Archive for September, 2008

27
Sep
08

rappin’ with parappa


i’ve played playstation games off and on since college, but in general i’m fairly bored by them. i really don’t remember how i first heard about parappa the rapper for the PS1, but it’s no wonder it caught my eye, with its bright, offbeat, very nintendo-like quirkiness. if you haven’t heard of it, it’s a rhythm game in a “simon says” type of format in which the “teacher” raps out a lyric that you then repeat by pushing the same buttons in time. a source cited on wikipedia says parappa, released in japan in december 1996, is “generally considered to be the first modern rhythm game”. i found this surprising at first, but i guess i’d never really stopped to think about the origins of rhythm games, which seem so ubiqitous nowadays.

parappa is structured similarly to the fantastic elite beat agents which i played last year, in that each song is bookended by a part of the story (although in parappa there’s only one continuous story). the story and characters, including the eponymous rapping dog parappa, are wonderfully quirky. parappa apparently means “paper-thin” in japanese, and the colorful visuals feature a similar gimmick to the paper mario series (although the first paper mario came out a few years later, in 2000). the songs, which range from a driving lesson (“check and turn the signal to the right”) to waiting in line to use the bathroom (“i need to go just as bad as you / what i had this morning i don’t even want to say to you”) are uniformly excellent with some purposely nonsensical lyrics thrown in for the heck of it, such as “my style is rich, dope, phat in which / we’ll make a cake that looks rich” from the cake baking song.

as for the gameplay, from a modern perspective the interface seemed notably awkward to me at first. nowadays we’re used to being scored on each note and on how many notes are hit in a row, which parappa doesn’t highlight at all. instead parappa has a simple interface in which your performance on a phrase (usually four beats) determines if you move up or down on a 4-point scale, ranging from “COOL” to “AWFUL”. i’m guessing that dance dance revolution, which debuted in 1998, was the origin of what has become the standard rhythm gameplay.

after i settled down to play through parappa i couldn’t believe how short the game was, which includes only 6 stages. there are some cheap moments, such as when the game changes meter without any warning (e.g. in the first song there’s a sudden shift from 3 beats per measure to 4 without any way to know it would change unless you’re already familiar with the song), and in the last song there’s a sudden section near the end where there’s no call and response and no way to predict what the first notes of the next phrase are going to be. despite these setbacks the main part of the game can be beaten fairly easily and so quickly that afterwards i couldn’t believe there wasn’t a harder difficulty mode. after looking in vain in the settings for one i checked online, and it turned out there is an additional mode where you have to beat each stage a second time, this time with a COOL rating.

and therein lies the game’s truly unique twist; calling it a “challenge” wouldn’t be quite accurate, though. to explain: in the game you can only go from GOOD to COOL in a song by improvising around the required button presses, and finding an improvisation that is acceptable is a really strange case of fairly blind trial and error. i’m quite curious about what the instruction manual says, although this FAQ at gamefaqs includes a section on suggestions on how to improvise that may have been taken from the manual. once you do find a pattern that lifts you to COOL the game takes an even more surreal twist and your rapping teacher suddenly leaves you center stage to rap by yourself. freestyling is a sudden shift in modes, and you can freely experiment with mixing the various samples together and using the left or right directional buttons to repeat a sample. your freestyling also has to be varied enough to maintain your COOL rating, which can also take a certain amount of blind trial and error.

this radically different mode was a great surprise, and although it was often more frustrating than not since it relies so much on trial and error, achieving the COOL ratings and freestyling really made the game much more interesting to me. in freestyling mode the game suddenly becomes much more of a “toy” than a “game”, which is particularly interesting to me given a somewhat recent comment from miyamoto in which he says wii music is a toy instead of a game (leading to a backlash from hardcore gamers who were already feeling abandoned after nintendo’s casual-game-centric showing at this year’s E3) and the general response to will wright’s new game spore, typified by such reviews as schiesel’s review for the new york times. i actually would have enjoyed a separate mode in parappa in which you could just freestyle as much as you wanted without the pressure of having to maintain your COOL rating, which makes me think that video games as toys might not be quite as unsavory an idea as i first thought. in any case, i’ll def. be checking out um jammer lammy (although with its focus on guitar sounds i’m sure i’ll miss parappa’s rapping) and the PS2 sequel parappa the rapper 2.

phew! that was a long post. kick! punch! time for some parappin’ links. hatatatacha!
- entry at wikipedia
- soundtrack on youtube
- this guy has some nice videos of getting COOL mode on all the levels
- the complete lyrics
- review of the soundtrack
- random page with a few parappa 2 wallpapers
- review at IGN
- FAQ at gamefaqs with patterns that will get you a COOL rating
- RMC from gonintendo posted his disappointed impressions of nana on-sha’s upcoming wii game, major minor’s majestic march, a marching band game. ripten.com and IGN have also posted information about it (IGN’s includes a short video).

