment to be had, especially if you have other squirrel squad members tagging along for the ride, just don't go down the rocky path when you go on the adventure, just saying.


I give Armored A.C.O.R.N.s: Action Squirrel Squad 8 acorns out of 10!


 

Cost on the eShop: $7.99

Memory used: 211 MB

Review code provided by: Nexcra Software

Aqua TV (Wii U eShop)

Posted by SheldonRandoms on May 8, 2017 at 8:40 PM Comments comments (0)


Eshop Guru SheldonRandoms here, and today, i'm going to be swimming with the fishes in my fish tank in Aqua TV. The name suggests that the television is going to be aquatic, and you'd be correct, except it doesn't contain channels, but fish, as this is a virtual aquarium that you can make your own! I'm gonna dive right into these tanks to see if i'll live inside one of the castles, or will I just float right back up? Let's turn on the aqua tv!



Upon starting up, you're greeted with one of the best messages any fish tank owner would be pleased to hear; there is no mess you must clean up, no foggy tanks with those white drops on the glass, and no rushing home since you forgot to feed your fish in the scheduled time period. To put it simply, Aqua TV's virtual aquarium is to look at the wonders of aquatic life swimming right in front of you, as well as also gaze at the added environment that you throw in for your fish to give your tank some style.


 

You have four size options for your tank, and once a size is picked, you cannot change it, but you can always create another tank and pick a different size in the my tank menu. The smaller the size, the less fish you can have in the tank, which makes sense as fish need some space to look at you with those big eyes. If you want your fish to roam freely to get exercise, you can send them off into the largest tank you can find, a tropical reef. The main differences between the tanks and tropical reef is that you can't edit the reef with ornaments, change the background or the sand, however, the reef has exclusive fish too big for a tank, and because the reef is large, you have many more camera options to pick from compared to a tank. The more tanks you create, you'll have the option to shuffle between each tank at a certain time period, which is good for keeping things fresh each time you look back at the fish tank, and if you want, you can even change the music from three options, or keep it silent to just hear the fish tank at work (which you can also turn off if you wanted to).


 

To add in fish (as well as pimping out the fish tank) is as simple as touch of an arrow. The menus are navigated through the gamepad, so that way, nothing gets in your way of the fish party. When you tap on a fish, you can tap on a question mark to give you some statistic details on the fish such as where they come from and what gallons would be suitable, but it feels like a missed opportunity to give some quick facts about the fish you've selected. You can add in a single fish at a time, a couple at a time, or the max amount of a certain fish for a tank. It looks really good seeing the fish just pop up, as the game runs at smooth 60 fps with a normal amount of fish in a tank, however,, if you keep adding in fish, the frame rate will take a dive to around 30 fps.With that said, it still looks good seeing all of the fish swimming around despite the frame rate drop, and to keep it from dropping beneath the sea, each tank has it's limit of fish that you can add in, with the limit going up quicker depending on the fish you've added in.



While looking through the available fish, you'll notice that some of them have locks on them, the reason for that is you need to buy additional fish and accessories on the eShop. The game has an eShop menu that you can tap on to quickly bring you to the downloadable content section to purchase one of three available packs. The thetis and poseidon packs contain a couple new fish, along with added accessories to show off in your tank, while the oceanus pack contains aquatic life much too big for a tank, such as a white tip reef shark or manta ray, easily making it the pack that'll show off the most aquatic life (and also the biggest). The added content is good if you wanted to add some more variety to your fish tank, but because of all of the locked icons at the get-go, it makes whats already available in the selection feel a bit on the shorter side.



All and all, Aqua TV will be a channel that will give entertainment if looking at virtual fish is something you'd be interested in. It doesn't contain the hassles of owning an actual fish tank (or tropical reef) which is always a plus in my book. For those who don't enjoy watching the daily lives of fish being fish probably won't get too much interest from this channel as it's mainly for just viewing instead of interacting, but for those who do, just having it running while company is over would brighten the room definitely, but if you wanted some extra spice for said fish tank, there's always the paid option which at least would cost much less than getting it in real life (and much safer since buying a shark could result in your leg being its snack).



I give Aqua TV 8 fishes in a tank out of 10


Cost on the eShop: $4.99

Memory used: 258 MB

Review code provided by: Extra Mile Studios


Mini Golf Resort

Posted by Morpheel on December 24, 2016 at 2:05 PM Comments comments (0)



 

 

 

Guru Morpheel here to talk about Mini Golf Resort for the 3DS, by Teyon. 


My previous experience with a mini golf game made by Teyon wasn't exactly a positive one, being 101 Minigolf World for the DSi. It was an extremely rough game in all senses of the word, to say the least. So when I learned about this new entry by them, my expectations weren't exactly high. Is Mini Gold Resort another triple bogey or a hole in one? Let's find out.



