Category Archives: Reviews

In a strange plot twist, I decided to make two blog posts in one week. Crazy.

Today I’m going to take a look at the PSone, or Playstation Slim that I got a while back.

The PSone was released in 2000 as a redesign for the original Playstation. It was considerably smaller and white. More importantly, however, is that it gave gamers the option to add a Sony supported LCD screen attachment to the console itself. This gave the console more portability, as it could be played anywhere as long as an outlet was available.

IMG_0247[1]Original PS1 (left), PSone (right)

I have to say, the PSone is a really neat piece of technology. The screen attachment works well, and I get to use the console like I would a handheld gaming device before I go to bed. Admittedly, the only reason one would even want a PSone these days is for the screen attachment, as I’m sure just about everyone reading this blog at least owns one PS1 player in the form of a PS1, PS2 or PS3.

The screen attachment allows you to adjust the volume and brightness settings at any time with the press of a button.

The hardware itself is very lightweight, making it nearly as mobile as a handheld as mentioned earlier. Aesthetically, it looks pretty sleek, especially compared to other devices that were released at the time.

That’s about all I have to say on the subject. I can’t say that I’d recommend the PSone to everyone, because as mentioned earlier, just about every gamer has a PS1 player. The screen attachment makes the console infinitely more valuable, especially if:

A) you’re young and go on a lot of long car rides

B) you have 30-60 minutes between classes in college and want to play PS1 games

C) you haven’t hacked your PSP to play ripped PS1 games

At the very least, the PSone + screen combo pack comes at a very cheap price on eBay.

Now, if only Sony followed their own lead and released a PS2 screen attachment…

 

I know what you’re thinking:

“Yeah, as if a game that has sold well over 15 million copies worldwide can be under appreciated.”

Well, hear me out.

The game came out on the DS in 2006. To provide some context, the DS Lite was yet to hit North America. Gears of War hadn’t yet jump-started the graphics arms race. Heck, the PS3 and Wii weren’t even out yet.

There were a few things going for NSMB before its launch that made it an object of desire for gamers:

1. It was the first traditional Mario side-scroller since Yoshi’s Island

2. It previewed well, coupled with a great E3 demo and one of the most well-made video game commercials in recent memory.

3. It had Nintendo’s full marketing muscle behind it

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Fast forward to the day of its release, and my anticipation for the game is off the charts. As a big Nintendo fan (shocker), I had been waiting for another Mario side-scroller for years. Fresh off of my trip to Best Buy to acquire the game, I popped in the game into my old black and silver DS and marveled at its graphics. Keep in mind that the DS was less than 2 years old, and was yet to become the software juggernaut that it is today. I played the first level, which did a nice job of showing what the game is in a nutshell; a new Mario game in the style of the original Super Mario Bros. with a few modern twists.

Unfortunately, I now realize that I played the game incorrectly at the time. I powered through the game quickly — and as a result didn’t go out of my way to look for all the secrets the game contains. I was satisfied with the game, but didn’t get the same joyous experience I got when playing the other mainline Mario games (minus SMB2 Japan) for the first time. I get the feeling that others shared that same sentiment, as I often hear people citing the game as “uninspired and nostalgia-driven”.

On the wake of New Super Mario Bros. Wii’s release, I decided to give the game another shot, and I’m happy to say that NSMB for DS is for real. It’s not uninspired, and it’s definitely not a cash-in that set its sights on exploiting Mario fans such as myself. The music is a mixed bag, though it’s better than I remember. The music in the first level (which is used in many levels of the game) is catchy and the music in the castle stages is another notably good song. The graphics still look colorful and vibrant, especially on the DS Lite and DSi. Admittedly, some of the models (including regular small Mario) look pixelated beyond belief, but the game’s graphics has a sort of “overachiever” demeanor reminiscent of N64 and 3D Saturn games, so I don’t mind the mess. Other than the standard Mario 1 gameplay, NSMB has some neat quirks such as wall-jumping and ground pounding which are pivotal in finding the game’s many secrets. After the first two worlds or so, the creativity definitely opens up in the level design, which is especially evident in the ghost house levels.

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However, I still had some gripes with the game, ranging from minor to significant. For example, playing NSMB on a DSi is a hand-cramping nightmare. For me, the hand-cramping started after mere minutes of gameplay, due to the positioning of the jump and run buttons. It may not look pretty (in fact, I assure you that it doesn’t), but you might want to stick with the original DS when playing NSMB. My second and final gripe with the game is its forgettable, lifeless map screen. It might not sound like a big deal to most, but the map screen ultimately puts the game on the cusp of greatness rather than full fledged elite tier-dom. It makes the game feel less distinct, unlike SMB3 and World, which had lively map screens.

