COME, LINK… LET US AWAKEN… TOGETHER!!

Koholint Island, Σαμοθράκη: δύο νησιά που πλέουν εντός κι εκτός πραγματικότητας…

links_awakening_japanese_boxart
Zeruda no Densetsu Yume o Miru Shima, 1993

Τώρα στον στρατό κατέβασα απ’το Virtual Console στο 3DS το Link’s Awakening, το πρώτο 2D Zelda που έπαιξα και από αυτά που δεν είχα τερματίσει ποτέ.

Όταν πρωτοείχα έρθει σε επαφή μαζί του ήταν στο παλιό μου Game Boy, δεν θυμάμαι αν ήταν στο κίτρινο το τούβλο ή το πράσινο το τουβλάκι. Μου το είχε δανείσει μια συμμαθήτρια στο δημοτικό… ή μήπως ήταν ο Μανώλης; Χμ… Η πρώτη και μόνη μου επαφή με Zelda τότε ήταν ο μικρός βωμός που είχα στήσει στο δωμάτιο μου για το Ocarina of Time. Ήμουν γύρω στα 10.

Δεν θα έλεγα ότι μου είχε κάνει κλικ. Το αντίθετο. Πέθαινα πολύ, δεν το καταλάβαινα, βαριόμουν που έπρεπε να μαζεύω ρούπιες για να αγοράζω αντικείμενα…

…έπρεπε να περάσω αυτό το ηλίθιο ραψψόον 20 λεπτά μετά την αρχή:

links_awakening_raccoon

Ε, σύντομα άρχισα να παίζω Survival Kids και Pokemon Blue… και το άφησα.

Το ξανάγγιξα στα 22 σε έναν emulator στο laptop μου στη Δανία, ορμώμενος από φίλους που γνώρισα στο μεταξύ που το έβαζαν πολύ κοντά στην κορυφή της λίστας με τα αγαπημένα τους games ever, δει Zelda. Έφτασα μέχρι το τρίτο dungeon πριν να βραχεί και αχρηστευτεί ο υπολογιστής μου, μαζί με τον σκληρό όπου κατοικούσε το αρχείο μου, από μια μυστηριώδη και πολύ μικρής έκτασης πλημμύρα.

Το Όρος Σάος με ένα αβγό πάνω. Όχι ε;
Το Όρος Σάος με ένα αβγό πάνω. Όχι ε;

Το κατέβασα ξανά ένα βράδυ στον θάλαμο στην Σαμοθράκη δια της νομίμου οδού αυτή τη φορά, απ’ τα 6€ που είχαν μείνει στον λογαριασμό του eShop μου. Χρησιμοποίησα το κινητό μου ως WiFi πομποδέκτη και με τα τσάμπα gigabyte με τα οποία η Vodafone  με σαγήνεψε ώστε να γίνω πελάτης της, πέρασα την πύλη στην πλούσια παιχνιδοθήκη του ηλεκτρονικού καταστήματος της Nintendo, και η περιπέτεια ξανάρχισε.

20τόσες απολαυστικές ώρες μετά, μπορώ να πω ότι κι εγώ ενώνω πλέον τη φωνή μου με όσους λένε ότι το Link’s Awakening είναι το καλύτερο 2D Zelda στην ιστορία της σειράς και σίγουρα μεταξύ των αρτιότερων παιχνιδιών που έχουν δει  τα μάτια του κόσμου γενικότερα.

zelda_gameboy_cart
Source

Το πόσο αντιδιαμετρικά άλλαξε η άποψη μου για το παιχνίδι μέσα σε αυτό το διάστημα είναι κάτι που μου κίνησε την περιέργεια, αν και δεν θα έπρεπε: γιατί, μήπως μου άρεσε να τσιλιμπουρδίζω με φανταστικά κράτη και να αμπελοφιλοσοφώ όταν ήμουν μικρός; Τέλος πάντων: τι είναι αυτό που είδα στα 27 μου που δεν μπορούσε να δει το 10χρονο που ήμουν τότε, αν ήμουν εγώ αυτός· αν αυτός ήμουν εγώ; Γιατί απόλαυσα το Link’s Awakening περισσότερα απ’ όλα τα Zelda που έπαιξα τα τελευταία χρόνια;

Η αλήθεια είναι ότι πιτσιρικάς ήμουν όπως ανέφερα επηρεασμένος από το έπος και τη φαντασμαγορία του Ocarina of Time, το πρώτο μου Zelda, που όλοι λένε ότι είναι σαν το πρώτο φίλι: κανένα δεν μπορεί να συγκριθεί με το πρώτο… Βασικά όχι, τελείως λάθος παρομοίωση, τι γράφω! Το πρώτο μου φιλί το θυμάμαι αλλά μόνο για το πόσο άβολη ήταν η προεργασία και πόσο χάλια ήταν το ίδιο! Ας πούμε ότι ήταν σαν την πρώτη φορά που… σκατά,  τι παιδική ηλικία είχα… την πρώτη φορά που έπαιξα Mario 64?

Όχι, δεν ήμουν απλά επηρεασμένος από το Ocarina: μιλάμε για σαγήνη. Μπροστά σε εκείνη την εμπειρία, το LA μου φαινόταν ξεπερασμένο, σαφώς φτωχό από γραφικά, παρουσίαση και ιστορία. Η μετάβαση από τα ρεαλιστικά 64-bitα (και καλά) γραφικά  του N64 στο ασπρόμαυρο, σκοτεινό, θολό Game Boy μάλλον εξαρχής δεν είχε τις καλύτερες ελπίδες, και αναρωτιέμαι ένα 10χρονο σήμερα αν θα είχε την υπομονή να δοκιμάσει παιχνίδια που στο μυαλό του είναι ξεπερασμένα, όπως το Ocarina of Time καλή ώρα, του ’98, όχι το remake στο 3DS,  να τρέχει σε έναν αναλογικό καθοδικό σωλήνα. Παιδιά γεννημένα το ’06 δεν θα εντυπωσιάζονταν, λέω εγώ.

ocarina_of_time_crt
ΓΡΑΦΙΚΑΡΕΣ!!!

Το ίδιο το LA δεν ήταν αρκετά επικό, αυτό που θα αφήσει ένα 10χρονο αγοράκι να μείνει κάγκελο. Και όπως και να το κάνουμε, σαν παιχνίδι είναι δυσκολότερο από το OoT, και εγώ, χωρίς τόσο καλή γνώση αγγλικών τότε για να πιάνω τις μερικές φορές νεφελώδεις βοήθειες και κολλώντας συνεχώς, έχανα το κίνητρο μου.

