Game Opinion Summaries: Digital-Only Nintendo 3DS Games, Part 10: T – Z

It’s finally part ten, and I’ve covered all of the games I started out trying to cover, plus some more!  Is this the last part of this series?

No, I’ve got more games to cover, the many games I’ve bought since I decided on this title list a year ago.  However, there’s no way I’ll cover all of those before the shutdown later this month.  I decides some time ago to not add many titles to this list because of how much longer it would take to cover a lot of games I haven’t played at all.  Even so, I do plan on covering at least some of them. Look forward to coverage of some more 3DS games next week.

For now though, the last games of the original list.

Table of Contents for T to Z – 20 games

Tappingo
Thorium Wars: Attack of the Skyfighter
Touch Battle Tank – Tag Combat
Toy Defense
Toy Stunt Bike
Tumble Pop
Turkey, Please!
Turtle Tale
VectorRacing
Wakedas
Witch & Hero
Witch & Hero II
Witch & Hero III
Worcle Worlds
WordHerd
Word Search 10K
World Conqueror 3D
Zen Pinball 3D
Zombie Incident
Zombie Panic in Wonderland DX

Rankings for this update

The Summaries

 

TappingoDeveloped by Goodbye Galaxy Games and published by Circle in 2014.  This game is a simple logic puzzle game.  The game has okay but somewhat bland sprite-based graphics with a bit of stereoscopic 3d.  While it has some things in common with some other games on this list, Block-A-Pix most notably, this one is much simpler than that one… too much simpler.  The problem with Tappingo is, it’s a fun enough basic concept, but the game is way too easy and basic to hold my interest for long.  So, each puzzle in this game is an image that you are trying to create, as in Picross, Block-A-Pix, and such.  As in Block-A-Pix or Link-A-Pix, when you enter a puzzle you see a bunch of start points of blocks.  Each block is a certain color and has a number on it. That number represents how many spaces long this color block needs to be in order to complete the puzzle.  A 1 means that the block needs one space in addition to the one it starts on, a two means two, and such.

However, in this game you don’t control how many blocks a block extends to.  Instead, by touching a block and dragging either left, right, up, or down, you tell a block to start sending out blocks in that direction until it hits something.  If it is the correct number of spaces long now the number disappears, but if it is too short or too long you see a number in red telling you how far over it is. Tap on the block to retract it and try sending out blocks in a new order.  The game does not have any kind of error-check function, but it doesn’t need it because once you get the basic concept here, gameplay is easy.  Every block with a number must be extended out the correct number of spaces to complete the puzzle, so if a block is blocked off just undo the blocks around it and try a new order.

The issue here is mostly in how limited what you can do is.  In Block-A-Pix or Link-A-Pix, you can click and drag the blocks to any size you wish as you try to fill in the image.  Here, though, you just choose a direction and send out the line. If it’s the right length it’s good, otherwise retract it and try a new block order.  As a result, pictures start out with a lot of blocks already filled in, and the gameplay is often less of a puzzle and more just of an order-of-operations simulator, as you start at some obvious point and go around the puzzle filling it in as the lines you complete make other blocks able to extend to their correct distances.  The only challenge here is in figuring out which direction to send some of the blocks.  The game does occasionally present glimmers of challenge at the midpoint of solving some puzzles, but it never gets at all difficult.  The game has a lot of puzzles, but the later ones are just bigger, not harder.  Perhaps due to the games’ core design there isn’t much that can be done to actually make the puzzles a challenge, unfortunately.  I love 3DS puzzle games, but Tappingo is a disappointment.  The game is too boringly easy and repetitive to be worth playing for long.  It’s a “puzzle” game where, most of the time, you aren’t actually solving a puzzle, just clicking on lots of little blocks in a usually-obvious order.  Probably skip it.  Nintendo 3DS Digital Exclusive.

Thorium Wars: Attack of the Skyfighter – Published on 3DS by Big John games in 2014.  This is a decent sci-fi flight action game.  You control one of several fighters, flying around planets shooting various alien threats.  This is a simple flight game, not a serious sim. The analog stick controls the ship, two face buttons increase or decrease your speed while you hold the button down, R shoots your guns, L puts a target icon around the nearest enemy though you don’t have any weapons that actually lock on to enemies, and d-pad directions enable turbo boost or weapon change between your two types of guns.  The two guns are a machine gun which auto-fires while you press the trigger and a charge shot that powers up while you hold the trigger down. I prefer the charge shot.  There are only eight missions in this game, so this isn’t a long game, though each one is a decent length so it will last a little while.

The controls are decent, but it is a bit annoying that you don’t have any kind of missile attack and can only shoot at targets straight in front of you.  Slow down, slowly fly towards target, shoot at it, repeat.  You have enough health that you can take a fair number of hits. Enemies are mostly either turrets, barely-moving ground objects, or things which infinitely spawn around you, so you won’t be doing much dogfighting in this game.  You don’t have the space in most missions to circle around for realistic air combat, anyway; you fly close to the ground blasting stuff.  I don’t mind this though, the game is decently fun and plenty of ’90s flight action games work this way, it’s just how Thorium Wars is.

On screen, the upper screen is the game, done in nice stereoscopic 3d, and the lower screen has a map of the surrounding area.  Unfortunately the map does not show the walls or areas that you can go, only your ship, your targets, and a marker showing where your current objective is. The levels are often in slightly mazelike canyons, so despite the objective marker you will sometimes get lost.  There is no time limit, though, so pay attention to the paths and you should make it out.  If you die you have infinite continues from the last checkpoint, which is pretty nice.  However, you can choose between three difficulty levels for each mission, and the game does record which difficulty you played the game on and gives you a medal which varies depending on how many times you died in the mission.  It’s nice that the game does reward you for better play.  Overall, Thorium Wars is a pretty average flight action title, but it’s decently fun if you like this kind of game as I do.  Maybe pick it up.  Nintendo 3DS Digital Exclusive.

Touch Battle Tank – Tag Combat Published by Circle and developed by SilverStar in 2016.  Circle Pad Pro supported.  Touch Battle Tank is a slightly isometric overhead-view tank action game.  This game is actually the fourth game in its series on the 3DS, but the first three were published by Agetec and all Agetec games were delisted from the 3DS eshop back in 2018, before I had bought any of them, so unfortunately I can’t cover those.  As for this game, though, it has polygonal graphics and decent stereoscopic 3d. You move around with either analog stick and fire with the touch screen. It’s nice that it supports both sticks because this means a left-handed person would be able to play with analog controls too without much of a problem. The controls are good and I really like aiming your shots with the touchscreen, it works great. Your goal in each small, only several-screens-sized level is to destroy all enemy tanks and turrets. Once they are all dead you move on to the next stage. This won’t usually be much of a problem, I often beat levels first try in this game. You have several tanks to choose from, each with different stats, and a good number of stages to play through. Even so this isn’t a long game at all, though, because each level is very short. The game has local multiplayer as well as single player, so if you know anyone else with a 3DS you can play against them, but doesn’t have online play. This is a very simple but fun little game with simple graphics, good controls, and fun but mostly easy gameplay. I don’t think the game will last long, but you may be entertained while it does. I guess I recommend it.  Nintendo 3DS Digital Exclusive.

Toy Defense Published by Circle and developed by Melesta in 2016.  Toy Defense is an irritatingly grindey tower defense game.  It was first designed for mobile, and removing the microtransactions as they did here only made the game cheaper, not better, unfortunately.  This is one of the most common types of tower defense games, where the enemies move along a preset path and you build towers at certain preset points along the sides of that route. I prefer tower defense games where you build defenses that the enemies have to go around, but this style is good too.  The game has okay graphics and competent tower defense gameplay, but the game has an upgrade system that you spend money you gained in the levels on.  Units also build up experience as they kill enemies, and you can take some troops from level to level as well.  Both of these features may sound good, but unfortunately the game feels way too heavily rigged towards forcing you to play the same levels over and over as you build up enough money to upgrade your troops enough to be competitive in later stages.  At first I tried to just move on to the next level each time that I finished a stage, but got destroyed pretty quickly and initially thought that the game was impossible. It’s not, though; you just need to grind for upgrades.  I hate that, it makes this otherwise fun game really irritating.

I do like the theme here, though.  You control some Army Men-style toys, defending against attacking enemy toys.  You can build several different types of troops, only a few at first and more once you buy them in the shop, and as I said can only place them on the preset spots.  As in all tower defense games each unit has a specific attack range and damage, and different weapons will do better against different enemy troop types, such as flamethrowers being better against infantry.  Combined arms with well-placed units of the correct types will do better than flooding the screen with weaker units, which is nice.  However, some levels get harder by artificially limiting the number of spots you can put units in, emphasizing the focus on grinding for upgrades even more.  Overall, Toy Defense is an okay tower defense game for genre fans, but the heavy focus on grinding is a pain. It’s probably average overall.  It’s a shame that mobile games are so often ruined by grindey, clearly originally meant as microtransaction-bait, nonsense like this.  Oh well.  Also available digitally on iOS, Android, and PC (Steam).

Toy Stunt Bike Developed and published by Wobbly Tooth Ltd. in 2014.  This game is an indie take on Ubisoft’s popular Trials franchise.  Just like in a Trials game but in stereoscopic 3d, you play as a motorcycle bike rider trying to make it though 2.5d sidescrolling platform-puzzle challenges.  This game started out on Xbox 360 Indie Games, before going to iOS and then here on the 3DS.  Fortunately, unlike some games on this list this one was not ruined by being on smartphones.  You can customize your rider and bike in this game, but start out as a shirtless guy; you will only unlock other clothing and such later.  This is a precision driving game, and you will need to drive just right to get through each level.  You will need to carefully have the exact right throttle speeds and bike rotation in order to get past the challenges without crashing.  The controls in this game are touchy, but once you get used to them this is a fun Trials-style game.  The graphics here are simple, but the visuals do have nice stereoscopic 3d depth.  Just like in Trials, stages have checkpoints in the level.  However, the game is keeping track of your total time, so if it takes you a long time to get through a checkpoint you might want to restart from the beginning if you want a good time on the stage.  The game keeps track of your time on each level.  There are also three collectibles to try to get in each level.  If you’re thinking ‘does this game have a mobile-style three-star system?’… yes, of course it does.  Even so, though, despite the touchy controls and simple graphics, I do think that Toy Stunt Bike is a decently fun time.  I like platformers and racing games, so this combination of the two works well. Recommended.  This game had a sequel, butt unfortunately the second one was not released on 3DS.  There is a third one on the Switch, though.  Also available digitally on iOS, and it was also on Xbox 360 Indie Games.

Tumble Pop [Game Boy Virtual Console]Published by G-mode in 2012.  The original game was published by SunSoft (licensed from original arcade game developer Data East) in 1993.  I still have my original Game Boy I got back in the early in the ’90s, so I understand that due to screen blur, it’s best for Game Boy platformers to scroll somewhat slowly if you want the player to be able to see what’s going on. However, this game took that way too far.  Tumble Pop is a sidescrolling platform-action game in the Bubble Bobble vein. You play as a guy using a vacuum for a weapon, and need to destroy a certain number of enemies on each level. Once they are all dead, you beat the level and can move on. Unlike Bubble Bobble this is a scrolling game, though, not single screen.  So, over-correcting for the Game Boy’s screen blur, this game is slow, slow, SLOW. Your movement is slow, enemies are slow, and everything here is tediously slow.  The game does have powerups you can purchase in between levels and use, and one of those is a speed-up, but unfortunately it’s not permanent and you can’t afford to have it all the time, so this is only a very temporary improvement.  Even with it the game is still slow, though. On the more positive side the game has password save and even a level editor, and of course with this version you can make savestate saves.  The manual is also extensive and surely copies everything from the original paper manual.

If you do play it, though, Tumble Pop has an overworld, this isn’t just a level-based game.  You can freely move around the overworld. From the overworld you can travel to worlds which have levels and bonus stages in them.  On this map you move along paths which connect the stages, and can only move past each stage once you’ve beaten it.  Worlds have multiple routes and end with a boss at the end, but sadly you will only see the ‘you’ve beaten this world’ flag appear on the overworld map if you beat every single level in the world, so I’m not entirely sure why this is.  Once you enter a level, you move with the dpad and jump and use the vacuum with the buttons.  Once you have an enemy in your vacuum you can shoot it out as an attack, which will follow a downward-curving path.  The number of enemies you suck up at once affects the power of the shot you shoot out If you suck up two or three enemies at once you will shoot out a more powerful shot.  Three is the max power, though.  You can move around with an enemy in the vacuum for a few seconds, but wait too long and it will escape and you will lose a life.

Some people like this game, but I find it incredibly boring and kind of bad.  First, again, movement is very tediously slow.  Everything feels like you’re moving through mud, stages take way too long. Play Bubble Bobble instead of this.  Additionally, your attack feels perhaps overpowered, as most enemies are helpless once you start it up, they will be sucked up.  You can take damage even when using the vacuum, though, because the enemies in stages drop out of certain marked spawn points.  Your best strategy in most levels is to find the right place to stand where the enemies will keep spawning out of each spawn point and wipe them out one after another.  It’s even better if a stage has ones in each direction, because then you can just shoot the ones from one direction at the enemies the other way.  You can just repeat this until they’re all dead, they’ll walk straight into your attack over and over.  But if the level makes you get close to the spawn points, you can be killed unfairly by enemies suddenly appearing behind you.  Even if that happens, though, there isn’t much of a penalty of death.  Oh, and as for those bosses, you need to figure out how to hit them then repeat that until they go down.  Do not expect variation.  This game is playable, but after a few stages I got incredibly bored and barely had the patience to keep going long enough to finish even a single world.  I’m sorry, but I don’t like this game at all, it’s pretty bad.  I love my original Game Boy, but not this game. Skip it.  Also available on Game Boy.  This title is a heavily altered version of an arcade game.

Turkey, Please! Published by Nostatic Software in 2019.  This is another adventure game in the ____, Please! series.  You once again play as the little girl from the previous games in this very ’80s or’90s-nostalgia-styled title.  As the name suggests this time there is a Thanksgiving setting. Other than that it’s similar to before, so it’s set in the same house and environs, just with Thanksgiving decorations around this time.  You need to help Mom prepare Thanksgiving dinner (while your brother plays videogames in his room, so he’s unhelpful like usual in this series…), so the puzzles involve finding specific ingredients, going to your neighbors’ house to take things from his place, and more.  As before this is a very simplified adventure game, as there are no dialog options, conversations are extremely short and your character rarely speaks, and you can only hold one item at a time.  Once you find the next item you need, you will need to choose between just tossing the item you have on the ground or going back to put it where it originally came from.  Those are your two options.

Despite the simplicity of the design and the small number of locations you can go to, though, the puzzles are plenty tricky.  I definitely found myself stuck during this game more than a few times, since you rarely know where to go to accomplish your current objective or, sometimes, how to get the item.  For instance, you will make a slingshot that shoots brussels sprouts, which you fire by flicking the analog stick. But what should you shoot? You’ll need to figure that out. Fortunately ammo is infinite.  If you want a break, you can also play the videogame in your brothers’ room.  It is a Flappy Bird clone with the dragon from the 3DS/Wii U game Fat Dragons. It’s alright but a bit boring, like usual for Flappy Bird games.  Overall, this is a charming adventure game I recommend. You can play it on other formats but this is a good version.  Also available for PC (Steam) as DLC for the Quiet, Please! collection.

Turtle TalePublished by Saturnine Games in 2014.  Is this yet another mobile port? If not it sure feels like one.  Turtle Tale is a very simple 2d platformer.  The gameplay here is very plain, but at least this title does have one thing going for it, a very strong stereoscopic 3d effect.  The game is standard 2d side-scrolling platformer with sprite based graphics, but the developers made the background layers look quite far apart. The 3d effect is really noticeable and looks great, I like the depth it adds to the image.  It’s a shame that glasses-free 3d didn’t catch on, it’s a fantastic technology! Other than that there isn’t much to say about Turtle Tale, though.  You play as a cartoon turtle.  In each level you have 100 fruits to collect, and you walk to the right, collect fruits, get checkpoints, and shoot enemies along the way to the goal.  Your gun seems to be a water gun of some kind, but it’s enough to wipe out the various creatures trying to stop you.

The game is playable but, again, extremely plain.  Levels are very basic assortments of platforms and pits.  All levels are straight left-to-right paths made up of basic rectangular platform blocks and enemies, there are no mazes or more complex layouts to be found.  You don’t have a double jump or anything, either, and while some of the controls are responsive, turning around to shoot the other way is not; there’s a noticeable delay when you turn around that often makes hitting an enemy approaching you from behind difficult.  Combine this with the fact that you get knocked back when enemies run into you and that if you fall into a pit or run out of your five hit points you go back to the last checkpoint, and occasionally this game can get annoying. It is quite an easy game on the whole, though, as a little caution should be enough to get you past most obstacles. Just plan ahead when you first see a foe instead of trying to react on the fly and you can shoot them all down easily enough.  Overall, Turtle Tale is a below average game with some of the most basic platforming and shooting around.  The games’ very strong 3d depth effect is neat, but I wish that the game was anywhere near as interesting as the amount of 3d depth is.  Ah well.  Also available digitally on Wii U.

VectorRacingPublished by Arc System Works in 2012 (and perhaps developed by Sweet-Soft?).  Vector Racing is an indie futuristic racing game which is an enhanced version of a smartphone game.  The game has a great visual style with a nice vector-style 3d graphics, but the gameplay is somewhat plain, its mobile roots show.  Visually the game kind of looks like a 3d Virtual Boy game but with color.  I love the wireframe 3d you see here, and the stereoscopic 3d effect is great. The game has simple graphics with no backgrounds at all, only a solid black screen, but the look fits what they were going for well.  There are a decent number of hovercars to choose from as well. For content the game has three cups of four tracks each.  That would be plenty of tracks, but most of them are pretty simple so it feels a bit sparse.  It’s okay, though.  There are several modes, including circuit mode where you play all of the tracks from one of the cups, get points depending on your finishing position, and try to have the most points at the end of each circuit; a single race mode; and more.  For the price point it’s an okay feature set.

The controls are pretty average.  You drive with the stick and accelerate and brake with buttons. And that’s about it; this game doesn’t have a weapon system or anything.  There are boost pads on the tracks which give you a speed-up for a moment after you drive over them, but that’s it.  The game doesn’t have controls as tight as F-Zero or Wipeout and doesn’t have dual airbrakes Wipeout-style, either, so while Vector Racing’s graphical style is great, its gameplay is unfortunately average.  The game can be fun to play as you zoom in nice stereoscopic 3d through wireframe 3d courses, trying to learn the boost pad locations, and the sense of speed is decent, but after not too long I do start to get bored here.  The game is okay, but it doesn’t do anything to keep me coming back for its gameplay, only for its graphics.  Based just on gameplay this is a playable but somewhat bland game with repetitive and simple gameplay.  There is some learning to do as you try to race a better line, but reasonably decent play will do fine, just keep going and you will win most races on the medium difficulty.  VectorRacing is an alright game definitely worth a look for its aesthetic, but with such average gameplay it’s hard to recommend too strongly.  I wish that this game was better, but ah well.  It does look cool at least.  Enhanced remake of an iOS game.

WakedasPublished by Circle in 2013.  Even if you hate sliding tile puzzles, Wakedas might be worth your time.  This game is a sliding tile puzzle game with a bit of a twist.  Don’t worry, it’s not your classic incredibly frustrating sliding tile puzzle game, in this title the tiles slide as full rows. Each puzzle is a grid, 3×3 for the easy levels, 4×4 for the medium, and 5×5 for the hard ones, made up of different colors.  Your goal is to get all of the blocks of each color in a contiguous group.  The key feature of the game is how you accomplish this: when you move them, the tiles slide around the edges of the edges of the screen. You can control the game with either the d-pad, analog stick, or touch controls, though touch is best of course.  Slide a row vertically or horizontally and the blocks will shift from one side of the puzzle to the other.  Once the tiles are broken up into a few single-color groups, the puzzle is over.  Most puzzles can be completed in a handful of moves.

The game is fine, but simple.  The game starts out easy, and stays that way for perhaps too long.  It does get more challenging over time, though, and there are plenty of puzzles so it is a fair challenge overall.  The game gets harder once the triangular half-block tiles are added that have two different colors on them, those can be tricky to line up.  Additionally, as with so many mobile-style games on this list it does have a three-star system which rewards you for taking fewer moves to complete a puzzle, but it’d be nice if the difficulty curve went up faster, I solve most puzzles first try in under ten moves.  Still, the game has okay sprite-based graphics with solid colors.  The game may be too easy, but its simple but satisfying light puzzle gameplay is above average fun.  I’d probably recommend this title to puzzle game fans.  Don’t expect too much, Wakedas is a simple mobile-style game, but it’s alright to good, maybe pick it up.  Nintendo 3DS digital exclusive.

Witch & HeroPublished by Circle and developed by FK Digital in 2013.  This game started a trilogy of simple but fun classic-style games.   As with many Circle titles this started out as an Asian mobile game, but this one is good.  The visuals are somewhat NES-inspired, but with a lot more sprites on screen than a NES could have done. The game is framed as being an RPG adventure and it does have a leveling system, but the gameplay is mostly classic arcade-style stuff. This is a top-down action game with Ys-styled bump combat. Each level plays on a single screen, as waves of monsters attack you from all directions. The story is that you play as a hero warrior guy trying to save the day from the demon king or such, so you’re off on an adventure. It’s all somewhat comical. You have a witch companion, but she got turned to stone by a curse. She stays immobile in the center of the screen, and the monsters head at her. You need to keep her alive by killing them first.

For control, you move the hero with the dpad or analog stick, and controls are analog if you use the stick.  You rotate the witch with the L and R buttons for aiming her regular attacks, and use her super magic attack with a face button when a meter is charged.  Again the game has bump combat, so you fight enemies by walking into them.  You will take less damage if you bump enemies on their sides instead of their front.  The hero takes some damage each time you bump an enemy, though.  Once your health runs out you are stunned for a few seconds.  Pressing directions on the pad will speed up your recovery time.  During this time the witch is probably going to take some damage and once she runs out of health you lose and need to try again, so you need to manage offense and defense well to keep the team alive.  Dead monsters drop lots of stuff, including money and meter.  You can bank meter on the hero, and when you go back to the center of the screen and touch the witch it will transfer to her to use for magic attacks.  Each time the regular meter fills she does a regular attack, and when you fill up the additional super meter you can do her super attack.

Overall, Witch & Hero has a well-balanced gameplay system that is a good mixture of fun and challenge. Once all of the monsters in a wave are dead and you’re still alive, you beat the stage and move on to the next one.  The game can be frustrating at times, but you always get money and experience so if you lose you will soon be able to get some more upgrades and beat the level.  The last level is hard, though, but you would expect it to be.

Once you beat a stage, on the world map you can choose a level or go into a shop where you can spend the money you collected in the stage from killing monsters on upgrades for your characters. You can upgrade five things, three for the hero and two for the witch. The game has 20 stages and each upgrade maxes out at 20, and levels don’t take all that long, so as I said the game is on the short side. The gameplay is fun, as you walk around slashing various enemies and then blasting them with magic. The game is definitely on the short side, as there aren’t all that many levels, but the few hours you will spend with the game are worth it. I like the sprite-art graphics as well. Witch & Hero has a silly premise, good controls, solid difficulty balance, and fun gameplay. It is a good game which I I recommend for sure.  Also available digitally for iOS, PC (Steam), and Nintendo Switch.

Witch & Hero II – Developed by Flyhigh Works and published by Circle in 2016.  This time the Hero and Witch are both missing and in trouble. So, you play as the Little Witch and Little Hero and are going on an adventure to save them and defeat all of the monsters along the way. This game plays a lot like the first one. Once again you control two characters at once, though this time you do that more because the Little Witch is not stone most of the time and can move, sometimes. You will still be controlling the Little Hero most of the time, since magic is limited while swords are not and she moves very slowly, but you need to pay attention to both characters’ locations.

The core gameplay is similar to before, with some tweaks. The game consists of a world map with shop, with the same upgrades as the first game, and about the same number of levels as the first game. Each level is a single screen overhead-view action stage, where you move around the screen killing all of the approaching monsters. You move the little hero with the d-pad or analog stick, though you don’t have analog movement this time for some reason, it is digital. That’s odd. Again the game has simple bump combat, so run into the enemies with abandon! … Well, preferably from the back or side, as you will take less damage that way and deal out more. It’s quite fun and rewarding to defeat enemies and watch them drop all kinds of goodies to collect.

For the witch, L switches magic between fire and wind, R activates her super attack, and the ABXY buttons move. You can also change her firing direction with the touch screen. However, you can only move her when using the wind spell. When using the fire spell you can only pivot her around in place. Otherwise the game plays like before, so it’s still quite fun, but sometimes frustrating when you keep getting knocked out and then lose. Still, it’s mostly pretty good stuff. Just like the first one, I finished this game.

And as before the sprite art is nice, the controls good and responsive, and the game fun to play. Witch & Hero II is a simple but fun sequel which improves over its predecessor across the board. I like that you can move the witch now, it makes the game slightly more varied and interesting than the first one, and improves the feeling of having a party instead of just a sole warrior. Witch & Hero II is a good game definitely worth playing. It’ll be a fun few hours.  Also digitally released for iOS and Nintendo Switch.

Witch & Hero IIIPublished by Circle Entertainment in 2017.  In the third and sadly final entry in the Witch & Hero series, you play as three characters at once: the Hero, Little Hero, and Witch. As in the first game the witch cannot move, is stuck in the center of the screen, and must be protected until she can use magic when you return meter to her. The two warriors, meanwhile, move around the screen fighting the badguys. This game is tricky to get used to because this time you really are playing as two characters at once — the Hero is controlled with the analog stick or d-pad (control is digital either way, though), and the Little Hero with the ABXY buttons. That may sound hard, but the game has optional AI for the Little Hero to help you out. This time, the rest of the controls are touch buttons on the left and right sides of the touchscreen. Here you can change the Little Hero between protecting you, protecting the witch, or standing in place for you to fully control him; use the Witch’s super attack; and change her magic between fire and wind as usual. The game has a few new powerups, including a version of the super attack which pushes enemies back.  This move has a nicely quick timer, so you can use it often, and will need to.

Otherwise, though, the game is the same as before.  You need to kill the enemies with bump combat, collect the many things they drop, return meter to the witch so she can use magic, and repeat.  Because of having two heroes, this game gets more hectic than either previous one, with many more enemies on screen. It gets a bit overwhelming at times in a way the previous games don’t.  I recommend turning on the AI unless you are very good at tracking multiple things on screen at the same time.  And even then, you will need to replay levels for experience and money.  The game is still simple fun, but the added complexity holds it back a bit, I think.  Additionally, I find it annoying that the Little Witch, who can move, was dropped in favoe of just the static original witch, I preferred it when both the male and female characters could move around.  Overall, Witch & Hero III is a good game, but with a higher difficulty level than the previous games and a few drawbacks I liked this game a bit less than the second one.  It relies on grinding a bit too much.  It’s still a good game I recommend playing, though.  I didn’t finish this game, unlike the first two, though I should; it’s still quite fun.  I recommend getting all three Witch & Hero games, this one included.  Due to the increased difficulty I think that this is a fitting conclusion to the trilogy.  Nintendo 3DS digital exclusive.

Worcle WorldsDeveloped and published by Lightwood Games in 2017.  This is a word puzzle game where you make words.  This game basically plays on a one dimensional playfield, in that it plays on a circular line curving around the lower screen.  It may look like a circle, but it’s actually just a curved line because words only can go one way, left to right like standard text. You can’t go backwards or diagonal or anything.  You shoot letters from the center of the screen into the almost-ring around.  You can control the game with d-pad, analog, or touch.  I prefer touch.  If the ring fills up you lose and have to start the stage over.  The game has simple but good enough sprite-based graphics and uses a bit of stereoscopic 3d depth.

The game starts out easy and reasonably fun, but by the midpoint I would say that it gets much more frustrating than fun.  The problem is, you get a random assortment of letters, and whether you can make words or not in the fairly limited amount of space you get — you can only fit a couple dozen letters before it’s Game Over — is a matter of chance.  You must play each letter you are given and may not be able to make anything with them, so expect to restart levels over and over.  The levels are fairly long, too — where I stopped playing is at one where you must make 50 four-letter-or-more words.  My best so far is about 30, which is okay, but once I failed it’s all the way back to the start.  Worcle Worlds starts out as simple fun, but overall I find this game mediocre.  It’s just a bit too limited in word creation and frustrating in how little room for error you get before losing.  It’s average.  Nintendo 3DS Digital Exclusive.

WordHerdDeveloped and published by Nellyvision in 2020.  In this word puzzle game starring Mia from Mia’s Picnic (or rather the other way around, this game released a bit before that one), you need to make words. This game is not endless, it is stage-based.  You complete a stage by making a certain number of words.  Letters drop into a screen, like the tiles in a puzzle game, and you need to make words from those tiles.  When you make a word those tiles disappear, making space for new words to fill in the space. If you try to make a word but the word is not accepted, the game turns those letters grey.  If you fail to make a word on that greyed-out letter again, that letter turns dark grey and now it is useless, you cannot make matches with that letter and it is effectively just a block now taking up space.  You start with three health hearts and can take three hits before losing and having to restart the stage.  The game mixes things up eventually by having some other block types drop, such as blocks that take up a space or red letter tiles which you can make a word with but which take away one of your hearts when you make a word with red letters in it. You can remove a block by double-tapping on it as well, but this also takes away a heart.  The core concept here is great and I played many hours of this game; according to my 3DS’s time tracker this is one of my most-played 3DS games.  I beat the game on both Normal and Hard difficulties; Hard makes the game tougher by having to win an additional, harder round at the end of each stage to complete it and move on to the next one.

Unfortunately, those were not all happy hours, because this game is incredibly flawed for one simple reason: the dictionary is unacceptably small!  I can’t even count how many hundreds of times this game blocked my plays because sorry, that word wasn’t in the dictionary.  I got a strong sense that this game was not made by an American, because a lot of American words are missing from this dictionary. Even beyond that, lots of words are missing, period.  It’s ridiculous how many should-be-accepted words don’t work here!  And there’s nothing you can do about it, either — unlike, say, Boggle Plus for the original Game Boy, you cannot view or add to the dictionary.  Yeah, that is a better game than this one for sure. So, do I recommend WordHerd? On the one hand, if you like puzzle games this is a very addictive one. I wouldn’t have played dozens of hours of this game if it wasn’t fun.  But the limited dictionary is so incredibly obnoxious that I can’t entirely recomend it.  There are far, far too many missing words that absolutely should be makeable for this word-making game to be a definite recommendation.  If you do play this game probably don’t play it on Hard, that additional round on each one adds a lot of time to the runtime.  Or at least don’t play on both Normal and Hard as I did.  I guess I do recommend the game overall, though.  Despite many sometimes-unfair failures I kept trying until I completed everything in this game, after all, that says a lot about a game.  Also released digitally on Nintendo Switch and PlayStation 4.

Word Search 10K Developed and published by Lightwood Games in 2017.  If you like word searches, well, this is your game.  Instead of being a game with a lot of smaller single-screen word search puzzles, though, instead Word Search 10K is, as the name suggests, a single ludicrously gigantic word search with 10,000 words to find in its dozen-plus-screens-wide-and-deep space.  The game puts part of the field of letters on the lower screen, and a list of words that are on that screen on the upper one.  The biggest problem I have is, that’s only partially true: words that start on the next row of letters just OFF of the screen also often appear on the list!  So, the word you are looking for may or may not actually have any letters on the screen.  This game is tricky like that.

Otherwise though, this is a fairly standard word search, just in gigantic scale.  The puzzle is broken up into blocks, each of which have a theme. So one block is all colors, one things from Indiana Jones movies, and more. There is one big oddity about this game, though: the controls.  As you would expect you select letters to form words with the stylus and scroll around the gigantic puzzle with the analog stick.  The odd thing is, though, that for some bizarre reason, the analog stick’s controls are entirely reversed.  So, you press right on the stick to scroll the screen left, and down to scroll it up.  I do not understand this, but it’s how it is.

Other than that, though, this is a totally fine game which accomplishes what it set out to do.  The graphics are extremely basic, with no stereoscopic 3d and visuals that almost entirely consist of letters and words, and the gameplay is extremely repetitive as all you do is look for words which may or may not actually be on the screen you are currently looking at, but if you like word searches this game certainly should satisfy.  I somewhat lost interest after a while, since this puzzle is so ridiculously big that I’d never have the patience to actually find all of the words and that words are sometimes just off of the screen despite appearing on the word list is very frustrating, but still, Word Search 10K is an okay game I guess.  Nintendo 3DS digital exclusive.

World Conqueror 3D Published by Circle in 2013.  World Conqueror 3D is a World War II turn-based strategy game.  This was the first console game in this previously mobile series.  This game is the predecessor to European Conqueror 3D, a game I covered earlier in this series.  I probably should have covered this game back in that update since I tried to put most series together, but unfortunately I did not.  That is indeed unfortunate because the two games are extremely similar. I would highly recommend going back and reading my summary of European Conqueror 3D, because this game plays the exact same.  The only differences are in which countries you can play as — the United States is in the game this time, most notably — and in the map, which is, as the name suggests, the whole world instead of only Europe.  Other than that, both games play nearly identically.  This previous game in the series is unfortunately just as seriously mechanically broken game as its sequel is . I like the world map, but if you were hoping for better gameplay from this one, well, unfortunately you won’t find that here.  The controls are the same too, so the game still has a mixture of touch and button controls that don’t entirely make sense.

For modes, just like in the last one, you have a general conquest mode where you choose a nation and try to conquer the whole world, and a scenario mode with zoomed-in maps of only parts of the world where you have more limited, though still often time consuming, goals.  There still is no multiplayer and the same bad AI.  The biggest difference is that this time you will be doing a lot more naval combat than in European Conqueror, which adds a bit of complexity to the game, I guess.  Or not; navies here are just land troops that you pay to turn into troops that can go onto land or sea, so for the most part this game is just as simple as the other one is.

To reprise my coverage of the core gameplay from before, this is a turn-based military wargame.  It has stereoscopic 3d depth in that the units stand out above the map below them.  You can play as any of the five major World War II combatants, and some minor nations.  The map is highly stylized so, for instance, the Pacific Ocean is much smaller than it is in reality so Alaska is right next to Japan, but it works.  Once you choose a mode and start up, you will see the land and oceans broken up into territories.  Many of the land territories, and some sea ones, start with troops on them.  The game has a build sub-menu.  Here you can buy troops to place on any province which has facilities that started at or are upgraded to the max, level five.  Here we again get to this series’ biggest flaw, how hard is is to take a province which can build troops due to the seriously flawed design.  You can also buy some other upgrades for your provinces, such as the one to turn an army into a navy that you still can move back onto land at any point to turn it back into an army.  Note, you must pay this fee again EVERY TIME you want to turn an army into a navy, it’s not a one-time fee.  That’s kind of annoying.  As before, there are three types of troops, infantry, tanks, and artillery.  You can only have one type of troops in each territory at a time.

But this is a wargame, so how is the combat?  As I described before, annoyingly slow and broken.  When you attack one army with another, you send up to five units forward.  The enemy sends its first five forward, and a set of die rolls shown on screen determine how many troops each side loses.  Then your turn ends.  So yes, once again each territory’s troops can only do up to 5 damage each turn.  This means that a large army takes a long time to break down.  This becomes even harder on a territory which can build units.  I’ve mentioned this issue repeatedly because it is one of the series’ most defining “features”.  You can build generals to boost your chances, but still it’s a major problem.  Fortunately the AI here is just as bad as it was in the last game so taking advantage of the AI is a good strategy, but still.  Despite the many problems I do find this game fun to play for a while, because I like the genre, but it is far too flawed to recommend.  Play Risk or Axis & Allies instead. With annoyingly long games and fundamentally flawed design, while it is possible to have fun playing this game since some of the ways the game are broken are to your benefit and I do enjoy it sometimes, it could have been a LOT better and I can’t recommend it.  This series started out with mobile games, and unfortunately when it went console with this game it did not improve over mobile “quality”.  Both of these games are, unfortunately, overall failures.  Nintendo 3DS digital exclusive.  I’m not sure how similar this games’ iOS predecessors are.

Zen Pinball 3DDeveloped and published by Zen Studios in 2013.  Zen Studios is one of the primary pinball videogame developers, and have been so since the later ’00s, with their Pinball FX / Zen Pinball franchise.  They are probably best known for licensed pinball games, but they have also made original tables, these among them. Zen Pinball 3D is a collection of four tables, all of which previously released on other platforms: El Dorado, Earth Defense, Excalibur, and the very culturally sensitive (hah) Shaman.  All four tables have plenty of options and look like real pinball tables.  The graphics are done in nice stereoscopic 3d, so there is a solid illusion of depth as you look towards the back of the table.  The pinball physics are good, and with four tables there is a good amount of content here.  The paddle controls are responsive as well.

The big problem with this game is, since these tables were not originally designed for the 3DS but were first made for TV systems, down-porting them to this portable means shrinking the size of everything so small that it’s very hard to make out details.  You have eight camera view options to choose between, but all feel a bit too zoomed out to actually make out all of the details on the boards.  The stereoscopic 3d is nice, but the screens’ low resolution is a big problem that the game does little to address.  Tables designed for this screen size and resolution could have worked well, but they didn’t do that here, they just ported console tables over and called it a day.  Oh, and for one more issue, this game had online leaderboards but the servers are down, so that feature doesn’t work anymore.  Too bad.  So, despite being a solid game, I probably don’t recommend Zen Pinball 3D. The tables just are not suited for this screen at all!  You can play it and whack the ball around and hitting ramps isn’t very hard, so you can have some fun, but if you want to actually accomplish table objectives it’ll be difficult.  Everything is just too small to make out all of the details of the tables.  If you want to play Zen Pinball, play a console version of these tables instead.  And probably don’t play Shaman, it’s incredibly stereotypical in quite culturally insensitive ways.  This title is Nintendo 3DS exclusive, but it is a collection of tables also available on PC (Steam), iOS, Android, PlayStation 3, Xbox 360, and more.