22
Sep
08

i-s-z-t-j-l-o spells tetris


what is there to say about tetris that hasn’t already been said? even though i’ve become a big fan of such successors as puyo puyo and panel de pon in more recent years, the original tetris is every bit as great almost 20 years since it appeared on the original game boy. although its descendants have become full of such added bells ‘n whistles as chains and items, the original is so beautifully pure, elegant, and classic. like my recent revisit of the classic game galaga i had a great time revisiting tetris and just being reminded of how perfect it is and enjoying how much the gameplay still holds up.

in terms of specific thoughts, this time around i was really struck with how tetris provides such different aspects of gameplay within such a simple framework. previously i’d been mostly focused on the satisfaction that you get in neatly fitting pieces together, much like the satisfaction one gets when filling in a sudoku grid. this time i found myself noticing how there are other emotional triggers as well. at the center is the constant feeling of gambling, where you’re constantly having to decide if you can afford to wait for the long piece to get a much higher score by clearing four lines at once. there’s also the strategy involved in always keeping a backup plan in case the piece you’re waiting for just isn’t coming. i also found myself personifying the pieces in a way i hadn’t really thought of much before, with the “s” and “z” shapes soon taking on the roles as my nemeses, and the “t” and the “i” pieces becoming my saviors.

another thing i noticed more this time around was how different the gameplay becomes when you’re focused on high scores versus when you’re focused on just surviving (e.g. at the later speedier levels and in the “game b”, garbage-clear mode), and i was also surprised at how much getting a great score in the game is based on the luck of the pieces that you get. this seems particularly apparent to me in the most difficult “game b” mode, level 9 height 5. i’d be fairly surprised if there are tetris masters who can beat that level every single time. but i also felt this way in the regular mode, b/c you only have a finite amount of time to score the maximum number of points you can before you hit level 20, where you have to be pretty fleet of finger to stay alive.

as a completist it will def. be interesting to me to see the variations, sometimes minute, in other versions of the game (e.g. size of the well, the differences in the frequencies of each particular piece, the speed the pieces drop), but it’ll be tough for anything to even come close to challenging the place the classic original game boy version holds in my, and i’m sure many others’, little gaming heart. (awww.)

tons of tetr-links:
- the entry at wikipedia has a lot of interesting info, including the controversy over the copyright, the “tetris effect”, and some info on the mathematical probabilities of being unable to win at tetris
- list of tetris variants, which includes another of the creator’s games, hatris, which in this video just looks wretched.
- tetris doesn’t really need a FAQ, but here’s one from IGN that includes info on the scoring system. the FAQ doesn’t seem completely accurate, though, w/ regard to the diff. endings you get in endless mode. there’s a comment on this youtube video that mentions there are diff. rockets for 100-150k, 150-200k, and 200k+ points, and i’m pretty sure s/he’s correct.
- tetris mastery video clips to make you feel inadequate at racketboy.com, including some guy’s video of game b level 9 height 5 in the hard (i.e. heart) mode. that guy’s skills will amaze you. the same guy also has a great half hour-long video getting the maximum number of points (999,999). yes, my choice in heroes is unbelievably dorky.
- great tetris comic you’ve prob. already seen at perry bible fellowship

13
Sep
08

mediocre mario landed


i took a break from a long game to play one of the few mario games i’ve never really touched, namely that game boy classic super mario land. the game is pretty noteworthy for being one of the first game boy titles, and in that light it’s def. worthy of respect. but from a modern-day perspective the game is really pretty average in almost every way.

the game makes decent use of the mario universe, with items including the power-up mushroom, starman, and fire flower (the latter providing a slightly diff. ability) making their appearance, along with variations on classic characters including goombas, koopas, and piranha plants. but aside from the mario trappings the gameplay is pretty uninspired all around, perhaps unsurprising given the fact that mario master miyamoto didn’t work on the title. there are no secret areas aside from underground coin rooms like the ones that appeared in the original mario bros., and the stages just don’t have anything we haven’t seen in hundreds of other platformers, with the exception of two fairly dull anomalous shooter-like stages in which mario pilots a submarine and an airplane. the gameplay is also hampered by the small sprites, which means landing on enemies often requires pixel-perfect accuracy. at the time of its release, though, it must have been great for players to get to revisit the classic original super mario bros. gameplay and esp. to take it on the go. the second playthrough, which features many more enemies, is much more entertaining, but it still doesn’t hide the fact that the game is easily among the least compelling of the entire series.

the one great contribution to the mario universe that the game did provide though is the introduction of princess daisy, who although virtually a visual twin of princess peach with colors swapped has much more personality and instead of being a maiden-in-distress is much more of a tomboy and provides a nice partner for luigi. she’s been a favorite in the various mario sports and party titles she’s appeared in, and it was nice to see her debut (albeit completely generic and characterless) in what was otherwise a fairly forgettable game.

reading back over my review it does seem unusually harsh, but i suppose this is in large part to the high standards the mario series maintains in general. fortunately the team did a much better job with the wholly enjoyable super mario land 2 (which i played and reviewed a while back). so with that one finished, i think this means i pretty much just have two more games in the main mario series to beat, which are the most recent two, new super mario bros. and mario galaxy. and i’m def. looking forward to spending more time with both.

mario land links:
- PDF of manual at replacementdocs.com
- music from the third world of mario land reworked for brawl
- a good walkthrough at gamefaqs.com
- maps at vgmaps.com
- entry at mariowiki.com
- entry at wikipedia

07
Sep
08

fixing your wiireless

i started a loooooong game, so i may not have a review for a couple more weeks, but i’ve been meaning to post about this quick fix if you’re having problems connecting your wii with your wireless network that i didn’t find until several months after i got my wii. basically the problem was i have a comcast home network set up and my laptops (mac and PC) had no problem connecting to the wireless (128-bit WEP security), but my wii was never able to connect using the exact same WEP key. the first time i looked on nintendo’s website for a solution they didn’t have any info on the problem, but when i checked again a couple of months later they’d updated the info for my router (netgear CG814WG). basically all i had to do was change the wireless channel to 1 and then everything worked perfectly. to find that setting all you have to do is connect your computer to your network, point your browser to http://192.168.0.1, and then click on “wireless settings” and change the channel to 1. apparently channel 11 may also work for you. then, if you haven’t already, of course you should enter your WEP key (listed on that same page) into your wii and hopefully you should be all set. so hopefully this will be helpful to anyone who has the same problem and hasn’t found a fix and is doing a google search for the solution!




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