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I’m glad I had the chance to replay NSMB DS, as I now finally understand the greatness of the title. Ranking wise, I would put it above SMB1 and SMB2 (Japan), but below the rest.

After decades of mediocre Space Invaders pseudo sequels, Taito finally created a meaningful spiritual sequel to its 1978 classic with Space Invaders Extreme, which was released in 2008. However, North American players were unable to play the game in its definitive state. With the release of Arkanoid DS in Japan (Taito’s Breakout clone), a paddle controller add-on was also released simultaneously. Reminiscent to the classic paddle controls used in the original Breakout arcade game, the DS paddle add-on uses the DS’ second slot (GBA slot) and is compatible with Arkanoid DS and Space Invaders Extreme.

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After months of deliberation, I finally decided to order the paddle controller off of eBay, and was pleasantly surprised at how responsive the add-on is for the two games that it supports. The two games control via a dial-like handle which controls the movement of your arkanoid paddle or space invaders ship. The dial is surprisingly responsive, and has no dead zone; in other words, you can keep spinning it without hitting a threshold.

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As far as Arkanoid DS is concerned, the traditional button controls makes the game nearly unplayable. The stylus controls are tolerable, though a bit uncomfortable to utilize after a short period of time. The paddle controls, however, are the ideal way to play the game thanks to the responsive controls. For Space Invaders Extreme, the traditional button controls are fairly good, though the use of paddle controls allows more speed and precision. In other words, it’s what the mouse and keyboard control scheme does for shooters.

Overall, I would only recommend the DS paddle controller to those who are big fans of Arkanoid DS and Space Invaders Extreme, otherwise the controller serves no purpose. I assume that Space Invaders Extreme 2 will support the paddle as well. Due to the DSi’s lack of a GBA slot, the paddle controller is not compatible with the system. It’s one of the few reasons why the DS and DS Lite are still viable.

I’m back with another update. This time I want to talk about the RetroDuo v2.0 hybrid NES + SNES combo.

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As I mentioned earlier, the RetroDuo is a third party console that plays NES and SNES games. In addition, it also plays PAL SNES games and Japanese Super Famicom games.

The package includes:

- 1 RetroDuo unit

- 2 SNES-like game controllers

- A/V and S-Video cables

- Instructions

Note: The S-Video cables are not compatible with NES games

The console itself is small and sleek with high gloss. There are three color variants currently available: White and Blue (as pictured above), Black and Red, and Red and Yellow.

As far as games are concerned, I tested out a few of my SNES games on the console and they worked perfectly with no audio issues. I don’t have any Super Famicom games at the moment, but based on other reviews, most if not all Super Famicom games work on the RetroDuo. There are two slots on the machine (one for SNES games and one for NES games) with a switch that enables you to jump from NES to SNES games. All of the games I tested worked without me having to blow on them beforehand. A minor issue would be that there is no eject button, so you have to pull out the games fairly hard to get them out.

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As you can see from the picture, the controller looks like an official SNES controller except for the colors. However, the D-Pad isn’t very good and the buttons are more “clicky”. Like the console, the controller is also glossy, which may irritate some people. The RetroDuo is compatible with most SNES accessories, so I would recommend using your own official SNES controllers if you have them.

My only real complaint, which can range from negligible to major is the audio of the console. From the two NES games I’ve tested (Super Mario Bros. and Mike Tyson’s Punchout!!!), the audio isn’t nearly as good as it should be. Out of the many SNES games I’ve played using the RetroDuo, only one game (Mega Man X) has had an audio issue.

Overall, I would highly recommend the RetroDuo v2.0 console. As a retro gamer myself, I can appreciate the sleek look of the product as well as its functionality. It also helps that I don’t have to use RF cables anymore like I used to with my regular NES and SNES. If you’re an audio junkie, you may want to look for a better machine, as the RetroDuo does have some audio issues at times, especially for NES games.

If you wish to buy it, you can do so here

Well, that’s all for now. Later.

Super Mario Advance 4: Super Mario Bros. 3 Review

Today we’re going to take a look at Super Mario Advance 4: Super Mario Bros. 3, a portable remake of the NES smash-hit Super Mario Bros 3.