Κάπου εκεί θυμάμαι να το είχα παρατήσει. Source
Κάπου εκεί θυμάμαι να το είχα παρατήσει. Source

Μπορεί αυτή βέβαια να είναι η γνωστή κατάρα των δανεισμένων games που όλο και κάποια παγκόσμια αλήθεια θα αγγίζει: ότι παρατάμε πολύ πιο εύκολα παιχνίδια που δεν είναι δικά μας. Στην περίπτωση που τα επιστρέφουμε, δηλαδή.

Πάντως, δεν θα κρύψω ότι ακόμα και με τα χρόνια εμπειρίας μου πάνω από οθόνες και χειριστήρια, αν το LA τώρα δεν είχε από μόνο του την λειτουργία Restore Point, παρμένη αυτούσια από τα κιτάπια οποιουδήποτε emulator, ακόμα θα έφτυνα αίμα σε μερικούς (μια χούφτα ντε!) αρχηγούς και γρίφους.

Σαν φαινόμενο πάντως, η ενσωμάτωση τέτοιων μορφών εξοικονόμησης χρόνου από τις ίδιες τις εκδότριες εταιρείες που επανακυκλοφορούν παλιά παιχνίδια τους είναι κάτι που αξίζει μια πιο διεξοδική ανάλυση—βλέπετε επίσης τα “game boosters”, λέγε με cheats,  στις πρόσφατες μεταφορές των FF IX και X στο Steam. Εγώ πάντως είμαι υπέρ τέτοιων μικρών παρεμβάσεων, για καθαρά πρακτικούς λόγους.

Πριν πείτε κάτι του στυλ ότι χαλάει την αυθεντικότητα του τίτλου μια τέτοια κίνηση, οφείλουμε να παραδεχτούμε ότι ποτέ δεν μπορούμε να βιώσουμε το «αυθεντικό»: οποιοδήποτε πολιτισμικό προϊον και να πάρουμε αποκτά νέα ζωή όταν κάποιος το πιάνει σε μια εποχή διαφορετική από αυτήν όπου δημιουργήθηκε (λες και όσοι το παίζουν την ίδια χρονική περίοδο αποκομίζουν τα ίδια…) γιατί είναι αδύνατο να εξομοιώσουμε τις «αυθεντικές συνθήκες εμπειρίας» του. Όποιες κι αν είναι αυτές. Όση πολλή ή λίγη σχέση έχουν με αυτό που φαντάστηκαν οι δημιουργοί.

Άλλο να παίζεις το Link’s Awakening σαν παιδί πριν το φροντιστήριο όταν δεν υπήρχε Ocarina of Time και για να παίξεις Game Boy έπρεπε να αλλάζεις 4 μπαταρίες ΑΑ κάθε 3 ώρες, κι άλλο στην deluxe έγχρωμη έκδοση του με δυνατότητα επαναφοράς σε μια φωτιζόμενη οθόνη. Για να το πάω αλλού: άλλο να διαβάζεις το 1984 ενώ ο απολυταρχισμός ήταν συνώνυμος του κομμουνισμού, άλλο σήμερα που η Alphabet/Google και η κοινωνία της καταγραφής προσωποποιεί, ή καλύτερα αποπροσωποποιεί, τον ίδιο τον Μεγάλο Αδερφό. Άλλο το βινύλιο σαν status symbol μουσικού γούστου, κι άλλο ως ένα κοινότοπο μέσο αναπαραγωγής μουσικής. Θα είχε φανταστεί ο Fritz Lang ότι δεκαετίες μετά το magnum opus του, το Metropolis του 1927, θα υπήρχαν συζητήσεις για το ποια συνοδευτική ενορχήστρωση για τη βωβή ταινία του θα ήταν ανώτερη μεταξύ ειδών μουσικής που κατα τη διάρκεια της ζωής του παρέμεναν στο αχανές μέλλον; Όσοι είδαν το Häxan χωρίς No Clear Mind, θα είχαν κάποια συναισθηματική αντίδραση παρόμοια με τη δική μου; Νομίζω καταλαβαίνετε τι εννοώ.

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Για να τρέξει το 3DS σε αυτή την λειτουργία, κρατήστε πατημένο L + Select όταν ανοίγετε το παιχνίδι από το Home Menu. Η default μορφή απεικόνισης είναι stretching στην ανάλυση του 3DS.

Με δεδομένο ότι η πραγματική εξομοίωση είναι εκ των πραγμάτων αδύνατη, αφού πέρα από τον τεχνικό τομέα παίζει μεγάλο ρόλο τελικά και το ευρύτερο πλαίσιο και περιβάλλον για τη βίωση ενός πολιτισμικού προϊοντος, είναι ευχάριστο το ότι δίνεται μεγάλη δημιουργική ελευθερία στους developers να παίξουν με το τι θέλουν να κρατήσουν «αυθεντικό» και τι όχι. Οι καλύτεροι εκμεταλλεύονται τις δυνατότητες αυτές με πολύ ενδιαφέροντες τρόπους.

Στην παραπάνω φωτογραφία βλέπουμε το 3DS μου να τρέχει το Link’s Awakening σε native resolution με ένα GBC visor που υποστηρίζει 3D απεικόνιση. Προσοχή: ο εξομοιωτής, όχι το παιχνίδι, είναι αυτός που παίζει στις τρεις διαστάσεις. Μάλιστα. Είναι κάτι το διακριτικό αλλά πολύ όμορφο και αφάνταστα ικανοποιητικό: αν το 3D είναι ενεργοποιημένο η οθόνη του Game Boy φαίνεται λίγο πιο πίσω, λίγο πιο μέσα από την υπόλοιπη οθόνη, όπως στα παλιά GB το πλέγμα σημείων (dot matrix) ήταν πίσω από αυτό το τζαμάκι που γρατζουνιόταν, ράγιζε και ξεκολλούσε, την εποχή που οι οθόνες των φορητών ήταν ετερόφωτες, σαν  μοναχικοί αστεροειδείς στο κρύο διάστημα.

Λέγεται μάλιστα ότι αν τελειώνει η μπαταρία του 3DS, πέφτει και σε φωτεινότητα το κόκκινο ledάκι του power, αλλά αυτό δεν το έχω δει με τα μάτια μου.

Δεν είναι δικό μου, καλώς-κακώς.
Δεν είναι δικό μου, καλώς-κακώς.