Zombie Incident –  Published by CoderChild in 2015.  This game is an open-exploration-style 2d platformer with simple sprite-based graphics.  This is a modern homebrew game designed for retro platforms, but was also ported to 3DS.  The game is also available on MSX and Colecovision, and this is a faithful port of the original with enhanced graphics, stereoscopic depth, and an on-screen map on the lower screen.  You play as a girl fighting zombies.  The game has very small sprites, but looks decently nice. I will say though, the title screen has a detailed image of the girl, drawn in an anime style and wearing a bikini top and shorts, but the in-game sprite is not exactly like that, you’re only a handful of pixels tall.  Yes, this is one of those games that tries some somewhat false advertising to sell based on an oversexed title screen, but at least the game is good beyond that.  There are a certain number of zombies on each screen, and your goal is to kill all of them in each screen of the game world.  This task will be quite challenging though, because you can only damage them by jumping on them and it is quite easy to take hits.  You have a long health bar and can take dozens of hits before it’s Game Over, but it is quite difficult to replenish health so this isn’t much of a relief.  You see, the only way to replenish those quickly-lost health points is to clear all zombies from a screen.  Once you kill all of a screen’s zombies, you get a couple of hit points back.  So if you lose a lot of health somewhere it’s probably a much better decision to just die and try again from the last time the game saved than to keep going, you will need that health.  The controls are reasonably responsive, but it can be difficult to not end up taking hits when you are trying to land on an enemy’s head.

Making it harder to kill the zombies, different types of foes have different levels, and you can only kill enemies of your level or below.  You will need to level up by killing zombies you can kill in order to be able to defeat the tougher ones.  And just killing the ones you can kill for now doesn’t get you any health recovery.  The game does save exactly which enemies are dead, though, which is pretty nice.  Once an enemy is defeated it stays that way, permanently.  To help you out, on the lower screen map, not only does it show where each screen connects to each other screen, but the tile colors indicate whether you can defeat any enemies on that screen right now.  Blue tiles mean that all enemies on that screen are defeated; tiles where there are still enemies you can currently defeat are green; and red tiles have exclusively enemies you can’t defeat yet.  A yellow tile is your current location.  Your goal in the game is to find eight rooms which have a pillar with a yellow (golden?) star on them.  Find all eight yellow stars and you beat the game.  The game autosaves when you collect a yellow star.  It may also save when you enter a room which previously contained a star.

The game doesn’t heal you at all when it saves, though, so this is definitely a game you will be starting over from the beginning more than once.  After all, you get Game Over when you run out of health and go back to the last time you saved, losing all progress since then.  Your health is precious.  The game world is relatively small, but it is large enough that exploring the world will take some time considering that you will need to be careful as you go if you want to stay alive and not take too much damage to be able to continue.  Overall, Zombie Incident is an above-average classic-style game which definitely gets some bonus points for not just being a simple modern classic-style platformer, but actually also releasing on some retro platforms.  Other than slightly more detailed sprites and stereoscopic backgrounds, this seems to be the same exact game on all formats, which is impressive for the MSX or Colecovision.  The game has issues, most notably with its difficulty but somewhat also with how easy it is to take hits while jumping, but I do like it overall. Perhaps pick it up.  Also released (as an unofficial modern homebrew game) for Colecovision and MSX.

Zombie Panic in Wonderland DX – This is a light-gun-ish shooter which, gameplay-wise, is a lot like Cabal on the NES or Wild Guns for SNES.  The game first released on WiiWare, and this 3DS version is an enhanced version of the original.  Of course the game doesn’t support a real light gun, this is the 3DS, but it does have very nice stereoscopic 3d graphics with good art design and nice-looking stages.  I don’t like the gameplay here as much as the graphics, though. This game is okay, but it has some design issues.  The core concept is that you control a character on the bottom of the screen and shoot at enemies.  Yeah, it’s very much like Cabal.  You move left and right with the analog stick when not shooting, and when shooting stand in place and the stick instead moves a cursor around the screen.  With buttons you can move left and right while shooting as well to dodge attacks.  You also have a super attack.  Each stage is a slightly scrolling area.  Enemies appear from various preset locations, and you will need to learn those enemy patterns in order to avoid their attacks and stay alive.  You beat each level when you reach a certain percent of enemies killed, and die after taking a few hits.  In the main game, you play as Momotarou, the peach boy of Japanese legend.  You cannot save in this mode and must play the entire thing in one go without dying, which is a major cause of the games’ problems.  Each level is long and difficult, good luck with this one.

The game has two modes, Story and Arcade.  Story is the main mode.  Story mode has cutscenes between stages, and must be played in one go, without saving or continues.  Take a couple of hits and it’s Game Over, start again from the beginning.  It’s crazy punishing.  You also must play as Momotarou in this mode and cannot change characters. If you beat levels in Story mode you unlock them in Arcade mode, which is a single-stage mode.  Here, you can play as a variety of characters, including Momotarou or several mostly female characters you will unlock as you complete the stages.  I really wish that you could play as the other characters in the main mode, but sadly you cannot.  You can beat stages here, but have to play the main mode in order to actually proceed.  And there you, again, can’t really save, which is ridiculous for a game as difficult and memorization-heavy as this one.  I liked playing Zombie Panic in Wonderland at first, as the shooting action feels nice as you blast away scenery and enemies, and the graphics are very nice with great stereoscopic 3d, but the main mode got too hard a few levels in for me to want to keep starting over.  It’s also pretty annoying that you can’t change characters in the main mode, when the others are in the game and there isn’t much of a storyline reason to not let you switch to the other ones you’ve unlocked.

Overall, I like Cabal on the NES, but despite the entertainingly nice graphical design here I would rather play that game than this one, it’s definitely more fun.  With some changes this game could have been pretty good, but unfortunately as it is it’s an overly frustrating game that I would call strictly average.  Pick up Zombie Panic in Wonderland DX if you like hard shooters.  Otherwise, skip it.  Also available, also digital only, on the Nintendo Wii (WiiWare) and the Nintendo Switch.

Rankings for this update

 

Great

(none)

Good

Witch & Hero II
Witch & Hero
Toy Stunt Bike
Witch & Hero III
Turkey, Please!
Wakedas

Average

Thorium Wars: Attack of the Skyfighter
VectorRacing
WordHerd
Worcle Worlds
Tappingo
Zen Pinball 3D
Zombie Panic in Wonderland DX
Touch Battle Tank – Tag Combat
Zombie Incident
Word Search 10K
Turtle Tale

Poor to Bad

Toy Defense
Tumble Pop
World Conqueror 3D

Posted in Game Opinion Summaries, Modern Games, Nintendo 3DS, Reviews | Tagged , , , | Leave a comment

Game Opinion Summaries: Digital-Only Nintendo 3DS Games, Part 9: Si – Sw

Part 9!  I got it done in a week again.  As usual, this is a mixture of full summaries and first impressions. That’s the best I can do.

Table of Contents – Si to Sw- 21 games

Siesta Fiesta
Silver Falls – 3 Down Stars
Silver Falls – Undertakers
Slime Slayer
Snow Moto Racing 3D
Space Defender – Battle Infinity
SpeedX 3D: Hyper Edition
Sssnakes
Stack ’em High
SteamWorld Dig
SteamWorld Dig 2
SteamWorld Heist
Steel Empire [Genesis remake]
Strike Force Foxx
SubaraCity
Summer Carnival ’92 RECCA [NES Virtual Console]
Super Destronaut 3D
Super Strike Beach Volleyball
Sweet Memories: Blackjack
Sword of Hope II, The [Game Boy Virtual Console]
Swords & Soldiers 3D

Title Rankings

Summaries

Siesta FiestaPublished by Mojo Bones in 2014. This game is a Breakout-style blockbreaking ball and paddle game, but unlike most in the genre it is a sidescroller. Each level auto-scrolls along to the right, and you move your paddle, which is a bed, bouncing a ball up into the air to break blocks, collect things, and activate point orbs on the screen. If you hit A with the right timing you can bounce the ball higher into the air. The only other side-scrolling blockbreaking game I can think of that I’ve played is Jinks for the Atari 7800. That game is a total mess, but this one is okay. I don’t know that I’d go above okay, but it can be moderately fun at least. The visuals here are nicely done, with a cartoony art style that works well, decent stereoscopic 3d depth in this sprite-based game, and alright controls.

The game uses the analog stick for control. I’d recommend this game higher if it had a touch-based control option, but sadly it does not; no analog stick can match a dial, mouse, or pointer for this kind of game. Ah well. The analog controls are not the most responsive, but they’re certainly good enough. Your goal in each stage is to get as many points as you can. In classic mobile (or indie 3DS) game fashion, there are three medals to earn on each level, depending on whether you can reach the score targets for the bronze, silver, or gold medals. This game isn’t the most exciting, with sometimes slow gameplay and controls, but it looks nice, plays fine, and has a slightly original take on this classic genre. If you like blockbreaking games like I do, maybe pick it up. Nintendo 3DS digital exclusive.

Silver Falls – 3 Down Stars New Nintendo 3DS required. Developed and published by Sungrand in 2020. Silver Falls is a series of games by a single Austrailian developer. (Despite this, due to how Nintendo is for 3DS and Wii U game releases, some of the games are American eshop exclusives.) This game is the first release in the series. I can describe it but not review it in detail, I just haven’t played this fairly complex game to cover it in the depth it deserves, unfortunately. The games in this series are all horror-ish-game themed in some way, but other than that vary widely from platformer to action-adventure to survival horror. This first game is a fairly impressive one tech-wise: it’s a relatively late-release indie 3DS game with full, good-looking stereoscopic 3d, polygonal 3d graphics, interesting design, and plenty of gameplay systems. Does it all come together in a polished sense, no, of course not; it’s asking a lot for a mostly one-person team to do that in a fairly big-scale game like this one.
But what 3 Down Stars does accomplish is impressive even if it’s not my kind of game at all. This is a survival horror game of sorts, clearly inspired by atmospheric horror games like Silent Hill. The game has three playable characters that you will switch between, creepy environments to explore, and okay, gun-based combat. The game does make use of both analog sticks on this system, which is unfortunate since I hate that stupid right analog nub and you need it here for the camera, but this is a slow-paced enough game that it mostly works. As expected for a game like this you have limited ammo so only fight when you have to. This game is often heavier on atmosphere than combat, but you will definitely need to fight sometimes. Expect to slowly walk around environments looking for stuff quite a bit, as you try to figure out where to go and what to do. You will need to switch between characters as some areas can only be accessed by certain characters, and it is not always obvious why, for instance, you can’t enter a door, but it may be because a different character needs to open it. Okay.

As for saving, once in the game proper the game autosaves when you go between areas, but that is infrequent and you need to play a long section at the beginning of the game before it will save your progress. You need a lot more save options in a handheld game than you have here. Beyond that, though, the survival horror game has almost never interested me all that much — Eternal Darkness is the one big exception for that for me, that game is one of my all-time favorites — but this one is more average for the genre, I think. Even so, this game is definitely interesting in theory and is something I keep meaning to put some real time into. The game got mediocre reviews, but it did launch fairly buggy; those bugs have since been fixed, so if you pick it up now it will be a much smoother experience. Pick it up. Nintendo 3DS digital exclusive.

Silver Falls – Undertakers – Developed and published by Sungrand in 2021. This second 3DS Silver Falls game is a dramatically smaller production than the original one. While putting the big-title effort into a just-released Wii U eshop game, Silver Falls: White Inside Its Umbra, the developer also made several smaller 3DS games, with this one first. This game is an Atari 2600-style overhead action-adventure game inspired by the gameplay of titles like Indiana Jones for the 2600 and such. You cannot save in this game, in an unbelievably obnoxious and awful design decision you will see in a whole bunch of Silver Falls games, unfortunately. I find these games interesting but absolutely hate not being allowed to save in a game. Anyway, in this game you play as a boy in the early 1970s. Strange, awful things suddenly seem to be happening, and you need to stay alive and, presumably, eventually save the day.

As I said this is an Atari 2600-style game, so it has extremely chunky pixel-art graphics. The visuals are okay but somewhat average for this style. This is an overhead game where you go from screen to screen, talking to people, finding items, and figuring out where to use them. You can only carry one item at a time and the world is pretty good-sized though, so what to do may not be immediately apparent. I like having more direction than this game gives you, you need to figure it out. The design here is very much in keeping with its inspiration, just with way more text and graphics and such than a pre-crash game could have fit in their tiny cartridge sizes, though, so it fits its concept, it’s just not my favorite kind of design. There is also a Wii U port of this game that released recently. It’s got the 3DS game and a new multiplayer mode that takes advantage of the Wii U Gamepad. Wii U and 3DS digital exclusive.

Silver Falls – Ghoul Busters – Developed and published by Sungrand in 2022. This Silver Falls game is quite different from the two above: it is a 2d side-scrolling platformer. Or, rather, a mixture of 2d and 2.5d, as the game has a lot of rotating and moving stereoscopic 3d objects in its side-view worlds. As the name hints, this game has monochromatic green and black Game Boy-styled graphics, though with a much higher resolution than the GB has, and mostly traditional platformer game design. As a platformer fan, it’s probably no surprise that I like this game a lot more than the two above it. The graphics have a nice cartoony look to them, and the game controls alright. You can play as two boys in this game, one of whom has a stronger melee attack and the other a weaker ranged attack. Unlike many other Silver Falls titles, this one actually has a full, proper save system — beat a level and the game autosaves this. The main menu has a level select where you can start from any level you have reached. That’s great, because this game is pretty hard. Control in Ghoul Busters is responsive but jumps are extremely high and floaty. You will constantly be making blind jumps here, and there are bottomless pits all over.

Fortunately, you have infinite lives from the last checkpoint you touched. That modern convention makes this game be just very difficult and frustrating, instead of impossible. The first level is only a moderate challenge, as you shoot badguys and jump between platforms, but then you start dealing with things like long stretches of platforms with rotating instant-death spikes on them while other foes lurk on screen above and things get difficult. You do have a health bar and can take five hits, but spikes kill you instantly. Your other controls are jump and attack. Additionally, you have items on the lower screen. If you double tap an item icon the boy you’re not using will toss it up onto the upper screen near where you are standing. You also can buy items in between levels with the coins you collect in each stage. Additionally if you collect three special pickups in a level you get an additional item. Oh, and this is another 3DS game with touch-only menus despite having mostly button controls. It’s always odd to see.

On the whole, this game is very difficult, but it is well made. You get used to the floaty controls, and the green-and-black graphics look nice. I definitely find this game fun. If you get one Silver Falls game, make it this one. Also available digitally on the Nintendo Switch, though this version is better since the game makes great use of stereoscopic 3d backgrounds and moving objects.

In addition to these games, there have been two more Silver Falls games released very recently. One, Silver Falls: Guardians and Metal Extractors, released in September but was soon removed from sale because of bugs. It finally got a fixed relaunch just a few days ago. I only got it after the relaunch and it’s a fairly substantial 3d survival horror title, so I can’t say much about it yet other than that it exists and you might want to pick it up. It does require the New 3DS, and is a return to the stereoscopic 3d survival horror gameplay of the first game, 3 Down Stars.  And the surely last 3DS release, Silver Falls: Deathly Delusion Destroyers, isn’t even out yet, it releases any day now. Yeah, that game won’t be on sale for long, given that the store shuts down later this month… but at least it got released! In DDD you hold the 3DS sideways, so it doesn’t use stereoscopic 3D despite its title, but with two different games included in the purchase, one of which seems to have more RPG-like gameplay, it’s interestingly different from the other Silver Falls games yet again. And Sungrand released two Wii U games recently as well, one an enhanced port of Silver Falls Undertakers (coverd above) and the other a Wii U exclusive, White Inside Its Umbra, a full-scale survival horror game exclusive to Wii U. Getting so many games released so quickly took Sungrand dedication and I respect that regardless of whether the games are my favorite kinds of games or not. Each one is unique and original and unlike the others, none are just more of the same. The guy originally wanted to release seven games on Wii U and 3DS over the systems’ last year, and ended up releasing five. Not bad.

Slime Slayer New Nintendo 3DS required. Published and developed by Famous Games in 2019. Slime Slayer is a very basic FPS, though you don’t shoot, you slash. In this game you play as a warrior fighting slimes. Each stage plays out in a tiny little arena. You’ve got to pick up the sword, kill the slimes, and get to the door before time runs out. The slimes will not attack you or fight back, and will die in one hit, so it’s kind of mean to kill all of them but that’s what you are here to do. The game does present some challenge, though, because the time limits are tight. Slime locations in each stage are randomly generated, and the maps probably are as well. The game is broken up into worlds each of four levels, Super Mario Bros. style. As in that game the last level of each world has a castle visual theme. The number of slimes in each level matches the world number, so you kill one per stage in world one, two in world two, and such. If you walk into a slime or run out of time you lose health, and once you run out of health the game is over.

The graphics are simple, with very pixelated environments and 90 degree corners, like Wolfenstein 3D but less detailed, but I think it works for what this game is doing. Also it does have nice use of stereoscopic 3d. The controls use the analog stick for movement and the A button for picking up or swinging the sword. There is a target sight in the center of the screen which turns red when you are within attack range of a slime. The d-pad doesn’t do anything and the only way to pause is to suspend the game or close the system, start does nothing. I don’t think the game saves anything or has a high score table or anything, either, which is unfortunate. Even so, with fast-paced gameplay and decent controls, Slime Slayer is a fun diversion. Nintendo 3DS digital exclusive.

Snow Moto Racing 3D Published and developed by Zordix in 2013. Other than the stereoscopic 3d visuals, this racing game is extremely average. This is the kind of game that on an older system might have gotten a budget physical release, but on the 3DS ended up being download-only. That’s too bad given that the shop is about to be shut down; though we aren’t losing ALL that much by not having access to buying this game, it’s still something people put effort into making and can be amusing for a little while at least. But anyway, Snow Moto Racing 3D is a snowmobile racing game. The game has a decent number of tracks in several cups. You start out with only a single snowmobile to race on, but can unlock a few more, one should unlock each time you beat a cup, though I couldn’t get this to work, the game would say I unlocked another machine but I still wouldn’t be able to switch. Ah well.

Once you get into a race, you will find these snowmobiles, driving on snow, to be incredibly good at sticking to the ground. Do you find the slidey controls of snowmobile racing games like SnoCross (PS1/N64) or EA’s for PS1 and PS2 frustrating? Well, good news, you won’t be doing much sliding here. Yeah, these controls are about as unrealistic as can be given that snow is, well, a bit slippery most of the time. Heh. The controls don’t feel all that great, either; this game is okay to control, nothing more. Beyond that, most tracks in this game have a main track on which you go at full speed, and off-track side areas where you go more slowly. Some areas or tracks are open and let you go anywhere at full speed, but this is a checkpoint racing game so you’ll need to go as directly as possible to the next checkpoint anyway. The tracks have some variety, with snowfields, frozen lakes, and more. There are also jumps to go over and everything looks nice in the games’ stereoscopic 3d.

You also have a turbo meter, filled by checkpoints (each one fills 1/8th of the meter) and by pickups. Those pickups are a bit odd though, because they don’t respawn. That’s right, once you grab them they’re gone and won’t be there for the later laps. That is how turbo works in, say, Hydro Thunder and Arctic Thunder, but those games are mostly point-to-point, while this is a lap-based racing game. And if you collect a turbo while the meter is full, it collects it anyway and does nothing, you lost that potential boost. It’s a bit annoying. Other than turbos though you don’t really have many means of gaining ground in this game, which means that once the races get more difficult, as they will by the second or third cup, you will probably have a hard time of winning. There are no weapons here, the turbo function is highly limited, there isn’t really a drifting system, and the controls are not incredibly tight and responsive, so I’m not sure what I should be doing to finish faster. I’m sure there is something, probably mostly about sticking to the best racing line or such, but I decided to stop playing instead.

This game overall is below average and I probably don’t recommend it unless it goes on sale again before the store shuts down. It’s not a bad game though, just very mediocre. I like that this indie game tries to be a full-on stereoscopic 3d racing game, and for cheap it’s worth a look for that reason, I just wish the execution was a bit better. I think that this game is a Nintendo 3DS exclusive, though there was an iOS Snow Moto Racing game released several years before this one. This may be a conversion of that game, I’m not sure. A third title would release on Switch, PC, and PS4 several years later.

Space Defender – Battle Infinity Developed and published by Denzvla Estudio in 2018. Sleep-inducing is probably the best way to describe this tedious bore of a game. This game is in the bottom tier of 3DS games, as bad as the worst titles on the format. The visuals and controls are fine, but the game makes multiple awful design decisions which totally ruin it. Space Defender is a vertically scrolling shooter. That’s a genre I like, but not here. First though, this is another one of those titles where the menu system is mostly touch-only — buttons are only used for closing the tutorial/story text screens. That’s great, but the game is buttons-only, a combination which continues to make no sense to me. The controls are analog or digital, depending on which one you use, but there isn’t a touch option. The controls don’t feel great. But the gameplay is the problem here, not the menus. The visuals are decent, though. This game has no stereoscopic 3d, sadly, but does have nicely rendered backgrounds and menus. Unfortunately, those backgrounds will repeat over and over without variation, each level is basically identical. The game has quite a few levels, too, all basically identical.

The main problems with this game revolve around the gameplay, though, if you can stay awake. In each level, you fly upwards until you reach a certain score target. You have three different weapons, though only can use one initially and only get the others much later. Each is mapped to a different button. YOU HAVE LIMITED AMMO. In a shmup. I think that deserves all-caps. So, do NOT hold down fire, but instead only shoot when lined up with a foe. Don’t worry too much though, you’ll have plenty of ammo if you do that and should end every level with more ammo than you started with, because ammo and point pickups will also come down the screen, in addition to enemies. The levels are entirely randomized, with no predesigned content. At certain point totals you get one, then two, then three stars. Once you get the third star the level ends instantly. There are no bosses or anything.

That’s far from the worst of it, though. Through level four in the first of three worlds, which is as far as I’ve gotten, I have so far seen ONE enemy type. One. It is a small bloblike enemy which stands still in space, slowly shooting at you if you move in line with it. It only appears to move because you’re flying towards it, but otherwise they do not move. They can only hit you if you get in line with them because their shots, as with your first weapon, fires in a straight line. You will need to shoot enemies to be able to get enough points to complete the stages, though, so you will need to line up with them. Fortunately avoiding their very slow, straight, one-shot-at-a-time fire is easy. If you do get hit due to iffy collision detection or such, you will use a shield or life if you have one. If you run out you will get thrown out of the level and need to start over from tbe beginning. The game does save how much ammo you have left, though, so if you used it up you might want to go play the first level again since it usually starts out with a bunch of ammo pickups.

The game also has a shop where you can buy lives and ammo, though the ammo here is ludicrously expensive at 100 moneys for 5 bullets. That’s the same amount of money as a life costs, for the number of bullets in one bullet pickup that drop down the screen all the time anyway! I don’t know how they messed up the economy here so badly, but it is. If you want lives, though, buy those. I haven’t even gotten to the worst thing about this game, though, and that is its pacing. Most levels are slow, slow, SLOW. Thirty seconds might go by with nothing happening other than a few ammo or point pickups sloooowly moving down the screen towards you. Of course, even when enemies do appear they are just about the most underwhelming foes imaginable in this genre considering that they don’t do anything other than sit in place and very slowly shoot at you, but that’s better than nothing. Even if later on in the game the title introduces more interesting enemies, though, you’d have to get through all of this to get there and there’s no way that it’s worth it. Oh, and one last thing: the background graphics in the levels appear OVER the screen, obscuring your view of your ship, enemy bullets, and such. This game is just wonderfully designed. Avoid this game at all costs. This feels like an attempt to make the slowest-playing, most boring shmup ever programmed. If that was the goal they succeeded. This same developer has also made three endless runner games on the 3DS. I haven’t bought them yet but I somehow doubt they’re good. Nintendo 3DS digital exclusive.  There is also a Space Defender game for Wii U.

SpeedX 3D: Hyper EditionPublished by Gamelion in 2013. SpeedX? More like SlowX. MediumX? Anyway, SpeedX: Hyper Edition is an endless driving game, in the futuristic racing auto-driving genre which also contains games like the AiRace series. This game is ground-based instead of flight-based, but otherwise is very much one of that kind of game, just not as good as the AiRace games. It’s alright, though. In this first-person-view game you drive forwards, starting out somewhat slowly, and slowly increase speed the longer you survive. This game is a sequel to the original SpeedX, and changes things by having a hyper button on X which significantly increases your speed. If you hold down turbo you can explode if you overheat, though, so watch out and don’t have too much fun. The analog controls are a bit slow but work okay. Otherwise, the only other thing to know are the shield pickups. If you pass over blinking squares you get a shield, and you can hold up to four. Shields protect you from dying if a block hits you. If you go off the course or hit a block when out of shields, though, that’s game over. The game keeps track of your best score, but doesn’t have a full score table or online leaderboards or anything.

I do like the games’ visual design. SpeedX 3D has very simple visuals, with a grid-based track which isn’t just flat but also can curve into a tube, F-Zero X-style, and obstacles which are stationary or moving cubes or rectangular solids. The ground and obstacle blocks are all flat-shaded or wireframe. It’s a simple but nice look and the game has streoscopic 3d. As for the gameplay though, while it can be fun, I feel like the game wants you to go a bit too slowly. Turbo’s dangerous and will get you killed. And indeed, that’s probably my main issue with the game: if often feels like you lose at random because of some obstacle you didn’t see. Sometimes I can see the block that apparently hit me, but other times I have no idea why the game decided my run was over. Try again. Even so, SpeedX 3D: Hyper Edition is okay. If the controls were more responsive and faster to react and the speed faster I’d like it a bit more, but as it is it’s probably average. I kind of like this game despite my criticism of it, but it is average. Nintendo 3DS digital exclusive.

SssnakesPublished by EnjoyUp and developed by Software Scribes in 2016. Just as its name suggests, Sssnakes is, indeed, a clone of Nokia’s classic phone game Snake. Just as in Snake, you play as a snake in a top-down area, collecting a bunch of items. Every time you grab an item a section is added to the end of your snake, making it longer. If the head of your snake runs into a wall, enemy, or your own tail, you lose a life. Three deaths and it’s game over. This is a classic snake game but with some new obstacles beyond the original, and plays okay. The controls are delayed, though, since this is a tile-based game. You will turn at the next tile the snake passes through, not right when you press the button. This delay is hard to get used to and definitely holds this game back. Other than that this is a fine title, with a decent number of levels each with different layouts and a difficulty curve that adds more enemies and obstacles the more levels you get to. You will eventually face enemy snakes and one-way gates, for example. You can’t save your progress, though it does keep track of your best score.  Games are short enough that this isn’t a major limitation.

In addition to the main arcade mode there is also a Score Attack mode. Here you choose a level and play just that level for points. The game records your best score and also has online high score tables for Score Attack mode, a pretty nice touch. Once you get used to the controls, Sssnakes is a good time.  It’s simple but I do like it.  Nintendo 3DS digital exclusive.

Stack ’em HighNew Nintendo 3DS required. Published by Starsign and developed by SIMS in 2017. In this highly frustrating puzzle game, 3d objects of various types fall from the sky, and you direct where they are dropping from in an effort to try to keep enough of them on a platform so that they pile up high enough to complete the stage. Each stage has a quite limited number of objects that drop. The challenge is, you have no control over anything in this game other than rotating the camera with the sticks or buttons and choosing the drop point with the stylus, and those objects that drop, which vary from stage to stage, have … very unrealistic … physics. Everything feels incredibly light, and the things will fall off of the little platforms with the lightest tap. So yeah, this game is very annoying to play, as you try to stack up these things which resist stacking due to their physics. This game has a decent idea, but I don’t find it all that fun to play and gave up at the third puzzle. I don’t think I will be back very often. Still, this game isn’t BAD, just hard. Puzzle game fans might want to give it a look. Otherwise skip it. Nintendo 3DS digital exclusive.

NOTE: I’m not covering the DSi here, and will not before its purchasing is shut down along with the 3DS at the end of this month, but the first SteamWorld game is a DSiWare game, SteamWorld Tower Defense. It is one of the few DSi games I have played extensively, and it’s pretty good. I love tower defense games, and this is a solid one. The game is short but extremely difficult. I got to the last level but never managed to beat it because of how tough the game gets. Still, I certainly recommend picking it up while you can. Nintendo 3DS digital exclusive.

SteamWorld Dig Developed and published by Image & Form in 2013. This popular sidescrolling platform-action game is pretty good! Yes, this game deserves the hype it got. The game is well made all around, with good graphics, music, controls, and gameplay. The game is 2d, but makes good use of stereoscopic 3d depth and it looks great. You play as a robot cowboy in a version of the Wild West fully populated by robots. For plot reasons you end up mining in this small town, digging deep in the dirt underneath the town looking for treasure, and danger, the space below. You can walk with the d-pad (the game does not support analog movement), jump and use items with the face buttons, and switch items with the shoulder buttons. You also can wall jump, a critical maneuver for getting back up the shafts you dig.

Watch out as you explore, though, because you have limited lamp fuel. You don’t want to get stuck deep down with no light. Some of your items use water as well, you’ll need to watch that meter also. And you have limited inventory space for pickups anyway, so this game is all about going down, digging, getting stuff, finding new areas, returning to the surface to sell your stuff and buy things, and repeating the process. You can chat to a few people, or robots, rather, on the surface as well. It’s a great game that’s good in all aspects, from graphics to gameplay.

As you explore, you will find that some areas in the depths are already open, some are made of unbreakable rock, and some are rocks you can break through with your drill. Some drillable blocks have gems and such in them that you can put in your inventory to sell on the surface. There are also enemies here and there, sometimes in open spaces scattered around the underground, but most of the more severe danger comes from the sub-areas. This isn’t just one big open underground to explore, it is a segmented one with a series of caverns to explore, each accessed by passages. The game knows that as you get farther from the surface getting back up takes longer, though, so there are several additional ways to get back to the surface, including unlockable portals to deeper points and teleport items you can buy and leave on the ground for an instant warp. You will need the help though, because it is easy to die and this game gets challenging once you get a bit farther in.

Overall, SteamWorld Dig is a must-play game. This game has fantastic, very responsive controls, great visual design, and fun and compelling gameplay. There is certainly some repetition to its main gameplay loop, but exploring down there is always fun so I think it works great just as it is. The game is on multiple platforms, but the 3DS version is the best one since it has a nice minimap on the lower screen that helps you navigate and has really nice stereoscopic 3d. Buy this game. Also released on Xbox One, Wii U, PlayStation Vita, Google Stadia, PlayStation 4, Nintendo Switch, and PC / Mac / Linux (Steam).

SteamWorld HeistDeveloped and published by Image & Form in 2015. For their second 3DS game, Image & Form mixed things up and, instead of being a platformer, made a strategy game. This game is still a sidescroller set in the SteamWorld universe, with similarly fantastic visuals and audio presentation to all of the other SteamWorld titles, but the gameplay is different from Dig. It’s just as great, though. This time you play as a group of pirates and the game mostly takes place in ships, so it looks different from the dusty deserts and mines of the Dig games. This game is simple to learn, and yet has plenty of depth. You control a team of robots. You can move the camera around with the analog stick, and the character movement cursor with the d-pad. If you move next to cover a character will automatically take cover. Again, this is a side-scrolling strategy game, a somewhat rare thing, but it works great. The upper screen shows the main view, and the lower screen images you can touch to change characters, choose a weapon, or pause. The center has a smaller map of the area.

Once you choose a weapon by touching its icon, the d-pad changes from controlling movement to controlling aim, and up or down rotate your aim. Your shots can bounce off walls and such with many guns, which is pretty cool. A firing line shows where the shot will go and how much damage it will do. The game does a great job of balancing simplicity with depth, as you don’t need to open menus to open doors or go up ladders or anything, just move onto them and your character will do the right action for that spot. You can move within a certain range, shown with an orangish color, and still fire or shoot in that same turn. If you move farther, shown with a blue color, you can move but not attack that turn. This can be fine if you get behind cover, but objects like barrels have their own health bars, so that cover you’re using won’t be there forever. So the game has simple gameplay in some respects, but there is still plenty of strategy with where you should move to, which attacks to use, and more.

In between missions you can get new weapons to equip, and there are hats to collect as well. There is plenty of content here and as with all SteamWorld games there is plenty of challenge; none of these games are easy. This is a fantastic game with great graphics, nice stereoscopic 3d depth for its sprite-based art, and very well thought through gameplay that you’ll probably get hooked to. The 3DS version of this game released first and the game is perfectly suited for the system so pick it up while you can. I like the Dig games quite a bit, but this one might be the best of the three. Later on the game was also released on Wii U, PC/Mac/Linux (Steam), Nintendo Switch, iOS, Stadia (RIP), and Amazon Luna. The 3DS version is a digital exclusive. This game has a DLC addon on 3DS as well, so buy that too. It is a $5 purchase with some new missions. If more than one were planned they didn’t release, though, unfortunately.

SteamWorld Dig 2Developed and published by Image & Form in 2017. This digging-focused platformer is very similar to the first one, just with a new character and story and some gameplay improvements. This time you play as a female robot who was a side character in the first game. It’s set in the same robotic Wild West setting all the SteamWorld games share, but in a new place; you’re in a city this time, digging into the mines below. Again, the gameplay is very much the same as the first one just with a few mechanical improvements. You have new items at your disposal this time and some new moves making traversal more varied and interesting. You’ve got a gun that can blast away ground a distance in front of you, a grappling hook, and more!

The game is just as tough as its predecessor, but once again the difficulty is balanced very well, so you will want to keep coming back. The graphics and game design are great yet again, and the controls are spot-on. This game has very good art, great graphics, and better gameplay than the first one. There is a bit more story, too. What more is there to say, though? SteamWorld Dig 2 takes the first game and imrpoves on it across the board. Make sure to buy it while you can, as again this 3DS version is probably the best for its stereoscopic 3d and useful map and inventory information on the lower screen. This game is great and is a must-play. Also released on PC / Mac / Linux (Steam), PlayStation 4, Google Stadia, Xbox One, and PlayStation Vita.

Steel Empire [Genesis remake] – Published by Teyon and developed by Mebius in 2014. Steel Empire is a nice port of a Genesis classic. As with the original version, this game is a horizontal scrolling shmup with a steampunk theme. You play as either a biplane or a small blimp. Just as with the original, the concept and theme here are great, and the stereoscopic overhaul this version gives the graphics looks quite nice.  I don’t love the gameplay quite as much as its style, but it is certainly good.  This game is NOT a one-hit-you-die game; instead, you have a health bar.  So, it’s not quite as tightly designed as many shmups, since it is designed for you to take damage.  It works.  I covered the Genesis version back in my Genesis Game Opinion Summaries list, so see that for my thoughts on the original version.  Enemies come from both directions in this game, so you can fire in both directions with different buttons, which is a nice feature.  You will need to pay attention to not get hit from behind, though.   Apart from the slightly improved graphics, nice use of stereoscopic 3d depth, and save feature that lets you continue from any level you have reached and saves your high scores, this is the exact same game as before. It’s a good shooter with solid controls, a great theme, and decent to good levels. I don’t think it’s in the top tier of Genesis shmups, but it’s a good solid game well worth playing. This is one of the better shmups on 3DS for sure.  This remake is 3DS digital exclusive.

Strike Force FoxxPublished by Big John Games in 2014.  Strike Force Foxx is a Choplifter clone. Just like in that classic, you control a helicopter in a side-scrolling level and need to find and rescue the hostages in each stage in order to proceed. In some levels you also need to destroy a certain number of enemies. The game also has a bit of plot in between levels to give it a bit more character. This game has 2.5d graphics with some stereoscopic 3d depth. It looks okay. Just like in Choplifter, your helicopter can face right, left, or straight on, so you can either fly quickly one way or the other while shooting at a diagonal angle, or shooting straight down at enemies below you. The straight on orientation is also best for picking up the hostages. You can only carry six hostages at a time so you’ll need to go back and forth to your base. If too many hostages die or you run out of health you lose, but you can just try again, you have infinite continues and the game saves your progress.

As with so many indie 3DS games, this game has a three-star system as well. Depending on your score at the end of a level you’ll get up to three stars. You can use those stars, and also the money you made from beating the level, to buy some upgrades for your copter. There aren’t a lot of upgrades, but it does give you something to work for. Strike Force Foxx is a completely playable game, with okay graphics, alright controls, and a decent amount of content. It can be fun, I’ve always liked Choplifter. It’s not anything special and isn’t up to the level of the best real Choplifter games, but Choplifter games are uncommon these days, so despite that this somewhat average effort is worth a look for anyone with a fondness for Choplifter as I do. Get it if you like this kind of game, it’s a decent one. I’d call this game above average.  Nintendo 3DS digital exclusive.

SubaraCity Published by CIRCLE and developed by Flyhigh Works in 2017.  This simple mobile port block-dropping puzzle game is the game in this update that I have played the most.  Yes, really, I got quite addicted to SubaraCity and still play it sometimes.  This is a city-building blockdropping puzzle game, essentially.  The game plays in a regular Tetris-styled puzzle game well, and blocks of various colors fall from above.  These blocks each have a different building on them. If you touch a multi-tile group of blocks of the same color they will combine into one larger building on the tile you touched.  Once you’ve combined enough buildings together they will max out and become a white apartment building.  These buildings cannot be moved around or combined with the regular colored houses, so they take up space in the quite limited play area.  You start with two undo or delete building moves available, and get one more every hundred years (turns), plus more if you build large enough special buildings; more on those later.   You can also earn these, as I will explain.  Undo/deletes are very important, and allow you to get rid of a block that’s keeping you from combining others you need.  Using them wisely is critical, you only start with a few and won’t get all that many more.

The basic concept of the game is to go as long as you can, combining houses into their maxed-out forms until you have no plays left.  Plan ahead with which colors you combine so that you don’t block off colors in places where you can’t get to that tile again unless you really, really have to.  The beginning of the game is key because this is the time when it’s easiest to get a whole lot of the white buildings, as I’m pretty sure that as the years pass the game starts throwing harder and harder drop patterns at you. Once you are stuck and have no plays, it’s time to click on one of those white buildings and combine them into a monument building.  The number of connected white buildings will determine which monument building you end up with, the more the better.  I’ve gotten most of the monument buildings but not all of them because the last few are pretty insane, you’d basically need to have almost the entire screen full of white buildings.  That would require some crazy-good luck.  Monument buildings can be destroyed with undo/deletes, but otherwise permanently take away tile of your play area.  They cannot be combined together, you can only combine the white buildings into monuments.

