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Top 3 Tribute to the Nintendo DS

Oh look at that, I’m finally crossing the 50 post threshold!  I knew I was close, but I didn’t realize how close until I happened to glance at my stats page.  Seems like an occasion for which I should do something special.  So this post is going to be a tribute to my favorite games on the Nintendo DS, a handheld with which I had a lot of great times.

DS Lite

The Nintendo DS is the machine that (perhaps to everyone’s surprise) kicked off a second golden age for Nintendo.  When the two-screen handheld was announced, I think the new device was met with near universal bafflement.  The GBA was still very young (especially when compared to the extensive lifespan of the GB/GBC family), and it was also fairly commercially successful.  No one knew what to make of a new Nintendo handheld launching in that context.  Nintendo also promised it wasn’t a replacement for the GBA (the infamous “third pillar”), which seemed to indicate that the company itself wasn’t particularly confident in the DS either.

It took some time for the DS to take-off in popularity to become the titan it’s remembered as.  The original Nintendo DS model wasn’t the most attractive hardware, and it didn’t have many compelling games either for the first year or so. But around the time of the DS Lite redesign and the release of Mario Kart, the platform really exploded.  Not just in sales and popularity, but developers also came to grips with the unique creative potential of the DS’s features to create a rush of great new games.  There was a period there where a hardcore gamer could probably be content only playing new DS releases.  There were so many acclaimed and unique games released in this boom period like Ace Attorney, Ouendan, Hotel Dusk, The World Ends with You, and Kirby: Canvas Curse.  And Nintendo became ascendant again in the eyes of a lot of gamers who had strayed to the Playstation juggernaut.

As for me, I was a huge enthusiast of the Nintendo DS platform.  The little machine accompanied me through some tough years, at a time when I really needed something that would allow me an escape.  And even with all the time I’ve put into the DS and it’s library now being legacy titles only, there’s still so many games that I want to check out.  Particularly a lot of late in life games like Picross 3D, Aliens: Infestation, Kirby Mass Attack, Dragon Quest VI, and Monster Tale.  But among the many games I have played, the following three I would rank as my most favored:

Mario Kart DS

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Some consider Mario Kart DS to be the first major hit for the platform.  Not only was it an excellent excuse to to jump in with the recently released DS Lite, but it was also the flagship game for the DS’s online gaming capabilities.  To be honest, I usually don’t enjoy the handheld Mario Kart games so much.  I was left deeply apathetic after playing both Super Circuit and MK7.  I think the reason why I’m indifferent to the portable skein of the series is that, to me, Mario Kart is best enjoyed playing against friends and family in the same room.  It’s one of the last great bastions of local multiplayer.  And Mario Kart is the only video game series I know that *everyone* enjoys playing, committed gamer or not.  I mean, you can play these handheld entries locally, but that requires everyone have a DS handy, which is a condition that is exceedingly rare to find.  (I will say I finally got into online Mario Kart in a big way with MK8.)

All that said, I surprisingly did really enjoy MKDS.  I think it was because the tracks were so imaginative.  For Mario fans, the themes they chose were really fun and great throwbacks, like the desert with the fire snakes, the SMB3 airship complete with Rocky Wrenches, and Luigi’s Mansion.  Compare this to Double Dash, the previous title in the series, which I thought had really boring ideas for tracks (what does a cruise ship have to do with Mario?).  Also, this was the title that introduced the retro circuits, meaning that the track count went from 16 to 32.  All that said, I think this game just may be the most influential of its series, introducing a number of features and ideas the would carry over for all Mario Kart releases that would come afterward.

Mario and Luigi: Bowser’s Inside Story

Mario_&_Luigi_3_NA_Cover

I’ve often mentioned on this blog that I’m a huge fan of Mario RPG in all its many forms, and Mario & Luigi is probably my favorite of the three series.  And within a group of series that are known for having a fair few titles with incredibly high quality, I think Bowser’s Inside Story is one of the best ones.  Maybe not as good as Thousand Year Door, but probably the best of the Mario & Luigi’s, at least.