Βασικά, καλή όλη αυτή στροφή στο θεωρητικό και αφαιρετικό που μου βγήκε αβίαστα ως συνήθως, αλλά ας επιστρέψω στο παιχνίδι.

Στο Link’s Awakening λάτρεψα το πόσο ελαφρά τη καρδία παίρνει το ότι είναι Zelda.

Μεγαλώνοντας ανακαλύπτω ότι η επικούρα με κουράζει: το D&D το βαριέμαι πολύ πιο γρήγορα απ’ ότι θα ήθελα· ο μόνος λόγος που τα Lord of the Rings δεν μου φαίνονται κάθε φορά πιο τετριμμένα είναι επειδή απλά τα σπάνε στην εκτέλεση, και κάθε ταινία η οποία καταλήγει να είναι για το σώσιμο του κόσμου από την καταστροφή—θανάσιμο αμάρτημα σχεδόν κάθε άνιμε!—με κάνει να σταυρώνω τα χέρια μου και να κοιτάζω τα φρύδια μου.

Με τον ίδιο τρόπο, παρ’όλο που το Ocarina of Time, η επιτομή του Zelda Epic, είναι χαραγμένο στον συναισθηματικό μου πυρήνα, η ιστορία του μου φαίνεται πλέον παιδική, απλοϊκή. Ίσως επειδή πολύ απλά είναι ένα παιχνίδι για παιδιά; Ίσως γιατί κι εγώ το έπαιξα στην ώριμη ηλικία των 10; Ίσως; Βλασφημία!

SourceSource

Αντιθέτως, το Majora’s Mask, ενώ όταν το πρωτοέπαιξα δεν με είχε κερδίσει τόσο πολύ, τώρα πλέον το βάζω στην κορυφή των Zelda γιατί ιντριγκάρει τον ενήλικο Hall: σπάει τα καλούπια της σειράς, ξεφεύγει από τις νόρμες, προκαλεί τον παίχτη, είναι πιο προσωπικό, εστιασμένο στους χαρακτήρες και τις ιστορίες τους, και το σώσιμο του κόσμου απ’το καταραμένο φεγγάρι σημαίνει το σώσιμο των προσωπών που γνώρισε. Η Termina είναι οι Terminans. Γενικά δημιουργεί μια αύρα μυστηρίου γύρω απ’ τον εαυτό του. Kαι φυσικά είναι ακαταμάχητα cool.

Το Link’s Awakening σαν τίτλος θαρρώ πως είχε έναν αντίκτυπο πάνω μου παρόμοιο με αυτόν του Majora’s Mask, αν και διαφορετικό. Το παιχνίδι δεν έχει Ganon (σχεδόν), δεν έχει Triforce, δεν έχει Hyrule, δεν έχει Zelda! Οι μισοί εχθροί είναι παρμένοι από παιχνίδια Mario. Τα 8 αντικείμενα που πρέπει να μαζευτούν είναι μουσικά όργανα, όχι κρύσταλοι, πολύτιμες πέτρες ή εμβλήματα. Η ιστορία πάλι έχει να κάνει με το σώσιμο του κόσμου… ή τουλάχιστον ενός κόσμου, ο οποίος, όπως και στο Majora’s Mask, αφήνεται να εννοηθεί στο τέλος πως είναι καταδικασμένος, είτε σωθεί είτε όχι. Γιατί, αλληγορικά μιλώντας ή και οχι, η περιπλάνηση είναι εσωτερική, και κάθε ένας από εμάς είναι ένας κόσμος (και ο Λινκ είναι ένας από εμάς!)

Το βρίσκω για κάποιο λόγο πολύ αστείο που τα screenshots στο ίντερνετ είναι στα 160*144 pixels του Game Boy κι αν έχεις ΗD οθόνη δεν βλέπεις την τύφλα σου! Για στάσου, αυτός είναι ο Wart απ' το Super Mario Bros 2, αλλιώς Doki Doki Panic?!
Το βρίσκω για κάποιο λόγο πολύ αστείο που τα screenshots του LA στο ίντερνετ είναι στα 160*144 pixels του Game Boy κι αν έχεις ΗD οθόνη δεν βλέπεις την τύφλα σου!
Για στάσου, αυτός είναι ο Wart απ’ το Super Mario Bros 2, αλλιώς Doki Doki Panic?!

Μόνο και μόνο από αυτά για ορεκτικό φαίνονται ξεκάθαρα τα φόντα της εικονοκλασίας του Zelda IV, η οποία βέβαια μόνο σε μας 23 χρόνια μετά κάνει αίσθηση, γιατί τότε, το 1993 όταν πρωτοβγήκε ασπρόμαυρο, οι μονόχρωμες εικόνες τις οποίες σήμερα φαίνεται να σπάει δεν ήταν ακόμα τόσο συμπαγείς· ήταν τάσεις, όχι χαρακτηριστικά μιας σειράς. Όπως προανέφερα, η Nintendo δεν ήξερε ότι το Link’s Awakening θα ήταν αντισυμβατικό Zelda, γιατί ακόμα δεν υπήρχε η σύμβαση να το περιορίσει.

Μετά το Ocarina, από μόνο του ένα remake του Link to the Past, ό,τι έμελλε να παγιωθεί, παγιώθηκε. Το Zelda ταυτίστηκε με τη φόρμουλα της πλοκής χωρισμένης στη μέση όταν ο Λινκ πατάει το πάδι του στον παράλληλου κόσμο του τίτλου, μοτίβο το οποίο για πρώτη φορά εισήχθησε στο LttP: εκεί ήταν το Dark World, στο Ocarina ήταν τα 7 χρόνια στο μέλλον, στο Twilight Princess ήταν το Twilight Realm, στο Skyward Sword ήταν ο κόσμος πάνω από τα σύννεφα κι αυτός κάτω από αυτα, κοκ. Στο πρώτο Zelda, αντιθέτως, η εξερεύνηση ήταν πολύ πιο ελεύθερη, και τα 8 μπουντρούμια μπορούσαν να εξερευνηθούν και να κατακτηθούν σχεδόν με οποιαδήποτε σειρά. Το Link’s Awakening απ’την άλλη νομίζω βρίσκει τη χρυσή τομή μεταξύ της ελεύθερης εξερεύνησης στο πρωτότυπου και της πιο δομημένης στους επόμενους τίτλους.