However, if you delete a regular or monument building you lose the population that lived in that building, which is bad because your score is the population of your city.  So, only do that if really, really necessary. Eventually though you will run out of moves, and once you cannot combine any tiles and have no delete/undos left the game is over.  There is a high score table showing your biggest cities, though sadly it does not separate or mark easy from normal difficulty, which is kind of lame; it really should not combine the two, the easy mode is dramatically easier from normal.  Still, it’s a nice score table which gives different ranks for cities of different sizes. In addition to regular endless mode play in either regular or easy modes, this game also has Achievement-style characters to unlock.  Each unlocks when you meet a certain building goal, and once unlocked you will see those characters on the field during play.  I’ve unlocked all but five of them.  Having this is nice since it gives you something to play for beyond score.  There is a viewer showing all of the buildings that you have unlocked and showing how many white buildings you’d need to combine to get the rest of them as well.  For the lower-level buildings you can switch between two different visual style for each building, for either a newer or older look.  Overall this is a great and very addictive title that I highly recommend.  It is also on other platforms, but this is a great version with ideal controls for this kind of game.  Buy it while you can.  Also released, digital-only, on Nintendo Switch, PC (Steam), iOS, PlayStation 4, and Xbox One. I’d rather play it here on the 3DS, I prefer stylus controls for this kind of game.

Summer Carnival ’92 RECCA [NES Virtual Console] – Published by Kaga Create and developed by Kid in 2013. Recca is perhaps the NES’s most impressive shmup, on a technical level. Or at least, it is certainly the closest thing to a bullet-hell game on the NES, or, rather, the Famicom, since this game didn’t get a US release until this digital 3DS version. This extremely fast-paced shooter is a crazy game for the original Nintendo, with enemies zooming in and shooting at you as quickly as the hardware can handle. This emulated port runs exactly like the original thing, except for being on a small screen this time, and with a savestate option.

Recca is a fantastic, and very difficult, shooter, but it is accessible since your shots destroy enemy shots, so you can survive things that you otherwise wouldn’t. Also, if you stop shooting you will build up a bomb-like attack in a large ball in front of your ship which blocks enemy fire from the front. Using bombs at the right times is key. Also the game has a simple powerup system and this isn’t a full-on bullet-hell game as would become popular several years after its release, just a fast-paced shooter with a lot of bullets. This game has absolutely no slowdown, which is amazing. This is as fast-paced a classic shooter as you’ll find. It does have constant flicker, but you’ll get used to it. And when you die you will have a chance on your next life, because there are lots of powerups to grab. Recca is a masterpiece for its console and this re-release is fantastic because the actual cartridge is very expensive and uncommon; the game only had a limited release. Definitely buy this, it’s cheap and even if you probably won’t get more than a level or two in without quite a bit of replay, with the fast pace, constant action, and great visuals and enemy patterns it’s a very fun time even if I’m not getting far into it.

And all of that is why it’s so frustrating that this 3DS version is the only re-release Recca has ever had! Why couldn’t it at least also have released on the Wii U? This game is fantastic, but it’s better on a big screen; the sprites on the 3DS are visible, but small. It’s definitely an easier game to play on a TV, where you can see all of those small sprites more clearly. I hope that Recca gets another re-release soon on modern platforms, it’s both a technical showcase and a very good game. This game has a reputation of being only for serious shmup diehards, but I think anyone with any interest in shooters should play it. You might be surprised at how much fun it is. Buy this game, now. Also available physically on the NES (in Japan only). That release is rare and very expensive. Nintendo 3DS digital exclusive.

Super Destronaut 3DNew Nintendo 3DS required. Published and developed by Petite Games in 2017. Do you like Space Invaders? It’s pretty fun. So, this developer had a very original idea: how about … I make a game that’s a lot like Space Invaders, but with newer graphics but worse controls and design? … sorry, I am probably being too harsh, but this game is indeed a Space Invaders-style static-screen shooter. You are on the bottom of the screen and move left and right, shooting up at the rows of enemies above who move left and right while they shoot at you. The game diverges from Space Invaders here, though, as the enemies don’t move down the screen towards you adn don’t speed up as you kill more of them within a wave. Instead, they shoot bullets at you in various different patterns, so you will need to do more bullet-dodging as you would in Space Invaders since this game has no shields to hide behind.

The game has three modes. Classic gives you three lives to try to get through as many waves as you can. Time Attack starts you with 30 seconds, and you must clear the wave within that time. If you get hit you lose 10 seconds, and if you compelte a wave you get some time back. Trying to kill the enemies quickly is a nice challenge. And last, in Hardcore mode you die in one hit. See how far you can get in what is otherwise Classic mode. The game has simple chunky-pixel sprite art graphics, but I like the art design here, it looks nice. There is a bit of stereoscopic 3d; even though the background is solid black, the sprites to pop out some. Still, with such basic gameplay, there isn’t much reason to actually play this title. It’s not awful or anything, what is here works, it’s just very basic and bland.

I like classic arcade games, but the classic-style game here isn’t anywhere near as good as a better pre-crash-era game, it’s too bland. The enemies often take multiple hits to kill so the pacing is slow, the controls, which have both digital and analog support, are fine but not anything special, and you’re missing the thrill of having to shoot that last alien before it closes in on you that Space Invaders does so well. This game tries to have more bullet-dodging instead, but this is far from a bullet-hell game, it’s classic… but not one of the better classic shooters. Despite its issues though, I did have some fun trying to stay alive in this game. I did play Super Destronaut 3D enough to get a decent score, so something kept me coming back for a little while, but this game is average at best. If it’s on sale and you love shooters perhaps check it out, but probably skip this one. Also released, digital-only, on PC / Mac / Linux (Steam) and Wii U.

Super Strike Beach VolleyballPublished by Natsume and developed by Arc System Works in 2016. Essentially part of the same series as the Family series of very simple sports games on WiiWare, this very simple volleyball games has the same characters from the game, renamed at least in this US release, now playing volleyball. So there are eight playable characters, one of each gender for four age categories from young to old. The game has solid stereoscopic 3d graphics. The game is a 2-on-2 team game, as beach volleyball generally is. This game plays on the slow side, perhaps to make it accessible to younger players, but otherwise is an okay volleyball game. You move with teh stick, jump with B, and hit with A. If recieving the ball, first one teammate hits it up with A, then the other can spike it by jumping with B where it’s landing and hitting A with the right timing to hit the ball hard towards the other side. Indicators on the screen show where the ball is going to land, and an indicator appears showing the best timing for smashes, so this game is fairly easy to learn and play. You can move the indicator showing where you’re going to hit the ball to with the stick, though you have VERY little time to do this so all you can really do is adjust it slightly, not fully choose your target location. The ball in this game moves tediously slowly, but not quite slowly enough to fully let you aim shots.

For modes, there is a tournament mode where you play against a bunch of other teams and get points for winning matches that you can spend upgrading your characters’ stats, a single match mode where you choose teams and a court and play, and an endless challenge mode where you see how many other teams you can defeat without losing. The main game mode isn’t the longest, but it’s a decent featureset for a cheap downloadable title like this. Super Strike Beach Volleyball is, overall, mediocre, with slow ball movement and very simple play, but it can be amusing in short play sessions. There are better volleyball games out there, but there are also worse ones. Still, for being so slow paced, with how the ball just hangs in the air for so long on almost every hit and for having so little time on each strike to adjust where you are hitting the ball to, I can’t recommend this game. It’s kind of poor. Nintendo 3DS digital exclusive.

Sweet Memories: BlackjackPublished by CIRCLE in 2012. In this mediocre card game you play blackjack against anime girls, mostly high school girls. You never see your character but presumably you’re playing as some boy in their school. This isn’t a game with much of a plot, it’s mostly just a basic blackjack simulator with anime girls. As a note, the girls in this game are always fully clothed, this isn’t that kind of game. You play this game with the 3DS rotated sideways. An image of the girl appears on the upper (lefthand) screen, and the play window with the cards and such on the right (touch) screen. You play with the stylus. The game has no stereoscopic 3d, but considering that you hold the system sideways there isn’t much that could be done, I don’t think the 3d effect would work correctly. The 3d models of the girls are well made at least.

There are two modes. In Normal mode you play against your selected opponent, initially only one girl but also others at specific times of the day or if you have accomplished their unlock conditions. This mode keeps track of your total winnings and your goal is to win blackjack rounds against these girls over and over and over and over until you unlock more stuff. You choose how much to bet before each round. The manual says that there are three levels of your relationship to the main girl, and getting ???? coins after ???? games played will level you up. I’ve played hundreds of rounds and aren’t anywhere near level two so yeah this game wants you to play blackjack a whole lot to get anywhere in its very minimal plot. I, probably like most people, are not interested enough in this incredibly repetitive game to want to do that.

In the Score mode, you play a shorter game, initially against the first girl. Once one person reaches 1000 points they win. The winner of each round gets 100 points, though you can choose two options, Plus Game if you want the winner to gain 100 points and the loser to lose 100, or Minus Game if you want the winner to get nothing and the loser to lose 100. This mode is how you unlock other girls to play against, if you do the specific things the manual tells you, such as play 1000 rounds, beat Kasumi 8 times in a row, etc. Additionally, the other five girls, not the main one who will appear anytime, only appear at certain times of the day, real time. None of the other five will appear between 10pm and 5am. The main girl changes costumes and locations depending on time of day, as well. This system is conceptually interesting, but is kind of annoying in practice because if you’re often playing the game at the same time you won’t see the other characters. And why do multiple characters only appear from 9am to 5pm, Monday to Friday? How annoying.

As for the gameplay, it’s blackjack. I generally have absolutely no interest in casino games, real or digital, but blackjack does have a little bit of strategy so it’s okay I guess. It’s not something which is going to hold my interest for anywhere near long enough to get very far in this incredibly repetitive game, but it’s okay. And yeah, this is a blackjack game. You are given a few cards, and need to choose to keep them or drop them and whether to add more cards as you try to add up to 21. The gameplay is fine but given how simple it is I would hope it would be. The main game mode does change backgrounds depending on the real-world time of day, but this is kind of annoying because if you’re often playing at the same time you’ll never see the other areas. I don’t like that. Overall there isn’t much reason to buy this game, probably don’t bother. Nintendo 3DS digital exclusive.

The Sword of Hope II (Game Boy Virtual Console) – Published and developed by Kemco in 2012. The original Game Boy version released in Japan in 1992 and the US in 1996. Sword of Hope II is a first-person RPG. This may be a Kemco game, but this is classic Kemco, not their modenr mobile-focused stuff. Unlike, say, Wizardry or Etrian Odyssey, however, in this game each screen is a single location, connected to other locations as in an adventure game or such. You can’t rotate in place to face different directions, each location is what it is and moving any direction goes to a new location. The view of your location is tiny, as most of the screen is dedicated to stats, a text info box, and other displays.

For the most part, this is a fairly conventional JRPG, with a heroic quest for our lone hero to embark on, standard turn-based battles, and the like. In each location you also might find items or things to speak to or interact with for puzzles and such. The main thing holding this game back for me is that there is no in-game map, so you MUST draw one yourself, or print one from the internet. You will need a map in order to get anywhere in this game. Sword of Hope II is a classic, and if you can get into it this game is definitely good, but know that this is a classic first-person RPG and you will need to be prepared for that. Originally released on Game Boy. If you want this game digitally the 3DS is the only way.

Swords & Soldiers 3D Published and developed by Two Tribes in 2014. This is a simple strategy game. The idea here is that you’re basically playing a side-scrolling RTS where you have no control over your units, and no economy or town building. Instead, all that you do is build units that then automatically walk forward and fight, and use special ability spells and such that you can directly affect the world. You can also choose which way your soldiers go at some points when they hit branching paths in some stages. In order to win, you need to get soldiers from the left side of the stage to the right and capture the enemy’s base there. The game is fun, but probably a bit too simple. As much as I love strategy games and RTSes, I just don’t feel like there is enough for the player to do here. A lot of the time this game plays itself while all you do is just occasionally build a soldier. It’s incredibly stripped-down, and that makes it accessible, but I thought that it also makes it kind of boring. This game does have nice cartoony art design and stereoscopic 3d visuals, as the title suggests, but I mostly lost interest after a few levels. I’d rather have more actual gameplay in my strategy games than you find here. Still, it’s good I guess. This game was released on multiple platforms and is similar across versions. Also available digitally on the Wii U (as Swords & Soldiers HD). The HD version was released, all digital-only I believe, on PC / Mac / Linux (Steam), PlayStation 3, Nintendo Switch, Nintendo Wii U, Wii (WiiWare), iOS, and Android.

Title Rankings

The best games in this update:

Summer Carnival ’92 RECCA [NES Virtual Console]
SteamWorld Heist
SubaraCity

Also pretty good:

SteamWorld Dig
SteamWorld Dig 2
Swords & Soldiers 3D
Steel Empire [Genesis remake]
Sssnakes
Silver Falls – Ghoul Busters

Average:

Silver Falls – Undertakers
Strike Force Foxx
Slime Slayer
SpeedX 3D: Hyper Edition
Sword of Hope II [Game Boy Virtual Console]
Super Destronaut 3D
Sweet Memories: Blackjack
Smash Cat Heroes
Silver Falls – 3 Down Stars
Snow Moto Racing 3D

Subpar to Bad:

Super Strike Beach Volleyball (for being slow)
Stack ’em High
Space Defender: Battle Infinity

 

Posted in First Impressions, Game Opinion Summaries, Modern Games, Nintendo 3DS, Reviews | Tagged , , , | Leave a comment

Game Opinion Summaries: Digital-Only Nintendo 3DS Games, Part 8: Q – Sh

It’s another update after only a week?  Yes, I do want to get this done this month.  It’s almost like a real website for a few weeks!  Heh.

 

Table of Contents: Q-R-Sa to Sh – 22 games

Quarters, Please!
Quarters, Please! 2
Quell: Reflect
Quell: Memento
Quest of Dungeons
Quiet, Please!
Retro City Rampage: DX
Robot Rescue 3D
Runny Egg
RV-7 My Drone
Samurai Defender
Samurai Sword Destiny
Sanrio characters Picross
Secret Agent Files: Miami
SEGA 3D Classics Series — OutRun
Senran Kagura Burst
Severed
Shakedown: Hawaii
Shantae [GBC Virtual Console]
Shantae and the Pirate’s Curse
Shift DX
Shovel Knight: Treasure Trove

The Summaries

Quarters, Please!Published by Nostatic Software in 2019. This is a collection of five homebrew remakes of classic arcade games. There is no stereoscopic 3d here. You start out by choosing a character to walk around the arcade with. It defaults to the girl who is the main character of the developers’ adventure game series (Quiet, Please!, Candy, Please!, and such), but you can also play as a bunch of other characters from the games. This doesn’t mean much since most of your time will be in the games and you don’t see the character while playing, but it’s there. In the arcade, you walk around to go to the arcade machines or look at the handful of other things to do in the arcade, though there isn’t much. You can’t leave the area, it’s just one one-screen building to explore. Having the arcade at all is nice but I was hoping for a bit more interaction. Once you enter a game the lower screen goes totally black as you play on the upper one.

The games here are Meteor (Asteroids), Nebula (Galaga), Dino Dig (Dig-Dug), Face Invaders (Space Invaders), and Bound ‘n Bash (Bump ‘n Jump). The games play a lot like their classic arcade counterparts, though generally not quite as well as the real things. Meteor’s controls feel a bit off, for example. Games are controlled with the dpad or analog stick and the A button. B or Start pause and let you quit back out to the arcade. Each game saves the top five best scores, with initials, which is nice. Perhaps the biggest problem here isn’t gameplay though, it’s audio. There is no music during play, at all. Some games have better sound effects than others, but none have music. Playing Nebula is kind of boring without anything at all replaing Galaga’s iconic musical bits! Some of these games have at least some sound which approximates the real things, such as Face Invaders and Bound ‘n Bash, both of which do sound alright if only with simple beeper sounds, but the other three really are lacking. There is some basic music in the arcade so the developer is capable of something, but it’s not in the actual games. When you combine that with the fine but not anything special play of the games themselves you get something I can’t quite recommend. This collection’s okay and the games play well, but you’re probably better off with the real things somewhere else. Nintendo 3DS digital exclusive.

Quarters, Please! Vol. 2Published by Nostatic Software in 2020. This is a second collection of homebrew remakes of classic arcade games. This collection is very similar to the first one, with the same arcade, the same selection of characters from the developers’ adventure game series to walk around the arcade as, and five new games to play. Stuff was moved around the arcade and some colors were changed and such, but it’s mostly the same. You still can’t play that ping-pong table sitting there in the arcade, unfortunately. Bah. And again there is no stereoscopic 3D and while in a game the bottom screen is just solid black. Shouldn’t it show arcade controls or something?

As for the games, this time you have: Guardian (Defender), which as usual for this series has okay NES-ish graphics, decent gameplay, and incredibly minimal sound effects that totally fail to represent Defender at all; Badger (Frogger), an okay Frogger clone; Space Attack (Missile Command), a decent Missile Command clone which would be a lot better with touchscreen controls instead of dpad or analog, but sadly it does not have that and is buttons-only though at least it does support analog with the analog stick; Decipod (Centipede), a solid version of Centipede with sounds as the enemies move around and analog controls; and one original title. This is Karate Battle, an endless runner with more mid ‘80s style visuals and actual in-game music. You run along at high speed and need to press down to slide, X to attack, or A to jump at the right moments to not die to the obstacles that come at you. Overall, I’d probably call this collection a bit better than the first one, as the games included are done slightly better and there is a bit more audio, though it still isn’t nearly as good as the sounds from a classic arcade machine. The original title is fairly bland, I’m not an endless runner fan, but it’s something. As a big Defender fan it’s too bad the version of Defender here is probably the weakest of the four classic arcade ports, but it’s still fun. If you get one of these two collections, get this one. Nintendo 3DS digital exclusive.

Quell: ReflectPublished by Circle and developed by FK Digital in 2014. Do you like ice puzzles, where you cannot stop while in motion but instead slide until you hit something? Do you like the idea of facing plenty of puzzles like that? Well, if so, this is the game for you. If not… probably don’t buy the Quell games. If you do though, start with this one bcause it starts out much more approachably than the second game. The game has simple controls, you choose with way to slide with either the touchscreen, dpad, or analog stick. Controlling orb-like raindrops, you need to collect all of the items on each stage to complete it. Various obstacles exist to get in your way, including spikes which pop up after you pass over them and more. A touchscreen icon or the Y button resets the stage. Eventually you get stages with multiple orbs to control as well, and can switch between them by touching them or with the R button. Each puzzle easily fits onto the lower screen, there is no scrolling. The edges of the screen do, however, connect. This means that infinite loops are a danger, since the edges of the screen connect to eachother. You will need to figure out the correct path to get through the level without getting stuck in a loop and needing to restart. The game keeps track of how many moves it took you to complete each level.

There is also a story here, about memories and the passage of time, but the main focus is on gameplay, the plot is minimal. It’s more an atmosphere than a story. This game is decent, it starts out easy enough and gets harder. Once the puzzles get hard, of course, the game is very frustrating; like most people I find this kind of puzzle frustratingly difficult and I’m not sure if this game is actually fun, but still, it does do what it does well. The visuals are simple, with basic 2d for the puzzle on the lower screen and a simple image on the upper screen that unfortunately is not in stereoscopic 3d, but the gameplay’s the focus here. Overall I’d call Quell: Memento an average game that is far more frustrating than it is fun. That is as intended, of course, but do you want to play this kind of game? If you do, pick it up. Also released on Android, iOS, Nintendo Switch, PC (Steam), and PlayStation Vita.

Quell: Memento Published by Circle and developed by FK Digital in 2015. Essentially, this game is a level pack to the first one above. Similar to its predecessor but harder, this is a very difficult, but simple, logic puzzle game about sliding raindrops around mazes, trying to collect all of the items without hitting a spike or getting stuck in an infinite loop from the connected edges of the screen. Sliding-tile puzzle fans will like this, but for anyone else I’d call this game maybe a bit less good than the first one since it gets so frustrating. I think this game is average due to getting frustrated at how difficult it is, but people who like hard logic puzzles will surely like this game. If you are among them, pick it up. Also released on Android, iOS, Nintendo Switch, and PC (Steam).

Quest of DungeonsPublished by Upfall Studios in 2016.  This is a top-down action-rpg roguelike dungeon crawler with nice sprite-art 2d graphics but no stereoscopic 3d. It was first released on PC and mobile, and got other console ports later. This is a decent but overly simplistic game, as you might expect from its mobile roots. Of the indie games like this I’ve covered in this series on 3DS Quest of Dungeons has probably the best sprite art and music, but for overall gamepla, similar to Bit Dungeon, it is of middling quality, unfortunately well behind Alchemic Dungeons. In this title you play as one of four guys, warrior, wizard, assassin, or shaman, and can choose from four difficulty levels before you begin. Each character has slightly different gameplay. In the intro the four of them are together, then the three you didn’t pick suggest that you go alone into the dungeon while they stay there. Heh. Well, you’re probably going to die.

This game is relatively simple as far as roguelikes go, it is a fairly straightforward action-RPG gameplay-wise, but it’s still tough. As with most games in this subgenre, the dungeon is randomly generated. Rooms are generally rectangles with enemies and breakable objects with items in them scattered around, along with doors to other rooms. There are also warps that take you to different points in the map. Your goal is to find and kill boss monsters. They are pretty hard, though, so you’ll need to grind to level up enough to be able to fight them without dying. Your health regenerates slowly while not in combat, but it’s probably too slow, so you end up walking in circles a lot. The game gives you no indication of which rooms have tough enemies in them, too, so it can feel cheap at times; be ready to run. The lower screen has a map of the area, which is useful. It is fairly zoomed-in, but you can scroll around it with the stylus to view the rest of the map. As expected for this genre you auto-attack when you move to a space with an enemy on it, or you an use a skill mapped to the A or B buttons if you have one equipped you want to use. Each class has different skills, of course. It’s simple but fun enough… until you die from a strong enemy you couldn’t have seen coming and have to start all over from the beginning.

The core gameplay loop here, then, is to explore, kill regular monsters, level up, get skills and items, defeat bosses once you’ve levelled up enough, and repeat. If you die, that’s it; there is no continuing here, and this game is not a rogue-lite, nothing carries over from one run to the next other than the dungeons that you have unlocked — you can start on any unlocked dungeon. Other than that, you died, try again. I’m fine with this structure and prefer it over one like Rogue Legacy’s where you unlock permanent upgrades as you play the same dungeon over and over, but best of all is just, you know, letting you make permanent saves. You can do a temp save here to suspend a game in progress, but not a permanent one. This game does have an ending, it’s not infinite. It will be hard to get there, though. I sure haven’t. Overall I’d probably have to say that this game is slightly below average, but I do have some fun with it despite that. The game is fast-paced and can be fun as you zip around killing things and collecting items. It doesn’t have the gameplay depth of the better games in this genre — there is no hunger meter, no crafting, and such — and has more grinding than I’d like, but what is here is decently fun for a while. Still, I’m not sure if I can recommend this one. Maybe. If you buy this game for 3DS you are given a 100% discount on the Wii U version of the game, and vice versa. Also available on PC/Mac/Linux (Steam), iOS, Android, Xbox One, PlayStation 4, and Nintendo Switch.

Quiet, Please!Developed by Nostatic Software in 2017. This is a three-in-one pack of indie adventure games. This is another adventure game in Nostatic Software’s series of very chunky pixel-art graphic adventure games starring a young girl in the ’80s or ’90s. I previously covered the Halloween and Christmas games, though going sequentially this goes first, it released first and contains games made before the later two. This title contains Quiet, Please!, Quiet Christmas, and Vacation Vexation. In each game you wander around a fairly small game world, trying to figure out what to do. You aren’t given much direction, but the game worlds are quite small and you do have an objective, so it works. Most of the games in the series re-use the same house as their main setting, the family’s home, but Vacation Vexation has a different setting as the name suggests, so there is some variety.

I’m not going to describe all three games in detail, but in the first game, Quiet Please, for example, the heroine doesn’t like all of the annoying noises coming from around the house and wants some peace and quiet, so you need to figure out how to make all of them stop using only the items found around the house. Mom won’t let you go upstairs to your room until you do your homework, but you don’t have any! How can you distract her? You can only pick up one item at a time, so gameplay is simple and approachable. In that classic adventure game style, puzzles here consist of trying to figure out where to use each item. Unlike most classic adventure games, though, conversations here are a single line of text long, or maybe two at most. There are no dialog options. That’s kind of disappointing, but still the core item-use gameplay is strong. The game controls with the d-pad and buttons and plays fine. I’d certainly recommend this series to adventure game fans, they are simple, cheap, and fun. They’re nothing incredible but are good enough for anyone with an interest in the genre to enjoy. Recommended. Also on PC (Steam), and originally on Xbox 360 Indie Games, though that store was delisted years ago.

Retro City Rampage: DX Released by Vblank Entertainment in 2014. This fairly popular multiplatform indie hit is basically a homage to the early top-down Grand Theft Auto games, but with an ’80s setting absolutely loaded with references to NES games, ’80s movies, and the like. The 2d pixel art graphics look nice, but unfortunately the game makes absolutely no use of stereoscopic 3d. It’s a shame, because it could have looked nice to have some depth. As for the gameplay though, being a GTA knockoff, the game is a mysanthropic, violent game where you run around murdering people at will. GTA’s enduring popularity really says something about 21st century culture; this game may have NES or DOS PC-inspired visuals, but this gameplay would not have done well back then, it’s too hatefully violent against innocents.

The gameplay here really is pretty much overhead GTA with small but nicely drawn sprites, but it has a few twists. You get a large arsenal, and can run, steal cars, shoot or hit people, etc. Ammo is limited, but ammo drops are frequent. You also can jump, and, amusingly, kill people by jumping on them — hit the attack button in midair and you’ll knock out the person. Heh. The controls are good, and the game has auto-lockon — hold down the fire button with a gun and you’ll lock on to enemies and be able to circle-strafe.

As you wander around, you can murder civiliants pretty much at will. This will increase your threat meter and get the police to come after you, but they are easily avoided, just escape them for a few seconds and you’re fine. Kill some police and maybe one will drop a ‘police will forget about you’ item and walk off. Yeah, as I said, it’s the same mysanthropic stuff as GTA. It’s mindless fun for a few seconds but it’s not something I want to play a whole game about. If you want to do actual missions, fortunately this game does make that easy. Missions are linear objective-based stages, and they are marked on the map with icons. This game may make no other use of the 3DS hardware, but the lower screen map is, at least, incredibly useful. In an open-world game, even one with a fairly small open world like this one, having a map telling you where everything is, including the exact locations to start all the main or side missions, is great. The missions themselves really are just ‘here’s a sequence of references, can you recognize them all?’ though, which gets old fast. Overall, this is a well-made game with good gameplay, but I greatly dislike open-world games and don’t often like playing as a villain in a game so I’ve played very little of it and probably will not go back.

As an added bonus, you can unlock the NES version of the game, ROM City Rampage, in this title. It is a real NES game rom and is unlockable in a bunch of versions of the game. Retro City Rampage was released on PC (Steam) first, and then many platforms. It got physical releases on Wii, PS3, PS4, Vita, Nintendo Switch, and DOS PC (many of them limited-production-run releases), digital releases on all the modern systems it had physical releases on, and digital-only releases on PC/Mac/Linux (Steam), PlayStation Portable, Xbox 360, Android, and iOS. It’s cool that the retro versions were made, I just wish that it was a kind of game I actually enjoyed. It isn’t.

Robot Rescue 3DPublished by Teyon in 2013. In this three-pack action-puzzle collection, you get Robot Rescue, Robot Rescue 2, and Robot Rescue 3D. All three games have the same gameplay and graphics, though: a puzzle game where you move multiple robots around a single-screen maze, all of which move at the same time when you move. They just get harder as you go from title to title, as more objects are introduced. If you press left, all robots move left. If you press right, they all move right. All you can do is move, which is done with the d-pad, there are no other controls. And if the robots touch eachother or if any robot is destroyed by an obstacle such as a laser trap or such, you lose and the stage restarts. As you might imagine, things get tricky quickly. Sure, at first it’s easy enough, but the puzzles later on require very precise timing. You’ll need to hit the correct directions at just the right moments or you will die and restart. It’s an unforgiving game, but it is fun.

The game has nice sprite-art 2d graphics, and does have stereoscopic 3d, as you play on the upper screen and the field pops out over the background. The controls are pretty odd, though — even though the in-game controls are controlled with the d-pad only, all menus are touch input only. I have no idea why this is the case, but it is. The presentation is good, with nice art and menus and such, but why is this dpad-controlled game touch only in the menus? It should have either button or touch support. But anyway, Robot Rescue 3D is a quality but quite challenging puzzle-action game. The first part in this game, Robot Rescue, may be beatable, but but the third part, Robot Rescue 3D? Good luck. Still, I recommend giving this game a try. It’s well made. The first two Robot Rescue games in this title were originally released on the DSi DSiWare eshop, while the third is exclusive to this collection.

Runny Egg – Published by Tom Create in 2015. This is a 2d platformer where, as the name suggests, you play as a chicken still inside of an egg. This game is a simple, somewhat short, and quite charming game that platformer fans should play. The game is NOT an auto-runner, it is important to note. Speed is important here, but you have full control of your cute little egg. In each level your primary goal is to get to an egg cup at the end of the level, but there are also a few secondary objectives in each one, usually about beating the level in a certain short amount of time and with a certain large number of collectibles picked up. There is also a bonus objective if you find a hidden golden egg in each level.

Control in this game is simple. You can run, jump, double jump, wall jump, and that’s about it. You can take multiple hits, but after about three hits your egg will break and you’ll lose a life and go back to the last checkpoint. Running is one of the key mechanics here though, and you build up speed as you run. If you are going fast enough and run down a hill, you will start rolling. While rolling, you can defeat enemies and bounce over water. The rest of the time, though, this is a non-violent avoidance-based game. As with many modern games, this game has RPG elements as well, as you get points for level completions which you can spend on upgrades for your egg. It’s a simple mechanic which works. The game also lets you change difficulties on the fly between easy, medium, and hard.

The 16 levels in this game are linear but frequently have multiple paths. Each level is a large space full of a whole lot of yellow rubber duckies to collect, both on a main route and hidden in various alternate paths, and enemies to avoid. Each level ends with a “boss” section, but instead of a battle it’s a little platforming challenge section. It fits the mostly non-violent nature of the game well. It’s fun to zip through the levels as quickly as you can, but going slowly to collect a lot of the stuff is also fun. Runny Egg controls well and looks nice, with cute graphics. This game may not be anything really special, but with solid, cute graphics, good level designs, some variety, and good controls, I definitely recommend picking this game up while you can. It’s a good, charming little game well worth playing. Nintendo 3DS digital exclusive.

RV-7 My Drone – Published by EnjoyUp Games in 2016. In this … uh, flight action game? Racing game? Something like that. Anyway, in RV-7 My Drone you control a helicopter-sized drone. It’s basically a helicopter, gameplay-wise. The game has nice stereoscopic 3d graphics and in-game has an overhead view at a slight angle. You might think of Desert Strike, visually, but the actual gameplay here is very different from that one. For one thing, My Drone levels are entirely linear. Each stage is a fairly narrow, just over one screen wide, but decently long corridor. You fly your drone with the analog stick. You have no height control, so even though you are flying this is basically a 2d game. The controls are quite floaty, but this is probably appropriate. In each level you have an objective that you need to accomplish in order to beat the mission. Generally this involves picking things up and then dropping them off at the end of the stage. You also have a battery charge meter, which you can refill at recharge stations. You can’t shoot in this game, but do have a tractor beam with which you can pick up boxes or people who need rescuing. and if you win get additional stars for beating a time limit and finishing the level with full health.

Oh, this is another one of those odd 3DS games with touch-only menus but buttons-only gameplay. It’s odd but okay, whatever. There are a decent number of levels, each with different objectives and obstacles, but unfortunately stage layouts are randomized. The nature of the mission and the types of obstacles you will face, including trees, missiles, UFOs, laser towers, and more, is preset. The layout OF those obstacles, though, is randomized each time you try. This even applies to after you die, so if you fail a mission at some obstacle, next time it might well not be like that anymore, it’ll be redesigned into possibly an easier layout. That’s a little disappointing, as is the crutch of relying on random generation in a game like this instead of what would be better, premade level layouts. Even so, RV-7 My Drone is a solidly fun time. This game is an above average little obstacle-avoidance and racing game. How quickly can you avoid all of the obstacles in a level to get all of the boxes to their destination at the end? It’s nothing amazing but is reasonably fun. The presentation is good for an indie game as well. There are ways that this game could have been better, but it still might be worth a look. Nintendo 3DS digital exclusive.

Samurai Defender Published by CIRCLE and developed by Link Kit Co., Ltd. In 2013. This game is a defense game, but it’s not quite a tower defense game as you might expect. Instead it’s an action/tower defense hybrid of sorts. The is a conversion of a Japanese cellphone game with the pay-to-win elements removed. You play as a force defending a Japanese castle. Your gate is on the left, and enemies approach from the right. You have several archers above the gate. Somewhat like the ’01 PC freeware game Castle Attack but nowhere near as great (that game is a promo bonus game for the PC simulation game Stronghold; I played a lot of that flash game back when it was new…), your main method of defense in Samurai Defender is these archers. You control where they are aiming with the stylus, analog stick, or d-pad, though the stylus is by far the best way. The upper screen shows the full field with approaching enemies, and the lower screen just shows an image of the field with nobody on it, ally or enemy. You touch the lower screen to place an X that marks the firing target where the archers will be shooting at on the upper one. With the button controls, you move a hand cursor around and place the firing target with a button press. There is also a slider on screen to change whether the archers’ arrows should converge or spread as they go across the screen.

Additionally, you have several different special abilities that you can use. You will slowly get more as you go through the game, but the first few include an attack that hits most enemies, walls to slow down the enemies, and repairs for your castle during a stage. Using these special abilities requires MP points and have cooldowntimers. MP regenerate, but you can’t just keep using abilities repeatedly, you will run out. Win or lose, after each stage you get money to spend on upgrades for your abilities and basic archers and castle defenses. If you win you go on to the next level and if you lose you replay the current one, but it is nice that it just lets you keep trying, while getting money you can use to make the next run a bit easier. This does mean some grinding will be required, unfortunately, but the game is mostly well balanced. The game is lacking in variety, though, it’s all pretty much the same. It isn’t as exciting as I’d hope for, either. Castle Attack is a fast-paced and exciting game, but Samurai Defender’s somewhat bland. Your archers fire slowly, there’s only a moderate sense of danger since failing just means you try again with some stat boost, and such. It will get repetitive. You do need to pay attention, though, because you will need to change firing locations often and use the special abilities well in order to complete stages beyond the early ones. This is a kind of game I like a lot and it’s done okay, but it just is a bit too slow-paced and bland to really excite me. It’s above average but only bit a bit. Also digitally released on iOS and Nintendo Switch.

Samurai Sword DestinyPublished by UFO Interactive in 2012. In this sidescrolling action game you play as a female samurai in some requisite skimpy bikini armor, going to the right and as the name suggests slashing everyone apart with your samurai sword. Unfortunately, it’s not any good. The weird controls, where you move with the dpad or analog stick (though control is not analog) and attack by drawing lines on the touchpad to slash or do distance slashes, functions. However, oddly for a side-scrolling game, you can’t jump in this game! No, you are stuck to the ground. So, you just do slash-dashes left and right until eventually you die or get lucky and somehow win. I imagine that there are ways to play this game that aren’t awful and random-feeling but I really doubt that it’s worth the time to find them.

On the other hand, though, this game does have pretty nice graphics. The sprites are all very nice looking and well-drawn, and the game has great stereoscopic depth, with the sprites strongly standing out over the backgrounds. It makes heavy use of the touchscreen too, of course. The audio is fine. You do make money as you play, even from defeats, and can spend that money on ability upgrades. And the game has some auto-runner QTE-ish stages, though I hate that kind of thing more than anything so that’s yet another big negative for me. But even just focusing on the main game, the issue is the gameplay and how bad it is to play. This was a pretty early 3DS game, so at the time of its release the visuals alone probably sold some downloads, but now? There is very little reason to waste your time unless you really like slashing the stylus left and right over and over and hoping you can do that with the righ, timing to avoid enemy attacks. There is absolutely no variety and pretty much depth beyond ‘get better at timing your left or right slashes’. No thanks. I’d rather play anything else in this update. Nintendo 3DS digital exclusive.

Sanrio characters PicrossPublished by Jupiter in 2018. Jupiter’s final Picross game for the Nintendo 3DS was… a Hello Kitty game? Yes, it’s true. This game has a lot of polish, though, and in visuals and features is probably the best of the Picross games on 3DS. I’ve never had any interest in Hello Kitty or any of Sanrio’s other characters and don’t know much about them, but that doesn’t matter all that much; this is a Picross game after all, so the main focus is on solving those wonderful nonogram puzzles. As far as the number of puzzles goes, this game has the same amount of content as the last few Picross e titles, so there are 150 puzzles that have both regular and Mega puzzle versions and three Micross puzzles. This game mixes things up by not just letting you play the Micross puzzles, though; instead you have to unlock the blocks of the Micross puzzles by completing the regular puzzles. It’s a solid idea. The game also has all the options. You can enable or disable hints in the pause menu and everything, it’s totally up to you! Fantastic. Additionally, as you complete regular and mega puzzles you get stickers which you can place in sticker book pages. There are a lot of stickers of various Sanrio characters in this game. I don’t know them but it’s all very charming stuff. This game is great, definitely pick it up. Nintendo 3DS digital exclusive.

