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Double-0 disco |
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by ERIK LEIJON
On the top screen, the
storylines progress, and on the bottom screen, there are a series of
circles to follow. Each circle corresponds to the beat in the song and
needs to be tapped with the stylus pen at the right time. Some circles
have to be pushed twice, and some leave a trail you need to follow with
the pen. The combinations get insanely complex on the higher
difficulties, and, oddly enough, your own hand might get in the way of
viewing the screen. The music is horrible
(and all done by lousy cover bands), but it’s
all part of the game’s campy premise. The Elite Beat Agents have the
potential to be Nintendo’s PaRappa—an
ultra-stylish yet disarmingly cute music franchise. Advice: next time,
get Masaya Matsuura to create an original
soundtrack. ISLAND FEVER On the flip side, Yoshi’s Island DS (DS/Nintendo, Artoon) seemed like a shoo-in for hallowed
status in the DS genus. It’s the sequel to one of the most inventive
games ever. The unique graphical style is back (including the
hand-drawn look that likely served as inspiration for cel-shading), and frankly, Yoshi
kicks ass. Developer Artoon is not EAD or
HAL, though, and it shows in this imperfect, yet still respectable platformer. The differences are subtle
(excluding the half-assed implementation of new characters), but there
are some level design issues Tezuka et al.
would not have settled for… Level 3-7: Bats
everywhere, including as soon as Yoshi
drops in the cave, but the dual screen cuts at a certain place where
you can’t see them coming. Move off the screen for a split-second and
they reappear. Enjoy spending the whole level avoiding bats you can’t
see. Level 4-1:
Level 5-1 (or any
moving-screen level): If the baby character comes loose, good luck
getting it back. The baby doesn’t really follow you back, so you’re
forced to hug the left part of the screen that’s slowly disappearing in
order to save him. It’s often lose-lose.
Thankfully, even a novice will have over 100 lives by the end of world 2.
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