  


As you start the game, you will notice the game is entirely reliant on the touch screen. The only use the other inputs have, is to rotate the camera during the mini golf gameplay, and to show the "help" screen in the world map, everything else is controlled via touch.


Upon creating a new file in one of the two spots available, you'll be taken to the character creation menu. Here you can customize your character from very limited pool of options. The characters are in general kinda ugly and the limited options don't help much. The most mind boggling thing about this whole character creation process is, however, that it seems completely inconsequential and useless; The only time you will ever see your character is when you choose your file and between holes, in a strangely dark abyss. Standing there, doing nothing.


 

 


Now that we are done there, we are sent to the resort itself. Well, it's more like a planet, but you get the idea. Here you have access to the four locations where the golfing takes place. Each island has its own theme (pirate, Egypt, Rome and "spooky") and 14 courses with 18 holes each. This gives us a total of 1008 individual holes to play through, if it sounds like a lot it's because it is.


Quite conveniently, you're not just dropped in the place with all the courses available at once, there's a progression to things: each island functions as a mini map, you start with only one course open in each map the others are unlocked as you play through them. This map structure helps keep things manageable and gives the game a sense of progression that helps the experience. Unofrtunately, you can't suspend your games mid-course. So if you need to go to the in-game shop, or have to change games, then you'll need to start again from the first hole.


 

 


Well, now that you spent a few minutes figuring out how to explore the map and where to begin, you selected a course and are ready to golf. Unfortunately, this is where you realize your suspicions were right; this game is not exactly very good. Now, don't get me wrong, the game is enjoyable, but it is still a rough, unpolished experience. The ball is a fuzzy pixely thing, definitely not a 3D model of a ball, and the physics are rather slippery and bouncy.


You can use the touch screen, or the many buttons, to rotate the camera around the ball and adjust your aim. Once you're done with that, just tap the ball icon on the touch screen to initiate the "golf mode", where a power bar appears and sliding your stylus across the screen now instead acts as hitting the ball with the putter. The power bar, as expected, controls the amount of power your hit will have; go too high and you may risk going out of bounds or missing the hole, and believe me: it will happen much too often.


While having a way to gauge the amount of power is nice, there isn't really a way to tell how far the ball will go, or if it will be enough, you'll need to eye it based on experience. There's also the fact that, while you can adjust the camera and align you ball perfectly to where you want it to go... The direction of your swipe still affects the direction the ball goes, so you need to be very precise with it.


After each hole, you will be scored and rewarded some money, which you can use to buy power ups and new clothing items for your avatar. These are a bit expensive though, so it will take several dozens of holes before you're able to use them. There's also this odd thing where for some reason the holes in the spooky island seem to give consireably lesser amounts of money. If it's intended or a glitch, I don't really know, but it's a noticeable difference.


An important thing to say is that the obstacles are very inconsistent, sometimes they work fine, other times they simply refuse to. For example, I've seen the ball fail to go up a ramp, instead bouncing back out as if it had touched a wall. And the less we talk about the loop-the-loops the better. Then there's some graphical issues, like fans looking static, or the particle effects meant to signal a warp hole not appearing. Then there's the fact that the world outside the play field is completely intangible, if you go out (and you will) the ball will simply phase through the ground and into the void before it re-spawns.


 


  

In terms of presentation, the game looks fine, if a bit incosistent. The mini golf itself looks fine, of course, when the stage isn't blocking your view of the game. But then you have the ugly characters, inconsistent lighting that makes the world map and the "between holes" screen oddly dark, things that should move that sometimes don't, and the ugly blurry backgrounds used on the touch screen whenever you're playing mini golf. Sound is also fine, featuring different background music for each theme, and all are inoffensive enough to listen to for extended periods of time.


For some lasting appeal, the game keeps track of you final scores for each course and the overall total. There's no detailed data or anything like that, but it's at least nice to have the final scores since you can try and better them later, and the game also ranks your skill and style, although I have no idea what it bases those on. Finally there's some achievements you can work your way to, these range from stuff like getting a hole in one and getting a lot of money to beating all the courses in one world- the usual stuff, but it's nice to have.


This game is in general a bit of a mixed bag. In one hand you have tons of content for a nice price, even if you find a hole you despise, you won't need to touch it ever again (unless you really want to improve your score); there's other 1007 holes you can play instead, it's a game that will last you a long time if you play it casually. On the other hand, it's clear that they went for quantity over quality- and it shows. If you don't mind the roughness and wonky mechanics, there's certainly hours of mini golfing to be had- after all, in the end it's a game about pushing a ball into a hole; however those wanting a more polished and focused experience are better off going for other options.



I give it 4 fuzzy pixely things out of 10.

 

 

Review copy provided by the publisher.