Secret Agent Files: MiamiPublished by Joindots in 2013. Note: this game does have smoking shown in game and is not for children. This game is a hybrid of a hidden-objects game and a traditional adventure game. It tries to do interesting things but is pretty average at best, I think. The game starts out with some backstory. You play as a member of the CIA named Mia. She’s been written off by the agency and had her identity erased for some unspecified (at the start) reason, and as the name suggests is in Miami… which happens to be her hometown, so you start out by visiting her mother. Then, she tells her mother that she’s a CIA agent. Yes this plot sure is plausible… uh. The story is kind of weird but is okay I guess. The controls are kind of annoying, though — the main gameplay mostly uses touch, for touching the hidden objects and such, combined with either the dpad, analog stick, or face buttons for moving the lower screen around the image on the upper screen as you look for the hidden items. That’s fine, but in the story scenes, you need to use the A button to advance the text. Only A works. So, put down the stylus, hit A until the story part’s over, then pick it back up again… that could have been done much better.

This game is also difficult for several reasons. First, I looked but can’t find any guides for this game online. Next, you don’t get to see images of the things you are looking for, just one-word descriptions. The objects are often quite well hidden in the backgrounds, even right from the beginning of the game, so actually finding things can be pretty frustrating. There is a hint button, but you start with only a few hints and get only ONE hint back after each screen, so it’s incredibly limited. I imagine plenty of people will give up here after running out of hints. On a positive side, while each screen’s image is always the same, if you replay the game it does randomize which items you need to touch. Items you must collect for your inventory will always be required, but the other items you just need to touch for the game to let you proceed will be different.

As for the adventure game element, as I said, some items go into your inventory. Then you can drag those items out and try to use them on something else in the scene. Good luck figuring out where to use what, the game gives you no hints. There isn’t any kind of onscreen indicator showing where you can use an item, it usually just does nothing. If you want to look up help online… well, I tried but couldn’t find any for more than a couple of puzzles. How unhelpful. I eventually gave up, as most people probably eventually will. There are also some minigames described in the nicely detailed manual, but I didn’t get far enough to play any of them. This game is okay, but I’ve never been a big fan of the hidden object genre, and this game has some design issues. It’s a decent low-budget indie title, but the low budget shows, this game needed more polish. If it sounds interesting definitely pick it up, though. Nintendo 3DS digital exclusive.

SEGA 3D Classics Series — OutRun Published by SEGA in 2015. OutRun is, deservedly, one of Sega’s most popular games of the ’80s. I should have covered this game when I discussed the rest of the 3D Classics titles I have digitally in part one of this series, but I didn’t, so here it is. OutRun is a super scaler racing game. You zoom forward along roads in a Ferrari, following a branching path from the start to one of five endings five stages later. This is a linescroll-style racer, so it can only do smooth curves with no hills, but that’s fine. OutRun may be a short game, but you have a very tight time limit to complete each stage, so very good driving will be required to finish even the easiest route. The effort is worth it though, because OutRun is brilliantly designed, with great graphics, music, and controls. It’s a fantastic game that will keep you coming back for some time.

This is a fantastic version of this all-time classic, and indeed in some ways is the best version of the game. The stereoscopic 3d is fantastic, and the illusion of depth it gives you adds a lot to the game. This version of OutRun is, for the most part, the arcade game with the usual Sega CD Classics options, including a savestate and some options. It has one major option that the arcade game doesn’t, though, and that is a 60fps mode toggle. At the time of this versions’ release only the Saturn and 3DS versions had 60fps support, and the Saturn doesn’t have stereoscopic 3d so I’d put it below this version for sure. This game is a definite must-buy and is maybe the best game in the Sega CD Classics line for the 3DS. OutRun is available on many platforms, but this 3D version is 3DS-exclusive.

Senran Kagura BurstDeveloped by Tamsoft and published by XSEED Games in 2013. This is an enhanced version of the original, Japan-only Senran Kagura title. We didn’t get that game in the US, but did get this version. Unlike Japan, here it was a digital-only release, which is why I’m listing it here. Senran Kagura is a beat ’em up with lots of visual novel-style story sequences between the simple but fun action. The story is surprisingly serious. It’s not too dark, but isn’t just fanservice-bait comedy. The characters have interesting stories and it is well-written. The game stars an all-female cast of schoolgirl ninjas and definitely tries to sell based on their looks. The game is set in anime high school, and has two different factions of ninjas, one good and one evil. You can play as either side, and need to play as both to get the whole story. There are five playable characters per faction.

This game is not like its sequels, though. This series became somewhat infamous for being overly sexualized, and that is true, but the original two 3DS games are tamer than their sequels on other platforms. There is no nudity or underwear in this game, for example. All characters can have their uniforms torn off, but they just have bathing suits on underneath. Senran Kagura games would get much racier after leaving the 3DS for platforms like the Vita and Switch. I think this relative restraint is better design overall. The storytelling styles are also very different — this game is, again, a game which has both serious and comedic moments and does both well. The serious side is significant. But the later games? They are mostly to entirely excuses for sexualized fanservice, with plots with little seriousness or depth. It’s barely the same franchise from the Senran Kagura you see in these two 3DS games and the anime, which I liked at the time and which is tonally much more like the 3DS games than the nonsense that came after them.

As for the gameplay, Senran Kagura Burst is simplistic and mostly easy, but I think it’s the fun kind of simple. The combat levels in this game are classic-styled isometric beat ’em up stages. You pick a character and outfit and go fight against the other faction. Most of the time you beat up generic foes with regular attacks and basic combos. Each character has a regular form and a powered-up super form, and you can switch to super mode with a button. Of course, if knocked out of super mode you’re in trouble. Occasionally you will face off against bosses, often one of the other factions’ five main girls, or perhaps somebody else important to the plot. The gameplay is pretty fun. The variety may be limited and the challenge moderate, but there’s enough fun beat ’em up action to keep me interested. Overall Senran Kagura Burst is a good game. I’d say pick it up while you can if it seems interesting. Just know that it is a different thing from the post-3DS series. This game also has a sequel on the 3DS, but that one did get a physical release in the US so I’m not covering that here. Senran Kagura 2 does have some free DLC though, so make sure to get it while you can. This game is a Nintendo 3DS digital exclusive in the US, though Japan got a physical release. This game has a remake on modern systems with the combat style of the newer games in the series called Senran Kagura Burst Re:Newal. I don’t have that version so I have no idea if it’s any good, but it clearly plays very differently.

SeveredDeveloped and released by DrinkBox Studios in 2016. This game is an indie first person dungeon-crawler RPG. The game is from the same developer as Guacamelee (which I covered in my PC platformers list some years back), but I like this game a lot more than that one. With pretty good, original art design and solid gameplay that is both conventional and unique, this game will get your attention with how original it is while also being familiar enough to play. This is one of the better indie RPGs on the 3DS, it’s quite good. You play as a female character in a somewhat tribal jungle setting. It’s probably supposed to be Mesoamerican, given the studio. Bad stuff happens at the beginning and you lose both one arm and your family, and you need to find them. You do get a creepy magic sword with an eye in it though, and will use that a lot in this game. The visual design is modern, but the controls are classic first person dungeon crawler stuff: you move between preset spots and rotate around in place with the analog stick or dpad, you can’t freely move. The lower screen always shows the dungeon view, and you can switch the upper screen between a larger stereoscopic 3d view with a small minimap showing the area directly around you, or a full-screen map showing much more of the current dungeon. The stereoscopic 3d looks great, but the larger map is often more useful.

You attack by drawing lines on the touchscreen to swipe around your weapon. You can also interact with levers, wheels, and such with the stylus; this game is designed around touch input and it works very well. This game does NOT have random battles, which is pretty nice. If you are going through areas you’ve been in before, looking for the way forward or a solution to some environmental puzzle, you won’t be fighting constantly as you go. I love that. The puzzles are clever and well thought through, too. Once you do get into a battle, they are action-style touch-based fights. Enemies can be on multiple sides, and you choose which one to face. The others can attack you while you’re facing away, of course. As you swipe enemies with the stylus they will react by moving shields around, so you will need to swipe in the directions they are not protecting themselves in. It’s fun stuff. As you defeat enemies you get monster parts that you can upgrade your stats and sword with. And then it’s on to more exploring, finding your way around, solving puzzles, and fighting monsters. The dichotomy between the really nice, quite modern animated graphical style and the more traditional gameplay works well. Severed is a game not to be missed, pick it up for sure while you can. Also available digitally on the Wii U, iOS, Android, PlayStation Vita, and Nintendo Switch. If you buy this game for 3DS you get both the Wii U and 3DS versions of the game for a single price, and vice versa. Very nice. Because of the controls and stereoscopic 3D, this 3DS version is probably the best version of the game.

Shakedown: HawaiiReleased by Vblank Entertainment in 2019. Shakedown Hawaii is the ‘90s-themed spiritual sequel to Retro City Rampage, above. The gameplay is very similar to the first one, except it’s set in Hawaii now and instead of 8-bit-era-style visuals you get 16-bit-style visuals, and a Hawaiian setting instead of a generic Northeastern city. Do you like walking or driving around a top-down city, causing random chaos and killing innocent people? Or do you like being a criminal, doing missions killing other criminals? Or do you like this games’ new element, buying properties and doing generic missions to get protection money from the inhabitants? I think I said my opinions on that in my Retro City Rampage review above, I don’t like this genre conceptually and don’t like open world games in terms of design so this is DEFINITELY not for me. Even aside of my dislike of the games’ genre, sure, the world’s not going well in a lot of ways these days, but reacting to that with this kind of pretend celebration of very violent crime feels wrong. I mostly just got this because it’s interesting to see 3DS games released this late. Maybe you’ll like it, though reviews of this game weren’t as positive as Retro City Rampage’s were, reviewers like this game less. It’s more repetitive, I guess, though I didn’t get far enough to run into that and nor do I want to. And unless you count the Wii, which I wouldn’t, there aren’t any classic versions of this game, which is unfortunate, so there are no equivalents to the DOS or NES versions of RCR. Ah well. Also released on PC/Mac/Linux (Steam), PlayStations 3, 4, 5, and Vita, Wii (physical release in Europe only), and Wii U. Most of those other platforms got physical releases of this game, but not the 3DS.

Shantae [GBC Virtual Console]Released by WayForward in 2013. The original Shantae was a late Game Boy Color title which released in 2002. As someone who had a GBC but not a GBA yet, I wouldn’t get myself a GBA until ’03, I should have been very much in the target market for this game… but I didn’t buy it. I’m not sure why, other than that I’ve rarely been much of a fan of open-ended “Metroidvania” platformers, of which this is one. I prefer a game that may have some options along the way but has you follow a linear path to one where you have to wander around lost a lot. For a similar reason, even though Wario Land 1 is one of my favorite games ever, I didn’t buy Wario Land 3 until many years after the GBC was dead. In both cases, I don’t regret my decisions. They are good games, certainly. Maybe even great ones. They just aren’t my favorite style of game. I still don’t own Shantae on cart, unfortunately, because the game got quite expensive in a hurry. I did finally buy it on 3DS, sometime after getting Pirate’s Curse (below), but while the first Shantae is clearly a good to great game I still haven’t ever gotten all that far into it.

Anyway, in Shantae you play as a half-genie girl named, well, Shantae. The game has pretty good cartoony graphics in that classic WayForward style. This game definitely tries to sell based on Shantae’s good looks and skimpy clothing, it must be said. The game beyond that is good, but it’s worth mentioning for people who are bothered by that. The game has great controls too. As for the gameplay, though, you wander around a town trying to figure out where to go, then go to various sub-areas where you explore, fight enemies, and look for stuff. This is a platform-action game with powers to get as you proceed which let you access new areas in previous parts of the game. So, as I said, it’s a metroidvania-ish platformer. It’s good to great, but as with many games of this style I lose interest after a while. That’s just me, though. Despite my qualms I do like this game, it controls and looks great and is fun to play when you know where you’re going. While for a while it seemed like the game would be a one-off, it has ended up being an ongoing series with quite a few entries. This digital release is a good way to play Shantae on a handheld for a fraction of the cost of the original cartridge. Recommended. Also digitally released on Nintendo Switch, PlayStation 4, and PlayStation 5.

[Shantae and the Pirate’s CurseReleased by WayForward in 2014. This is the third Shantae game, but it is the first game in the series that I bought and played. This game started out as a digital exclusive, but had a physical release in 2016. So, I probably shouldn’t cover it here ,but since I do have the game digitally and have played it I will in brief. The second Shantae game started out as a DSiWare game, though both are also available on other platforms. This one first released here, on 3DS. This title is a very nice-looking 2d platformer with good use of stereoscopic 3d and plenty of fun platform-adventure gameplay. Despite my somewhat lukewarm statements above I think I might actually like the first Shantae game the best, but they’re all good games and this one is no exception. The game is a lot of fun at first, as you explore islands, find powers, and fight badguys. The problem is how I handle getting stuck in a metroidvania-ish game. I eventually got stuck at some point and while I definitely like this game, I wasn’t loving it quite enough to look up what to do, so instead I stopped playing. I am okay with that though, with how many games I try I think it’s fine that I don’t finish most of them. That I liked it enough to get hours into it says something about the games’ quality. Pick it up, it’s quite good. If you like stereoscopic 3d definitely get this game for 3DS. Ports of this game were released on Wii U, PlayStation 4, PlayStation 5, Nintendo Switch, Amazon Fire TV, and Xbox One.]

Shift DXReleased by Choice Provisions and developed by Cosen in 2017. Shift DX is a 2d puzzle-platformer game where you rotate the stage with L or R in order to flip the screen. One way and, with the default black-and-white color palette, you are standing on the “ground”. Hit a shoulder button and now the world is flipped over and you are inside the block at your feet, on what used to be the ceiling of that block underneath you but now is the new ground. You play as a female character, and there is no plot here. This title is about the gameplay. There are additional unlockable characters to play as if you progress far enough, though they all play the same. The game has a nice black-and-white visual style with solid art direction. If you dislike that palette though, you can use others, and will unlock more as you progress.

As for that gameplay, for the most part all you do is run around, jump, and shift. The controls are fine, though nothing special as far as responsiveness gopes and such. Your jump is fairly low, you can only jump about one tile high, so the primary way to get around is through shifting. You can only shift while on solid ground, though, so for instance you can’t switch into a ceiling in mid-jump, unfortunately. That would make things too easy. You’ll need to figure out the puzzle instead, and that can be tricky. In those puzzles you have an entrance point and an exit door you must reach, the two colors of blocks which flip, and various things in the stages, including tiles which flip you when you enter them, keys which remove locks from tiles that block you from flipping into those tiles, cross-hatched titles that you cannot flip into, and more. This is a platformer but it is not an action game, so there is no combat or enemies present. That’s certainly for the best, the game shines by sticking to what it does well, its unique take on puzzle-platforming.

This screen-flipping concept is not new, and wasn’t even when the Shift series began with a flash game in 2008, but it is done very well here, with a good sense of style and nice music. There isn’t much if any use of stereoscopic 3d, but that’s okay. There is a lot of content, though — this title includes all of the stage layouts from Shifts 1 and 2 for the PC, plus 100 new levels only in this version. There’s even a level editor, though there is no online level trading so its use is somewhat limited. Each level is a challenging single-screen maze of blocks, and after the early rounds it will take some serious thinking, and flipping, to figure out how to get all of the collectibles and to get to the stages’ exit. It’s very rewarding when you finally figure out a stage and make your way to the exit. This is yet another tough but well-made puzzle game on the 3DS, and it’s definitely recommended! Handhelds are a perfect place for puzzle games with fairly short stages like this one, it’s a great pick-up-and-play title to play for a few minutes here and there. Definitely recommended. Nintendo 3DS digital exclusive.

 

Shovel Knight: Treasure Trove Published by Yacht Club Games in 2014 (though this fully DLC-updated version is from 2019). Shovel Knight is a very popular NES-styled, though not NES graphics-accurate, 2d platformer released on a lot of platforms. The 3DS version is as good as any, and does have stereoscopic 3d. However, it also has a physical release. So why am I listing it here? Well, the game had several downloadable addon campaigns released after the main title. The 3DS got two DLC packs, each with another campaign. There was a last part that wasn’t released on 3DS because it is multiplayer-focused, but the 3DS got all of the single playe content. They were released for free, very generously, but given that demos and such will go un-downloadable after the shop’s purshasing shutdown, I very much doubt that anyone who buys the physical version after the shop shuts down will be able to play the other three campaigns, only the first one, which is the only one on the cart release. So, if you want to play this very good platformer classic, pick it up while you can.

Each of the four campaigns has you playing as a different character who controls totally differently, so there is some nice variety here. I won’t describe all of them, play the game and find out for yourself. The first campaign’s main character, Shovel Knight, controls a bit like DuckTales for NES’s Scrooge McDuck but with a dig mechanic added, but the others are quite different. I’ve never loved this game quite as much as some people and didn’t get addicted to it, probably as much as anything because it isn’t NES-accurate and has parallax backgrounds and extra colors and such, but it does play well and has decently good level designs. I’m not quite sure why this game was such a massive hit while other games I liked just about as much or more are obscure, I’d rather play Mutant Mudds or Chicken Wiggle than this game for instance, but even so Shovel Knight is a good game well worth playing. Also released on PC/Mac/Linux (Steam), Xbox One, Nintendo Switch, Wii U, PlayStation 3, 4, and Vita, and Amazon Fire TV.

Posted in First Impressions, Game Opinion Summaries, Modern Games, Nintendo 3DS, Reviews | Tagged , , | Leave a comment

Game Opinion Summaries: Digital-Only Nintendo 3DS Games, Part 7: P

Yes, I got the next update done already!  I definitely wanted to make sure I finished this update while the store was still up, it’s got a lot of fantastic games covered.

 

Table of Contents for this update

 

Parascientific Escape: Crossing at the Farthest Horizon
Parascientific Escape: Cruise in the Distant Seas
Parascientific Escape: Gear Detective
Parking Star 3D
Pazuru
Phasmophobia: Hall of Specters 3D
Phil’s Epic FIll-a-Pix Adventure
Phoenix Wright: Ace Attorney Trilogy
Apollo Justice: Ace Attorney
Phoenix Wright: Ace Attorney – Dual Destinies
Phoenix Wright: Ace Attorney – Spirit of Justice
Pic-a-Pix Color
Picross 3D Round 2
Picross e
Picross e2
Picross e3
Picross e4
Picross e5
PICROSS e6
Picross e7
Picross e8
Ping Pong Trick Shot
Ping Pong Trick Shot 2
Pirate Pop Plus
Pocket Card Jockey
Psycho Pigs
Pushmo
Puzzle Labyrinth
PUZZLEBOX setup

 

The Summaries for letter P – 29 games

 

Parascientific Escape: Cruise in the Distant Seas Published by Circle and developed by Intense in 2015.  This is a somewhat simple but great adventure game.  You play as a girl in a group of girls stuck on a sinking cruise liner, and you need to figure out how to get off alive. The game has a first-person viewpoint, with prerendered rooms which you view and can interact with with the stylus on the lower screen.  You will collect items and use your abilities in order to solve puzzles.  While inspired by escape rooms and such, though, you can’t actually lose in this game, which I at least really like. I don’t like the pressure of having a time limit before your character dies or something, so this game, which has the tension of that kind of setup but doesn’t have the actual danger, is perfect. As the name suggests, the main character has psychic powers. She’s able to use several different abilities, and you will need to use them in the right places in order to solve the puzzles. Now, this is a small download-only title, so it is not especially long. The difficulty level is also somewhat moderate.  There are some tricky puzzles, sure, but for the most part this game isn’t that hard.  That was entirely fine with me, though, and I really liked this game. The four girls are all good, interesting characters, the puzzles are fun to figure out, and the visuals and setting are good.  I would say more, but I don’t want to spoil the story! I highly recommend any adventure game fan should get this game while you can.  I’d say that it is a fun little adventure that probably won’t take too long and is lots of fun while it lasts.  The game did well enough to get two sequels.  I like this first one the best, though.  It’s great.    Nintendo 3DS digital exclusive.

 

Parascientific Escape: Gear DetectivePublished by Circle and developed by Intense in 2016.  This title is a sequel to the one above.  This game has similar gameplay to the first one, but makes a lot of changes along the way.  Most notably, this time you play as a guy detective.  He’s got a sidekick girl who likes him.  Additionally, you aren’t stuck in an escape room-style setup this time. Instead you’re a young detective, as the name suggests, with a detective’s office.  Of course, you’re about to be pulled into a dangerous mystery. This is still an adventure game with psychic powers and items to collect, though, so apart from the change in setting and characters the core gameplay is familiar.  This game has a bit more consequences for failure than the first one, so I guess other people didn’t like that you couldn’t actually lose in the first game. I liked it better that way, but still this is a good adventure game well worth getting.  It’s cheap, good, and, again, entirely 3DS exclusive.


Parascientific Escape: Crossing at the Farthest Horizon
Published by Circle and developed by Intense in 2017.  The third and final Parascientific Escape game brings back both protagonists from the first two games, and switch between them at points in the story.  This game feels a bit more ambitious than the previous ones and has some good puzzles.  As with the second game it definitely has choices that can lead to a bad ending. I don’t like that kind of pressure, probably unlike most people, but still this is a good adventure game with an interesting story, good characters, and nice visuals.  As usual the psychic powers thing is a somewhat gimmicky puzzle-solving mechanic for the most part, but still this is a good adventure game I certainly recommend picking up while you can. This trilogy, based entirely around stylus-based precise touch controls, would not control anywhere near as well on the Switch as they do on 3DS, but even so it’s a shame that the series hasn’t returned.  I like all three of these games quite a bit, they’re short-ish but well made and very fun adventure games that any genre fan should definitely play.  Everyone knows the Ace Attorney series, but this series of smaller titles shouldn’t be forgotten. Pick them up.  3DS exclusive.  Buy it.   Nintendo 3DS digital exclusive.

 

Parking Star 3DPublished by Circle and developed by Easytech in 2014.  This game is a driving puzzle game, but definitely not a racing game.  It feels like a mobile port, but it’s alright.  As the name suggests, this is more of a simulator, a parking simulator in specific. Using either button or touch controls, and the best option is a mixture of both, you try to park a car.  The controls are on the lower screen, and the fairly basic 2d overhead-view graphics on the upper screen. The game makes minimal use of stereoscopic 3d, unfortunately.  It is there, but not much of it.  In each level, your challenge is to park in a specific parking space, fully in the space with the parking space lines showing on all sides of the car, without hitting more than one thing.  You can bump one thing and keep going, at a cost of rating for the requisite three-star rating system seemingly all mobile games use, but a second bump means you fail, try again.

The controls are simple but take a little getting used to.  You have a forward or reverse lever, either on the dpad, face buttons, or on the right of the touch screen; the wheel, either on the touchscreen (preferred!) or on the analog stick; and a brake, either on the left of the toughscreen or on the shoulder buttons.  Using touch for the steering is preferred because you don’t turn the car like a normal car in a videogame.  Instead, you have to spin it as if it was a wheel, even with the stick.  This works well with the touch controls, just turn that wheel with the stylus.  It feels very odd to be rotating your analog stick around in circles, though, but that’s what you have to do here.  Yeah.  As with a real wheel it stops at certain points once you’ve turned the wheels as far as they can go, and then you will need to turn it back around.  The wheel doesn’t auto-center at all, it stays exactly where you leave it.  As for speed control, you can adjust your speed kind of, but it doesn’t feel fully analog.  For reverse basically you move at a standard speed as soon as you go into reverse, stopping when you let off it.  For forwards you can kind of control your speed, but you mostly have a speed you go at.  Fortunately, it is slow enough to work. Once you figure out the controls this game plays fine, as you go forward and back and turn in order to work your way into each parking space.  There are plenty of puzzles on offer.  It’s a decently average little game that you might want to pick up if it sounds interesting.  Nintendo 3DS digital exclusive, as far as I know.

 

PazuruPublished by Joindots in 2015.  Pazuru is a puzzle game with one-button controls. This is baasically one of those bounce-the-light-on-angled-mirrors games, but with a bouncing ball and a timing element. The game plays on the upper screen, has basic sprite graphics, and doesn’t use any stereoscopic 3d, so it is certainly technically unimpressive. The gameplay is plenty challenging and interesting, though, so it may be of interest. This game has a light Japanese ninja theme, but mostly you are just watching an object bounce around the upper screen. Whenever you hit the A button, objects change depending on their type. Some angled blocks will turn on and off each time you hit the button, others will rotate each time you press it, and such. Each puzzle is a single screen and there are several gold shurikens scattered around that you are trying to collect all of with a single try. The challenge is, there are multiple exits scattered around the level, so you will need to hit the button with the correct timing to make everything line up correctly so you don’t end up in one before getting them all. After completing each level you get a rating on the standard mobile game three-start system Based on your time and if you got them all and such. Pazuru is simple, and probably is a mobile port, but it’s a decent puzzle game and is average or slightly above that.  Nintendo 3DS digital exclusive.

 

Phasmophobia: Hall of Specters 3DPublished by In-D Gaming in 2019. New Nintendo 3DS required. This title is an extremely simple and short little game jam demo that you pay for, basically. It’s kind of neat though. This game is someones’ attempt to make a 3d, first-person take on Pac-Man. On the upper screen you see the first person view, and on the lower screen a map of the maze. It’s the standard Pac-Man maze. The map shows your location and the locations of the four ghosts. In this maze, you need to explore around and collect 12 pages attached to the walls. The pages are NOT marked on the map, so you will need to look around and find them. If you get caught by a ghost you lose a life, three lives and it’s game over. You move with the left stick and aim with the right analog nub. I kind of hate the analog nub, so it’s unfortunate that this game doesn’t have touch aiming, but sadly it does not. It also doesn’t have stereoscopic 3d; despite requiring the New 3DS, this game looks the same with the 3d slider up or down. Too bad.

If you can manage the camera stick the controls are alright, though this is about as basic a 3d environment as you will see on 3DS, but there’s literally minutes of gameplay here — there is only one level. You will definitely die several times before beating the level, but once you beat it the only other thing to do is Insanity mode, where you have only one life and a time limit. That only took me a few minutes more and with that the game was done. There is very low replay value here, it really is a techdemo. It’s cheap, can be fun to play, and it’s cool that it got released at all, but still, I’m not sure if it’s worth buying or not. Do you not mind buying one of the shortest games on the system in order to support an indie game jam project that actually got released on the eshop? I don’t regret buying it, but make your own choice.  Also released on Android and PC/Mac/Linux (itch.io). Note that while there is a PC/Mac/Linux (Steam) game named Phasmophobia, that is an entirely different game by a different developer.

 

Phil’s Epic Fill-a-Pix AdventurePublished by Lightwood Games in 2017. This third party somewhat Minesweeper-meets-Picross game is a huge disappointment.  This game has over a hundred huge, scrolling puzzles.  Numbers around the field tell you how many blocks next to each space need to be filled in. Picross-style you either fill in spaces or don’t, there aren’t multiple colors.  The concept is sound, I love both Picross and Minesweeper so sort of combining the two is a good idea.  Sadly, but you won’t want to try to solve these puzzles.   Of all 3DS puzzle games I have played, this is the only one at all like this which is missing something critical.  You see, this puzzle game… has button-only controls.  And I mean it has NO stylus support, not even in menus.  On the 3DS. I have no idea at all what the developers were thinking, but who would want button-only controls in a 3DS puzzle game like this? Why would anyone actually publish a puzzle game like this on 3DS with no stylus support? The game concept is great and is exactly my kind of thing, I love both Picross and Minesweeper and this is a nice cross of the two, but without stylus support my interest in the game goes way, WAY down. I don’t know how this happened, but it should not have been released like this. Skip this mess. This is the same publisher who released the pretty good ____-A-Pix games and this released after Pic-a-Pix Color (below), so I have no idea what happened with this one, but don’t buy it.  Also on Vita, PS4, and Nintendo Switch.

 

The Phoenix Wright seriesThe four titles released in 2013, 2014, 2016, and 2017.  Four Phoenix Wright games, including a collection of the three GBA games and three standalone releases, released in the US on 3DS, and two more in Japan-only, though they did finally get Western releases on Switch. I was going to cover these, but … I’ve still never played any of them, and I don’t think I could cover them now in the depth any fans would want. So I won’t. I will only say that these games are very good versions of these popular adventure games, and that these games are digial-only in America and are ideally suited for this system. With touch controls designed for a stylus touchscreen like this and stereoscopic 3d graphics that are much improved over those in the GBA and/or DS versions of the games which are ports from the previous generation, these are probably the best way to play the games. They have some DLC as well.   I don’t think any are 3DS exclusive.

 

Pic-a-Pix ColorDeveloped by Lightwood Games in 2017. Pic-a-Pix Color is a good, and pretty interesting, Picross clone. The main unique feature here is that unlike official Picross, the tiles in this came are in multiple colors. You switch between colors with L and R, and play with the stylus (or buttons if you really want). Because there are multiple colors, this makes for a pretty different game from classic Picross because different colors can be contiguous. So, where in regular Picross there are always white spaces in between the black blocks you carve out, Pic-a-Pix Color puzzles can have a string of differently-colored blocks that are all touching, without there definitely being spaces in between. I love Picross so this is a pretty neat take on the genre. The controls and gameplay are just as you’d expect. As wtih all of the ____-a-Pix games, you have a button that will tell you if you have any errors in the puzzle, and gives you the option of correcting mistakes if you wish. And as wtih all of these games, you get a gold medal after completing each puzzle if you don’t use the autocorrect feature. You can use the ‘how many errors are there?’ feature as many times as you want, that’s fine and isn’t punished at all, and as usual this is easy to abuse if you wish. The game does keep track of how long it took you to solve each puzzle but the only medals are for not using error correction. That is somewhat unfortunate, but even so this is a good Picross-style game with a nice twist.

And, it doesn’t end with the puzzles included: unlike the other ___-a-Pix games, this one has DLC. There are several dozen $2 puzzle collections available, and if you want to play them on 3DS, and I at least definitely do, buy them before 3DS purchasing shuts down. I wish that the other games in this series also had DLC, it’s unfortunate that they do not, but hey, I’ll take what I can get and like this game for sure. It has solid puzzle gameplay, a lot of content, and is definitely worth buying. Its DLC is as well. Also on Wii U, PS4, Vita, and Nintendo Switch.  Personally I would much rather play it on this system than any of those due to the combination of stylus controls and portability.

 

Picross 3D Round 2Developed by HAL Laboratory and published by Nintendo in 2016. This title is the second and sadly so far last Picross 3D title. This sequel to the original Nintendo DS game is fantastic, but unfortunately is cut down and lacking in features compared to its exceptional predecessor. The first Picross 3D is my favorite game for the DS, but this one is “merely” a very good game. On the positive side, the graphics here are very nice with good stereoscopic 3d, the puzzles are interesting, and there is a fair amount of content. However, the first game had a puzzle editor and lots of downloadable levels that you could download for free. Of course you can’t download anything in the original DS game now, but even so it still has more content than this one, and that puzzle creator. This game doesn’t have any of that. It has fewer puzzles built in, too. I love that the game is in actual 3d now, and the gameplay of chopping out the blocks of a 3d cube to make a picture is as amazingly fun and rewarding as ever. It’s just really sad that this game is so cut back versus the first one. This game had a physical release in some regions, but unfortunately not in America, so it is on this list. This is one of the best download-only 3DS games here, but it’s a pale shadow of its amazing Nintendo DS predecessor.

Picross eDeveloped by Jupiter and published by Nintendo in 2013. I’m something of a Picross addict, and have slowly been playing through the 3DS Picross series, one game at a time. I’ve finished every puzzle in the first four games now, and have played a lot of several more. This series slowly improved over time, but all of the games are well worth playing if you like Picross. Picross, or picture crosswords, are nonogram puzzles which are simple and yet challenging. The board is a grid of squares. Numbers along the left and top sides of the screen show you how many tiles in each row need to be carved out. Picross is simple, since tiles are all either white, uncarved, or black, carved out. The grids can get large, particularly in later titles in the series, but the core is simple and approachable. You just need to figure out which tiles need to be touched by using logic, deduction, and, if you get stuck, guesswork. The game has a timer, and if you try to touch the wrong tile time gets added to clock. With each mistake more time gets added than the last time you guessed wrong. If you complete the level in under an hour of time, you win, get to see the image in color, and it is considered completed. Take longer than that and you will need to try again. Each Picross e titles breaks its puzzles up into several categories, and if you complete all puzzles in each mode a medal appears on the main menu showing that you have completed it.

This first game has 15 Easy puzzles of sizes 5×5 to 10×10, 60 Normal puzzles of sizes 10×10 and 15×15, and 60 Free Mode puzzles also of sizes 10×10 and 15×15. Free Mode is harder since you aren’t allowed to use hints while playing any of these puzzles. Most later games only have three Free Mode puzzles on each 15-puzzle page, but this one has more. And lastly, the game has 15 Extra mode puzzles, also 10×10 and 15×15. This game doesn’t have as many puzzles as the later ones and the maximum size is relatively small, so it’s a good starting point.

The core systems are similar across both this series and the several other licensed Picross titles, including the Hello Kitty one, the Pokemon one, and the mini Zelda Twilight Princess one, but they do add new features over time. The core controls are the same, but the later titles add larger puzzles, new modes, more puzzles, and some control improvements that make the games a little easier to use. However, start from the first one and it will feel good. This first game may not have the large images or such, but it does have plenty of puzzles mostly in smaller sizes, so it’s a perfect starting point for new Picross players. Buy all of these. If you’re only getting one the later ones are better, they add things like marking if you used any hints when you solve the puzzles instead of only ‘did it take you under an hour or not’ and improve the controls a bit, but such, but I at least say, get all of them! It’s great.  Nintendo 3DS digital exclusive.

 

Picross e2Developed by Jupiter and published by Nintendo in 2013. Picross e2 is very similar to the first one, but with new puzzles. The number and block size of puzzles in the Easy, Normal, Free, and Extra categories are all identical to the first game, so you have 15 Easy puzzles, 60 puzzles each for Normal and Free, and 15 Extra puzzles, and a 15×15 max puzzle size. Additionally though, the new Micross mode is added. Micross puzzles have you making a famous work of art. The artwork is broken up into a grid of 8×8 tiles, some of which will be empty and some of which contain parts of the image. You touch each tile to start that puzzle, then try to figure out that block. Each block of the artwork is, as with the main puzzle, only 8×8, so these puzzles are easier to solve than the regular one. This game comes with five Micross puzzles, a nice amount. I like Micross mode, it’s fun seeing the larger image come together.  Nintendo 3DS digital exclusive.

 

Picross e3Developed by Jupiter and published by Nintendo in 2013. Developed by Jupiter and published by Nintendo in 2015The third Picross e game again is based off of the first one with new puzzles. You get fewer regular puzzles this time, though, unfortunately. This time you get 15 Easy puzzles (5×5 and 10×10), 45 Normal puzzles (10×10 and 15×15), 45 Free puzzles (10×10 and 15×15), 15 Extra puzzles (all 15×15), and 30 puzzles in the new Mega Picross mode, in sizes of 10×10 and 15×15. Micross sadly doesn’t make an appearance in this game. It is missed.  Nintendo 3DS digital exclusive.

Mega Picross somewhat makes up for the lack of puzzles in this entry, though, because these puzzles are harder than those in the other modes due to reduced information. You see, in a Mega Picross puzzle some rows are combined into paired rows. You will see only the block totals for both rows or columns combined, instead of for each one separately. Additionally, some numbers, in a black outline, are for a group of blocks which go across both rows in this group. Regular numbers are only in one lane or the other, as marked, and will never be directly touching another row. This makes solving the puzzles much trickier, as you can’t X out blocks nearly as easily because you could go sideways instead of just up and down. If that sounds a little complex, well, Mega Picross can be a bit frustrating sometimes because of how much harder it can be to figure out what you can X out or chip away. Still, it was a good addition and this is a good game. I wish it had more regular puzzles and some Micross, though.  Nintendo 3DS digital exclusive.


Picross e4
Developed by Jupiter and published by Nintendo in 2014. For the new year, this game mixes up the menu system a bit. Now, the Easy and Normal categories are combined into one mode just called [Regular] Picross. This mode has 105 puzzles of sizes 5×5 to 20×15, so a new larger puzzle size has been added. Three puzzles on each page of 15 are Free mode puzzles, the rest regular ones where the game docks you time for each mistake. This 20×15 size would be the largest size in the Picross e series. You also get two Micross puzzles, 45 Mega Picross puzzles of sizes up to 15×15, and 15 bonus puzzles, five of which unlock for each of the first three Picross e games that you own on your 3DS. Considering how muchl onger Mega Picross puzzles take and that the new size is larger, this game has a solid amount of content.

You get some new options, too — from Picross e4 on, in this series you have Hint Number Auto-Check, Hint Roulette, and ? Navigation options on the pause menu. If you turn the first of those options off the game will no longer tell you if you make mistakes, or dock you time if you do so. If you turn the second off, the game will stop asking before every puzzle if you want to have it start out by filling in one row and one column. And if you turn the third off, the hint mode will be disabled even on puzzles where you are allowed to use it. There are some nice new features here.  Nintendo 3DS digital exclusive.

 

Picross e5Developed by Jupiter and published by Nintendo in 2014. This second 2014 Picross game is very similar to its predecessor, though with a bit of a graphical improvement; the on-screen interface looks a little better than it did before. This title has 120 regular Picross puzzles in sizes of 5×5 to 20×15, with three Free mode puzzles per 15-puzzle page; three Micross puzzles; 30 Mega Picross puzzles in sizes of 5×5 to 15×15; and 15 puzzles that unlock if you have the first three Picross e titles. Yes, it’s always just the first three that unlock bonus puzzles. It’s another great entry in this series.  Nintendo 3DS digital exclusive.

 

Picross e6 – Developed by Jupiter and published by Nintendo in 2015. At this point, Picross e became a yearly series instead of one more frequent. This game has 150 regular Picross puzzles in sizes of 5×5 to 20×15, 150 Mega Picross puzzles in sizes of 5×5 to 20×15, three Micross puzzles, and 15 puzzles which unlock if you have the first three Picross e titles. This may sound like a huge number of puzzles, but the last three Picross e games “cheat” by not actually making new puzzles for Mega Picross mode. Instead, you get 150 puzzles for regular Picross, and those same puzzles in Mega Picross mode, just harder now due to how much tougher that mode is due to more limited information. The puzzles are not in the exact same order so unless you can identify the image and cheat by looking at it in the regular mode you probably will need to do the puzzle again, but it was a clever solution to significantly increase the amount of content in these games without needing to create new puzzles.