As the final game in the Super Mario Advance mini-series, Super Mario Advance 4: Super Mario Bros. 3 follows the same tradition as its predecessors as a means of giving new as well as experienced gamers a way of playing Mario games from the 8 and 16-bit eras. As the title of the game may suggest, SMA4 is a remake of the NES game Super Mario Bros 3. for the Game Boy Advance. Even for players who have played the original SMB3, there are still many reasons to give SMA4 a chance.

The objective in SMA4 is simple. It’s up to Mario (and his brother Luigi) to save seven kings from their respective worlds, who have been turned into animals by King Koopa’s kids. Granted, the story isn’t featured prominently in the game, for better or for worse. As far as the gameplay is concerned, Mario’s goal is to progress through each 2-dimensional level and reach the end with many obstacles and enemies to overcome. There are eight distinct worlds containing roughly 10 stages with a final castle stage. Each level is displayed on an overworld map not too different from the one from Super Mario World.

First stage of the game

Similarly to previous Mario Advance titles, Mario is aided with several power-ups to help achieve his ultimate goal. The mushroom makes Mario larger, allowing him to take an extra hit, the fire flower allows Mario to throw fireballs to kill most enemies, the starman allows Mario to gain temporary invincibility and a feather which allows Mario to fly after gaining momentum from running. Overall, the items are balanced, though with the aid of the feather, you are able to fly through some entire levels. Unlike the stages in Super Mario World: Super Mario Advance 2, the stages in SMA4 are more linear, with fewer chances for exploration. However, there are still some hidden areas and items that can be found through exploration such as the warp whistle, which allows the player to advance to another world instantly.

The level designs are masterfully crafted to add some challenge to the game and play against the expectations of the player. This is especially true if you have played previous Mario titles, because you will often find yourself dying by making a leap of faith that you might have made in the past. The level design shows its age in one aspect. Comparatively to SMA2, the levels are much shorter. This isn’t a big problem overall though, because the actual meat of the levels give an illusion of being longer. Each world has its own distinct theme. For example, the second world contains levels with a desert theme, and the fourth world contains levels in which everything including the enemies are much bigger than Mario. Each theme presents new obstacles for Mario to overcome, giving the game more variety as a result. The boss stages are tough, especially the later stages, with bullet-bills and cannon balls bombarding the screen. Basically it is a hybrid of classic Mario gameplay and a vertical shooter, as you try and get to the end of the level while dodging bullets.

The precursor to Tiny Huge Island from Super Mario 64

Due to the nature of portable gaming, you are able to save the game after completing a world or a mini-castle, unlike in the original NES version. If you get a game over, you are not penalized in any way, so you can inch your way to beating the game while constantly dying with no repercussions. This makes the game significantly easier, and much friendlier to kids and new gamers.

For those who are familiar with SMB3, SMA4 is more reminiscant of the Super Mario All-Stars remake of SMB3 in terms of its graphics and audio. The character sprites and backgrounds look nearly identical to the ones in SMAS. The levels are far more colorful in SMA4 than the limited original NES version. Mario looks way more detailed, though not quite as good as his SMW rendition. The audio and sound effects are also nearly identical to the audio heard in SMAS. However, due to the limitations of the GBA hardware, the audio quality isn’t as sharp. Also, SMA4 contains limited voice acting for Mario and Luigi. Upon picking a level, Mario says “Let’s-a-go!”. When he dies, Mario says “Oh, mamma mia!”. These voice clips feel out of place and are one of the few additions that are unwelcomed, though the voice acting isn’t nearly as obtrusive as it is in the original Super Mario Advance (Toad, anyone?).

SMB3 experts will find new things to do with this iteration thanks to its e-Reader support. The e-Reader functionality allows players to gain access to new levels, items and demo levels, perhaps making SMA4 the definitive experience for SMB3. However, you will need access to all the cards, two GBAs and a link cable to experience these new additions. The hassle is ultimately worth it, though.

As with the previous SMA titles, SMA4 contains the original Mario Bros. game, in which you try and get a high score by defeating all the enemies in a single-screen area. The game is more of a diversion though, and is only meaningful to play in extremely short bursts.

Overall, SMA4 provides a great gameplay experience even by today standards, that few games have surpassed in terms of level design and simple platforming. The only Mario game that can even compete with SMA4 in those regards is SMW, which arguably has more depth. It’s a game that any new gamer has to play, but is still worth playing for people familiar with SMB3 for the e-Reader functionality alone.