 

 

 

Butterfly: Inchworm Animation II (3DS eShop)

Posted by SheldonRandoms on November 8, 2016 at 10:35 PM Comments comments (4)


eShop Guru SheldonRandoms here, and today, I’m going to animate on my 3DS with the newly hatched Butterfly: Inchworm Animation II. As the name suggests, this is a follow up to the original Inchworm Animation that launched way back in 2011 on the Nintendo DSi shop (and later the 3DS eShop when it was available, and I don’t when in Inchworm came out, I mean the eShop in general). The DSi version was a good alternative if you wanted something else besides Flipnote Studio to animate or add more colors to your animations than just black, red and blue (and sometimes purple). Flipnote had two features that gave it an edge, however, first being it was a free app that eventually came with the system starting with the DSi XL, but most importantly, it provided an online service within the app, something Inchworm didn’t have. Times have changed and both apps each got a 3DS installment, with one feeling like it made the correct choice to improving itself over its predecessor. I’m going to see if the five year hibernation in the cocoon was worth the effort, or should a frog have just eaten it (or stomped if they don’t eat cocoons)? Let’s animate! 


The plot here in Butterfly: Inchworm Animation II is…..however you make it in your animations. You’re greeted with the inchworm animation butterfly at the title screen, where you’ll go over the basics in a short tutorial, and once you get with that out of the way, it’s time to animate or draw doodles (or animate doodles!). Once you start a new animation, you’ll have some starting choices for the layer configuration, which can be further edited in the timeline. Compared to flipnote, it’s not as simple to just jump in and create animations, not saying it’s too overly complex, but there’s some learning to be done. The tools provided here can have an unexpected depth to them for your animations, you could just draw a line with the line tool, but you can also change its opacity, size, growth, etc., or, add a firework effect trail instead with the mop tool. If you have more than one layer, you can even create animations in 3D, but if you do, you’ll have less cels to work with, and there’s only about 99 cels, so your animations won’ be the longest, but that doesn’t mean you can’t create detailed animations, because thankfully, overdraw and underdraw help with drawing on top and underneath the current layer. These and the other tools will take some time to learn, but once you play around long enough, who knows what you’ll create!

 

Besides animating, there are two other features that you can use for your animations. First up is the ever so loveable camera animation, the one where you just gotta take a bunch of pictures juuuust right to create an animation of pictures. Depending on how many cels are used will determine how many pictures you can take. All cameras (inner, outer left and right) can be used one at a time, having the 3D on won’t affect the pictures due to only one of the outer camera being used. Three options can be used with the camera to take pictures. First is stop motion, where you have to take each picture one at a time, next is video, where you can record instead of taking pictures, and lastly is time lapse, where it’ll countdown and take a picture depending on how long the countdown was set, be aware that for all of them, when a picture is being taken, a shutter noise is made. The other feature that you should listen for in here is sound. This is where you’ll be recording audio and/or sound effects for your animations, and if you get any extra background noises after them, don’t worry, you don’t need to cover it up, just crop it out. If you can’t create the sound effect or just want an idea to animate using a sound, it comes with a list of sound effects, ranging from animals to weapons, or, it can range from saved recordings that you can add to the list. There’s also DrPetter’s SFXR (sound effect generator), with this, you can create custom sound effects that you can tweak and mess around with some provided sounds tools, however, you can’t use your own recordings for this.

 

After creating something, whatever it may be, you’ll probably want to share it with the world! With the previous installment on DSiware, this was only possible by saving an animation to the SD card and uploading it to your computer, which you can do in butterfly if you want, but this time, the cocoon has also hatched up an online gallery. The online gallery functions similarly to how flipnote hatena did back in the day, having a service that you can go on via your 3DS, or even go on it on your computer or mobile device. Once an account is created, you’ll be able to post your animations into your studio, where others can view, as well as comment and rate on your work. On the 3DS, viewing animations with sound a correct speed requires you to download them first, on the website/mobile version, it’ll play like a youtube video. The website version also provides tutorial videos, as well as a forums section, which, like the online gallery itself, will hopefully continue to grow in the future with more users that want to make whatever they can think of from their imaginations.


All and all, Butterfly: Inchworm Animation II does what it did before it’s five year wait in it’s cocoon, provide owners of Nintendo’s current handheld an animation studio they can fit in their pocket. While you can’t create the longest of animations, what you can create can still have an effect if you can get used to learning the basics. If you prefer to animate or just view animations, the online gallery will definitely keep you coming back to check out what others have created. Flipnote Studio 3D may have had its online gallery cut, Butterfly offers something that’ll help restore the cut wounds.


 

I give Butterfly: Inchworm Animation II 8 Butterflies out of 10

Cost on the eShop: $4.99

Memory used: 72 Blocks

Review code provided by: Flat Black Films

 


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