Also in 2015, Jupiter also made the free-to-start but pay-to-finish Pokemon Picross. It’s fine I guess, but expensive compared to the rest of the series — playing the whole thing will cost about $30, far more than any of these other titles, for not THAT much more content. It’s wildly overpriced, I think, but the actual gameplay is the same great stuff of course. And no, you cannot play it all for free; after a bit you need to pay in order to get the play points to continue.  Nintendo 3DS digital exclusive.

 

Picross e7 Developed by Jupiter and published by Nintendo in 2016. This game released more than a year after its predecessor, and it shows — the series has had a full graphical overhaul. This time you get 150 regular Picross puzzles in sizes of 5×5 to 20×15, 150 Mega Picross puzzles in sizes up to 20×15 which again are the same puzzles as regular mode just put in a different order, and three Micross puzzles. Additionally, there are 15 puzzles which unlock if you have certain other Picross e titles. The regular, Mega, and unlockable puzzles have three Free mode puzzles per 15-puzzle page, where you are not allowed to use hints and the game will not tell you if you are chipping out the correct spaces or not. In other puzzles the game tells you when you try to do an incorrect move and you get a time penalty. However, this game has the great feature that there is now a medal to earn on each puzzle. If you complete the puzzle with no errors or help, you will get a medal shown on screen. Make even one mistake, though, and you won’t get that medal. As usual if you complete the puzzle with under an hour of time used it appears on screen in color and is considered complete, but if you want to go back for some additional challenge, try to beat puzzles without using hints to get those medals. It’s a great feature which only the later Picross e titles have. This is a fantastic Picross game with nice graphics which are improved over the earlier titles, great touch controls, and lots of puzzles. Highly recommended; this series got better over time.  Nintendo 3DS digital exclusive.

 

Picross e8 – Developed by Jupiter and published by Nintendo in 2017. The last main-series Picross e game on the 3DS is very similar to its predecessor. This game again has 150 puzzles for regular and Mega modes, reused in both modes as with the previous two titles but harder in Mega mode of course due to that modes’ rules, with the same sizes as before of sizes up to 20×15; three Micross puzzles; and 15 special puzzles which unlock if you own the first three Picross e titles. All of the features are the same as e7, so it has the medals to earn on each puzzle. The puzzles are a bit harder than e7’s are, though, so this last one is likely the most challenging and probably the best Picross e entry. I highly recommend getting all of them, though, it’s a just fantastic series which will take many, many hours to puzzle your way through. This game would be the last of the numbered Picross e titles, but Jupiter would make one more Picross game on 3DS after this one, 2018’s Sanrio characters Picross. I will get to that one later, but it’s great whether or not you care about Hello Kitty.  Nintendo 3DS digital exclusive.

 

Ping Pong Trick ShotPublished by Starsign and developed by SIMS in 2016. This is an action/puzzle game where you need to toss a ball into a little cup. I recall there was a WiiWare game like this which the developers had to rename from “beer pong” to “ping pong” because Nintendo didn’t want a name referencing drinking in their shop. These 3DS games follow that trend by being that concept, but without any references to drink. No, this is a puzzle game where your goal is to throw the ball with the exact right speed and angle in order to get it to go into the cup. The game keeps things interesting by having each stage have a different layout. You will need to deal with walls, moving platforms, angled holes, and more. This game is from the same developer as Collide-A-Ball and such, and has the same style, interface, and simple shaded-polygon visual design as their other games. You control the game with the touch screen, and it controls well. There is a slider for your shot power and you aim with the stylus. I like this game, this kind of precise aiming is quite rewarding when you get it right. This is a short game since there aren’t all that many puzzles, but it’s fun while it lasts and I recommend picking it up. Objectively the game is average, but I enjoy it.  Also available on iOS. Or at least it was at one point.

 

Ping Pong Trick Shot 2Published by Starsign and developed by SIMS in 2017. This game is more of the same. This is a level pack for fans of the first one with basically no changes except some somewhat more challenging puzzles. So yeah, I say pick it up, it’s a good game. More of the same is fine when you’re making more of a good and short game, and the added challenge makes this game slightly better than its predecessor. Pick it up if you like the first one, as I do.  This game may be a NIntendo 3DS exclusive, though it’s probably a phone port.

 

Pirate Pop Plus Published by 13AM Games and developed by Dadako Studios in 2016. This game plays exactly like Capcom’s classic game Buster Bros.. The game plays exactly like that game, except with not quite as good controls but some nice Game Boy-ish graphics and filters. Just like the game that inspired it, you move left and right with the d-pad and shoot straight upwards with the fire button. When you shoot, it drops a line down from the top of the screen at that point. The enemies are bouncing balls, and when they run into the line they take a hit and split apart into smaller balls. Sort of like in Asteroids you need to avoid them and keep hitting them until they all are destroyed, at which point you move on to the next level. There’s plenty of content here and I do like the screen filter options. This is an okay take on a classic, but the imprecise, mushy controls are a disappointment; I was hoping this game would be more fun to play than it is. With better controls this game could have been good, but as it is it’s below average, unfortunately. Also available on Wii U, also digital only there. The two versions are basically identical other than screen resolution and such.  Also on PC/Mac (Steam) and Nintendo Switch.

 

Pocket Card JockeyDeveloped by Game Freak and published by Nintendo in 2016. This solitaire card game got quite a bit of press when it released, so I picked it up… and was quite disappointed. Pocket Card Jockey is a solitaire card game with a horse racing theme. Basically, you are a jockey, and as you go around the track you will be faced with games of solitaire. If you do well and clear them quickly you will move ahead and maybe win the race, but if you struggle and fall behind things won’t go well for your horse-racing career. The game has nice sprite-art graphics with some use of stereoscopic 3d, but I find the actual card games far too frustratingly random. My main issue is that this game punishes you quite a bit when you end up with a random card layout that is hard to solve quickly. It’s not my fault though, it’s all the luck of the draw… but the game doesn’t care. The game has a whole bunch of systems to learn, so it will take a while to figure out and going through all of the tutorials is highly recommended. I did that, it makes sense eventually. My problem is not the complexity, it’s the randomness. I think this game is way too luck-based and punishes you too much for having bad luck of the draw. I don’t like this game much at all and can’t recommend it, though given that plenty of people do like it maybe you will disagree. For me though this is one of the worst games in this update.   I have no interest in playing it again to describe the details of its gameplay, sorry.  The game was originally 3DS exclusive, but since has had newer versions made on other formats.

Psycho Pigs – Published by Bergsala-Lightweight in 2016. This is based on a Jaleco arcade game from the ’80s. Psycho Pigs is a remake of a classic arcade action game about pigs throwing bombs at eachother to try to blow eachother up. This one is a bit interesting because the game never released before in the US. It was originally a Japanese arcade game, which, like many Japanese arcade games, got a bunch of ’80s home computer releases in Europe that never got released here in America, which is surely why the Swedish company Bergsala-Lightweight ended up publishing this remake of the game. I believe that this version is the first one we got. It’s kind of odd playing a graphically enhanced remake of a game I’ve never played, but that’s what this is. The game has polygonal character models and is played from an overhead perspective with a single screen, on the upper screen, per level. The lower screen shows your status and such. For such a simple game there are an oddly large number of different things displayed around this screen, including your stats, items, and more.

The controls are simple, either the d-pad or analog stick moves, and you do have analog directional control but not movement speed, you either move or you dont, and two buttons throw bombs and use items. You can switch items with L. Still, though, this is a weird game. Rounds are often incredibly short, first. If someone gets blown up with a bomb they’re out, and with a single not-very-obstructed screen to fight in this usually won’t take long. We’re talking ten or twenty seconds per round, often. There are several ways to blow either your or the other pigs up, including by directly hitting them on the front side of their character, getting blown up by an exploding bomb on the ground since each one has a timer on it which will eventually go off, or being caught in a chain explosion as bombs set eachother off. It is important to note though that hitting someone from the rear doesn’t blow them up, in that case the bomb drops to the ground next to them. The result is a probably overly simplistic, but quite chaotic, game as the four or so different pig characters run around, picking up and throwing bombs at eachother, until only one is left. You can pick up powerups, some of which are items to use and others which will boost your stats.

Naturally, this game would be best in multiplayer. Unfortunately, the multiplayer in this game is local only. If you do have several 3DS systems though, give this a try, it’d probably be fun. Against the AI, though, while the concept is initially entertaining, with incredibly short round lengths and very basic gameplay, I find myself losing interest in this game quickly. It has much less strategy than Bomberman, this is mostly just chaos. It’s moderately amusing but shallow and mediocre. Being a classic arcade game there also isn’t a lot of content. There are arcade modes in several lengths, local multiplayer, and one or two player endless modes. The endless modes are a nice addition, but the gameplay here is my main issue, not the amount of content. I just don’t find this game interesting enough to play for more than a few minutes. If you do stick to it though there are different costume pieces to unlock, which is nice, but with very little depth and somewhat forgettable gameplay I’m not entirely sure why this game got a remake. Still, it’s okay. A bit below average, but okay. This game is strange and obscure and you might want to check it out, but I don’t know if you want to buy it or not.  This version of the game is Nintendo 3DS digital exclusive.

 

Pushmo – Published by Nintendo and developed by Intelligent Systems in 2011.  Pushmo is the first game in a series which would have a decent number of entries on the 3DS and Wii U over several years.  I mentioned Crashmo, a later title in this franchise, in a prior update, but this game is somewhat different from that one.  It is much simpler and easier.  In this game, 2d images have turned into 3d puzzles.  Each image is made of blocks, and you can pull out the blocks up to three spaces in order to find a route up to the top of the image.  This is different from Crashmo in that the image can’t change, you just need to try to figure out the route to climb each otherwise-static picture by pulling out blocks.  You move around with the analog stick, jump with A, and .  There are a few modifier objects, but for the most part this is a pretty simple game.  I like Pushmo, it is good, but I don’t think it has the depth to be great.   The totally flat nature of the original pictures limits the game, making the 3d merely isometric, and the unmovable blocks make this really just a game of ‘can you see where to jump to get up’.  As I said, it’s just barely good, but that’s it.   I’d say I recommend it to genre fans but probably not to everyone.  The game does have a puzzle editor where you can make your own stages though, that’s pretty nice.  Sadly you can’t share them online, only play them locally.  Nintendo 3DS digital exclusive.

 

Puzzle Labyrinth – Published by Circle and developed by Intense in 2016. This is a first-person dungeon crawler puzzle game. Yes, it’s a puzzle game, not an RPG, there is no combat to be found here. Instead, you explore small dungeons and solve puzzles in them. You can pick up items from specific spots and try to figure out where to use them while interacting with the various tricky elements of the current stage as you try to figure out what to do to proceed. This game has simple graphics with solid stereoscopic 3d but very basic dungeon graphics and fine button-based controls. The main draw here, though, is the puzzles, and I would say that it delivers there. This game starts out easy enough, but it gets pretty hard after not that long. Once you’re dealing with warp tiles that travel through time as you try to figure out how to make a flower grow in a specific space and such, you will realize that this game is NOT easy. There isn’t really an in-game hint system, but you can find a guide online. Even if the game is hard it is good, though. Puzzle Labyrinth is a simple but challenging game that any adventure or puzzle game fan should definitely check out. I would say that due to the simple design and sometimes high frustration factor the game is good but not great, but it’s certainly worth a play. This game seems to be 3DS-exclusive, too, so pick it up while you can. It can be compelling. This game is quite different from Intense’s Parascientific Escape trilogy, but is just as much worth getting as the later titles in that series.  Nintendo 3DS digital exclusive.

 

PUZZLEBOX setup Published by Bplus in 2014. This is a sadly simplistic block-filling puzzle game in which you hold your 3DS upside-down. Yes, really. You hold the system with the upper screen facing you as a lower screen, and play with the stylus on the now-upper lower screen. This means that your hand will be partially obscuring the screen, but that is as intended. There are two modes here, both of which involve dropping colored blocks into spaces that are marked with the correct block color that needs to go into that space. In Classic stages, you go through and auto-scrolling level. The lower screen shows the block pattern you need to fill, with the correct color marked, and you touch the space directly above that spot on the upper screen to drop a block of that color into the space. The 3d screen does have stereoscopic visuals, which is nice. You can’t fill something with the wrong color, the game won’t let you. You can fill empty spaces with blocks of any color, though. The game does keep track of how many blocks you needed to use versus the minimum number, though, so if you want a better rating you should avoid this. The game also keeps track of how long each puzzle took you to complete.

In the other stage type, Copycat, you fill in an image on a single screen. The core gameplay is the same, fill in the blocks wit hthe correct colors, but instead of this time you are actually filling in an image, instead of just filling in blocks for no reason other than to do so. Copycat puzzles can be zoomed out so as to fit more rows of blocks onto the screen, and as expected the game keeps track of how long it took you and teh number of dropped blocks required. The two modes are similar, but the Classic levels are often boring, as you need to wait for the blocks to slowly move onto the screen, so I definitely had more fun with Copycat. Either way, though, this is a very basic game probably mostly for children. After all, you can’t actually get anything wrong and the only challenge is just to hit the button(s) for the correct color(s) in each row. It’s a very basic, overly simplistic game that did not hold my interest. A younger audience might like it though, I don’t know. I’d call this quite forgettably basic, though, apart from the way you hold the system.  Nintendo 3DS digital exclusive.

 

Best games in this update:

Picross 3D Round 2
Parascientific Escape: Cruise in the Distant Seas
Picross e series (all 8 games, but particularly the last two)

Worst games in this update:

Pocket Card Jockey
Phasmophobia: Hall of Specters 3D
Phil’s Epic Fill-a-Pix Adventure

Posted in Game Opinion Summaries, Modern Games, Nintendo 3DS, Reviews | Tagged , , , | Leave a comment

Game Opinion Summaries: Digital-Only Nintendo 3DS Games, Part 6: M-N-O

Introduction

So, I didn’t worked on this series at all for months. That’s not good when the time limit until 3DS eshop purchases are shut down at the end of next month in late March, so I had three choices: give up on it, make like one more and continue the series after the shutdown, or try to make shorter and less comprehensive summaries in order to try to get this done. The last is unfortunate because there is more that could be said about the games, but… well, I really want to publish SOMETHING about these games while they can still be bought, so I’m going to try to do that.  It’s likely I won’t finish before the shutdown, since it’s under a month away and finishing the last four parts of the original list before then will take a lot of effort… and even if I somehow do get that done, there are a lot more games to cover beyond that because I’ve bought a lot more digital 3DS games since starting this list, many of which I haven’t played yet and did not add to the list.  Ah well.  I’ll probably continue this after the shutdown, since there are other ways of playing 3DS games if you have a modded system, something I do not have.  Anyway, here is the next update, for M-N-O games. Expect more soon.

This article is not really finished yet — as you will notice, I have not yet polished it with adding the publishers and release years for the games, other platforms the games are on, a working table of contents (yes I know, I’ve been slacking off on those for a long time now…), and such.  I will do that later, getting it posted is the most important part.

Table of Contents

Mario and Donkey Kong; Minis on the Move
Mario vs. Donkey Kong: Tipping Stars
Mega Man IV (Game Boy Virtual Console)
Mercenaries Saga 2
Mercenaries Saga 3
Mia’s Picnic
Mighty Gunvolt
Mighty Gunvolt Burst
Mighty Switch Force
Mighty Switch Force 2
Miles & Kilo
Mini Golf Resort
Mini Sports Collection
Mom Hid My Game!
Mutant Mudds Deluxe
Mutant Mudds Super Challenge
My Nintendo Picross: The Legend of Zelda – Twilight Princess
Nano Assault EX
Ninja Battle Heroes
Noah’s Cradle
Of Mice and Sand
Ohno Odyssey

M-N-O – 22 games

Mario and Donkey Kong: Minis on the Move – This title is basically a Mario take on the classic puzzle game Pipe Dream. This game is good, if you like Pipe Dream. You place tiles of various shapes to get the mini toy Marios along a path from start to finish, much as in Pipe Dream and the many titles it inspired. The challenge is that each tile type moves the minis in a specific direction, and you lose if they go off the track or walk into a spike block. The problem is, as I said I’m not exactly the biggest Pipe Dream fan around. It’s alright, but I’ve always found that game very frustrating. This title is no exception. This game is played with the stylus, as you would expect, so the controls are great. Each level plays on a grid, and some tiles start out filled in with spikes or curved road pieces. You need to get your mini from a start square to the end square without going off course. As you play, random pieces slowly fall in in a hopper on the right. You need to put down the correct tiles to fill in a continuous path from start to finish, preferably while also grabbing the three M-logo icons along the way in order to get a star on the level. You cannot remove any piece that has been placed in the level unless a Bomb item drops which can do that for you. You can always throw away pieces in a block dedicated to that in the corner of the level, though. You can only have five pieces in your queue at a time, so this will be needed. Touching the next piece icon will cause it to drop in more quickly.

So yes, it’s basically Mario’s Pipe Dream. The game is mostly good, but it’s got that usual Pipe Dream gameplay frustration of being stuck waiting for that one piece you need but the RNG will not give you it and … oops, that took too long, your mini walked off the edge. Game over, try the puzzle again. It’s a good game, but that stuff is always annoying and will happen often in Pipe Dream games. Of course, the better you get the better you will do, but still I’ve always had some issues with the concept. Overall, this game is a good, fine puzzle game with nice graphics and solid puzzle gameplay, but whether you stick with it or not will depend on how much you like this style of puzzle game. I only kind of like this kind of game, so I’d say that Minis on the Move is good, but not great. I’d recommend it to puzzle and Pipe Dream fans for sure, at least.

Mario vs. Donkey Kong: Tipping Stars – from Nintendo. This title is also a puzzle game. The game was released on both 3DS and Wii U, and is pretty much the same on both platforms. This game builds off of the Mario vs. Donkey Kong games for GBA and DS, as they moved from platform-puzzle games to puzzle only. Very much like the last DS game, MvDK: Mini-Land Mayhem or Nintendo’s oddly Japan-only SNES title Mario vs. Wario, this game is a puzzler where you place objects on a 2d stage, trying to get your auto-moving characters from the start to the end safely. Think Lemmings, except instead of putting abilities on characters you connect points to build platforms and walls in order to get the minis to go the way you want them to. The game is controlled with the stylus, which is perfect for this kind of game. While I found the first two MvDK games disappointing, I loved Mini-Land Mayhem! It’s a fantastic game and one of the better puzzle games on that system. I found this game a small step back from that classic, but it’s still great. It’s just less original than that one and its online is shut down.

As with Lemmings or the other Nintendo games I mentioned above, the genius here is that the game is a puzzle game, but there still is an action component. You don’t just set up your stuff and watch, but you need to build floors, move pipes, and such as the minis are moving around, with the right timing, in order to get them where you need. You can only interact in certain pre-selected spots, which is quite limiting and makes the game simpler, but stages still can get plenty tricky until you figure out the solutions to the puzzles. Figuring out what items to place where to get Mini-Mario and friends to each stages’ goal is great fun, and the challenge level is just right. This game has a great difficulty curve from easy to hard, it’s balanced well. There are 96 puzzles, a good number, and there is some replay value if you want to go back and get better ratings in the stages. This game is an must-buy game for any logic puzzle game fan, buy it while you can!

However, there is one catch, and it’s a big one: when this game was released it had online level trading. You see, this game isn’t just a fantastic pre-designed puzzle game, it also has a level editor… and online level trading. However, the online level trading servers were taken down years ago. If you want to play the hundreds of levels people uploaded, from easy to hard, good to bad… you can’t. I have no idea why Nintendo took these servers down so quickly but it was a real tragedy, this game is amazing and should have stayed up long-term. As it is this game is great and I certainly recommend getting it, even just for what you do get this is a top-tier A-grade hit. However, the major missing feature of the removed online play is incredibly unfortunate and holds it back a lot for anyone who didn’t play it back when they were up. I am very glad I did get this game before the servers were taken down, there are a decent amount of levels in this game but after not all that long I finished them and wanted more. And they had that… until they took it down. Jerks. Sadly, Nintendo hasn’t made another game quite like this one. I hope they do soon, it’s fantastic and needs to come back. Also available, also digital-only, on the Wii U.

Mega Man IV (Game Boy Virtual Console) – from Capcom. I only own a few Virtual Console games on the 3DS, mostly because I own so many original games, but even though I’ve got my boxed original copy of this game, I had to buy at least this one on virtual console because Mega Man IV is the first Mega Man console game I owned and is a game I deeply love. This fantastic action-platformer is one of the all-time greats, and is every bit as great as Mega Man’s best NES games. This title may reuse bosses and level settings from the fourth and fifth NES games, but the level layouts and stage orders are all-new. This game also introduced a shop to the Mega Man series. Many enemies drop P items, and from the stage select screen you can go to a store and spend your earnings on powerups and such. With some of the best stage designs and gameplay in the series and a solid balance between stage difficulty and boss difficulty, Mega Man IV is one of the all-time great 8-bit platform games. These outstanding games have not been re-released again yet, so unless you want to buy the expensive original carts, I highly recommend buying this release while you can! Make sure to also get the third and fifth Game Boy Mega Man games too, they are also fantastic. The first game is alright and the second poor, but the series got a lot better after that and ended with two of the better 8-bit action/platformers around. This is a fantastic game that probably is a bit under-rated, just because the level themes are reused from the NES series does not mean that it isn’t original, or top tier! It is both. The Mega Man series doesn’t get much better than this. And Mega Man V is just as great.

Mercenaries Saga 2: Order of the Silver Eagle – This is a tactical strategy game. For some reason the first game in this series wasn’t brought to the 3DS, it was left on cellphones, but the second and third ones were. This is a simple and straightforward little tactical strategy game with a fantasy anime war theme. You play as a group of mercenaries who get involved in greater events. The story is fine but fairly standard stuff, and the same goes for the gameplay. This is your standard tactics game, with an isometric grid, decent sprite-art graphics, and average gameplay. Each character is slightly different, some are melee warriors, thieves, have ranged weapons, magic, and such. You start out with three guys but will slowly get more as you go along. Between missions there are story scenes, and you also can manage your team from a menu. Here you can buy items, use points you earned in the battles to upgrade your characters’ skills, and choose who you are bringing to the next mission, though at first you’ll just be using everyone. It’s all conventional, standard stuff, and no element of this game really stands out, but nothing about it is bad either. Overall this game is a competently made average tactical strategy game. Fans of the genre might want to check it out. It is somewhat generic-feeling all around, but plays well enough. There is a Nintendo Switch collection which includes both of these games plus the previously cellphone-only original title. I’m glad I have them on 3DS though. This series has several more entries on the Switch past that.

Mercenaries Saga 3: Gray Wolves of War – Very similar to its predecessor but with a new story and new characters, Mercenaries Saga 3 has a slightly strange plot. You see, you start out controlling a group of four mercenaries working for a powerful nation that is invading another continent and trying to take it over. They question their mission, but the locals are religious zealots so their side doesn’t seem like a great option either. The story this time seems a bit more interesting than the quite generic second one, but the gameplay is the same as before, with the same loop of generic story scene, then battle, then camp where you can spend your skill points and buy items and such. So, this is still a very standard tactical strategy game with alright sprite art graphics and an isometric perspective. It’s clearly running in the same engine as the last game and looks extremely similar graphically. Expect more okay but not particularly thrilling tactical gameplay. It’s fun enough but is still quite average. There is a Nintendo Switch collection which includes both of these games plus the previously cellphone-only original title. I’m glad I have them on 3DS though. This series has several more entries on the Switch past that.

Mia’s Picnic – Released in 2020 by Nellyvision. This is an indie puzzle game. This developer made two puzzle games on 3DS. Both released late in its life and both are partially fun and partially very annoying. This is a tile-matching game played on the lower screen. The tiles are all different kinds of fruits in this game — red and green apples, cherries, strawberries, lemons, and more. The graphics are nice and large and well-drawn, though there is no use of stereoscopic 3d on the upper screen unfortunately. You use touch or the dpad to select contiguous (left/right/up/down only) matching-icon tiles the tiles that you want to collect and add to your tiles. You can also double-tap a tile, or highlight it and hit a button, to remove a tile from the field without collecting it.

This all may sound reasonably standard and it is, but the game does a couple of somewhat unique things. This game isn’t just about staying alive as long as you can, it’s a mission-based game. In each stage you have an objective, and a VERY tight time limit to complete that objective in. Objectives either are ‘collect X amount of these specific types of fruits to complete the stage’ or ‘collect X number of specific fruit lineups to complete the stage’. As an example of the second type, you may need to match ten green apple – red apple – green apple combinations. The objectives give this game a different feel from standard tile-matching games, but the extremely strict timers make Mia’s Picnic very frustrating. Can you beat it with enough retries, yes. But luck will matter as much as skill, sometimes, since what tiles drop in after you make a match is the luck of the draw. Get too many of the wrong tiles, or have too many rotten green apples drop in and corrupt your regular green apples, and you’ll run out of time and have to try again. Fortunately the game saves after each stage so you can keep trying from where you are, but of the tile-matching games on 3DS this one is probably the most frustrating due to the timer. Still, it is fun when you do well and the RNG cooperates, so it may well be worth a look if you like puzzle games. Also available on Switch and PS4. I’d rather play it on 3DS if I had to pla ythi sgame though due to how well stylus-based touch works for this kind of game.

Mighty Gunvolt – This Inti Creates game is a NES-style platformer. This spinoff crossover of the not exactly popular Mighty No. 9, the pervy shooter series Gal Gun, and the slightly more popular Gunvolt series goes back to the roots of both series and makes something inspired by the series that both of those franchises are based on, Mega Man. This is no Mega Man game in quality, though, not even close. More in keeping with the often-lacking quality of Inti Creates titles, this game is a very short and basic little title. There are only maybe five or six stages here, and they are all very short and basic. For the most part you just walk to the right and sometimes jump over things, while shooting the enemies. This game has decent NES-ish graphics, but with such a limited amount of very basic gameplay this game will not keep anyone interested for long. Some people liked this game more than Mighty No. 9, and with how flawed that game is I get it, but I’d rather play that game than this one; it has SOME good points, more interesting stage layouts, and at least it won’t be done in half an hour. I don’t know that this game is really worth playing. It’s alright but a bit below average.

Mighty Gunvolt Burst – This sequel is improved over its predecessor. You have several characters to play as and better levels than that last game. Once again, Mighty Gunvolt Burst is a NES-inspired platformer. This game still isn’t as good a Mega Man game as the NES-style Bloodstained games are Castlevania games, but it’s a decent time while it lasts. As with most of Inti Creates titles this game is a whole lot easier than the NES games that inspired it and I would call it a short and easy game, but at least this time the stages are more interesting than they were in the first game and the game is a bit less short. This game might be worth playing, at least for Mega Man fans. Go in with low expectations and you might have fun for a little while. I think some people overstated how good this game was back when it came out, it’s no match for Mega Man games in level design or challenge, but it’s still a decent time and is above average to good.

Mighty Switch Force – This WayForward game has their typical good art design. The game is a 2d platformer, as with many WayForward titles, with a twist. In this quite puzzley platformer, you play as a police girl, and need to find and capture five criminal girls in each level, who are all blondes. The criminal girls don’t move, so the challenge is finding where they are hiding and touching all of them to capture them. The game is certainly sexualized, but it is pretty good. The controls are also spot-on, control of your character is responsive.

The main gimmick is hinted at in the title, switching. You have the standard jump and shoot buttons, but your third action button switches certain blocks on and off. Each time you hit it some blocks, launchers, and more will switch between being present active objects, or being shadowed out backround items you can’t interact with. You will need to switch in midair in order to flip types to make it through walls of blocks, switch with precise timing to get either you or a bomb enemy into a specific launcher to shoot it off in the direction you need to go in, and such. Beyond the nice sprite art graphics this is a fairly simple game, but it gets challenging eventually and beating all of the levels will take skill. Because levels end not when you reach the end but when you find all of the criminals, exploration is key here. Fortunately levels are relatively small, so the challenge here is not inordinate amounts of exploration but instead is in trying to figure out how to get past the obstacles in front of you. This is a good game well worth playing, the frustration of the later stages is well worth it to experience this WayForward classic.

Mighty Switch Force 2 – This game is similar to its predecessor, except you’re a firefighter girl now. As with before the plot is very minimal. You need to rescue five people in each level from fires that have broken out all over town. As with before, all of the people are beautiful blonde women. Because you are a firefighter now, and this is a new character and not the same person as the sprite art and voice acting are different, you have a water cannon instead of a regular gun, and there are fires and mud blocks and such in the levels that you will need to break down with that water cannon. You don’t need to worry about water or anything, your water gun has infinite water somehow. There isn’t even a hose. So yeah, this is not exactly a firefighting simulator, but it is a good platform-puzzle game with plenty of good to great levels to figure out. As with the first one this game isn’t especially long, and is well worth playing while it lasts because of the great controls and very good gameplay. This game has a bit more going on in terms of stage objects than the first one, which is great. The mud blocks, pipes, and more add some welcome depth to this game. I like trying to figure out the puzzles here. And as with before, if you want to get some more out of this game you can try to finish all of the stages faster, since both games save your best times, and also can try to find an optional baby who is hidden in each level. Some of the ways you get to a level’s baby are pretty tricky, it’s good stuff. Overall, this game is great. Buy it while you can. It takes everything the original did and improves on it.

Miles & Kilo – This is a 2d platformer game with decently nice sprite art. I mentioned this game previously. The previous game was an endless runner, but this time you get full control of your character, thankfully. The game has some auto-runner sections, as you get pulled along behind your out of control dog, but most of the time you you control your movement. The game is much, much better for it! I’m not much of a fan of autorunners, but even so it is kind of amazing how much better this game is than the last one just because you aren’t always moving anymore. This game has nice visuals, solid controls, and mostly good levels. This game is fairly standard stuff as you walk, jump, and attack enemies along straightforward linear levels. The game doesn’t have the most variety, but it does have some, with the autorunner sections to mix things up from the regular platforming. Overall it’s a decently fun little game and I do think platformer fans should want to check it out.  This is far better than any autorunner, it really is amazing how much this genre is improved by having control over your character.

Mini Golf Resort – Mini Golf Resort is a mini-golf game with nice stereoscopic 3d graphics. That’s great, I like minigolf. However, this game is not great. There is a huge amount of content here, with a character creator to create your golfer and a lot of quite lengthy holes to play through, but the controls are extremely weird and hard to get used to and the hole designs are heavy on things like very annoying ramps and bridges you need to hit perfectly to get over. You’d think that a 3DS minigolf game would have a stylus-based system where you have an on-screen indicator showing how hard you’re hitting the ball, but this game isn’t simple like that, oh no. Instead, this game has a weird hybrid system where you can use either the buttons or the stylus, but neither works well. You can rotate your club and turn the camera up and down with either the stylus, analog stick, or ABXY buttons. You hit the ball by touching a ball indicator in the lower right corner of the touchscreen. This makes a power level slider appear on screen. Now you select the power you want to hit the ball with. Yes, it’s just a selection slider, not a power meter. How odd, for a golf game. Then you touch the screen and move the stylus down and then up in order to mimic a hitting motion. The ball will only go straight if you move the stylus straight up and down, vary and you’ll go off course. There are no indicators on screen showing how your shot will go, you’ll just need to hope that it goes the right way. It’s odd, but you do get used to it.

Once you get the controls down, though, those incredibly annoying level designs, and the often extremely long holes, are there to ruin any fun you might have been having. If you can aim your shots just right, sure, you can get through holes in just a few shots. But a minigolf game where extreme precision is required on many of the MANY MANY holes in the game or else you’ll take dozens of shots to complete a hole? That’s no fun. And you can’t just play a single hole, either; instead you need to play a full course in a single sitting. Each is made up of multiple holes, and you can’t save a game in progress and will need to start it over if you quit. For a handheld game that’s not good design at all. After completing some of these holes I never want to play them again, but might have to. Overall, Mini Golf Resort is disappointing and critically flawed. While there may be a huge amount of content here, with odd controls, no saving of a course in progress, and very irritating course designs, it’s a poor game with major problems. I can’t recommend it at all.

Mini Sports Collection – This is an olympic-style sports minigame collection. The game has nice stylized graphics, with graphics which have flat sprites in 3d worlds with some solid-color outlines for people. It is in stereoscopic 3d and I like the look. Once you get into the game, though, it has issues. This title has twelve minigames. You can either play each one independently, play some four-minigames challenges, or play all twelve one after the other. Whatever the mode, the only challenge is you against yourself: there is no AI opponent, only a high score counter with letter grades based on hitting certain required scores in that minigame and some achievement-style objectives for each of the mnigames. The addition of the achievements and grades is nice, because otherwise this game would be over in ten minutes. It still can be if you don’t care about grades, score, or achievements, but it is nice that the game gives you multiple things to work for beyond just finishing the minigames. As for those minigames, they use the d-pad or analog stick and not more than one button. There is a helpful control screen before each one telling you what the controls are. Most of the minigames are either about well-timed reactions or focused inputs. They can be pretty frustrating, getting good scores in this game is not easy. Some learning will be required if you want to master this game. Is it worth it I’m not sure, the timings required can be tight and I get frustrated. But for a title with this little an amount of content there is a decent amount here to do if you get into it. This game is average at best but some might want to give it a look. I’m glad I picked it up.

Mom Hid My Game! – This indie adventure game started out on cellphones and became fairly popular after its release. The game got several sequels and is still alive today. Unfortunately only the first game got a 3DS port, but it is a good port well worth playing if for some reason you haven’t played this title. This is a short and simple little game, but it’s great fun for the few hours it lasts. You play as a young boy, probably Japanese, and in each stage your goal is to find the handheld game console that your mother hid. You play with the stylus on the lower screen, touching things you want to interact with. When you touch things something happens. Most stages are just a single screen or only a few screens, so there usually are only a few things to interact with, but it does get moderately tricky eventually. Still, this game is pretty easy and won’t last all that long, but it’s quite fun while it lasts so that’s fine. I definitely recommend this game, and its sequels as well. It’s too bad the sequels didn’t get 3DS releases, anything with touch controls like this is significantly better with a stylus on a reactive screen like the 3DS’s.

Mutant Mudds Deluxe – From Renegade Kid.  Mutant Mudds is an indie 2d platformer from the same developer as Chicken Wiggle, though this title released before that one. You play as a boy going on a great adventure, in that classic platformer fashion. You have a regular jump, a shot that doesn’t go all the way across the screen, and a jetpack with a fuel meter that refills when you land. From these simple basics come some pretty good challenges. This game was somewhat popular and has multiple ports, and indeed I covered the original PC version of the game some years ago, but this improved 3DS version is perhaps the best because this game makes great use of stereoscopic 3d effects. This game feels somewhat inspired by early ’90s PC shareware platformers, which is fantastic since I love those games, but it also takes visual inspiration from Virtual Boy Wario Land, since as with that game it has multi-plane stages with plenty of obstacles that move around in and out of the screen and plane-switching jump pads. The 3DS Kirby games would similarly use these VBWL-inspired design elements, but this game did it first. Naturally, while it is also on PC and Switch and such, the best way to play this game is on the system where it’s in stereoscopic 3d, the 3DS. And this is definitely a good game, for its gameplay is very bit as good as its visual effects, or better. This is a challenging but fun platformer with great controls and large levels that are a lot of fun to explore.  This game is fairly simple and easy to understand, but with classic design inspired by games I love, good controls, good graphics, and good level designs, this is a good to great game without question.  I might like Chicken Wiggle even more, but Mutant Mudds is an almost-classic and shows off stereoscopic 3d quite well.  This game is good and is absolutely recommended.

Mutant Mudds Super Challenge – From Renegade Kid.  This sequel to the original Mutant Mudds is pretty much the same as the original in visuals and gameplay, but, as the name suggests, it is harder. The all-new levels feel aimed at players who have beaten the first game, so this feels kind of like an expansion pack sold on its own. That’s fine, just know what the game is. The question is, do you want a much more challenging Mutant Mudds game? I think that the first game got its difficulty balance just about right and was plenty challenging, so as much as I like it I’ve never cared quite as much for this one; it’s perhaps a bit too hard. Of course you have very good controls and nice 3d stereoscopic visuals, and you can keep trying levels as many times as you want, but I’ve never stuck with this one all that long. It starts out well, but after dying a lot I eventually stop. Even so, this game is good and is worth a try for sure. Just be warned, it IS hard.

My Nintendo Picross: The Legend of Zelda – Twilight Princess – This title is only available as a My Nintendo reward. Spend enough coins and you get a code for this game. I hope that it is still available as a reward, at least until the eshop shutdown, but aren’t sure. Anyway, despite costing quite a few points, this title is not a full game. Instead, it is a mini-game with 25 Picross puzzles of various characters and objects from the Gamecube classic, The Legend of Zelda: Twilight Princess. I love Picross, and this title is great with all of the fantastic touch or button-based controls and classic puzzle gameplay of Picross, it just won’t last long because of how few puzzles are included. For those who do not know, picross is a picture crossword logic puzzle game series from Nintendo and Jupiter. From sets of numbers along the right and top sides of the screen, you need to figure out which blocks need to be cut out from the grid of blocks on the lower screen. The upper screen, meanwhile, shows the current image. As a big Twilight Princess and Picross fan I love this title, and that it’s kind of free more than makes up for the limited amount of content. If you can still get this, definitely pick it up.

Nano Assault EX – This is a shmup from Shin’en, a small German game developer behind games such as Nanostray on the DS. Shin’en games consistently have great graphics with very good use of hardware, but whether the gameplay is as good as the graphics are is highly variable. This game is a rail shooter, sort of like Shin’en’s first console game for the GBA, Iridion 3D, but better. You control a miniature nano-sized craft, flying through living beings to defeat the dangerous invading cells. This game gives you no control over the camera or your movement speed, you just move your ship around the screen to avoid obstacles and shoot at foes. That makes this game conceptually a lot like the ’90s game Microcosm. I like rail shooters, but I do think they are better when you can move around more, as opposed to this very strict ‘it plays a video and you move your cursor-like ship’ style. It also can be hard to tell when you’re going to be hit, since you see the ship dead-on so judging distance is tricky. The visuals here are great, but the gameplay isn’t quite on that level. As for the controls, you have analog control of the ship, but the change from slow to fast motion is abrupt. You are either barely moving or zooming across the screen. I’ve found myself getting killed by this more times than I’d like.