DX και original. Source
DX και original. Source

Κάπου είχα διαβάσει (το βρήκα) το εξής έξυπνο: αν ζήταγαν σήμερα από κάποιον να φτιάξει έναν πνευματικό διάδοχο του πρώτου Zelda, σίγουρα δεν θα έφτιαχνε κάτι παρόμοιο με το Link to the Past αλλά κάτι εφάμιλλο του Dark Souls. Εγώ λέω ότι θα ήταν κάτι μεταξύ του Dark Souls και του Link’s Awakening.

…τι; Δεν μπορούμε να ονειρευόμαστε εμείς;!

Τέλος πάντων, γιατί πάλι μακρηγορώ. Δυο-τρία πράγματα ήθελα να γράψω και κοίτα τι έγινε.

Αχέμ.

Το Link’s Awakening έχει καταπληκτική μουσική.

Διαφορετική σε ύφος απ’ του Koji Kondo γιατί συνθέτες ήταν οι Minako Hamano και Kenji Yamamoto, οι οποίοι μετά έγραψαν τις μουσικές για τα Metroid. Κι όμως.

(θα το έβαζα στο Earworm Garden αλλά το κράταγα γι’ αυτό το post!)

Better than the original overworld theme by far. Seriously.

Κι ένα ρεμιξάκι απ’το 25yearlegend του ocremix.

Το Link’s Awakening έχει χιούμορ, και καλό χιούμορ.

Σπάνια γελάω με παιχνίδι έτσι, πόσο μάλλον με Zelda… Η αγγλική μετάφραση ήταν διαμάντι και ταίριαζε πολύ στο ύφος του «δεν με παίρνω υπερβολικά στα σοβαρά» που το διακατέχει. Έψαξα πολύ να βρω screenshots από τις στιγμές που μου φάνηκαν πιο ξεκαρδιστικές (σοβαρά γέλαγα δυνατά) αλλά δεν βρήκα κάτι αντιπροσωπευτικό. Μάλλον γιατί είναι διάσπαρτες παντού! Αντ’ αυτού, μάλλον καλύτερα, ορίστε μερικά δείγματα απ’ το σενάριο (script):


* - Christine is a goat.
christine_peach_la

Christine : You don't know the proper etiquette when dealing with a lady, do you? You should have brought flowers or something, then I might be inclined to talk with you...Oh yes, in my case, hibiscus are best...

* - With the item available:

Christine : Oh, you brought me a hibiscus! How sweet! Well, since you are such a gentleman I have a request to make of you. Will you listen?

-----------------------------------------------------------
     -(Yes)
Christine : I would like you to take this letter to a Mr. Write who lives on the border of the Mysterious Forest, please!

<game> : You traded <Hibiscus> for a goat's letter <Letter>! ...Great!?

* - Subsequently:

Christine : You know, sometimes I can't help eating a delicious piece of paper, even if it's a letter to my darling Mr. Write... How embarrassing!

Κλαίω!

#$#$#$#$#$#$#$#$#$#$#$#$#
$#  Mysterious Forest  #$
#$#$#$#$#$#$#$#$#$#$#$#$#

Signpost  : Mysterious Forest
            (It's a little bit mysterious)

Απλά φανταστείτε κάτι τέτοιο στην πινακίδα στο Kokiri Forest έξω απ’ τα Lost Woods. Αδύνατο, έτσι; Αυτό ακριβώς είναι που λέω.

Boy 3: Hey, dude! What do you think of Marin? Uhh... I don't know, I'm just a kid!

Boy 4: Dude! You're asking me when we started to live on this island? What do you mean by 'when?' Whoa! The concept just makes my head hurt!

Those boys are on some magic powder alright… Μόνο και μόνο που λένε τον Link dude είναι αρκετό. Jeff Bridges as The Link. Το έχετε αν προσπαθήσετε.

[ Magic Rod ]
You've got the Magic Rod! Now you can burn things! Burn it! Burn, baby burn!

ό_Ό

[ Drawer ]
Link checked the chest. Wow! This is a nice chest!

Τ_Τ

Και μετά απ’ όλα αυτά, σου πετάει τη μαγεία από εκεί που δεν το περιμένεις:

(προσοχή, αλήθινα spoilers, αλλά πανέμορφα spoilers—γράφω για το τέλος)

Το τέλος:

WindFish

Wind Fish : ... ... ... ... ... ... ... ... I AM THE WIND FISH... LONG HAS BEEN MY SLUMBER... IN MY DREAMS... AN EGG APPEARED AND WAS SURROUNDED BY AN ISLAND. WITH PEOPLE, ANIMALS, AN ENTIRE WORLD! ... ... ... ...

BUT, VERILY, IN BE THE NATURE OF DREAMS TO END! WHEN I DOST AWAKEN, KOHOLINT WILL BE GONE... ONLY THE MEMORY OF THIS DREAM LAND WILL
EXIST IN THE WAKING WORLD... SOMEDAY, THOU MAY RECALL THIS ISLAND... THAT MEMORY MUST BE THE REAL DREAM WORLD... ... ... ... ...

 COME, LINK... LET US AWAKEN... TOGETHER!!

links_awakening_ending Source

Μπορεί με τη μαγεία και τα χαχανητά να μου πέταγε επαναλαμβανόμενα εκνευριστικά μηνύματα κάθε λίγο και λιγάκι για power-ups και για το ότι και καλά δεν μπορούσα να σηκώσω πέτρες , μπορεί να χανόμουν διαρκώς στο Overworld, μπορεί να έπρεπε να αλλάζω συνέχεια τα αντικείμενα στο Α και Β… εκεί τελειώνουν τα «μπορεί». Το παιχνίδι πολύ απλά…

…δεν ήταν έπος.