I give the game this high credit due mainly to the presence of two characters, Bowser and Lord Fawful.  Bowser becomes a playable protagonist in this game and is on a parallel quest to that of the mustachioed brothers, so a lot of time is spent focused on his character.  And this version of Bowser is a ton of fun.  You know, there’s been many different approaches to Bowser’s personality over the lengthy history of Mario, from the bestial King Koopa of SMB to the doting dad of Sunshine and to the megalomaniac of Galaxy, and his personality in this game is more in-line with the comedic tone of this particular series, where he’s depicted as an arrogant yet buffoonish alpha male jock.  Which makes the highly intelligent and cunningly vicious Fawful an excellent foil to the dopey Koopa boss.  If you don’t know Fawful, he was originally a henchman from the first M&L who managed to outshine the main villain in most gamers’ eyes.  In Bowser’s Inside Story, he gets his time in the spotlight as the primary antagonist, and his devious schemes don’t just subvert Bowser, but utterly humiliate him.  That is to say, Fawful is the ultimate Bowser troll.

Beyond Fawful and Bowser’s interactions, there’s a ton of great story moments in this game.  M&L has a sense of playfulness, whimsy, and humor that you just don’t find in the standard platforming games that are laser-focused on highly-polished run-and-jump gameplay.  And the battle system is a a lot of fun as is usual for M&L.  I’ve always enjoyed the reflex-based aspects that Mario RPG injects into its battle system.  It goes a long way to keeping me engaged and preventing combat from starting to feel like a grind.  And the ending is also one of my favorite game endings where we finally see Bowser get his just desserts.

Ghost Trick: Phantom Detective

Ghost Trick

If I had bothered to rank this list, I can without a doubt say that Ghost Trick would come up as number one.  I honestly think that the DS’s excellent adventure games, like Hotel Dusk, Ace Attorney, Layton, and Ghost Trick, will be the most fondly remembered aspect of the platform, and Ghost Trick is easily on the top of this heap.  Ghost Trick was the next project for director Shu Takumi after he led the enormously well-received Ace Attorney series.  The game stars a recently-murdered amnesiac ghost who attempts to solve the mysterious circumstances of his demise.  While the setup is fairly simple and rather cliche, the story that follows is actually fairly complex and original, with many twists and turns that I honestly didn’t expect.  Furthermore, it is a story with a lot of heart, and I really felt for the characters and the struggles they went through.  Despite all the convoluted supernatural weirdness that envelopes the plot, the characters felt very real and human to me.

Despite its lineage, Ghost Trick actually strays fairly far from the template of the simple visual novels that chronicle Phoenix’s adventures.  Gameplay is greatly different.  As opposed to the dialogue-based gameplay of Phoenix Wright, the story in Ghost Trick plays out in cutscenes mostly independent of the player’s input.  The gameplay portion is centered instead on Sessile’s time-warping ghost power.  Many people die during the course of the story, and Sessile has the power to rewind time to just moments before their death.  This allows him to try to change the course of events that led to their untimely demise with the goal of preserving their lives.  Saving them is not just for the sake of charity, but often because these people are leads in the mystery of Sessile’s murder.  These time-bending rescues are accomplished by poltergeist-ing numerous objects to influence the characters and the sequence of actions that occur in the vicinity of the murder/accident victim.  Consequently, it is more of a puzzle game than Ace Attorney, and the ways in which the game ultimately expects the player to utilize this simple ghostly possession mechanic actually get very inventive.  There are many “a-ha” moments to be found here.

The art is another major difference between Ghost Trick and its predecessor.  Ace Attorney makes use of very simple graphics with still character portraits and backgrounds.  But Ghost Trick presents its world from a cross-sectional perspective (like a sidescroller), and the sprite work in this game is *amazing*, especially when it comes to animations.  Character movements are impressively fluid, complexly-detailed, and full of whimsical personality.  Just take a look at Inspector Cabanela below.  I may even be willing to go out on a limb and say Ghost Trick has the best sprite work of any game I’ve ever played.

Cabanela_dance
All-in-all, Ghost Trick is an amazing experience.  For a platform that had so many endearing and heartfelt games, I think this one ranks at the top and is a must-play for enthusiasts and newcomers to the platform alike.