And as you play you will need to focus, because the game has long levels. You get limited lives per level and die in one hit. You do respawn where you died so long as you have lives left, but once you run out you’ll need to restart that level again from the beginning. This is a challenging game that you will not easily get more than a few levels into. This game can be fun as you look at the cool visuals and shoot at dangerous cells and the like, but with the too-railed design and sometiems iffy controls, while there is plenty to like here with the interesting enemies and obstacles and challenging stages, this style of rail shooter, the ‘it’s kind of a FMV cursor’ style, has never been my favorite. So, this game has issues, but even so it is good overall and certainly is worth playing if you like shooters. This game is probably good overall, but barely.  It’s in between above average and good really.

Ninja Battle Heroes – Released in 2012 by Tom Create. This is a 2.5d platform/action game. It’s alright. You play as an anthropomorphic ninja animal guy on a mission to save fantasy ancient Japan. There is a plot told by short cutscenes between stages. You move with the analog stick and can attack both melee and ranged, jump, block use special abilities, and, by pressing down on the stick while not moving, draw in souls. The combat has a little depth as you do have to use some strategy with bosses, but it is still mostly simple. It’s alright, but it’s perhaps a bit too much of a sidescrolling beat ’em up for my tastes, combat-wise. That’s just not my favorite kind of combat.

The analog-only movement works, and you do have proportional speed control, but sometimes I did wished that you could use the d-pad as well. It’s fine though. As for the gameplay, this game is decent but a bit generic in feel, somehow. It does feel nice when you run through the levels slashing enemies, but the visuals and stage designs aren’t anything too special. The controls, menus, and interface are all extremely similar to those of the other Tom Create games for 3DS, several of which I have covered. You can buy special abilities with the souls you can collect, though at first you can only equip one at a time so you will need to choose what you want. Fortunately, eventually you do get to equip more specials. This game is alright to good. Tom Create’s games all have a decent sense of style, with higher production values than many download-only 3DS games. The graphics are good and it is in stereoscopic polygonal 3d. People who like sidescrolling beat ’em up combat, with blocking and such, should get this. As for me, I’ve gone back to it here and there but don’t love it despite recognizing its above-average quality. It’s fine.

Noah’s Cradle – This game supports the added buttons of the 3DS controller addon unit or the New 3DS. This is a 3d flight combat game with modern aircraft. It’s technically a sci-fi game, but doesn’t really look like it. This title is no hardcore sim, it’s pretty simple, but while I do like some sci-fi flight games, ones like this have never interested me much at all. This game makes an okay first impression, but I rapidly lose interest. That may just be me, though. The game has decent graphics with stereoscopic 3d, and it makes good use of the added buttons of the New 3DS or 3DS controller addon — LZ and RZ control your throttle. Otherwise you need to adjust it on the touchscreen. The button option is nice. Otherwise, face buttons control your bullets and missiles, use an afterburner, and lock on to a target in front of you. Oddly enough, you can also strafe with L or R. Yes, strafe sideways, in a plane. I am not sure how a plane can strafe by seemingly adjusting its flaps, but okay. You fly around with the left analog stick. In addition to the throttle, the lower screen has a map and shows your weapons. You can enable or disable weapons by touching them.

In each mission, you fly a plane around in empty space and have to accomplish missions. Most missions are basic ‘kill all the enemy fighters’ stuff. This is an indie title, so there isn’t full ground here, you are higher up. The graphics are alright and the plane controls are okay, so it’s a decent game I guess. The way the plane tilts around as you move the stick is odd, but it is realistic I believe. Basically left and right rotate your ship and up and down tilt it, so you need to turn by angling in the correct direction while holding down L or R to activate those flaps. Once you’ve got that down, though, figuring out where those enemies ARE can be difficult. If enemies are close they will appear on your radar and you can lock on to them, but there isn’t a larger map you can bring up to tell you where enemies are. Sure, the game may start you near your foes, but they’re in planes, they fly around. Lose track of them and they’re just gone, good luck finding them again. And this is where the game completely loses me. Other than this problem Noah’s Cradle is a decent game which can be fun for its genre, but sorry, I have no interest in aimlessly flying around looking for missing enemies.

If you do stick with it, the game has various different weapons and several planes to buy, and you can replay missions and they won’t be the same every time. Or rather, you will NEED to replay missions, because I don’t think there are all that many in this game and if you don’t lose track of the enemies they are pretty short, and they pad it out by not unlocking the next level right away. Instead you need to play the same stages over and over and buy better stuff and such. They very slowly get harder the more times you play them. And… yeah, no thanks. If this sounds like your kind of game by all means pick it up while you can, but it’s not mine. It’s too aimless and repetitive. Not recommended.

Of Mice and Sand – This is an interesting, but flawed, indie strategy/simulation game. You control a large tracked vehicle full of sentient mice travelling through a post-apocalyptic desert. This game has nice 2d sprite art graphics. It doesn’t make much use of stereoscopic 3d, but still the visuals are good. This game has mostly touch-based controls. You manage your mouse tank-colony by placing rooms and giving the mice tasks. This game is both really interesting, and quite boring. I like the post-apocalyptic theme, and the graphics are nice. The concept of managing a colony is also a good one, and I love strategy games and like building sims as well. However, a lot of the time there just isn’t enough to do to keep me interested. As you play, you travel around between locations in the desert. You watch your vehicle move, and as you go you automatically pick up some items on the ground that you will need, such as scrap metal. Then, you tell one of your mice to turn that scrap metal into refined products such as pipes and the like in the Workshop room in your colony. Once you reach a location, you can buy and sell items, of which the game only has a relatively small number of types, get quests which generally amount to ‘bring me X amount of some item type’, and pay people for information. You will need to buy pretty much all information options in order to proceed, as you can’t get to new locations until you learn from people where new places of interest are in the desert.

A lot of this kind of game are rogue-lite titles with a lot of danger, games where you are always on the edge of failure and might get something if you lose. This game is not like that. Instead, most of the time you are not in much danger to anything other than quitting out of boredom. You absolutely can fail this game, as if you take too long to proceed to new areas monsters will destroy your colony and it can take a while to get enough resources to be able to build enough items to both be able to sell stuff to make money for food, fuel, and the information you need. However, most of the time you are just going back and forth between locations, slowly picking stuff up, while next to nothing happens. There are a few events here and there and the towns and writing are charming, but it’s just a bit too slow-paced and tedious. I like the concept of this game, but the tedium of the core gameplay loop is flawed. It doesn’t have enough building simulation elements to keep you interested like a dedicated building sim does, but also doesn’t have enough threat to hold your interest like a rogue-lite colony sim does. Of Mice and Sand does its own thing, and I kind of like it, but it just doesn’t have varied or interesting enough gameplay to keep me coming back. Raw material collection, particularly, is too dull. This game is above average but could have been better. There is also an enhanced Nintendo Switch version of this game which adds more content. The controls here are better, as the game is perfect for control with a stylus, but the added content would be nice.

Ohno Odyssey – This is a 2.5d puzzle/platformer game. No, not that kind of puzzle-platformer. This game is one part endless runner and one part level editor. The game has a great concept, but fairly average implementation. Each level is made up of curving platforms floating in the air. You start out in an editor. When you press go your orblike alien character will move forward along it. Your objective is to place objects along this track with the stylus in the simple stage editor so that you will be able to reach the goal. Once you hit go, you only have limited control of your character. Some powerups give you a jump you control and such, and you will need to time uses of the jump powerup in some levels so some platformer ability is required, but the puzzle element is the main game here.
You just need to set up the level so that the Ohno alien will complete the stage. As such, the main challenge here is in the puzzle solving.

It’s a good idea, and a really good implementation of this could have been some cross of The Incredible Machine and a platformer, but unfortunately this game isn’t that title. Ohno Odyssey is a very easy and simple game. The puzzles do slowly get a bit more complex, but with how few items you get in each stage, most of the time the puzzles are far too easy to figure out. Put ramps over pits, blocks to keep you from hitting bombs, and such. Sometimes you can do neat stuff, but only infrequently. The platformer isn’t enough to keep me interested either, since it’s mostly an automatic game which you don’t interact with at all most of the time. Many levels don’t have any interaction at all, you just hit go and watch. If the puzzle setups were trickier this would be fine, but they aren’t. This game is a mildly amusing little thing, as you place items and then watch your orb-guy zip along the course, but there isn’t enough substance here to keep me interested for long. It’s probably slightly below average.

Posted in Modern Games, Nintendo 3DS | Tagged , , | Leave a comment

On an Interesting ’80s Lego Birthday Party [Castle] Poster

Sometime in the later 1980s, as many child Lego fans did I somehow got some issues of Lego’s then-new magazine, which was mostly aimed at child fans.  I would not regularly get issues until the mid 1990s, so unfortunately I don’t have many early issues of the magazine but instead have a bunch from the mid ’90s, before I lost interest in Lego due to set quality declining, as I have gone over before.  I am pretty sure that we didn’t used to have more Lego magazine issues that have gone missing; this is what we got, one late ’80s one then a bunch from about ’95 to ’97.  I kept buying enough Lego sets to have the full-sized Lego catalogs for each year through 2000, but stopped for the most part after that.

But this is not about the magazine.  As the title says, it is about a poster.  I’m not sure where this poster came from.  Perhaps when we joined the Lego Builder’s Club by mailing them something, however that went, they sent the poster and the one early issue of the magazine I have, but we didn’t subscribe to keep getting it?  I don’t specifically remember the details, unfortunately. I remember the magazine and this poster well, though.  While looking them up online I’ve found mention of the magazine and scans of some issues, including the early one I have.  That’s cool.

However, I’ve never seen a single mention of this Lego club kids’ birthday party poster!  I really have no idea why, I can’t imagine this being some incredibly rare thing.  Maybe I just haven’t tried the correct search terms in the right place?  But regardless, since realizing this I’ve wanted to post scans of the poster.  However, I am quite bad at photography, as the few pictures on this site show.  I’m much better at writing, for sure.  So I apologize for the poor quality of the photos below.  Please note, I did not reduce photo resolution so they are quite large 4000×3000 pictures, in order to preserve detail.  Particularly on the text-heavy side it is useful, I think.  The images are jpegs but still are somewhat large.

castle poster front - for pin the flag on the castle

This is the front side of the poster. See the yardstick on the bottom for scale — this is a fairly large poster, over 22′ long. The poster is torn along its seams into three pieces, but fortunately has little other damage. I really love this setup! It looks just awesome, with the baseplates, river, and usage of the two castles released in 1984. (That’s the Knights’ Castle in the front left, if you couldn’t tell.)  Oh, as the description says, it would originally have come with several different colored flags to pin on the castle’s flagpole.  On flag, the blue one, is firmly taped on to the poster, as you can see, with some very old tape.  The other flags, each in a different color, are unfortunately lost. I don’t have them anymore.

Poster front - flash off

This is a picture with the camera flash off. The image isn’t as bright but I think you can see the details better in this photo than the other, though it is slightly blurry; I’m just awful at taking clear photos, sorry.  The text is easier to read in this picture than it is in the first one, which is nice, but the minifigures in the center somehow look blurrier… odd.

poster back - full

On the other side of the poster, there are a bunch of suggested party games for a little kids’ Lego-themed party. It’s pretty charming stuff.

Poster back - left side only

This is a closer-up photo of the left half of the back of the poster, for easier reading of the text.

Poster back - right side

This is a closer-up view of the right side of the back of the poster, for easier reading of these party games.

I do have a flatbed scanner, but it can’t scan something this large all at once.  I’m not sure what the best way to take better pictures of it would be.  But regardless, I hope that someone finds these scans interesting, I’ve always remembered this poster and love it, mainly for that fantastic classic castle image on the front!  Pin the Flag on the Castle, what a fantastic take on Pin the Tail on the Donkey…

Posted in Articles, Legos | Tagged , , | Leave a comment

Lego Rebuilding and Opinion Summaries, Part V: Lego Pirate Sets

Table of Contents

Introduction
Opinion Summaries
Pirates
– Renegade’s Raft
– Forbidden Island
– Black Seas Barracuda
Imperials (Bluecoats)
– Harbor Sentry
– Broadside’s Brig
– Caribbean Clipper
Islanders
– King Kahuka
– Islander Catamaran
Conclusion


Introduction

 

I mentioned the Pirates theme previously in past Lego Rebuilding articles.  Now, however, I have rebuilt all of my sets so I’m going to write short reviews of each.  But to reprise my thoughts on Lego Pirate, as a kid, I got seven sets from the Pirates line.  I really liked the Pirates theme when it was first announced, and bought or received as gifts six sets from the first 1989-1991 wave with the original pirates and bluecoat Imperials.  Pirate was a pretty interesting theme and a great choice to add something to the Town, Space, and Castle lines available previously.  As I will cover below, the classic Pirate sets are some of Lego’s best of the era.

However, as the Pirate theme went along I thought that it got somewhat repetitive, and set quality went down as Lego juniorized.  The Pirates theme would end after 1997, only returning sporadically since.  I did not buy one single Pirates set from after 1991 with one exception, we got two Islanders sets in 1994 from that Pirates subtheme.   That makes eight total sets from the theme that I have and will cover below. Neither came with any pirates though, only Islanders, so I don’t have any pirate minifigures from after the first wave.  It’s kind of funny that that is the case, because I kind of thought that I’d gotten at least one small redcoat Imperial set… but no, I did not.  Not a one.  Ah well, the bluecoat sets look the best anyway, I have no question about that

Before I begin, I should discuss release dates.  The internet tells you that a whole bunch of Pirates sets released in 1989, including two large ships, two bases, and several smaller forts for each side.  In Europe, this seems to have been the case.  However, in the American Lego catalogs, we see a different story: the only sets listed as releasing in 1989 are the four main large sets, Caribbean Clipper, Black Seas Barracuda, Forbidden Island, and El Dorado Fortress, and only one small set, Harbor Sentry.  The rest of the “1989” sets, including several midsized sets for each side such as Saber Island, first appear in American catalogs in 1990.  Since I am American, I remember this and have always thought of the two as being two separate waves and not one.  I would list them with the US release years below, but I don’t own any of the ‘1990’ sets, so for now this is just informational.  It is something I think is important, though, and looking on the big Lego sites I can’t find scans of the American catalogs which would show this, only European catalogs.  Odd.

Anyway, I will organize this list by faction and set size, smaller to larger.

The Summaries

Pirates

Renegade’s Raft – 1991, set number 6234.  This small Pirates set consists of a pirate mate on a small raft being threatened by a nearby shark.  The raft has yellow 1×1 tube bricks underneath to represent logs and a small pirates flag on the back.  One oar is attached on the back of the raft to steer and a second is on a clip on the raft.  I’m not sure how the raft moves itself forwards though, that flag is way too small to be a sail, but perhaps if he used both oars as oars it could work.  This set has a good concept, with the raft and the shark, and executes well.  A bit more sail would be nice, though.  I have most of the parts of the set but am missing a few of the yellow tube bricks.  It’s good.

Forbidden Island – 1989, set number 6270.  This set was the first Pirates’ base.  The second Pirates base, from 1991, is a much larger set, but this moderate-sized island fort is also quite charming.  The initial wave gave the Pirates the larger ship but the smaller base, and that makes sense to me; shouldn’t the Imperials have a large base?  It gives the Pirates a good target to rob.    This is a fine island hideaway guarded by a cannon you can move around the island.  This base is built on a custom-print standard 32×32 baseplate and has a defensive structure with a staircase leading to a rope bridge over to a second tower.  Most of hte construction is done in black, as fitting for the Pirates faction.  This side has prison below and a smallish fort area above, with some walls for protection and a leaf-covered roof above.  The prison and actual fort area are each the same size.  Above, the set has a mast with a crow’s nest with a large wooden half-barrel for the watcher to hide in.  Two rope ladder pieces lead up to the crow’s nest.  I really like the cross between land and sea design styles here, it works well.  And since there are no sails in this set, this is finally a crow’s nest which actually gives the watcher good visibility!  Wow!

There is a trap door from the upper floor to the prison, but since this set is from ’89 and not the mid ’90s that is where the gimicky features end.  A newer set would have a flipping rope bridge for sure, for example, instead of the static one this set has, and would have a fancier trap door as well.  I am quite fine with this, though, the set looks good and that kind of gimick is never something which I liked very much.  Maybe I was just too old for them by the time they started appearing in more and more Lego sets in the later ’90s, but I don’t think Lego sets need that kind of thing, not one bit.  This set is better exactly as it is than it would be with that kind of stuff added.  It’s a pretty nice set, looking at it.  I like the design and look.  This is a bit on the small side as far as ‘large bases’ go, but it works.

This set is an interesting one, though — this is a set I got way back when it was new-ish, but did not keep assembled for all that long, as far as I can remember.  By the early ’90s it was totally disassembled, and its baseplate spent decades being used as one of the shops in our little homemade town, with the outline of a store and various cannonballs and such for sale.   So, while this is a set I’ve had for a long time, it isn’t one I have actually SEEN in a long time, until I rebuilt it recently.  Making matters worse, I somehow have managed to lose this sets’ instruction book.  I have the box, as I do for all eight sets in this article, but this is the one set I’ve somehow lost the instructions to.   I have a vague memory of something happening to them and them getting damaged, but they’re gone entirely now.   That’s too bad.  So, I had to look up instructions online, which fortunately exist.

I’m really happy to see it again, but as much as I like it I can see why I didn’t keep it assembled; this is a good set but not a great one, I think.  It’s a nice little fort with some great theming to its design, but it is kind of small and plain in some ways.  For instance, there is no clear protected place to fire the cannon from, you’re just shooting it from out in the open.  That’s not a very good idea.  The prison is way too large as well, that walls off a large amount of the island away from its main inhabitants.  The palm leaves all over the roof are a nice touch, but those leaves are so fragile, most of mine are broken.  There are also three headlight bricks on the outer upper side of the main tower, but nothing goes in those bricks!  There is a standalone lantern build which looks pretty nice, but that nothing goes in those holes is odd, it looks off.  Perhaps my favorite thing here is the washtub piece on the crow’s nest on top of the mast, that’s pretty cool.  So yeah, this set is good but I have some minor issues with it.

As far as parts, as you might expect for a set disassembled for so long, I am missing some, most notably a lot of palm leaves.  I got a lot closer to assembling this set than I expected, though.  I ended up finding most of the parts.  It’s just that only five palm leaves for this set survived the decades undamaged… well, and the middle mast piece and one of the rope ladders to go up to it are both gone, those are big ones to be missing.  Also, I’m not sure if I have the original cannon or not.  I have one cannon which has a pull-back back but does not shoot cannonballs and I put that in this set, but I’m not sure if it originally came from this set or Harbor Sentry.  If this is the correct cannon for this set, which I suspect it is, then it is present, but I’m not certain.  I do have the rowboat that goes with this set though, and the shark as well.  I am, however, missing the monkey; I only have one of those, which I put on Black Seas Barracuda.  Ah well.  As a comment, I have two of this kind of rope bridge piece, from this set and from Rocky River Retreat, and both of them are bending inwards on both ends where you attach the bricks to hold the bridge up.  I think it’s a flaw to the piece.  Ah well.  Overall though this set is good and is pretty nostalgic to see in person again.  Maybe I will leave it assembled this time?  We will see.  It will stay a pirate place for sure this time, not a shop with an island-looking rug or something.  Heh.

Black Seas Barracuda – 1989, set number 6285.  This all-time great legend of a set is easily one of my three favorite Lego sets ever,  only finishing behind the Black Falcon’s Fortress, my number one, and the Dungeon Masters’ Castle (Black Knights’ Castle), a very close second.  This large and impressive set is somewhat stunning to look at, with tall masts, a rope going over the top of the ship, higher platforms along the sides of the ship suggesting at a deck above the gun deck, classic black and white striping along the side as all wooden sailing ships used, and so so much more.  For its day, this was a highly detailed set.  Today of course a similar set would use twice or three times the number of pieces and would be highly ornate, but for the most part this set does just about everything I could possibly want.  Perhaps a little bit more decoration in the captain’s cabin might be nice — there is only a treasure chest and a map attached to the wall, no chair or bed or hammock or something – but other than that and that there isn’t a full removable deck to put over the gun deck this set is just about perfect… well, other than how that rope going over the whole ship attaches at the back, but I’ll get into that later.

This ship makes an impressive sight from any angle.  From the front, you see the prow, with a yellow minifigure torso representing the ship’s gold-covered figurehead.  Behind that, decking covers some storage holds.  Past this the gun deck is in the senter and the wall-walks along the sides of the ship.  The set comes with a piece to use as a plank to have someone walk the plant from.  A tall mast rises up, accessed by ‘rope’ pieces on the sides of the ship, as they always were in reality.  The set comes with four cannons, all of which I still have.  This means you only ahve broadsides of two cannons on each side, the same number as the theoretical max the Caribbean Clipper can fire, but while more cannon spots would have been nice, this number works well and allows for a more detailed design behind the cannon section.  There is a cargo hoist with boom and hook above in the rigging, a fantastic touch.  It comes with a platform to put cargo such as treasure on, and you can move it around and raise and lower the cargo.  Past this, you find more storage holds, the next mast, and a pair of double doors leading to the cabin.  It all looks fantastic.

Above, a staircase leads up to the upper deck.  Yes, there are stairs!  It’s quite nice to see them.  The deck above is steeply slanted upwards towards the back of the ship, which is a pretty iconic element of this ship which looks great.  The sides are ornate and are just dripping in yellow bricks that stand in for gold.  It’s impressive and imposing.  The sides and back of the rear cabin have windows.  You can open up the rear deck and back windows for easy access into the cabin.  Again, a chair or bed in the cabin would have been great, but I really don’t have any other possible criticisms of this spectacular model.  And because of how great it was, I kept the set intact enough to be missing very few of the pieces.  Only a couple of very minor parts are actually gone.  One rope is probably missing, so the rope going to the cargo hook is using a far too short string, but I made it work.

The only real issue with this set is something I mentioned earlier, the way the rope going over the top of the ship ties off at the end.  he problem is, the rope is supposed to end by wrapping around the flag at the back of the ship.  This large pirate logo flag on a flagpole is attached to a hinged 2×1 brick which angles back.  There is also a torch attached here.  The problem is, the rope is much longer than this so there is a good amount of it left, and the flag and torch are only relatively loosely attaches to the hinged brick with a single pin.   It’s a very loose connection that comes apart very easily.  Worse, that hinge loses its hold over time, particularly thanks to the weight on it, so its ideal 45 degree angle is just about impossible to maintain, it says fully down most of the time and doesn’t look as nice.  This rope has a good tie-off at the front end of the ship, it’s just too bad that the rear was not thought through as well.  You can tie it off farther down, on the more solid hitch intended for the ship’s rowboat to be tied to via its rope.  This holds more securely, but means you cannot open the rear of the cabin to reach in, so it is not ideal.  I’m not sure what the best solution here is.  Currently I have both it and the ship’s boat tied to the rear hitch since it holds up so much better, even if that means that the rear doesn’t open and there is a string gong down the middle of the back which isn’t supposed to be there.  Ah well.

Other than that relatively minor issue, though, the Black Seas Barracuda is a just amazing model.  It comes with a lot of figures, too, with a crew of eight, all pirates of different types including one woman, a ship’s boat, a monkey, and of course a parrot for Captain Redbeard.  The minor issues only minutely hold back one of Lego’s best designs ever.  I’m thrilled to have this set and to have it so complete.  And not only do I have the box and manual, but this is one of the few boxes I have fully intact — because you see, most of the Lego boxes I have were collapsed and we got rid of the trays inside the outer box.  This giant box, however, was not.  It stores most of the flattened boxes within it.  For many years I had the Black Seas Barracuda partially assembled in a sort of ‘shipwreck’ state, so it’s just amazing, and awesome, to see it finally return to its full glory.  This set lives up to the hype and then some.

Imperials (Blue Uniform)

Harbor Sentry – 1989, set number 6245.  This small set contains a bluecoat Imperial naval officer in a small red rowboat with a cannon on a rotating platform brick on the back of the boat.  I’m not sure how many times you could fire this cannon on a tiny boat before the boat would sink from the cannon’s kickback, I can’t imagine it being more than once, but it’s an amusing set regardless and looks pretty nice for its small size.  The rotating cannon is a particularly nice touch.  I thought I remember having an actual firing cannon for this set meaning perhaps we got it in Europe, since firing Lego cannons were not allowed at this point in the US, but if so I cannot find one, only regular cannons.  So, I’m not sure where we got the set.  I do have the box and instructions and most of the parts.  I would say it has all of its parts, but I put the one cannon I have that is missing its lower housing part on this set so it is missing that, though that one is probably from one of the large ships and not this set.  Regardless, this set is good.

Broadside’s Brig – 1991, set number 6659.  This is a small Imperial base.  It has a prison on one side with Lego’s standard large prison door piece, a little building on the other side, and an arch connecting the two parts.  There is no included way to get on top of the structure and no parapet behind that central crenelated arch, unfortunately, so the crenelations on the arch are fake and cannot be used, but otherwise this set is nice for its size.   For one more issue though, I do wish that the walls were higher, they should be three bricks high instead of only two and do not provide much protection.  Ah well.  The set does come with three minifigures, including a fully armed soldier with rifle, backpack and tall hat and an officer with a tricorn hat, beard, and sword and pistol.  The white and yellow construction of the building looks good and fits in well with the Imperial line, and I like the angled wall piece with some “damage” showing bricks through the chipped paint or stucco, but the set does have several issues.  These are extremely common issues to be sure, most Lego sets with defensive structures have similar problems, but they are real.   Still, it’s an alright to good looking set.  I have the set complete as usual, nothing is missing.  I have the box and manual of course.

Caribbean Clipper – 1989, set number 6274.  This set is the main Imperial ship.  While in the real world the imperial navies would have had the large ships and the pirates generally a motley assortment of smaller vessels, in Lego things are the other way around, so this ship is significantly smaller than the amazing Black Seas Barracuda, and is much less detailed as well.  The ship has one fewer ship midsection piece than that ship and many hundreds less parts.  If you look at the ship, you can see all of the corners the designers had to cut to fit the model in what has to have been a tight parts budget.  That is unfortunate because while this set is a fine, nice looking set with plenty of strengths, it is impossible to look at it and then the Black Seas Barracuda without feeling like this set is significantly inferior to its larger sibling.  Where that ship has an enclosed cabin and higher paths along the sides of the ship with a gun deck below, this one has no such things, only high walls along the sides enclosing a sunken gun deck.  Where that set has an enclosed cabin in the back, this one has only an open one with no wall at all between the gun deck and the attempt at a cabin.  Where that set has multiple storage hold areas in the front and rear of the gun deck, this mostly is just open to the bottom hull, with only one storage hold in the center front.  Where that set has three masts plus one sticking out of the front of the ship, two with full sails plus one sail up front, this one has one fewer mast, and only one has full sails.  The set has half the crew compliment as well, no small ship’s boat to go with the main vessel, no opening cabin since it’s just open in front, and more.  Additionally, just like the Black Seas Barracuda, the crow’s nest is mostly useless since it is midway up the mast directly behind one of the sails.  I’m not sure how lookouts are supposed to see anything ahead from these points, heh.  You access this crow’s nest with a rope ladder attached to the middle of the deck, going up straight forward to the crow’s nest.  This gives this set a different look from its larger sibling and it looks okay, but it seems a highly unlikely design style in a real ship, and I’ve always found that this piece is much harder to keep in place when played with — the rope ladder likes to come detached from the deck, not something which often happens with the Barracuda.

So, this set has a lot of little problems.  Even so, the set does look pretty nice, since Lego sailing ships have a strong style to them.  The ship only comes with two cannons, but since it has two gunports on each side, it could hold four cannons if you get some more cannons to it, which means it actually can fire the same broadsides as the Barracuda, since that ship only has two cannons on each side as well.  And the ship’s blue highlight color looks pretty nice, though it could have used more blue bricks I think.    The ship looks good from behind or a distance, certainly; it’s only when you get up close that the issues get more apparent.  This, overall, is a good set mostly held back by how exceptionally incredible the Black Seas Barracuda is; it is hard to live up to one of Lego’s best sets ever.  Still, it does have some exclusive pieces — there are a few pieces which only appear in blue in this set.

And because of that, I am missing a lot more pieces from this set than I am from the Barracuda since it was much more disassembled for a much longer amount of time.  That set was never fully disassembled, but this one mostly was.  I’ll need to buy parts from Bricklink eventually to finish up this set, it’s mostly complete but a bunch of details are missing, such as the rope that goes over the top of the set, parts of the side railings on the upper deck with the ship’s wheel, and such.  I do have the box and manual for this set as well, as usual.

Extras:  In addition to the above sets I have two extra bluecoat Imperial minifigures from who knows where: a fully equipped Imperial Soldier, with tall hat, backpack, and rifle, and a Governor Broadside figure, only released with the El Dorado Fortress, except minus his exclusive hat; he has only a standard tricorn hat.  Still, it’s a pretty cool figure to have, I wonder how I ended up with it by accident after playing with a friends’ El Dorado Fortress set sometime.  I certainly do remember knowing people with that set, it’s amazing and is right near the top of my list of sets I most want to buy.  But I haven’t gotten it yet, so more on that set another day.

Islanders

King Kahuka – 1994, set number 6236.  The Islanders theme was a short-lived theme from 1994-1995 which decided that the perfect thing to add to a 17th or 18th century Caribbean-themed line is… Pacific Islander, probably Polynesian-inspired, natives from the early days of Western contact in the Pacific?  Uh?  I do not understand why Lego thought this makes sense.  The Islanders themselves are very heavily stereotyped, wearing grass skirts and with masks and feathered headdresses and such, which is not great looking back.  I mean, in a vacuum I like a lot about the designs of the minifigures with the grass skirts and such, but did they really have to go for “probably cannibal natives!” as the theme?  No, of course they didn’t.  It’s just stereotyping.  Of course, in around this same time Lego also made Plains Indian sets you probably also would not see today, so ah well.  Given that those sets somehow have American Plains Indians with totem poles — something only found among Pacific Northwest Indians — I think they might be worse than these as far as historical accuracy, but I am American and not from the Pacific so I don’t know that for sure, I’m sure these sets aren’t much better.

With that said, Islanders sets only have Islanders and Pirates, never Imperials.  I’m not sure why.  But as I said I only have two of the smallest Islanders sets, so they do not come with any pirates, only Islanders.  This set is a single figure, wearing the king’s full mask headdress, sitting on a raised throne with a treasure chest ‘hidden’ underneath.  He’s a pretty interesting figure, with his staff and horned helmet.   Lego sure loves their treasure chests, it’s kind of absurd how often they stick them into sets whether or not it makes sense, and here I don’t think it entirely does make sense, would Pacific natives have treasure chests filled with gold like this?  It seems unlikely.  Sticking treasure chests in everything is something Lego very much still does though, so oh well.  Otherwise, beyond the obvious massive stereotyping by the painfully obviously European Lego corporation, this set is alright.  The look fits the theme well.  This is an average small set held back by the somewhat questionable theme of the line and its small size and simple design.

Islander Catamaran – 1994, set number 6256.  This set is the larger of the two Islanders sets I have, and even if the theme is questionable I like this model quite a bit.  This set is a catamaran made of two red canoes with a raised arching platform connecting the two small boat hull sides.  The canoes have stickers on the sides of them to give them some character.  This set has two minifigures, a King Kahuka and an Islander woman.  The catamaran has a decently large sail on it with a charmingly cute cartoon Kahuka mast image and some quite ’90s lines.  The stickers on the canoes have similar imagery.  The boat has a drum, an oar on the back for steering on a movable pivot, some spears and shields, and some parrot… sculptures on the front? Or real parrots?  I am not sure which it is supposed to be, but I’ve always assumed they are supposed to be sculptures using the standard parrot piece.  It’s a pretty good looking set with a great theme to it.  It even comes with an alligator to threaten the catamaran.

The female minifigure is somewhat interesting in design, too — she’s wearing a grass skirt and a large necklace, with no other top.  This is reasonably historically accurate in a way that you rarely see in modern depictions of pre or early contact Pacific Islanders — see Moana for example, won’t find that there.  The large necklace kind of reminds me of the costumes in James Cameron’s Avatar.  She did not appear in many sets, apart from themes like Paradisa and Belville female figures are uncommon outside of the Town theme in classic Lego, but is in this one.

As for pieces, I have most of the parts but are missing a few I’ll need to replace, though I substituted other colors for some.  So yeah, overall this set is pretty good.  It’s a nice looking model with a cool catamaran design and sail and minifigures pretty different from the usual.  I am sure some would avoid this whole line for good reason, for its questionable use of native culture and for being utterly insane for somehow having Caribbean Pirates in the middle of the Pacific threatening Polynesian natives for no apparent reason, but it’s a good looking set regardless and I like having it.

Conclusion

Overall, the early Pirate sets are great!  This will never be my favorite theme, that is Castle without a doubt, but Pirate is a great theme from a quite interesting moment in history.  The Age of Imperialism led to a lot of awful things, but its history is fascinating and its sailing ships beautiful.  But why, despite how good the sets are, did I not keep buying Pirates sets after 1991, Islanders aside?  Well, once you have one amazing pirate ship and a good guy ship, do you really need more?  And particularly when most of the later ships don’t look as good?  I thought not, so I stopped buying Pirate sets in favor of focusing on computer and Game Boy games and castle sets.  I am fine with that decision, as with most Lego themes Pirate significantly degraded after the early ’90s, but having a few more early ’90s sets might be nice — there are some good redcoat Imperial sets, for instance.  When I get another set it is sure to be bluecoat, either El Dorado Fortress itself or perhaps Saber Island or the others since I think they look the best and the first ’89-’91 era is what my Pirates nostalgia is pretty exclusively for, but the redcoat sets are almost as good based on pictures, I’m sure they are nice enough.  After that things got a lot worse and the theme was abandoned.  There was one more attempt at bringing Pirates back, but those sets do not look great.  Other than that there is one modern homage to the Black Seas Barracuda, the set Pirates of Barracuda Bay.  It’s a pretty awesome looking model, apart that because of having a detailed interior there isn’t actually a gun deck or cannons inside, which is pretty seriously lame for a pirate ship.  I may get it someday.

Of course, this leaves out that there were also a few licensed pirate sets from the Pirates of the Caribbean line.  I do not have any of them because I don’t like licensed Lego sets much conceptually, but some of those ships look alright I guess. I am a fan of the Pirates of the Caribbean movies, I watched and like all five of them, but that doesn’t really make me want the Lego sets based on those films.  I prefer Legos to be original themes.

But anyway, Pirate is a great classic Lego theme, and even if I’m not quite as interested in it as I am in castle, as you can see by considering that I’d love to have all of the classic castle sets no matter how similar they are but  like ‘eh, one pirate ship is probably enough’ when it comes to this theme, I do like at least the first Pirate wave a lot.  I’d really like to complete my bluecoat-era Pirate set collection eventually.

 

Posted in Legos | Tagged , , , , , , | Leave a comment

Game Opinion Summaries: Digital-Only Nintendo 3DS Games, Part 5: K-L

Yes, it’s not a mirage, it’s an actual videogame article!  I finally got the next part of this series done.  The article should be complete now.  I cover some interesting stuff this time.

 

Table of Contents
K-L – 20 games

 

Kami
Karous: The Beast of Re-Eden
Keep, The
Kid Tripp
Kingdom’s Item Shop
Kirby Fighters Deluxe
Kirby’s Blowout Blast
League of Heroes
Legend of Dark Witch 2, The
Legend of Dark Witch III: Wisdom and Lunacy, The
Legend of Dark Witch, The
Legend of Kusakari, The
Liberation Maiden
Lifespeed
Link-A-Pix Color
Lionel City Builder 3D: Rise of the Rails
Love Hero
Gal Galaxy Pain
Queen TV-Game 2, The
Luxor

 

The Summaries

 

Kami – Developed by Flyhigh Works (for 3DS) and State of Play (for the original iOS release) and published by CIRCLE Entertainment in 2015.  Kami is a puzzle game where you need to make a screen all one color.  The game is a port of an earlier mobile game of the same name.  The screen starts out with a bunch of different colored blocks, with a Japanese paper-folding visual theme, and you choose from the colors in the image and touch blocks in order to change that colored area to that color.  Make the field the same color as the screen border and you beat the stage. Once differently colored blocks are changed to become the same color they merge into a larger block of color.  This game is a lot like another puzzle game I covered earlier, Color Zen, but this game is a bit different in that you don’t move objects around on the screen in this game and have to end with one specific color as the color of the whole screen.  I think that overall I like Color Zen a little more, but Kami is also pretty good.  This is a solid, simple logic puzzle game.

The main catch that makes this game tough is that you have a move limit, and must complete the stage in either that number of moves or one more than that target.  You get a better medal for hitting the upper target, a lesser medal for the lower target, and fail and have to retry if you take any more turns than that.  The game starts out easy, but after a while it gets pretty hard to figure out what order to color each color zone in in order to make the whole field the same color.  This is a tricky logic puzzle game that will keep you coming back for some time.  It’s good and I recommend it for anyone who like this kind of game.  Also released digitally on iOS and PC/ Mac (Steam).


Karous: The Beast of Re-Eden
– Developed by RS34 and published by CIRCLE Entertainment in 2015.  The original Karous is a shmup for the Dreamcast, and later also Gamecube (in Japan) and Wii, from the developer Milestone.  Milestone was an okay but somewhat average shmup developer, and I never really liked their games.  Still, when this 3DS title using the Karous name was released I picked it up eventually.  Unfortunately, don’t expect much from this game because you won’t get anything really worth playing.  The original Karous was a subpar, but standard, tate shmup.  This game, however, changes things up.  It instead has a mission-based design with levelling and experience and such.  So, yes, it puts grind into shmups.  Thanks?