Κάτι λέγαμε για αντισυμβατικότητα;
Κάτι λέγαμε για αντισυμβατικότητα;

ΛΟΙΠΑ ZELDΟ-GEEKOUTS:

· 25 ΧΡΟΝΙΑ ZELDA
· REVIEW: HYRULE HISTORIA

10 years since Christmas 1997 – A N64 Tribute (Part 3)

It’s been more than a month since my initially planned one-off of a tribute was last updated… I guess it’s high time for another 3 games that marked my childhood! Here goes:

13. Diddy Kong Racing

DKR

I know, I know. Some of you, when you see this, will be like: “you’ve got to be fucking with me… ANOTHER RARE GAME? It’s the third one in a row, not to mention Banjo-bleeding-Tooie!” All of you naysayers, believe me… It won’t end here. But I’ll rid you from this company for a while… You’ll only see them again in my Top 5. 🙂

DKRDiddy Kong Racing was a must-have for me from even before I actually got my N64. I played all of the Donkey Kong Countrys on SNES the pretty long year of 1997 and the same year managed to turn me into a fan of all things Kong except for the monarchic one. I thought at first that the game would feature more Kongs than just Diddy. It took me a year to find out that that was not the case. Diddy Kong Racing was a kart game, a lot like Mario Kart, just with Rare characters. It’s funny how almost none of the characters apart from Diddy Kong himself and the featured Kremling had appeared in any game before DKR. Banjo appeared, but he hadn’t appeared in any game yet. In fact, Rare used DKR to promote Banjo just a bit before releasing Banjo-Kazooie: DKR was released in 1997 while Banjo-Kazooie in 1998. I got it in October 1998, after I had played and loved Banjo-Kazooie, so I liked that Banjo was in the game.

Aaaaanywhooo. Diddy Kong Racing, while oftentimes compared to Mario Kart 64 and rightfully so, was actually a game of very different scope. For starters, it was the first game of its type, that is cartoony kart game, to have a story/adventure mode which was actually pretty similar to Super Mario 64’s breakthrough idea of incorporating a hub world and a non-linear progression in the game through the means of obtaining golden balloons- – you can call me Power Stars. Games like Crash Team Racing used the exact same formula after DKR and are, due to them generally more popular game, mistakenly deemed as the creators of this system. There were a few worlds, like Dino World, Beach World or Ice World (they did not have such generic names but my memory fails me) and each had a few normal courses you could race in just like any other kart game. But it also had boss stages, where you raced against the boss of each world to rightfully “complete” it (though you always had to go back to each world for some more balloon hunting). Each world also had some battle modes you had to complete to get final access to the real final boss stage (which could grant you access to a 5th, secret world if you had enough balloons by then) and also tournaments, not unlike Mario Kart’s Cups.

The game was just so refreshing and polished. The graphics were great, the racing system was fantastic, what with the 3 different vehicles you could choose from (kart, hovercraft, plane) which by the way hasn’t really appeared in any games since then, the challenge to get the better times in the later courses, the awesome music which is standard in all Rare games… Diddy Kong Racing was a very fun game, had great multiplayer, had lots of secrets here and there that just make these kinds of games and was really a necessary addition to a Rare fan’s collection. Still is actually. Too bad the recent DS port/remake doesn’t really do the 1997 classic justice.


12. Paper Mario

Paper Mario boxart

(WARNING. SPOILERS IN THE VIDEO ABOVE)

Paper Mario was one of my last games for my Nintendo 64. I was already almost 13 years old when I played it (November 2001) and was, after Pokemon, my first RPG. I don’t know how I should take this now, having a mario game as my RPG kickstarter does feel kind of weird but then again back then my first PC was less than 3 months old and having been a Nintendo-only gamer for years I had missed many other good games for the PlayStation and computer. So perhaps it’s a suitable title. After months of dad pestering to order the game from Amazon, I managed to get him into buying it for me for my nameday. And it happened at the perfect time. One day before getting my hands on the game, I had an acciden at school where I cracked one of my right big toe’s bones. This is the closest I’ve ever been to breaking a bone, by the way… It was enough for me to stay home for a couple of days because walking was not advised, and what better time than then to start a game like Paper Mario!

Paper Mario Koopa squadThis unique RPG, although not being the first Mario RPG (the first one being Super Mario RPG for the SNES, developed by Squaresoft and unreleased in Europe) was the one that launched the in-house Nintendo Mario RPG line. Mario & Luigi, Paper Mario and Super Paper Mario, which are newer games, all belong to this line. Its characteristics: 2-D sprites that look like they’re made out of paper in a 3-D world (2.5-D to be precise), a turn-based battle system which doesn’t have random battles, that is you actually see each enemy before battling and you can strike first (by jumping on or hammering) or be striken which defines who plays first. The story? Bowser gets his hands on the Star Rod, a fairy rod which grants any wish its wielder makes. Mario has to rescue the 7 Star Spirits that control the power of the rod so that he can reverse the rod’s power and defeat Bowser, whose wish (typically) grants him with virtual invincibility. Oh, did I mention that he abducted the Princess in the process? To be precise, he lifted the whole CASTLE from its foundations, trapping her inside her castle which he keeps afloat.

In his usual quest to save Peach, Mario encounters many familiar faces, including Toads or whole races and towns of baddies that in earlier games were just, erm, baddies. You know, they only served the purpose of staining Mario’s shoes with their blood. But no, in this game Mario has a Goomba fan (nevermind Mario could have slain his entire family), meets a whole family of Koopas, gets a pink Bob-omb , visits a Yoshi Village, and more. A lot of these characters join the party so at the end of the game Mario ends up with 7 party members through out of which he can pick one to have as a companion in and out of battles at any time. This gives quite a bit of depth to the game as each party member has a different personality and point of view of how you progress in the game, not to mention different abilities in the adventure or during battling. What is also interesting is the use Badges, which now kind of reminds me of Materia from Final Fantasy VII. It’s the same, only that Mario has certain Badge Points and each badge, that is ability or feat, costs a certain amount of BP. After every Level Up, Mario can choose whether to upgrade Hit Points, Flower Points or Badge Points.

Paper Mario is a good way to spend 20-25 hours. Its humour, loveable characters, great dialogue from classic Nintendo heroes and refreshing battle system make me want to buy this game off Virtual Console right now! I guess I will at some point.


11. Mario Kart 64

Mario Kart title

Oh, Mario Kart 64… Whenever I think of this game I get mixed feelings. It was one of my first games, the third one to be exact (I got it for my 9th birthday yay!), but whenever I think of it I remember my grandmother. She died not long after I first got it… End March 1998. I remember playing it at her place and her laughing at how the characters, when they got a mushroom/speed boost, burst fire from their asses! It’s a sweet memory. She was like a mother to me back then and I miss her… *sniffle* 🙁 Anywho, back to the game.