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Top 5 Things on My Wishlist for the Next Round of Mario Kart 8 DLC

The release of Smash Bros. may have caused it to feel like a distant memory, but just a few weeks ago Mario Kart 8 received a pretty amazing DLC upgrade.  Although it included some additions to the character and kart roster that I felt were kind of lackluster, it did introduce 8 awesome new courses (and the tracks, of course, are the true stars of the Mario Kart series).  There is one final DLC pack announced for May (which seems like an oddly long time table to me) with little known about the next round of tracks that will be introduced, though the three new racers have been announced.  It’s a somewhat reasonable guess that at least one track will be Animal Crossing-themed, as Villager and Isabelle are announced crossover characters.  Since thinking about the future of Mario Kart always gets me excited, I’ve compiled a short list of things I’d think would be cool for the next round of tracks.

1) Wave Race

N64_Wave_Race_64

The first round of DLC had F-Zero (Mute City) and Excitebike themed tracks, so it doesn’t seem far-fetched to me that Nintendo might prepare appearances of their other racing franchises.  I’ve always had a heavy fondness for Wave Race ever since the N64, but I also feel like it might not be the most appreciated of Nintendo’s series.  Even when compared to F-Zero, a series which hasn’t seen a proper release in a long while, it just doesn’t receive nearly the same level of attention.  I would like to see Nintendo give the series at least a respectful nod, as they did with the Mute City track.  Unfortunately, I think this is somewhat unlikely for a few reasons.  First, it’s a little challenging to create a Wave Race-based track in MK8, because you don’t really race on the water in MK8, rather you race under it.  Maybe they can set up the track so the hover wheels are triggered over water (sort of Jet Moto-style), but that leaves me to wonder then if the Mario Kart 8 engine is set up to handle the wave-physics that Wave Race is based around.  Also, the style of Wave Race is more grounded in reality than the fantastical and whimsical settings of MK8 and F-Zero.  Therefore, despite my enthusiasm for Wave Race, I’m conflicted as to whether the two series would really mesh well together.

2) Pilotwings

Pilotwings, although not a racing series, I think could actually work a little bit better with MK8 than Wave Race.  I’ve no experience with the SNES game, but I thought the N64 game has always been a bit underappreciated.  I also really like the breezy, high-flying, flat-shaded aesthetic of Pilotwings Resort and the Pilotwings-stage in Smash Bros, which I think could make for a visually stunning MK course, similar to what they did with Excitebike.  I’ve always felt the Mario Kart 7-inherited parachute mechanic is lacking in substance and really just serves to extend the scale of the courses.  Perhaps a track with multiple parachute segments that utilize PIlotwings elements could prove fun?  I’m thinking things like boost rings and bullseye targets in the landing areas that provide some sort of benefit if hit.

3) Mushroom City

MushroomCityIcon-MKDD

One of the most interesting tracks from Double Dash, I’m a bit surprised Mushroom City hasn’t already made a reappearance in Mario Kart.  In addition to the heavy traffic, Mushroom City’s main draw is its convoluted layout, allowing players access to diverging paths and junctions as they race through the city.  Actually, a new city-themed track made from the ground up for Mario Kart 8 might be more interesting.  The improved hardware could allow for an even more sophisticated and maze-like city, and randomized traffic patterns could provide impetus for players to switch up the paths they take through the thoroughfares.

4) World 4 – Giant Land

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I’ve always thought World 4 from Super Mario Bros. 3 could make for an interesting track.  I’m imagining a track where players have to focus on avoiding the giant-sized versions of common Mario enemies such as koopas, goombas, piranha plants, Sledge Bros., etc.  Also, perhaps there could be some sort of mechanic where racers could go through some sort of doorway/gateway (kind of like in the original World 4) and become big themselves.  The giant-sized racers would have an advantage in that they could trample smaller racers, but the smaller racers would have an advantage in that they could access certain shortcuts that the giant racers wouldn’t be able to fit through.  A cool idea I think, although maybe a little gimmicky.

5) Kirby’s Air Ride

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Oh goodness no….just kidding…….just kidding….

5) Wario Colosseum

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I don’t have a whole lot to say about this one.  I include it purely out of how much I enjoy it.  The XXL-sized Double Dash track was a favorite of mine, and I’d like to see it make a comeback.

All in all, regardless of what we see appear in the final content package, this first round of DLC gives me faith that Nintendo will deliver quality.  The only track I think I distinctly dislike is Excitebike.  The simplistic oval Excitebike track seems like a low hanging fruit for the development team that Nintendo dressed up in nostalgia to avoid complaints.   I seem to be against the grain of popular opinion, though, since it always seems to get a lot of votes online.

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