Going for a gameplay window the size of the 3DS’s upper screen makes sense, though it does greatly reduce forwards visibility as your ship is quite large.  This is a vertical-scrolling shooter, and there are no stage obstacles to avoid in the levels, only enemies and their bullets.  That is normal for this kind of shooter, but this one has much less interesting enemy patterns than a better shmup.  Indeed, the boring stages and grind-heavy gameplay are much less sensible decisions than the new screen shape is.  In the between-missions menu you can buy upgrades for your ship and choose a mission.  There are a lot of missions, though gameplay-wise they are all very similar: fly forward and shoot stuff.  After you are done, whether you beat the stage or die, you return to base and get some money to spend on rewards.  You get more rewards for winning than losing, of course, but you get some either way as you try to level up enough to actually survive.  You will survive better as you get better stuff, but I don’t think that playing the same boring, empty levels over and over to get to that point is at all worth it.  Not recommended, this game is not good. Nintendo 3DS digital exclusive.

 

The Keep – Developed and published by Cinemax (no, not the TV station) in 2014.   The Keep is a first-person dungeon crawler RPG, in the classic Western dungeon crawler style. This game has real-time action-ish combat, so it is not a purely menu-based affair.  You play as a guy who is exploring a dungeon in order to try to save the locals from the evil wizard holed up within. The game has decent background art, but the character art’s kind of mediocre and the main character guy is a bit odd looking.  He doesn’t look like your stereotypical selfless hero, heh.  The plot is okay, though, and there are some cutscenes.  Regardless, this genre isn’t known for its stories but its gameplay, and the gameplay here is alright.  In the classic first person dungeon crawler style the game has plenty of dungeons to explore, with puzzles, traps, and monsters to fight within, along with story scenes here and there.  This is certainly a modern game, in that it is pretty kind to the player early on and you should be able to progress steadily. I am fine with that; real ’80s to early ’90s PC dungeon crawlers were often insanely hard and grindey.  I prefer this, myself.  You can’t even really grind here, enemies are preset and don’t randomly generate as you go around.  I like this design.

While you are exploring, you will use both the d-pad or analog stick and the touchscreen. The upper screen shows where you are, with nice stereoscopic 3d depth to the visuals as you would expect. The lower screen has your inventory and interface.  A touchscreen is perfect for RPG inventory management, and indeed you will use it for that.  Additionally, one button gives you a cursor to move around the upper screen, in order to interact with things there when you want to push a button or lever or what have you. It’s just like having a mouse except on the 3DS and works well.  When it comes to combat, as I said, this game is real-time.  So, you can kite enemies by attacking them, backing up, waiting for them to move towards you, and repeating this process.  Does this make many enemies in this game kind of brokenly easy to fight if you master the technique, perhaps, but still I find it fun.  You have a variety of regular weapons to use, but also will get magic runes.  If you place the runes in your magic panel in the correct order, as shown in magic spell scrolls you collect, you then can cast that spell by opening the magic panel and activating those runes in that order with the cursor.  It’s a simple but fun magic system which is fun enough to use.

Overall, The Keep is a good game.  This straightforward, classic first person dungeon crawler will have you traveling through dungeons, looking for switches and fighting monsters as you try to defeat the evil wizard. The game certainly is on the easier side for its genre, but given how crushingly hard many dungeon crawlers are, having one that isn’t like that is a very nice option. And there isn’t even any grinding!  Sure, the graphics are bland and the charcter art not very good, but the gameplay beyond those visuals more than makes up for it.  I like this game and would recommend it, it’s above average.  Digital exclusive.  Also available on PC/Mac (Steam) and on Nintendo Switch.  This game is the kind of title that’s certainly more fun portably than on a PC and it makes good use of the 3d effect and touchscreen on the 3DS, so get it on this system while you can.  Also released digitally on PC/Mac (Steam) and Nintendo Switch.  This 3DS release is probably the best version due to making great use of the stylus and 3d effect.


Kid Tripp
– Developed and published by Four Horses in 2017. This game is an auto-runner platformer originally released on mobile, as you might expect. The same developer would go on to make another similar but improved game that mostly drops the forced autorunning, Miles & Kilo, but unfortunately this one is an autorunner.  You are the boy Kid Tripp, and while flying along in your biplane you get blasted by a flaming attack and are shot down on a tropical island. All of the animals in the area are fleeing in fear, and you join them in running away. The game has decently done, if generic, 2d sprite art graphics with stereoscopic 3d depth.  As you run along the game uses two buttons, one for jump and one for a ranged throwing attack.  You can also do a head tilt forward charge-ish thing by pressing forward. Beyond that, it’s just up to you to memorize each level enough to actually get to the end without dying. Completing stages here will take memorization, because you will need very good timing to make the jumps and attacks without dying. Some jumps are just basic platform-to-platform jumps, but others involve having to bounce off of enemies with very precise timing both in the jump and in the approach in order to make it over some pits without falling into the water and losing a life.  The game is alright, but very frustrating at times as you move somewhat quickly and many situations cannot be discerned without dying, perhaps repeatedly, until you get the timing right.  This game is alright I guess if you like dying a lot because of getting the timing wrong, but I’d call it definitely below average overall mostly because of how annoying autorunning is.  I greatly prefer being able to stop and take jumps at my own time to having to deal with always moving forward in a platformer.  Automatic movement works in shmups, but it does NOT work in platformers. Still, it’s maybe worth a look, though Miles & Kilo is better.  First released digitally on iOS in 2013; digital releases on 3DS, PlayStation 4, Xbox One, PlayStation Vita, Nintendo Switch, and enhancements for the Xbox Series X have followed.

 

Kingdom’s Item Shop – Developed by PUMO and published by CIRCLE Entertainment in 2016.  This game is an RPG-lite with a lot of crafting and some light economic-sim elements. In this game you play as a boy or girl running an item shop in a fantasy world.  The catch is, you don’t just sell stuff; instead, you have to go into dangerous areas to collect the component parts for the items you will sell.  However, you aren’t a fighter and don’t go into dungeons alone.  Instead, you hire heroes to fight for you and follow behind them, telling them some basic commands and collecting the items defeated enemies drop.  Each area is a linear path made up of a series of fights, and once you defeat each enemy you move on to the next screen and the next battle.  Your heroes automatically fight, but you can tell them to defend or attack with the buttons.  This is important because in defensive mode they will take less damage, and you want to try to keep them alive because once knocked out they won’t come back that run.  The battle system is simple, but the commands are enough to keep battles a bit interesting, and running around collecting items and avoiding enemy attacks while your party fights actually is fun.  The issue is, the items enemies drop, and the enemies you fight, is somewhat randomized, so getting specific rarer parts requires a lot of grind as you replay the same handful of areas over and over and over.

Once you return to town, you can go to your shop and choose what you are putting out to sell, go to several crafting shops where you try to combine the items you have into new better items, or try to do missions for people.  In both the missions and crafting shops you are given a clue about the item in question, and need to figure out what it is.  Crafters will give you a vague hint suggesting what items you need to combine to succeed at the combination, and the mission messages give a little bit of plot hinting at what item the person wants, but you need to figure out what items are required on your own.  The early combinations are easy enough to figure out and for quite some time I was having fun with this game, but eventually the clues get extremely cryptic.  I do not enjoy crafting much, so it was about at that point, late in the game, when I gave up; the remaining item combinations are just too hard to guess, and getting the supplies to keep trying is extremely grindey.  Even so, despite the heavy crafting focus and simple design, I like something about this game and keep going back to it.  I recommend this game if it sounds interesting.  Nintendo 3DS digital exclusive.

 

Kirby Fighters Deluxe – Developed by HAL and published by Nintendo in 2014.  Kirby Fighters Deluxe is a spinoff Kirby game, based on a minigame from one of the main series titles.  The game has decent stereoscopic 3d effects and nice, classically HAL graphics, but there is very little reason to buy or play it.  The game is one of several fighting game spinoffs of the Kirby franchise; there are two different fighting game with RPG elements Kirby spinoff series, for some reason.  This one is simple, probably too simple. I know this is a cheap downloadable game, but still, you don’t get much here.  This game is incredibly similar to a Smash Bros. game, except with only Kirby with a variety of powers, and instead of having to knock the other players off the screen you win by just depleting their health bars.  The controls here feel taken straight out of Smash Bros. more so than a 3DS Kirby game, since you have limited flight sadly.

For characters, again, there is only Kirby.  The game has a decent selection of different Kirby powers, maybe ten or so total.  You choose one each time before you start; you can’t take powers from the others, but instead just have your current power for the current run through the game.  For modes the game has a single player mode and a multiplayer mode.  The single player is a standard fighting game-style tournament with about eight rounds. Most are against various Kirbies or groups of Kirbies, some of them 1 on 1 fights and some 2 on 1 or 1 on 2 team matches, and two are boss fights.  The length is about right for a fighting game, as in short, and there are four or five difficulty options which do a pretty good job of changing the challenge level.  On the top setting, this game is honestly challenging. However, that’s all you get for modes unless you have friends with 3DSes, because this game does NOT have online play. Instead, the multiplayer is local only. Good luck playing that ever. Overall, Kirby Fighters Deluxe is a mid-tier game, expanded from the minigame it is based on but with a lot fewer features than its later Switch followup. I can’t recommend buying it unless you are a Kirby completionist.  It’s fun enough for a few minutes, but what’s the point of this being its own game?  Just play Smash.  Sure, this has a few Kirby abilitites and environments you won’t find in Smash, but even so, it is just a cut-rate, very feature-reduced Smash knockoff by Smash’s original developer.  Probably don’t bother getting this.  Nintendo 3DS digital exclusive, technically.  This game has a sequel on the Switch, which is also a digital-only release.

 

Kirby’s Blowout Blast – Developed by HAL and published by Nintendo in 2017.  Kirby’s Blowout Blast is a great little isometric side/overhead view 3d action-platform game with very nice stereoscopic 3d effects. As with most of the downloadable Kirby games, this game is an expanded idea based on a minigame from a previous main-series Kirby game. This game was visually inspired by the original Kirby’s Dream Land, which is great. The game looks fantastic with a very nostalgic look, all the enemies and settings of the original game return here. The gameplay is quite different, though. As in that game you play as Kirby and while you can swallow and spit out enemies, you don’t get powers from them.

However, that is where the similarities end. Here your goal is not just to walk, jump, and fly to the end of each level. Instead, it is to defeat all of the enemies, either by swallowing them yourself or by spitting other enemies at them. While this game has some platform jumping, the main focus here is on the combat rooms, areas where enemies attack you and you cannot proceed until they are all defeated. You are scored on your performance in each area, getting more points for getting more kills with a single attack than you do for having to kill each enemy individually. This game is very short, but as with all of the downloadable Kirby games on the 3DS it has good replay value if you want to try to get better scores and rankings in the levels, there is plenty to try to optimize as you try to use fewer attacks and take more enemies out with each blast.

Overall, this is a great and charming game and it’s a definite must-play. The game is simple and straightforward, hence the short summary here, but is extremely fun and rewarding. Of the digital-only 3DS Kirby games this one is by far the best. This game is simple, but it is probably one of the best download-only games on the 3DS and is something everyone with a 3DS should definitely buy. It’s a fun and charming game with good fun gameplay and is plenty of fun. The difficulty is well-balanced too, with easy play for low grades but more challenge for someone who wants to get more points. Buy this game while it is still for sale. Nintendo 3DS digital exclusive.

 

League of Heroes – Developed and published by Gamelion in 2014.  This game is a simple, and not very good, overhead 2d action-RPG. Quite relevantly it is a mobile port. You play as a warrior adventurer guy off on a quest to join the League of Heroes and save the world. The game has nice, well-drawn cartoony graphics with solid use of stereoscopic 3d, but the gameplay is extremely basic and subpar and the controls feel pretty bad. You start in a little town area. There are an equipment seller, an items seller, a guy who gives you new abilities if you have unlocked some, a guy who has quests to complete, and that’s about it. Oh, and while the main game uses stick-and-button controls, all townsperson menus are touch input only for some reason. It’s kind of annoying, use one or the other, not both like this! And that list may make the game sound better than it is, because basically everything in this game is randomly generated, and while there isn’t any paid DLC in this version, they left in some of the real-world timers! It’s just awful. So, once you leave town you go to a world map. Here you can either choose the current randomly-generated stage, or go to a special quest stage if you can based on the current timer. And yeah, that’s about your only options, and 99% of the time only the one random stage as an actual choice you can choose. Games should not rely this heavily on random generation, it very heavily drags them down.

Once you enter the stage, you will find that each level is a smallish rectangular area with scattered enemies and breakable objects or chests with items in them. You complete the stage by killing all enemies. Some areas are just a rectangle with objects randomly scattered around while others follow a more railed path, but either way there is no actual beginning or end to the level, it’s just a space with whatever monster types are present in this stage. While overly simplistic this could be decent if the game was actually fun to play, but it isn’t, at all. To fight these monsters, you have a wide assortment of abilities to use… or not. Nope, you have a sword button and a ranged throwing weapon button, and that’s it. You can’t guard, or use any other skills, or anything, only sword and throw attack. All of the abilitites that you can purchase after reaching certain levels are passives. It’s pretty lame, particularly when combat feels this terrible. Movement, which is done with the analog stick, feels okay, but your weapon feels utterly weightless, like the worst of mobile game controls brought to the 3DS for some reason. The throwing attack is okay, but you have limited ammo and need to purchase replenishment of it from the shop so you can’t rely on it all of the time.

And as for those quests, they feel like they might be randomly generated as well. And if they aren’t they are the most generic boring things ever. Get ready to … get a quest where you have to buy something from one of the shopkeepers? Huh? And while most of this game is mind-numbingly easy and actually dying is hard, some quests even can be borderline impossible, such as if you get a quest to kill a certain number of some enemy type but it isn’t giving you stages with that enemy in them for a while. This game is poorly designed like that. Overall, League of Heroes is a bad game. The graphics are nice, and it tries to be amusing with its writing, but with awful-feeling combat, no depth, completely random boring levels with zero character, no gameplay other than walking around and whacking monsters, and mobile game timers still present even though you can’t pay to get around them in this version, League of Heroes is one to definitely skip. I dislike mobile games and titles like this are a good example of why.  This is probably the weakest title covered in this update.  The graphics are the only thing good about this otherwise awful borefest.    Also released digitally on Android and iOS, but this is the only console version of the game.

 

The Legend of Dark Witch – Developed by Inside System and published by CIRCLE Entertainment in 2014.  The Legend of Dark Witch is a 2d platform-action game.  This was the first game in a franchise that would see about a half dozen releases over the years, four of them on the 3DS.  Three are platformers, and the rest other genres.  I covered the one spinoff released on 3DS, the action-RPG Brave Dungeon, earlier.  The games are okay, though there is something about them I’ve never liked all that much.  This game isn’t bad, but there is just something about it, and its sequels, that makes me not want to play it.  I just have trouble trying to figure out exactly what that is. Regardless, some will like these games. In this game you play as a goddess I guess, or she’s described as such, though for a god she sure dies easily.  She is the “dark witch” of the title, Zizou Olympia. The cast is entirely female.  The series has an anime fantasy setting with a lot of modern elements. The scripts in all three games are poorly translated, to the point of sometimes being borderline unintelligible.  The gameplay here is one part Mega Man, one part shmup, and one very large part generic mediocrity.  As in Mega Man, each game has eight bosses that you can fight in any order. Most are new in each game but some of the anime girls you fight return in later games. You do get something from each boss you beat, but also get magic points which you can spend on upgrades in a shop between levels.

In addition to that, these games have a Gradius-style powerup system and a magic meter for your basic attacks.  As you use regular attacks the magic meter depletes, and more powerful spells use more magic so using them will deplete the meter more quickly.  You will need to wait for it to recharge after that, which is annoying. Mega Man style item meters are probably better.  As for the Gradius-style powerup system, it works fine, and I love Gradius and its powerup system, but I don’t know if it was a good idea here.  From this meter you add things like higher jump height and float and more powerful shots added to your attack.  It is nice when you are powered up, but don’t die or you both go back to the last checkpoint and are reset to default.  As much as I love Gradius, here it’s just kind of … there.  Having this be the way you get these powerups in this game is just … eh, it’s there.  Okay. I get why it’s here, with how many bullets are on screen sometimes there are some shmup elements to the gameplay here so why not a shmup powerup system too, but I don’t know how necessary it is.

One of the major issues with these games is the difficulty balance.  You die in only a few hits here, and losing health is easy because the level designs are loaded with enemies attacking you from unexpected directions.  There is a tightly timed blocking mechanic if you hit Down just before a bullet hits you, but it’s tricky to get right.  The enemy placements are not quite Valis levels of bad, but it’s pretty annoying.  This game requires a significant amount of memorization to get through. You can upgrade your health in the shop, but initially you get only three or four hits. It is also easy to lose lives by missing jumps, since many jumps require very tight timing to make, and upon game over you have to restart the current level.  Now, these games have four difficulty levels.  They generally default to the second of the four, which is a moderate challenge but not too bad.  Go up to difficulty three, though, and now enemies never drop health powerups, and your only healing will be magic items you bought in the shop before the level began.  That is a pretty ridiculous thing to do in a game this loaded with enemies shooting at you!

The background graphics are another issue with this game.  Each level begins with a section without any background detail.  You have a starfield behind and shaded blocks for all platforms, and basic enemies that look the same in every level, and that’s it.  At some point you eventually get far enough to see the actual stage, which is a relief.  The regular stage graphics are okay, decently average 2d sprite art, but the beginning sections before you get the real stage graphics look pretty bad.  I really don’t understand why all three games have them, they are NOT a good idea.

The game has some more systems, and you can unlock a second playable character by beating it, but I’ve never gotten anywhere close, or wanted to.  This game is way too hard to be fun on the default setting.  Memorization-heavy platform-action, as much about shooting as it is anything else, can be great fun, but here I do not find it interesting or enjoyable.  The game isn’t BAD, but the constant dying and returning to the incredibly boring looking first part of the level I’m on does not make me want to keep going, not when nothing about the game gets above average.  There may be more here if you get into it, but I don’t like this game very much.  Objectively it’s average though.

Also available on PC (Steam). There is also a Remastered version of this game on PC (Steam), PlayStation Vita, and Nintendo Switch, which is basically the same as the original but with redone, higher resolution graphics.

 

The Legend of Dark Witch 2: The Price of Desire – Developed by Inside System and published by CIRCLE Entertainment in 2015.  The second game in this series is very similar to the original. Really, this is basically more of the same, with no major changes from the first one.  So, again this game is a slightly Mega Man-esque platformer with almost shmup levels of bullet dodging and firing mixed in.  You do have some interesting options in this game to adjust how the screen scroll works, and can use the ZL and ZR buttons of a New 3DS or 3DS second stick addon to map some more functions that are annoying to use otherwise, but for the most part this is just more Dark Witch, for people who liked the first one.  The new abilities may add a bit to this game, though it does add a bit to the complexity, and the business of the lower-screen display.  Once again there are four difficulty levels, though it defaults to a slightly easier one than the first game so if you play on that setting you will actually beat stages.  I guess that’s nice, but that doesn’t make the game actually better, it’s still extremely mediocre and sometimes annoying.

This game is also available digitally on PC (Steam).

 

The Legend of Dark Witch III: Wisdom and Lunacy – Developed by Flyhigh Works and published by CIRCLE Entertainment in 2017.  In this third and final Dark Witch platformer on the 3DS, you once again play as Zizou Olympia the god or witch or whatever in a very mediocre platform-action game. This time things are similar, but simplified.  A bunch of things have been removed from this game in the name of simplicity and easier play. The interesting ‘adjust the screen scroll’ menu system from the second game is removed.  There is less stuff on the lower screen display menu this time than before.  You start with fewer abilities than the second game, as well, so while this game supports ZL and ZR they have no function at first, unlike that game.  Your only other ability at the start is a new melee-range charge attack on the R button. You don’t get new shot types from beating bosses, so one of the key Mega Man elements of this game is gone.  The blocking mechanic is gone.  And while the game does have different difficulty levels, you cannot select them at first; you start in the default setting and only unlock more by beating it.  So yeah, those are probably downgrades, though it does make the game easy to get into.

Here’s a questionable thing about this game.  Remember what I said about poor translation work in these games? Well, it’s no better here than before. It might actually be worse, in fact.  This game has a sub-menu with art of the (as usual all anime female) characters, unlocking as you reach them.  The first one is for the main character Zizou, and on the right you see art of her wearing shorts as she does in the first two games, then on the right there is art of a dress.  Not her in a dress, just the clothing.  The subtitle text says that she had shorts before to show how she is kind of a tomboy but they tried something more feminine, does it work?  And yeah that’s a pretty strange sentiment, Japan has some questionable views on gender.  But even beyond that, I don’t think the actual sprite in this game is wearing a skirt, I think it’s the shorts outfit on the left.  So I have no idea what they are talking about unless there’s something unlockable later on.

Other than that though, beyond the simplification or removal of some elements of the more complex previous games, the rest of this game is the same as before.  Once again, you walk and jump to the right, use a Gradius-style powerup system, buy upgrades between stages, endure the visually boring first section of each level before you get to actual graphics, and try to learn the jumps and enemy placements so that you survive to the boss.  With all of its simplifications this game is the easiest of the three to get into, so despite being the last one maybe start with this game if you want to try a Dark Witch game, before tackling the previous titles.  But with the subpar level designs and often annoying gameplay I’m not sure that I’d really recommend any of them.  These games are probably just barely below average overall, closer to bad than good.  But I’m sure there are some people who will like them, if blending platforming with bullet-heavy shmuplike elements sounds interesting, so maybe try one.

This game is a Nintendo 3DS digital exclusive.  It does not have any ports, unlike the previous two titles.

 

The Legend of Kusakari – Developed by Librage and published by Nnooo in 2016.  This game is a top-down puzzle-action game where your goal is to cut down all of the tall grass in each level.  This game is set in fantasy Japan during a war between humans and monsters, and you are a random villager guy who decides to help out the cause by … cutting the tall grass, so the soldiers can fight unimpeded by tall grasses.  Yeah, that is the plot. The story may be silly, but unfortunately the gameplay here gets boring quickly.  This is an easy and straightforward game. In each level you move around, cutting grass.  You have two different types of cuts, one which just cuts straight ahead and another better one that cuts all around you.  The first doesn’t have more range, so I’m not entirely sure why there are two, the circular cut is almost always what you want to use.  You also have a run button for faster movement.  And lastly you have a health meter which depletes both when you get hit but also somewhat from cutting grass or walking in certain dangerous terrain types.

In each map there may be enemies, but they don’t go after you; instead, they move along preset paths, as in a Frogger game, and you need to learn their routes to avoid them.  There are also various different terrain types, some of which damage you to walk through them or make you move slowly.  Each level is fairly small and takes only a minute or two to finish.  You do get graded on each level based on how quickly and well you did, but I don’t know if you get anything for getting a better grade.  This game is easy and fairly short, and doesn’t really have much replay value unless you really want to go back to levels to get better times.  I can see that potentially being interesting, there is plenty you could do to work on routing through the stages, but I don’t know if anyone would put in the effort. I won’t, I just don’t find this game anywhere near fun enough to try.  The concept is solid, but it’s too slow and boring to hold my interest.  Also, there are no online leaderboards or anything. overall I do not recommend The Legend of Kusakari, it’s an okay but somewhat boring game that I would say is slightly below average and probably won’t hold many peoples’ attention for very long.  Nintendo 3DS digital exclusive.

 

Liberation Maiden – Developed by Grasshopper Manufacture and published by Level-5 in 2012.  Liberation Maiden is a mostly 2.5d shmup of sorts from Suda51’s Grasshopper Manufacture.  This game is a mini-game of sorts, as it was apparently originally published in Japan as a part of a compilation.  In the West it is sold on its own, but it’s a cheap game.  This game is fairly short and easy, but is quite fun while it lasts.  You play as a teenage girl who was just elected President of New Japan, which of course means that it’s time to get in your flying mecha vehicle and save the country from evil invading forces yourself, because that’s what Presidents do, right?  Heh.  The story is not exactly the main draw here, the action is, but it’s decent enough.  This game is played with both controller and stylus simultaneously.  The upper screen shows your view, and the lower is a map and your touch pad.  You fly around with the analog stick, dpad, or face buttons, and aim and fire with the touchpad with a cursor you control via touch.  The game has a tilted, almost-overhead view and in regular levels you only can move on a 2d plane.  As a result, even though this game has nice polygonal 3d graphics and makes good use of the system’s stereoscopic 3d effect, gameplay is mostly two dimensional as you cannot fly up or down.  This keeps the game simple, approachable, and fun.

As you fly around, plenty of targets appear and will try to shoot at you.  So, target them with the stylus by moving the cursor over those enemies, then lift up the stylus to fire at them.  It’s a nice take on the lock-on-targeting style of shmup or rail shooter design, except here you can freely fly around.  The controls work great, and since you control the targeting cursor it entirely avoids the frustration of the extremely specific targeting cursor of games like Xevious or RayForce.  You also get a second weapon which attacks just by holding the stylus on an enemy.  You can also go into strafing mode by holding a shoulder button, to circle around an enemy.  The controls are simple and easy to get used to, and the game is plenty fun as you fly around blasting enemies while dodging their attacks.  Many enemies take multiple hits to kill, and as in most shooters with a targeting system you can lock on to multiple targets at once.  You can even lock on to many of the missiles shooting at you, which is a nice way to not take damage.  You can take a decent amount of damage without dying, though. Bosses switch to a tube-ish view instead, where you circle around the enemy and now can move up and down.  They may take a bit of practice, but it’s not too hard.  On the default Normal difficulty setting the game is only a moderate challenge.  There are also Easy and Hard modes if you want, though.

Other than its short length, one of the games’ few real issues is saving.  That is, you can’t save during the game, you’ve got to play it in one sitting.  If you quit you will lose your progress and score.  Now, the game is not super long, but even so most games on this system have a much better save system than this one.  They probably did this to give the game a little bit of challenge, because again the game is very short with only five moderate-length stages, but it is a bit annoying. The game does encourage repeat play for score, though, as there are side objectives in the levels as you play through them and there is of course a high score table.  There aren’t online leaderboards though, unfortunately.  Even so, even if the game is over in just a few hours unless you get into replaying it for score, I recommend Liberation Maiden.  This game is a pretty fun free-roaming shmupish game with good controls, fun gameplay, and a silly story it’s a fun ride while it lasts.  Play it.  Nintendo 3DS digital exclusive.

 

Lifespeed – Developed and published by Wee Man Studios in 2017.  Lifespeed is what you get when you cross an auto-flying tube racing game of the style I have covered several of in this series with a traditional racing game. As in those other semi-automated racing games, you are always flying forward in this game and your only controls are for flying, slowing down, and using items. However, this isn’t just a checkpoint-based game where you are alone in the tube, it is a lap-based racing game where you race against a full field of other flying cars. So, this is a hybrid of AiRace and F-Zero.

Conceptually, I like the combination of a simple tunnel flying game and an actual racing game, but while the game is okay, I don’t think it quite comes together as well as it could have. The issue is, the simple auto-flight gameplay just isn’t a great match for a challenging game like this which requires skill. If you put in the time there is probably a lot to enjoy here, but you will need to memorize the turns quite extensively to have any chance at finishing above last place, and at the speed you’ll be going at in this game that is tough.  This is a VERY hard game!  I love fast futuristic racing games, and tunnel flying stuff can be fun, but I think this game shows why most of the other games like this, the AiRace series and such, are the simple games that they are and not more full-fledged racing titles.  It’s all you can do to just fly down the tube at these speeds, but in this game you also need to consider where the other flyers are, go through the rings for boosts and weapons, and attack the others racers with those weapons.  I like the concept here but it still feels both too limited in terms of control thanks to the automatic acceleration, while simultaneously too frustrating in terms of how good you are expected to be in order to do well. Still, I’m sure there is an audience for this game. If you want something which takes that streamlined tunnel-racing genre and changes it into something more challenging and more “normal” while still being an identifiable part of its subgenre, well, this is the game for you.

On the whole, this is a game I really want to like, but just can’t.  If it didn’t have auto-acceleration I think that I would like it a lot more, that would make the game much less frustrating.  But as it is this game is one I keep giving a chance and then quitting in frustration a few races later.  Still, the game is worth a look for sure, it’s interesting.  Nintendo 3DS digital exclusive.

 

Link-A-Pix Color – Developed and published by Lightwood Games in 2018.  This puzzle game is one of three ___-a-Pix games, all from the same developer, with very similar visuals but a different spin on the formula each time.  One of the three is basically just Picross but with multiple different block colors, but the other two are original.  All three have the same interface.  Each allows you to choose a puzzle, shows you the clear time, and gives a medal if you don’t use the ‘remove errors’ function.  One button brings up the errors menu, which tells you if there are any errors currently and gives you the option of removing all of those errors.  Just viewing this screen does NOT affect your medal at all, which is kind of odd — if you want to abuse it by just putting things down one tile at a time and checking constantly but never actually having the system remove the errors, that’s fine, you get the medal!  Heh.  The Picross-style one is the only one with a bunch of DLC puzzles.  That’s really too bad, I wish all three did.  This is the one of the three I have played the most of and I wish there were more puzzles here, I’m like 70% of the way through and will miss it when they run out.

So, in this game you are creating a picture by connecting blocks.  Each block has a different color and number on it, and you need to figure out which two blocks with that color and number you will need to connect and, with the stylus, drag the blocks out of that tile to link the two blocks together.  The background is white, and white is not a tile color, so some tiles will be blank, you don’t fill the whole image with tiles in this game.  You will need to figure out where the tiles are to form the image, and find the right paths for each color.  Most puzzles in this game are quite large, so each puzzle can take over a half hour, but it’s a fun challenge and I’m quite enjoying it.  Sometimes figuring out the route for a link is easy, but other times it is a solid challenge.  This is a simple and straightforward puzzle game which is well made and fun, I recommend it for sure.  It’s pretty good.  The game doesn’t have Nintendo levels of production values of course, but it does well enough.  Nintendo 3DS digital exclusive.

 

Lionel City Builder 3D: Rise of the Rails –  Developed and published by Big John Games in 2016.  This game is a simple train driving simulator probably aimed at kids.  Lionel is a famous model train company, but while this game has their license, this isn’t a game about model trains. Instead, this game is about real trains.  The games’ oddly dark, though unspecific, backstory says that society has collapsed, but in this post-apocalyptic world one guy with his train collection can rebuild the world, one train trip at a time.  Alright, why not?

In the game, you drive trains with simple touchscreen controls.  The game has nice stereoscopic 3d visuals for the upper screen showing where you are going, and you control the train’s speed, stopping, winch for picking up cargo, and more with touchscreen buttons and sliders.  The game is forgiving in that if you go past a target spot you can just back up into it, but you will need to do the needed actions correctly to proceed.  Before and after the missions, there are story sequences as our hero talks to other people and works on rebuilding society with his trains.  It’s all played straight.  Beyond the basic setting this game is not dark and depressing or anything and would probably be fine for older children interested in trains, but it is a bit of an odd choice.  The gameplay is alright. The touch controls work and your objectives are clearly stated.  The game is competent but clearly not high budget.  The missions have okay variety, you aren’t just always doing the same thing thankfully.

In addition to the main story mode, the game also has a creation mode.  Here you can lay out your own track, place trackside buildings, choose a train, and drive around the loop you created. It’s fine, but could be a lot better.  For one thing, when dragging the track into the shape you want, other parts of the track will flop around to new shapes.  There are ways to keep them in place, but seriously it should NOT be like this!  I’ve never seen a track editor as hard as this one to just make the track you’re creating into the shape you want.  The amount of space you have to create a play area in is fairly small, too, which is also disappointing.  You can have some fun in the creation mode regardless, but I think it needed more work.  For some this probably should be the main feature of the game since this is the part more like what its license is about, building a model train setup and then driving around on it, but unfortunately it’s only worth the time for the dedicated.  Too bad.  Still, if on sale this might be worth a buy if you like the subject matter.  Nintendo 3DS digital exclusive.


Love Hero
– Developed and published by Butterfly (Batafurai) in 2019.  This is the first of three very odd and unique, and yet very simple and generic, games from an indie developer called Butterfly.  Each of these games’ actual gameplay is a very simplistic arcade game.  There is also a bit of story in each game telling a weird but generally somewhat depressing story, if you can actually make much sense out of it.  This game does not initially have any story, though as with all three titles in this series there are unlockables if you accomplish certain hidden goals in the levels.  It starts with a coin sound, so I guess this is supposed to be an early ’80s arcade game.  There are five levels in this title.

In each level, you need to survive until the end of a timer shown on the lower screen without getting hit enough times to run out of hearts.  Initially you get multiple hearts, quite forgiving by Butterfly’s standards (see below), but by level three they take that away and you die in one hit.  You control a small, ’80s-style spaceship, and move it around the upper screen with the analog stick.  You cannot use the d-pad to control the character in any of Butterfly’s games.  Controls are analog, so it works.

In levels, if you are allowed to fire in the current stage the A button shoots, and you shoot both up and down.  You do not have autofire so you need to mash the button to keep shooting.  Threatening you are enemies, which are different in each stage. In the first level, the enemies are hearts.  As you shoot the hearts they slowly get smaller until after taking enough damage you destroy them.  You will need to destroy some in order to have space to move around, but destroying them all is hopeless, they spawn too quickly for that and take too long to destroy.  The second level instead has exploding squares for enemies, and the third lines which rapidly move in from the sides of the screen, mostly from below, and kill you if they hit you.  I’m not sure about levels four and five because that’s as far as I have gotten so far.

Once you beat each level, you unlock an image of some medical equipment that you can view in the Museum screen.  Why?  I don’t know, but it will be a running theme in this series.  Overall this game is very simple but it’s alright.  I have always liked this kind of avoid-the-enemies game, and this is a competent one.  Maybe give it a look.  Nintendo 3DS digital exclusive.

 

The Queen TV-Game 2 – Developed and published by Butterfly (Batafurai) in 2020. The second of Butterfly’s three games is perhaps its most accessible, though it is still extremely difficult. This game has a ‘retro early to mid ’80s game’ theme, and it starts with putting a cartridge in a console. This game has voice acting from a woman. She does swear some, so this isn’t for children. This time there are apparently only three stages, though there is plenty of challenge on offer.  This time the game is an avoid-em-up, with a different spin on things in each stage.  In the first level, you control a quite large block.  You use the analog stick to move around, and a face button to use a shield.  You need to not get hit by two balls bouncing around the screen for 135 seconds.  The shield protects you from damage if you are using it while the ball touches you, but it’s limited. If you get hit even once, as you expect from this developer, that’s it, you lose. Try again.

If you manage to stay alive long enough, you move on to level two.  This time you have an even longer counter, over 180 seconds, and control a Breakout-style paddle on the left side of the upper screen. Again you use the analog stick for movement and A is a protective shield.  You need to keep two balls from getting past your paddle.  If you miss them even once that’s it, Game Over.  I have not completed this stage, it’s insanely hard.  There are some things to unlock in each stage if you meet certain goals, though it doesn’t tell you what they are and I did not unlock the first one when beating that level so I don’t know what they are.  It’s probably story-related.  Still, for very cheap this game is interesting enough to maybe be worth a try. This is the first of Butterfly’s games that I got and while very basic, there’s something about it that interested me enough for me to get their other two games as well.  Maybe give it a try.  Nintendo 3DS digital exclusive.

 

Gal Galaxy Pain – Developed and published by Butterfly (Batafurai) in 2022. New Nintendo 3DS Required. The last of Butterfly’s games is their oddest game yet, though unfortunately not in a good way gameplay-wise.   This time, the story consists of images of a woman and medical equipment of some kind and some text explaining some of the story.  What is going on?  Well, you apparently are protecting the Earth from meteors, while also stealing money I guess.  What is going on beyond that, with the woman (maybe you are playing as her, maybe not?  I am not sure) and medical equipment and such, you’d probably need to do well at the game to figure out, if it even tells you.

The story is interestingly weird, but the gameplay this time is extremely frustrating.  I find this the least fun of Butterfly’s three 3DS games and don’t think I will go back to it much.  Gal Galaxy Pain is a touch screen controlled title.  This game is basically Missile Command crossed with a calculator.  Numbers fall down the upper screen, and you need to punch that number in on the touchscreen numpad on the lower screen then touch the enter button on screen to destroy the number on screen with the same number that you just entered.  You have a tight timing window to shoot down the numbers, and if even one number gets to the bottom of the screen, you lose, Game Over.  It’s brutally hard.

Still, the first stage has only single-number enemies, and it’s hard but with some practice I got through it.  Once I got to the two-number enemies in the second level, though, it was too much and I had to give up.  There are probably only a few levels since Butterfly’s other games are short affairs, but it’s too much.  Love Hero has an okay idea and I like the touchscreen usage, but the utterly ridiculously high difficulty and very bland visuals make this, I think, my least favorite of the three Butterfly titles here.  It’s not awful but is only for the dedicated.  Nintendo 3DS digital exclusive.

 

Luxor – 3DS port developed by Engine Software and published by Tulip Games in 2013.  The original PC game was developed by MumboJumbo in 2005.  Luxor is a puzzle game series.  The games were inspired by the Ballistic or Zuma style of match-three ball-shooting puzzle game, but instead of shooting from a central point, in this game you instead shoot balls up from the bottom from a paddle on the bottom of the screen that you can move left and right, somewhat Arkanoid-style.  The concept is simple, you move left and right and shoot the colored balls up where you want to add them to the balls moving along a track on the screen above, but it is a compelling and fun idea that is well executed here. The tracks in this game can twist and turn, going behind other sections of the path and more, as they wind from their starting point to the end point.  If a ball reaches the end point, you lose a life and have the try the level over.  There is a lot of variety from level to level, and it’s always interesting to see what the game will throw at you next.

The games have an ancient Egyptian theme and are solidly fun.  I think the moving paddle adds quite a bit to these games, it makes them more strategic than the games they take the core concept from. I really like being able to aim my shots from the bottom of the screen by moving to where I want to shoot from.  Probably as a result of this, I’ve played more of the Luxor games than of Zuma, Ballistic, or Magnetica.  This is a pretty good series, and this is a good port of the original title.  These are casual games, but they’re plenty hard! By the end this game gets very hard.  Indeed, I’ve never beaten this game, despite a lot of trying.  I got to the final level, but it is just insanely hard and I’ve never quite managed to finish it.  The level throws a crazy number of balls at you in a complex, twisting track, and stopping all of them is just too much.  Ah well, the game is lots of fun anyway.