Mario Kart 64 2Mario Kart 64 is the second Mario Kart game and I came to own it mere months after I had got my dirty hands on the 1992 showstopper. It improved on its predecessor by featuring more items, 3-D tracks (which are all original) and an even awesomer soundtrack than the first game. You must have realised by now that music is a big factor for me, and it can even turn a great game into a stuff-of-legends game. Inclusion of 4 player mutliplayer was also a great hit and I remember just how much I used to play it with Kostas, Manolis and Aldo. Battle Mode especially, Block Fortress! Bring it on!!! It had high production values, great tracks with many secrets each (I still can’t believe how long it took me to realise that the Whomp in Bowser’s Castle could not be freed) and shortcuts. While the game might not have aged well at all (I haven’t played it since forever) mainly due to the newer instalments of the franchise impoving on the gameplay in many ways, it still remains in my heart as the best Mario Kart yet and was initially very disappointed with its sequel, Double Dash, for the GameCube. Fortunately, the 2-player co-op mode saved that one…

Here’s a particularly good ad I found of the game that aired in Japan!

10 years since Christmas 1997 – A N64 Tribute (Part 2)

Click on the pictures, they’ll lead you to some videos of the games on YouTube so you can roughly have some idea about what I’m talking!

16. Yoshi’s Story

Yoshi Title

Before going into detail about this game, I’d like to point out first that Yoshi is my favorite game character. It’s not something in particular on him (we agree that he’s a male, it’ll make this easier for all of us) that makes him so loveable for me, it’s maybe his absence of anything of the like that draws my fondness to him. He’s not particularly cool, doesn’t have much of a backstory, he’s Mario’s ride and sidekick in Super Mario World but Green Yoshi and his 7 friends save the day in Yoshi’s Island. He just has this inexplicable charm! I’ve loved him since I was little. While I do like complex games with rich storytelling, in my opinion a perfect simple game is better and sometimes even more enjoyable than a perfect complex game and that’s because simple games are based on an intuitive idea that works really well rather on an elaborate plot. Yoshi is just as good a flagship character for simple games as Mario but let’s face it, Yoshi>Mario.

YS picAnyway, having played and loved every second of Yoshi’s Island back on the SNES, I really looked forward to Yoshi’s Story. It looked like a spiritual sequel to YI, but that it wasn’t. For starters, it was way, WAY cuter. Also, it was much slower-paced, easier and simpler than Yoshi’s Island (not in a good way). At first, I was disappointed. I liked the game somewhat, but it couldn’t possibly hold a candle next to the epitome of 2-D platforming a.k.a Yoshi’s Island. The graphics were pretty (like cut out of a storybook), the music was of superb quality, surpassing many current gen games in obvious production values, and was also very well inspired and catchy (I remember getting the OST from Nintendo World magazine… I didn’t really listen to any music back then and friends made fun of me because I used to listen to that) and the game itself was mostly enjoyable and fun. But I couldn’t shake away the disappointment.

It took me some years to fully appreciate Yoshi’s Story for what it really was: not a sequel of Yoshi’s Island in any shape or form but a new, distinct and all-around very well put together game. After making that clear to myself somehow, I started liking Yoshi’s Story a lot more and also enjoyed it more. It’s puffy, care-free atmosphere is just irresistible at times, the Yoshi’s singing less cringe-inducing… You just have to let yourself flow, Dimitris… Yes, that’s better… Be the Yoshis… Eat fruit, lick giant clouds made of candy, smell the air, lay firework eggs, love, peace and happiness… … …

But I’ll never forgive this game for one thing: it debuted Yoshi’s voice.


15. Blast Corps

Blast Corps title

bc imageI got Blast Corps in May 1999, although it was released much earlier. I didn’t really know anything about it before it came to my possession but by then I had come to know that “Rare=Gold”. And I wasn’t wrong! The main idea behind the game is this: A big truck-like vehicle carrying 2 nuclear missiles has gone haywire, is uncontrollable and is literally just heading straight ahead. It can’t be destroyed for obvious reasons and nobody can do anything about it. If it crashes into anything, the missiles will go off… After this briefing’s probably when a genius butted in this idea: “I KNOW! We’ll destroy anything that’s blocking its path”. Apparently they thought it was a decent one. And this is exactly what this game is about: destruction.

Using a variety of vehicles, from jetpack-donning mechs to huge bulldozers (and much much variety inbetween), the player is called to destroy any building that blocks the missiles’ path. This isn’t always as easy as it sounds, for the cities and areas in this world you have to save aren’t exactly built to make your job easier. But this only makes the game more challenging and rewarding. And SECRETS! This one really has a lot of them. I like these games you can complete by only playing decently, you can unlock some goodies if you’re pretty good, but have to be absolutely masterful in to get to places you never thought or imagined were in the game and are so glad you unearthed. Blast Corps has so many secret levels or secrets within a level it’s not only enjoayble to replay but also rewarding in many many ways. What I also liked in this game was the sound department which as usual gets extra special treatment by mama Rare. The sound effects and music is brilliant as well as the little parts and pieces of supportive voice. All in all I remember Blast Corps as a very addictive and fun game!


14. Donkey Kong 64

 

dk boxart

Another game by Rare here and a special one at that; it’s the sequel to the game that made the company’s name. Donkey Kong! After DKC3 which was my lucky introduction to not only Rare but also Donkey Kong platformers (I worked my way down the series afterwards) comes this piece of excellent gaming, Donkey Kong 64. I first saw it in Austria on the same stands that taught me about Super Mario 64 only it was Christmas, and it was 1999. The game provided players with a free (required by the game) Expansion Pak, a certain hardware component for the console’s deck that expanded the system’s memory by 8MB, a significant booster back then.

dk capRare learned from Banjo-Kazooie’s magic recipe and built upon it for this one. Set on the original Donkey Kong Island, K. K.’s after DK’s banana stash once more. This time, Donkey Kong has not only Diddy Kong but also Lanky, Tiny and Chunky by his side, new characters that haven’t made their appearance in any game since then(I’d rather have Kiddy and Dixie in there instead of these new guys but eh!) Levels are very intuitive in that they have different parts for each Kong, since every Kong has distinct abilities, and they are built based on intertwining paths. Sometimes I thought they were too complex for their own good, and that is possibly one of the games downsides. Otherwise, DK64 really is very epic and well-made. I’m tired of saying this already but it’s the reason Rareware received so much praise back in the time, every single game of theirs truly was fantastic. Donkey Kong 64 lacked a bit of soul their other games… no no don’t get me wrong, it DID have soul, just not as much as say Banjo-Kazooie or Blast Corps, it’s like going to Switzerland when coming from Iceland and complaining about the lack of snow. It IS there, you’re just used to more of the stuff. Not that Icelanders would actually complain about lack of snow but that’s another story…

 

DK64 was just a huge game. There were 200(!!) bananas to collect, with most having to do with collecting more stuff. I have no problem with collectathons, especially when done right (which usually Rare succeeds in doing) but there were just too many different small bananas, coins and younameits to gather. It got a bit boring… BUT EVEN LIKE THAT! Impressive worlds, solid gameplay, classic enemies, auditory pleasure, Rare humour, unlockables, primates with musical instruments, cameos of the likes of Candy, Funky and Cranky (old Wrinkly died… :'( ) and… what else does a person that enjoys his persisant gorillas really need?

10 years since Christmas 1997 – A N64 Tribute (Part 1)

Nintendo 64 Tribute

The Nintendo 64. Released 1996 in NTSC markets and in 1997 in PAL territories, it was Nintendo’s first fully 3-D console. Made as a successor to the super popular and industry-defining SNES, the N64 saw in its 5 years Nintendo’s fall from the top of the home entertainment market. Sony, who created the PlayStation from the ashes of the to-be collaboration with them and Nintendo to make a CD platform for the SNES, used the design of this new platform to create the next new most successful console ever. Sony didn’t only bring in the CD platform to the industry successfully and en masse for the first time, it also hosted numerous reiterations of old franchises that practically reinvented their lines. Games like Final Fantasy VII or Metal Gear Solid were parts of older franchises that once belonged to Nintendo’s “side”. New games like Resident Evil, Pro Evolution Soccer, Crash Bandicoot, Tekken and Gran Turismo quickly geared the PlayStation for hardcore and casual gamers alike, with the latter term practically being invented by Sony’s generation. Nintendo’s decision to build its console around the ’80s philosophy of cartridges paid its tolls; even though N64 games had non-existant loading times and were pretty resistant to wear and tear (both factors compared to Sony’s CDs), not only couldn’t they fit 1/10 of what CDs could fit, they were also much more expensive to produce and, for good or for bad, much more difficult to duplicate, using legal means or otherwise. Yes, the possibility of pirating games and playing copies only really kicked off with the PlayStation and many would argue that this is one of the basic factors for its appeal to the broad audience. Cool games for cheap. What more could a bloke ask for? But I digress. This post has little to do with how the PlayStation changed the face of the games industry.

Way back then, in 1997, I didn’t know and I didn’t particularly care about these things. My mother had bought me my SNES for my 8th birthday, which was when I essentially became a Nintendo gamer. I did own a pseudo-NES on which I had numerous classic games of the NES era, among them Super Mario Bros. and Bubble Bobble, but my pre-SNES gaming history is also irrelevant. By 1997 of course, SNES was as new as PS2 is today alive and kicking. OK, PS2 is still selling better than PS3, but that’s not the point here! I had found myself a console that was dying, with N64 coming right around the corner. Neither me nor my mum knew that at the time, but it wouldn’t take long for me to find out (meanwhile I enjoyed such wonderful games as Yoshi’s Island, Donkey Kong Country 3 or Super Mario All-Stars that were already defining my gaming profile.)

July 1997. By now I’ve caught wind of the existence of N64, but I’ve been too busy playing SNES to really care. Suddenly, one day, I get to play Super Mario 64 in a small toy shop in Eisenstadt, Austria. I stand there, jaw hitting floor. I start playing on the demo stand for hours at a time, and the shopkeepers always shooed me away in words I didn’t understand every time it was time for the shop to close… I urged my mother to let me go to the shop again and again or to any other shop that had the game so I could play, even if I played the wrong way, holding the left handle of the middle one (I didn’t even know there was a Z button). It was just sooo good! I had even made her buy me a strategy guide of it in german and pestered her every time to translate bits and pieces to me… Sorry mum! 😛 There was no way around it: that console and that game had to be mine.

The rest of the summer and autumn went by with me wanting a Nintendo 64, fantasizing about it (you know, going to school and thinking about it and stuff) and really looking forward to Christmas. That’s when mum had told me she’d get it for me… Agonizingly, and with me playing some more SNES games, Christmas 1997 finally was upon us. Christmas Eve to be exact. It was a sunny morning, and I was playing Super Mario World while the other children were out singing the Kalanta. That was the day we’d go and get it (yeah it was much less dramatic than the Nintendo 64 kid scene, no trees, no wrappings or anything. But it was cool in its own way) So we did, from that big shop in Kallithea mum used to refer to as “the warehouse (apothiki)” and which later became Max Stores. That’s where we bought most of my SNES games as well. I got my N64 along with Super Mario 64 and GoldenEye. When I got home that day, I connected the system to our small 14″ Grundig I used to play my SNES on and played for hours. We’d have Christmas with friends, and so all the family friends came and brought their kids as well, and we all gathered round the TV and played… I remember Kostas’ and Alex’s faces, they couldn’t believe I had it! 😀 And the next day, (Christmas Day) another sunny morning, I called my then best friend Kostas (it was another Kostas) and we played together… Well with one controller it was much less “playing together” than “letting Kostas watch me play and maybe handing him the controller for a few turns” but that’s how it goes sometimes! GoldenEye didn’t get much playtime at first cause I couldn’t figure out how to play it… That, of course, soon changed…

Anyway, If I wrote ALL of my experiences with the little machine down it’d make for some tall wall of text, so my intro stops here. Intro, because I’m just getting started! This Christmas 10 full years will have passed since the day that was a landmark for my gamer side. As a tribute to those days and to the N64 which I think is (ok nostalgia really talking here but that’s how it works usually, right?) one of the best consoles ever, I’ll post my Top 20 for it, along with any comments, thoughts or experiences from and about each game. So, let me take you back to the past, back to my childhood days…


20. Pokemon Stadium

PS Box

The year is 2000. Pokemon mania is sweeping the West and every pre-teen boy can’t help but succumb helplessly to the charm of Game Freak’s Pocket Slaves. While Pokemon Blue/Red were released in Europe in late 1999, I first got involved in the huge phenomenon around January of Y2K. The whole thing intrigued me very much, noticing but not really observing the craze that had followed not only the game but also the anime series on TV. It especially hit me when I went to Austria that year. Pokemon was EVERYWHERE!

I quickly made up for any lost time with some vigorous playing on the Game Boy. I played and played Pokemon Blue for hours on my green GB Pocket… I’m somewhat embarrassed to say that Pokemon was my first RPG, and so it was some really fresh material for me. I quickly understood that I shouldn’t only be leveling up my Venusaur leaving my Paras and Pidgeotto at Lv ~20, and deleted my game and started anew once or twice so that I could have a really balanced team and finally get the game mechanics. I was hooked, just like any other 11-year-old at the time. But I wanted more. And I knew that my Nintendo 64 had the key to that.

April 2000. After some months of agonizing wait (I still remember how frantically I looked for the game in all the stores I frequented… Once I even remember getting to the verge of tears after a big disappointment from my local game shop, when they told me that they didn’t know when it would be released), I skipped school and waited for mum to call me from Jumbo and tell me that she had finally got it. Oh BTW, even since then I somewhat organized skipping school with mum, she always was good like that. Or wait… Maybe I was malingering again and she just played along with it, I don’t remember… She wasn’t too strict about that kind of thing and as we can see today no harm came from it. 😛 Anyway, she brought the game home and I was DELIGHTED I can tell you! Popped it in my N64, put my Pokemon Blue in the Transfer Pak so I could use my Pokemon from the Game Boy game in Stadium, and off I went!

Charizard

The game, while it lacked any RPG mode, had some meat. It was certainly cool looking at your hardy monsters in magnificent 3-D, reading the new Pokedex entries Stadium had, playing the Game Boy game on the big screen through the Transfer Pak or even giving the mini-games a go. Lickitung’s Sushi Bar was a good laugh, as well as another one with Electrode in which I don’t remember what you had to do… All these mini-games were multiplayer, and good thing I had some friends that also were into the whole Pokemon thing. OK, I’ll admit it, I was the nerdier one when it came to games… But Stadium’s best feature was none other than multiplayer battling. We used to play with rentals, looking for quick duels of skill in commanding the little bastards. The game really was ideal if you wanted a quick dose of the rush of a Pokemon battle without having to plunge into the depths of the RPG.

While I also bought Pokemon Stadium 2 when it came out and generally liked it and the second generation Pokemon, the first game made a much bigger impact on how we played with our monsters back then. It was the next best thing after the GB games and it surely deserves a spot in my Top 20.


19. Turok: Dinosaur Hunter

Turok Box

Turok, if I recall correctly, was a whim purchause I made with dad. We looked for a present for me and it ended up being Turok. I have no idea when, but it happened!

Turok CapThe hero was an indianesque person that hunted dinosaurs becauuuuse… Again, I have no idea. I didn’t ever get much into the game’s story. The only things I can tell are: the game was hard, it had some cool and biiig guns and some interesting locales, the game was confusing, and its cheats were superb! Unlocking the uber guns and blasting everything away certainly was fun, as was being invincible and flying (I still remember that the cheat code had something to do with “bird”… But that is as far as my memory serves me), and going to every boss stage and wooping ass. Because I ended up only playing the game using cheats because I thought it was much better using some cheat or another than just playing normally, not to mention much less frustrating, I don’t remember it at all well. But messing around with this game was rewarding! Plus, how cool is a game full of dinos? Even if sadly you have to kill them… Looking back, the “normal” game must have been good, at least its structure was hub-based and linear at the same time. Intriguing, no?


18. Banjo-Tooie

BT Boxart

Banjo-Tooie Art

Banjo-Kazooie ranked very high in my top games for a long period of time (still does) and my expectations for the sequel were even higher. B-K’s ending revealed that “Banjo-Tooie” would allow the player to gain access to hidden secrets in the original game by means of using a stop ‘n’ swap kind of system, something to do with cartridge swapping anyway. This in my mind only meant that Banjo-Tooie would have an awful lot to do with the original, and I just couldn’t wait!

Banjo-Tooie was released in Europe in June 2001. When it appeared, I had exams (it was the end of my first year in junior high) so I couldn’t pick it up right away. But when I did, I couldn’t help but be a bit disappointed. I found out that the “stop ‘n’ swap” thingie had been dropped and that only a few connections remained with Banjo-Kazooie, like the appearance of Gobi the camel or other references that should have been dependant on your status in B-K. The real secrets of the original were lost forever (even though lots of hackers are still tearing the cartridge apart to find hidden connections and clues, check out the numerous YouTube videos on this) and were replaced by the same items that the connection would have unlocked but had been hidden quite normally within the game.

Apart from this diasappointment though, Banjo-Tooie was actually pretty good. The worlds were much larger than those of the first game, more transformations, there were connections between levels, the graphics were better, the music was of the same high quality and generally it was a pretty worthy sequel to the first adventure of the bear and bird. Rare also once again showed what a great sense of humour they had throughout this game with their typical style of never ever taking anything too seriously. Unfortunately, unlike the first one, I only played through Banjo-Tooie once and did not even collect all of the jiggies. Thus, my memories of the game are pretty limited. I do remember some special moments, like the T-Rex transformation, Cloud Cuckoo Land and the Jinjo Village. I’d like to play it again some day, if only to make it more vivid in my mind.


17. Pokemon Snap

Pokemon Snap Boxart

Another Pokemon title in the Top 20 (and it’s the last one). This time it has nothing to do with battles or collecting monsters… It’s all about…

PHOTOGRAPHS!

ElectabuzzIn Pokemon Snap you go around on-rail levels like caves, beaches, volcanoes etc and take pictures of Pokemon in their natural habitat. Professor Oak then scores your pictures according to the size of the Pokemon in the picture, its stance, if the Pokemon is using a special move, how interesting or impressive the picture is etc. Interaction with the Pokemon is accomplished through the use of pester balls (throw one at it and see what happens) and apples (which inexplicably all Pokemon like) and a lot of the time a mini-puzzle has to be solved for a Pokemon to forget its camera shyness or even appear at all. Sometimes, Prof. Oak judged pictures on wrong criteria, and a fine, rare and artistic picture could go down the drain… Right? No! The game allowed you to save a fairly lare number of pictures… You could have a very personal Pokemon photo album!

Even if the game becomes predictable after a while because of the linear actions the player has to take to capture the best poses of each Pokemon (which is still not always the case, some Pokemon really allow for creative photographing), it still manages to be addictive and FUN! This game might actually be one of the best-executed spin-offs ever, and I owe that to HAL Labs, who’s behind this… Game Freak wouldn’t be able to pull this off! Anyway, capturing wild Pidgeys flying around in flocks in one picture, a Scyther slashing away or Mew dancing through the air in its bubble surely never felt this good. Sadly, the game only features about 60 out of the (then) 151, but it’s not a big deal since all have their cries straight from the anime and are actually very well modeled. In some cases I think their Snap renditions are better than in Stadium… Anyway, this game is a must for any friend of Pokemon and it’s not hard to understand why I loved it back in October 2000, when I really was a pretty hardcore fan.

TO BE CONTINUED