Quite a few Luxor games were made, particularly on the PC, but unfortunately the 3DS only got a port of the first one.  That’s too bad because this platform is perfect for this genre and the port is quite good.  I’ve played quite a bit of some PC Luxor games but like this experience better.  This game is played with the d-pad or analog stick and buttons, not touch, but even so it is a perfect fit for the 3DS.  I’d recommend this game.  I wish I was good enough to beat that final level though, it’s just so insanely hard!  This game is a lot of fun despite that, though.  Originally released both physically and digitally on the PC and Mac.  Also released digitally on iOS.

Posted in Game Opinion Summaries, Modern Games, Nintendo 3DS, Reviews | Tagged , , | Leave a comment

Lego Rebuilding Part IV: The Rest Of My Classic Castle Sets, including Guarded Inn, Viking Voyager, Forestmen’s Hideout, and more, and a Minifigure Inventory

Since my last Lego article, I have continued rebuilding my remaining castle Lego sets, and also have gone through my pirate and space minifigures to determine what I have minifigure-wise from those lines. It’s been a lot more work than that short description may suggest.

Where has videogame content gone?  Well, I have been working on my 3DS Game Opinion Summaries list again, after a too-long break, and am almost done with the next part.  It will post very soon — expect it this week.  But first, more Lego stuff.

Let’s start with summaries of the sets I have newly rebuilt.

Table of Contents

Set Rebuild Summaries
King’s Oarsmen
Viking Voyager
Town Wall Tavern (Guarded Inn)
Knights’ Stronghold
Castle Guard
Forestmen’s Hideout
Battle Dragon

Minifigure Inventory: Space, Pirate, and Town
Space
Pirate
Town
Minifigures, and Sets, from Other Themes

Conclusion: The Sets We Got

Set Rebuild Summaries

King’s Oarsmen – This ’80s set is a small boat manned by two Crusaders. I found most of the parts of this set, only missing one piece and some of the weapons as usual. This set has a blue hull with a white layer above it and black details on the ends, including short fences on the sides and little dragons on the ends of the boat. The sails are made from square white flag pieces, with blue highlights. A sail made of flags may seem silly, but I think it works. This is a simple set but I like the look and think it is good to great. Looking at this set, I like it. It’s an incredibly charming little boat and the details are well thought through. Both soldiers even get shields! It looks great. I would say that ’80s Lego sets were usually good, simple but good, and this set is a great example of that. The set doesn’t have Viking Voyager’s size, but I think I like it just as much, or maybe more. I do like its blue and black color scheme more than the Viking Voyager’s colors, and the small size helps make it really charming. I don’t have too much to say about this set, but it is great. King’s Oarsmen is all-around cool.

Viking Voyager – This ’80s set is the larger of the two Crusaders boats. While not as wide as the impressive Sea Serpent, this boat is just as long as that one. It’s just only four studs wide instead of six. The concept here was a Viking-style longboat, long and sleek, and its crew compliment of five, with three at the ‘oars’ made of spears since Lego did not have an oar piece yet, certainly suggests that. The boat’s midsection, with short fences along the sides holding the area for the three rowers, is my favorite part of this set. Poor guys, they always have to look backwards in order for the boat to be rowed forwards. The front looks okay, but not amazing. The little ‘dragon’ bits on the front and back are very simple. Given the parts budget I get what they were going for, but I don’t know, the front one doesn’t look the best. It’s alright, though.

As for the rear, however, it has four white rubber hose pieces over a treasure chest. This is a not the only Crusaders set I have with rubber hoses used this way, but in both cases it looks kind of silly in a not good way, and how medieval is it anyway? I guess they are supposed to represent some kind of curved wooden enclosure beams or something, and Lego sure loves their treasure chests, but while the hoses on the back make this set stand out I don’t think that they do so in a good way. I don’t like this set as much as King’s Oarsmen.

On a more positive note though, I do like the height of the boat; it uses two hull pieces stacked on top of eachother on the front and end of the boat in order to create raised fore and aft castles. It’s a nice look. The length is somewhat impressive as well, and the boat looks good from ahead. This is certainly an okay to good classic Lego set and it’s awesome to finally be able to see it again. I see why I didn’t keep it assembled, though. Still, this set is nice and it has a quite impressive amount of stuff: five minifigures, five shields (though I only have two left), eight spears, an axe, three lances, and four flags in different colors for those lances. It’s a crazy good for army building for your Crusaders! I am missing three of the shields, the axe, the lances, and the red flag, but found everything else. This one set makes up a significant percentage of my Crusader force.

Town Wall Tavern (Guarded Inn) – One of Lego’s most popular Castle sets of the ’80s, this 1986 set is one I got in Europe in ’90-’91. The Town Wall Tavern / Guarded Inn (the former is the European name, the latter the American) is a legendary set for good reason. I had long been wanting to rebuild this set, since far before I started doing this a few months ago, but thought I wouldn’t be able to find a lot of the pieces and kind of liked our own builds, so I didn’t. Well, I still don’t know if taking apart our town and such was a good idea but it’s gone too far now to turn back, and I do absolutely love that I have this set assembled again! This set has an iconic look at uses some custom pieces you won’t find anywhere else, most notably the red half-timber wall pieces unique to this set. It’s always odd when Lego makes an amazing part, or print, and then uses it in very few sets or only a single set before discontinuing it, but that is what happened here yet again. This is also one of the few Classic Castle sets with a female character alongside the knights; she is the tavern-keeper. That’s great to see.

This set is a tavern set alongside a city wall. The tavern has a guard tower on the roof, a passage along the wall either for people to pass through or perfect as a stable to keep your horse in, and a tavern room with a fireplace and table with chairs. One side of the building is open and the other sides enclosed, but the wall opposite the open side opens up fully on hinges so you can easily reach in from either side. It’s a fantastic look. Of course I could complain that I wish that the missing back side of the building was also a part of the model, folding out on hinges like the front wall does, but I understand that Lego has a parts budget so it would probably have been impossible. Adding one would be a great modification to make, though. Even as it is, though, this set is one of the best looking Lego sets ever. And better yet, despite how long it had been since it was built, I actually found most of the pieces! I am missing some — I had to substitute a good six or seven pieces, plus I’m missing a lot of weapons and such — but still, pretty much the whole model is there.

There is one real issue with this model, though. That is, while the outside of the building suggests a second story, with upper-level windows, unfortunately this is fake. Instead, the inside has a high vaulted ceiling and the only second story is a very tiny space under the rafters that is too small to even fit a single minifigure in. And that really is the only fault to this set — if the set is the “Guarded Inn”, as the American name suggests, where is the inn? There is indeed a tavern here for sure, but an inn requires somewhere to sleep and that would require an actual second floor. As nice as the high ceiling looks, a lower ceiling that allows for a second floor probably would be a better design. Maybe I will modify it to that eventually, now that I have it built again. For now though, Town Wall Tavern, the version of the set I actually have, is a better name. Regardless, this is a fantastic set with an iconic look and great design. This set is popular both for being a civilian building and for looking so great, and indeed both of those are good reasons to admire it. The only question is why Lego has made so few civilian buildings in the Castle theme, whenever they do they are fan favorites. I need to get some more ’80s Crusaders wall sets to attach this to though, it does look a little silly on its own. This is supposed to be the town wall, after all!

Knight’s Stronghold – My most recent rebuild, Knights’ Stronghold is a Black Knights wall and Black Falcons catapult and horseback knight set from 1990. The Black Knights are kind of an odd faction. The line was launched in 1988 with the pretty fantastic looking Black Monarchs’ Castle, but there were no other sets in the line until this one and Black Monarchs’ Ghost in ’90. After this, in ’92-’93 the theme got a refresh with a wave of new sets, most notably the exceptional Black Knights Castle / Dungeon Masters Castle, one of Lego’s best sets ever. Then the Black Knights finally got more sets, though apart from the Sea Serpent ship the others are mostly very small sets with a single guy and some object. And then after that the theme ends, since starting in the late ’80s Lego decided to phase in and out themes in most of their lines every few years. I have never entirely understood why Lego does this, why not keep making sets for good themes? There are a few themes Lego keeps returning to, such as trains and police stations, but for most themes, after a few years out they go in favor of some other thing the next year. Ah well. The Black Knights kind of got shorted — they are the only Classic Castle theme without a torso design unique to their theme, and are probably the only ones to never have their guys appear in a Castle Minifigures pack. I do like their scale mail look, but you often do need shields and such to definitively identify their soldiers. Building a Black Knights army isn’t easy if you only buy their official sets, most of their troops are in the two castles.

But enough of that, I should talk about the actual set. You get three Black Knights and two Black Falcons with the set. This set is from the first wave of the Black Knights. The figures are similar to those of the second wave, but especially in this set are a bit simplified. Instead of the multicolored look most Black Knights figures have, with a mix of blue, red, and/or black on their torsos, arms, and legs, in this set the figures are solid red except for a black waist piece. I have never liked this look, it is visually bland compared to the more distinctive look of the Dragon Master’s Castle Black Knights figures. Even the original Black Monarchs Castle figures are not this bland looking, so I’m not sure what happend here. I know Lego likes to mix up their minifigure coloring on a set by set basis within a theme, but I don’t think it worked here. And they don’t even get shields! The only two Black Knights shields in the set are attached to the wall. Disappointing. They do each get a different weapon, though, one each for axe, spear, and crossbow.

In comparison, the Black Falcons figures here turn out pretty well. They get an impressive armored knight with the only Black Falcons knight with a modern-style opening helmet and plastic plate armor, and a soldier with a crossbow who mans the catapult. The knight is great, one of the Black Falcon’s best, and the soldier fine enough. The catapult looks good, I like its blue and black design, but its function is only decent. The idea is that there is a Technic bar, and when you pull it out the weight is supposed to drop down and fire the ammo. You will need to make this happen with your hand, though, because unlike the Dragon Defender, this catapult won’t fire on its own, but only if you move its arm after removing the pin. If you do make it fire with your hand it has good motion and will fling its ammo a good distance, though. It is a decently nice looking model but it could be better.

The wall is perhaps a bit better, but I remember this set being not exactly my favorite set back when it was new and I can certainly see why. The wall has three sections, with a large central gate, a prison behind the wall on one side, and just a raised bit on the other side. The wall, with black wall sections surrounded by grey bricks for all the highlights around those black walls, looks nice for the most part. Lego used some black flagpole pieces as window bars on both sides of the wall, though. This is the only castle set I’ve seen which does this and it is an okay look but a bit flimsy feeling. These are not exactly the best Lego windows ever. I kind of get the prison one, but why is there an identical window on the other side? Surely they could have put something better looking than that there. I get it, it makes the set look a bit closer to symmetrical, but again, the set isn’t symmetrical so why not put a nicer looking window build on that side? Ah well.

Still, the black-and-grey design style is pretty nice. This is the Black Knights look and it stood out at the time from the grey castles everyone else had. However, black walls would be the primary wall color of Lego castles for rest of the ’90s, so this look stands out much less now than it did when this set released in 1990. Most of those later sets do have grey battlements, though, so this set’s black battlements do stand out a bit and make this set and Black Monarch’s Castle perhaps look a bit blacker than the many black-and-grey castles that would follow. So, this look is not unique, but the color scheme does look good. For another criticism though, I don’t know why a prison was really necessary, come on. Additionally, there is no way built in for you to bar this gate to actually block entry, you need to add your own block for that. And again, why does the non-jail part have the barred window? Even so, this is a decently made town wall gate and I like that I have reassembled it.

Overall, despite my having some issues with this set, I think I like the look of this set a bit more than I remember, and there is more grey in it than I remember. However, where do you put it? The only other compatible sets you can connect this little wall segment to are Black Monarch’s Ghost, which I do have reassembled of course and may attach it to though you can’t really do so properly since the clip and flag on the side of that set blocks you from using one of the attachment pins unless you add a custom spacer bit or move the flag or something, and the original Black Monarchs’ Castle, which I do not have. The Dungeon Masters’ Castle on its hill is not compatible unless you add an attachment pin brick yourself somewhere on its edge, and as after 1990 Lego moved away from the attachable wall segments design idea the second run of sets has nothing to attach this to either. You could attach it to other ’80s sets from the Crusaders and Black Falcons, but then you have a wall that’s an odd mishmash of colors and factions… though considering how I have considered the Black Knights and Crusaders to be allies for so long, perhaps I should just attach it to the Guarded Inn anyway even if the colors look a little odd together. I’ve tried it, it’s a bit of an odd look but kind of works. It works on the Crusaders’ front as well, because while the Crusaders have several sets with wall sections, they don’t have any gatehouses like this one other than using a King’s Castle set itself as a gatehouse. It is kind of amusing to have a set where the Black Falcons and Crusaders are getting along fine attached to one where the Black Falcons are attacking the Crusaders’ longtime allies the Black Knights, though. Heh.

Oh, as far as missing parts go, the model is complete but I did end up with a bunch of weapons, flags, and small bricks I couldn’t find and had to substitute other parts for. Ah well, that happens. If I really can’t find them I will eventually buy replacements. I do seriously wonder where so many of my castle weapons went, though… heh.

Castle Guard

Castle Guard is a small guard shack for the Black Falcons. The set has a white guard house with an interesting red roof and a pair of soldiers, one a footman with an axe and the other a horseman on a black horse with lance and white flag. I’ve always kind of liked this set, the covered guard position is kind of out of scale with other classic castle sets — it’s a full story tall, as high as regular castle walls — but it looks pretty nice and certainly fits with a medieval setting. I particularly like the octagonal sloped red roof, it’s an interesting piece you don’t see often. With that roof and the white sides, it kind of looks like a tent without a front. That could be the idea, or it could be supposed to be a small building. Either way this is a pretty good small little set which I really like the look of. I will be putting it in front of Black Falcon’s Fortress for sure. This is a good set with a short summary.

Forestmen’s Hideout

The only Forestmen set I owned until this year, Forestmen’s Hideout, or Forestmen’s Tower as I have almost always called it, is perhaps the line’s most iconic set. This was the smallest of the Forestmen sets, though it is not small, it’s a decidedly medium-sized build. This set is a pretty nice tower designed to look like a tree. The build is great looking from the outside, and opens so you can put minifigures inside as well. Because they did not use brown for regular bricks or wall pieces at the time Lego went with black for the tree’s main color, but I have always thought that the color works well. Particulalry dark trees can look black, after all. The organic look of the tree is nice too, with green leaves on the ends of branches all over. I like the tower outlook with its barred windows, too. It uses cone pieces for the bars in a pretty interesting way.

The main issue I had with this set when I got it as a kid in the late ’80s, though, is that it’s a bit fragile. And indeed, it is — some of those branches are only lightly attached, and moderate play will knock them off. I found it a bit tricky to build as a child, and hard to keep assembled without it falling apart as I played with it. Black Falcon’s Fortress is much more durable. If all you are doing with this set is looking at it, though, the set is great. For play it’s decent, though not the best. At least the plates the set is built on are solid so you can pick it up without it falling apart from underneath, unlike most modern Lego sets.

As I mentioned in one of my last Lego posts, though, I don’t only have this set, but I recently got its modern update, Forest Hideout, the gift with purchase set from 2022. Of course I had this set long before that one, but it has been probably going on 25 to 30 years since I had this set assembled, but comparing the two of them now, they’re pretty close. I like the classic look of the original set a bit more than the more organic trees of the modern one, but I do really like that they got a ladder in the new one inside the tree, it’s really annoying how Lego loves to make inaccessible spaces. In the original set there is no way to put a ladder inside without a major redesign that would make the set larger. On the other hand, the new one doesn’t come with any vines, while the orignal has two vines hanging from the tree, perfect for having your Forestmen swing from in the forest. They are both very good medium-sized sets and it’s great to have them both next to eachother. I wouldn’t be surprised if an objective observer would prefer the new one, it does look very nice. But there’s something about classic Lego design I love, so maybe I like the original slightly more.

Either way, this is a good set. I don’t absolutely love it like some do and Forestmen wasn’t one of my favorite themes, as the fact that I left this set unassembled for so long suggests, but it is a good set for sure. I like that finally my Forestmen have their tower back, and looking better than ever since I’m more able to build it correctly as an adult than I was as a child, and don’t hae to just hang out on the tree in Dark Dragon’s Den as I mostly kept them in the ’90s and beyond.

Battle Dragon

This set is a small boat with two minifigures. It’s surely intended to be a Black Knights set, as the minifigures are dressed in classic Black Knights scale mail and the boat has Black Knights colors, a red flag, and a nicely made dragon head build on the front. The boat has one guy rowing in the front, and the other with a crossbow in a raised platform in the back. It looks okay, but is pretty average really. It’s fine, and would look a little better if I wasn’t missing one of the two minifigures… ah well. I will replace him. I do like the somewhat silly dragon head on the front.

The main issue with this set, though, is the included shield. You see, to reprise a subject I previously mentioned, instead of coming with a Black Knights shield, this set came with … a Black Falcons one for some bizarre reason. It really does not makes sense why Lego sometimes messed up the theming on their sets, this clearly wasn’t supposed to be a Black Falcons set! This isn’t Lego’s worst theming mistake, that would probably be the carriage in Dark Forest Fortress, but it’s on the list for sure. That Dark Forest Fortress carriage is just insane, though — it is clearly a Royal Knights carriage and looks like a Royal Knights vehicle with their classic blue and black color theming, but both minifigures are Dragon Masters and the shields on the carriage are both Dragon Masters and Black Knights. Yeah, it’s bizarre.

I don’t know how that happened, or how Battle Dragon got its Black Falcon shield on an otherwise all Black Knights set. You can make your own choice about how this happened here, though — are they Black Falcons who stole a Black Knights’ boat and armor? Black Knights who looted a Black Falcons shield, since the two factions were shown fighting eachother in multiple sets? Or something else? That’s for you to decide. For a long time, after disassembling the boat, I put the blue torso guy with the Black Falcons, and the red torso guy with the Black Knights, so I kind of split the difference. That works too.

Minifigure Inventory: Space, Pirate, and Town

 

And with that, all of my Classic Castle Lego sets are reassembled. I will need to move on to either buying ones I don’t own, or reassembling Pirate, Town, or Space sets, next. Or, more likely, both, once I figure out how to find more space to display the sets in… heh. And on that note, I completed my minifigure inventories for the remaining three themes, Space, Pirate, and Town.

Yes, I am really enjoying reassembling Lego sets. I find I want something to keep this going a bit longer. Well, trying to reassemble my Town, Space, and Pirate sets is certainly a way to do that. I am not starting on that yet, though. Instead I decided to go through all of the rest of my minifigures and see what, exactly, I have. The results are interesting, at least to me.

I spent a while recently making a spreadsheet of my Lego collection, as I do with my videogames. I list all the set names and numbers and added a few columns, for the factions represented, release year, type of set and such. For now it’s not much but the results are interesting. Essentially, I have almost no sets from before 1986. This makes sense, I was too young for Lego before that. The only set I have the box or instructions for from before ’86 is a universal Technic set that was on the market for a long time. From ’86 to ’90, I have a bunch of Castle, Town, and Space sets. During this period I mostly got small to medium sized spaceships and vehicles from Town and Space, along with some small and a few larger Castle sets. The Black Falcons’ Fortress was the only bigger set I got during this period, followed by the Town Wall Tavern and the Alien Moon Stalker. The only Town set we even maybe got during this time with a building, and not only a vehicle, was Derby Trotter and that was likely my sisters’ and was more likely purchased in the early ’90s. In the ’80s all of the Town and Space sets we got were vehicles. During this time we got ~9-plus sets for each of the three themes.

Space

My Space sets, which, again, are almost all small vehicles apart from the larger Alien Moon Stalker (and Light & Sound Robot), are mostly Classic Space, but the last three are Futuron. I diassembled all of them long ago and it’s been a very long time since I have seen any of these assembled.

After the late ’80s, however, I mostly lost interest in buying Space sets. I only have a few space sets from ’91 or later, and they are very small sets. I have one little set each for M-Tron (a set too small to even have a magnet), Space Police II, Ice Planet, and Spyrius, and that’s it. Several of these are still assembled since I didn’t use them that much. I got one Lego Star Wars set early on when the line was first released and that’s the only Star Wars Lego set I own. I like the Endor Biker set I have, but like original sets much more than licensed stuff, as I have said before.

So, first I looked at the boxes we have, and got out the instruction books. Then I matched figures to sets. The figure inventory I did revealed something quite interesting, and which I had entirely forgotten: we have a BUNCH of classic Space stuff that does not come from sets we bought. Like, at least one large set’s worth, plus more. Thinking about it, my best guess at a memory is that perhaps our older cousins gave us some Legos at some point in the early ’90s. This may have happened; otherwise I have no idea where we got this stuff, Lego would have been too expensive to get cheap at a yard sale or something I’d think. I guess we COULD have gotten it that way but I’d call it less likely. Regardless, these parts happened to include most of the parts for a set I have never seen built and did not know until just now that I apparently have a lot of the parts for: the big 1983 classic Space ship Galaxy Commander. It looks pretty cool from pictures, I am very interested to see how much of it I have. I know I have a lot of the ship, though many parts are certain to be missing; I don’t have the radar dish piece, for example. If we ever had it, it is sadly gone now. And I only can find 13 or so blue 1×1 sideways clip plates, while the set uses 20. The ones I have are surely all from that set, though, I don’t ahve any other sets they could have come from. Still, I do have a bunch of the sets’ custom pieces, which is how I know it was from this set — I’ve got all four of the big 4×4 slope ship inside parts, in both white and trans-blue, the blue supports, blue steering wheels and white bazookas that could only have come from this set, and more.

So, what are the Space minifigures I have? Well, for the sets I have boxes and/or instructions for, I’ve got the figures from the Classic Space sets Starfire I, Alien Moon Stalker, Light & Sound Sonic Robot, Cosmic Charger, Terrestiral Rover, and Satellite Patroller, the Futuron sets Strategic Pursuer, Twin-Wing Spoiler, and Auxiliary Patroller, the M-Tron set Beacon Tracer, the Space Police II set Galactic Chief, the Ice Planet set Ice Planet Scooter, and teh Spyrius set from the Space/Castle Value Pack. Additionally, I have five minifigures matching the ones included with Galaxy Commander. And last, I have four more Classic Space figures from unidentified sets, likely also from my cousins or something. The ones from unknown sets are one each in white, yellow, red, and blue. I’ve also got some random extra helmets and air tanks in several colors, perhaps from missing figures or something.

So yeah, it’s interesting to not only have a lot of a set I didn’t know I had, but also to have some extra minifigures on top of that. I really wonder how many of the parts of the set I have… though to figure that out I would have to take apart my favorite own creation, my spaceship build, so I don’t know if I really want to find out. And yes, while I don’t have any castle builds I liked enough to keep assembled, I do have a spaceship I built back in the ’90s and quite like. I think it’s a good design. If I rebuild my space sets I’ll have to buy replacement parts or something, I don’t really want to take it apart…

Pirate

As for Pirate, I really liked the first wave of Pirate sets but lost interest after that. To explain, the first run of Pirate was from 1989-1997, after which Pirate was killed off. They brought it back several times, but it’s never lasted nearly as long: the modern runs are in 2009-2010, again in 2015, and one set for adult builders currently on the market now. The first run of the Pirate theme can be broken up into three or four parts. For their adversaries, the Imperials, the eras are easy: first are the Imperial Soldiers, the French-inspired bluecoats, from 1989-1991 and also 2015. This line got six sets of its own in its first run, several in its second, and appearances in other sets. Next came the Imperial Guards, the British-inspired redcoats, from 1992-1995 and also 2009-2010. I’m not sure why I didn’t end up getting any of these sets, they’re alright. The earlier bluecoat sets are better in my opinion, but the redcoats had some good sets as well. This line got seven sets plus several split between the two sides. And last and very much least as far as Lego was concerned was the [Spanish] Armada, from 1996-1997. This line only had two or three sets of its own, never had a large or even medium sized land base, and mostly lived in appearances in the Pirate sets. For some reason Lego gave the Pirates a whole bunch of bases and fortifications in 1995-1997, but the Armada got almost nothing. It was a major contrast from the first era, when the Pirates and bluecoats were on almost even ground. But in the mid ’90s Lego did start declining, as you can see when you look at the pirate sets over time, so them starting to make poor decisions like that makes sense, unfortunately.

Telling the eras apart on the Pirates side is harder, however. Basically, I can think of two ways to think about it: do you go by the major pirate ships, by the land bases, or by changes to minifigure design? Major pirate ships released in 1989, 1993, and 1996. Meanwhile, large land bases released in 1989, 1991, 1995, and 1997. As for minifigure design, the first style of pirate figures were used from 1989-1991, after which they started mixing in some new figures with the old ones in ’92 and changed things more as the years progressed. So, whether there were three or four waves of Pirate sets is really open to debate, as is which years exactly each wave includes. I’m not sure, myself, what I think; Lego made things kind of messy.

But if I had to choose, I’d lean towards going more by the land bases than the ships, because I think that 1992 was when a new generation of Pirate sets started releasing with clearly different designs from the previous ones. The sets that year were still great, even if I didn’t end up getting any of them, and Rock Island Refuge is a fantastic set, but they weren’t different enough from the early ones to make me want to buy them. Still, the new minifigures and base that year diffrentiate it from the earlier sets. And after that, while Lego released new waves of sets, initially good and then degrading rapidly as Lego went towards its juniorized gimmick-heavy years, they didn’t get me back. The sets of ’95 to ’97 are the main issue here. The third pirate ship is a gimmick-laden mess and the later bases are so silly looking, it’s too much.

Just before that, though, in 1994 a third faction was introduced, the Islanders. It was shortlived but interesting. These South Seas Pacific natives don’t really fit in with the Carribbean theme of the rest of the Pirates line at all, but Lego didn’t care about that when they designed the sets and so they released anyway. Islanders sets only have Pirates and Islanders, never any of the Imperial factions, but they are the same Pirate minifigures from the other sets so you’d think it is somewhere nearby and not halfway around the world apart… heh. These Islanders are a cultural mishmash of course, heavily relying on very outdated ‘cannibals in the south Pacific’ stereotypes, but still I like the look of the theme and would like to get more of them sometime, I only have two of the small sets.

Regardless of where you put the dividing line for Pirates waves, however, not up for debate is what we bought back then: only first wave and Islanders sets. I have three Pirate sets from the 1989-1991 first wave, three Imperial Soldiers (bluecoat) sets from ’89-’91, two Islanders sets from their one year run of sets, and four extra minifigures from who knows where, two of them first-run Pirates and two bluecoats. The sets: for the Pirates, Black Seas Barracuda, Forbidden Island, and Renegades’ Raft; for the Imperial Soldiers, Carribbean Clipper, Harbour Sentry (and I do have the European one with the firing cannon), and Broadside’s Brig; and for the Islanders, King Kahuka and Islander Catamaran. I have all of the figures for these sets, though one pair of white legs is missing a leg. The four extra figures are two generic pirates, one a redshit and one blue, a blue shirt Imperial Soldier with tall hat and backpack, and… the torso and head of a second Governor Broadside, except without his unique hat; he just has a regular black tricorn hat instead. This figure is somewhat expensive and only appeared in the Carribbean Clipper and El Dorado Fortress sets, so I really wonder how I ended up with this guy… I have mine from the ship, so it’s not that. Somehow someone elses’ governor from El Dorado Fortress must have gotten mixed up with my stuff some time I was playing at another persons’ house, I do remember playing with that set sometimes with people who had it. That’s a pretty interesting find.

And as for the two attempted reboots of Pirates between ’09 and ’15, I wasn’t paying much attention to Lego at that point apart from Castle to some extent. But looking at them now, they’re okay looking but not great, I don’t regret not getting them.

Town

I may in general prefer fantasy settings to the real world in my media and games and such, but we did have a decent amount of Town stuff, and a Town we built. I have mentioned in previous posts some of the newer Town sets we had, in the Paradida line and such. In the ’90s, we got some Town sets with buildings — Sand Dollar Cafe, Dolphin Point, Gas Stop Shop, Rocky River Retreat, Surf Shack, Seaside Cabana, and two that I haven’t reassembled yet, Pizza To Go and Derby Trotter. The only one of those sets that is from the ’80s is that last one.

Other than that, all of the other Town sets from the ’80s and ’90s that we had were vehicles. Almost none of these are assembled in any way; the only one that is partially together is Surveillance Squad. The rest are not assembled. Going from oldest to newest (1985 to 1997): Family Car (this one doesn’t have its box or instructions, but I certainly got it as one of my first true Lego sets), RV with Speedboat, Light & Sound Hook and Ladder Truck, Fire Chief’s Car, T.V. Camera Crew, Bulldozer, Turbo Prop I (my only plane), Highway Patrol, Fire Truck, Sprint Racer, Hook & Haul Wrecker, Sand Storm Racer, Road Rebel, Sport Coupe, Street Sweeper, Gas Transit, Snowmobile, River Runners, Mountain Rescue, and one non-vehicle one, Sea Hunter. We also got one minifigures pack, City People.

When I did my minifigure inventory of the Town minifigures, I found that two minifigures, both from Pizza To Go, are missing. I really wonder where they went, they are two of only three minifigures I lost from any set we have a box or instructions for. And considering that that is a relatively late ’90s set that we kept assembled, having two of its figures go missing is very odd — the ONLY other missing minifigure is one of the guys from either Kinght’s Stronghold or Battle Dragon, depending on which one was lost. I’ve got everything else for the sets we got. I do have other figures that use the torsos those figures use, so it is possible other figures are missing and not those, but after assembling all of the other figures, it is these parts that I couldn’t find. Annoying.

In addition to the minifigures from all of the sets above sets, as with Castle and Space there are also some extra minifigures. These figures are mostly pretty old looking and likely come from either Lego Basic sets or the same lot of Lego we may have gotten from our older cousins that had a bunch of space stuff in it. There are two policemen (one missing his hat), a very worn chef with chef’s hat, and two red and one each of black, white, and blue torsos. I have no idea what sets these came from and probably won’t unless I find clearly identifying pieces in the bins sometime.

Minifigures, and Sets, from Other Themes

From Adventurers, I have one adventurer guy in a tiny car. I got one small set from that line just to have something from it. From the Western theme, I’ve got the Bandit’s Hideout set, a mine defended by some bandits and a bunch of traps, being threatened by two (US) Cavalry soldiers. It’s a nice set but I didn’t get anything else from that line, for whatever reason. The blue soldiers would make good Civil War Union soldier Legos, though. I have all of the figures from this set, and it is still assembled, I kept it in a box. And lastly, I have one Star Wars Lego set, an early set from the line which includes two Imperial scouts on Endor speeder bikes and Luke with a lightsaber. It also is still assembled. I like the set, but it didn’t convince me to want to buy more licensed Legos, and I have not since I got that set back in ’99 or so.

Conclusion: The Sets We Got

Looking at those sets, it’s pretty clear that when I was a kid my parents would often get me a small Lego set to keep me occupied. I only very very rarely got a big set. Once I got older what I was getting changed to computer games or books or larger Lego sets instead, so I don’t have a bunch of small post-1990 Lego sets like I do ones from ’86-’90. After that came our year in Europe, and thus some sets missing their boxes. Following that, the change to larger but fewer sets makes sense; I was getting older and we got a computer in 1992, which I almost immediately got hooked on. When I did get Lego sets after that I focused on larger sets that I was really interested in, which particularly meant Castle sets after my fascination with wave 1 Pirates ended, until Castle got significantly worse in ’97 and I mostly stopped buying Legos.

Fortunately, though, the Lego of today is not the Lego of the late ’90s to late ’00s. Lego now makes sets for anyone, not only children. And they have brought me back in with their fantastic Lion Knight’s Castle set. I always loved my memories of Legos, but I have to thank Lego for designing this set and convincing me to start playing with them again after so long. It’s never too late to have fun building Legos!

Posted in Articles, Legos | Tagged , , , , , , , , , | Leave a comment

Lego Castle (and Town), Part III: On Reassembling Lego Sets and Summaries of Wolfpack Tower, Wolfpack Renegades, Black Monarch’s Ghost, And More

Yes, it’s another article about Lego.  I’ve been spending a lot of time with this stuff this month.

After finishing with building the fantastic Lion Knights’ Castle set, which I discussed in my last article but will cover in greater depth later, I got bitten by the Lego bug again. Well, what better thing is there to do after you turn 40? This will only last so long before the sets start just sitting there again, but I’m having a lot of fun with reassembling a bunch of my long-in-pieces sets for now. So, I got out my large metal container filled with loose Lego pieces, a small box with some Lego vehicles, and also a old Oreck vacuum box with the remnants of our ’90s Lego town in it, found and got out the manuals out for sets I want to repair or reassemble, and started reassembling some sets with a focus on the Castle sets as well as some relatively easy to fix Town sets which had been assembled when put in the box decades ago but now are dissolved into pieces. Now, I love the stuff we built with those sets, but … it’s been literally just sitting in a box, untouched, for years. It’s not doing much good there, so why not do something with the stuff now that I’m in a Lego kick at the moment? I don’t like the idea of not having the town anymore, but so much of it has fallen apart over the years as it is that time has kind of destroyed it anyway. And some will be left I’m sure, I’m not going to try to reassemble everything, if I even could considering that a few parts probably come from sets I’ve lost the boxes and instructions for.

So, how has this gone? Well, it sure is interesting. It is very time consuming and frustrating, but interesting. As I work on and complete each set I am keeping a file of missing pieces, so I know how many pieces from that set are missing and exatly what they are. Eventually I will probably order replacements for those pieces from Bricklink. You cannot play with Legos as a child without losing some pieces, so it’s fine that some were lost. I am more impressed by how relatively few, so far, are missing! Most sets have a few missing pieces, most frequently weapons which I seem quite short on, but most of the parts are here and that’s great. I suspect that sets I got earlier, like Town Wall Tavern, will have more missing pieces than sets I got in the mid ’90s, but we’ll see. I’ve done well so far at finding most of the parts.

The Pieces and Sets I’m Starting From

But before I get more into that, I should discuss what I’m working with. I do not have a nicely organized parts collection. Instead, I’ve got a bunch of baseplates with the remnants of our homemade town buildings on them, some mostly assembled vehicles some of which are official and some our own creations, a bunch of loose pieces and chunks of sets, and a lot of loose pieces. The pieces used in our town come from town, space, pirate, and castle sets. As I said, I kept most of my ’90s castle sets assembled, but other than a few spaceships and the shells of the pirate ships, just about everything else was taken apart to go into the town. The baseplates from sets such as Forbidden Island and Wolfpack Tower had some of our mostly one-brick-high buildings built on them.

Of the stuff we had, what official sets were left assembled but have fallen apart and should be not as hard for me to piece back together? From Town, first, four Paradisa sets: Cabana Beach, Sand Dollar Cafe, Dolphin Point, and Sunset Stables. From regular Town: Surf Shack, Pizza To Go, Gas Stop Express, Gas Transit, and Surveillance Squad. And from Space, only a tiny little Space Police ship and the Spyrius ship from the 2-pack that also included the Royal Knights catapult. We never had nearly as many Space sets as the other main themes, but I wasn’t interested in them enough to keep most the ones we did have assembled. I do have a couple of my own creation space sets, one a midsized one I quite like, though.

So, to repeat myself, looking at the stuff we created today, while I have some good memories of building it, I don’t like most of it to keep it assembled, and very much want to see the original sets again. So, I set off on both reassembling unassembled sets, and repairing and correcting changes I made to sets that are otherwise assembled, because a lot of my changes were not for the better, it’s more ‘I want to use that piece for something else, let’s take it off’ and such.

Reassembly Begins

Majisto’s Magical Tower

When I decided to start reassembling sets, I started with Majisto’s Magical Tower, that Castle set which has long been sitting on my castle Lego table in a partially missing, damaged state. The two sides of the set are there, but not the stuff that goes in between them. So I got the instructions, got out the boxes, looked for the missing pieces, and reassembled it. I was left with about five or ten missing pieces, which is not great given how much of the set started out assembled, but I found substitutions for most of them and the set looks much better now. Better yet, as I have continued to rebuild sets I’ve found more of the pieces, and now this set is down to only four missing pieces. The rooves actually line up now! It’s a miracle! The set looks pretty nice now, I like it a bit more than when the middle part of the set was missing. I like that it is a house, there are not many houses in the Castle theme. This is a decently good set with a nice exterior and a solid interior.

Town Sets: Dolphin Point (Paradisa) and Rocky River Retreat

After that I decided to start with some of the easier sets. So, I put back together two of the sets which had been fully assembled when put IN that box several decades ago, but had totally broken apart over the years and moves in between. I thought that these sets would be easier to assemble than the fully disassembled ones, so I decided to reassemble them even if I don’t have a Town setup now or anywhere to put one. I have always liked these two sets though, they have really nice unique baseplates and good designs, so I fixed them up, put them back together, and tried to find their missing pieces. These two were the most complete of the broken-apart sets, which is why I chose to rebuild them first.

After some time hunting through the box, I found almost all of the parts for both sets. I eventually found all of the parts for Dolphin Point, and all but one or two for Rocky River Retreat; all I’m missing are the rope for the fishing pole and maybe a grey bird. That’s pretty good, and I like both of these sets. It’s great these sets are assembled now. Dolphin Point is a great set. It’s a simple build, but the resulting lighthouse looks very nice on its island. Paradisa may have been a female-aimed line, but Lego did a good job making some of its sets appeal to anyone, including boys like me. I don’t think I’d say any of Lego’s other female-aimed lines have been as successful at appealing to everyone, the others are much more targeted at only girls. As I’ve said before Lego used to be a more ‘these sets are for anyone’ company, instead of the ‘we make targeted sets based on popular licenses and such’ company as they are now, and this is another example of that change, I think. The minifigures in Paradisa sets are generally split half and half between male and female figures, and while the pale green, blue, white, and pink color scheme is clearly feminine, sets like three of the ones I’ve got will appeal to anyone who likes beach vacations and the like. I’ve never been to the tropics, but have been doing summer beach vacations most of the years of my life and Lego’s beach sets evoke that. I don’t like the little horse-riding Paradisa set nearly as much as the beach ones, though; my sister is the one who liked horse riding. Dolphin Point is a great looking set with no real issues.

As for the other set, Rocky River Retreat, it doesn’t have a specific subtheme, but it also is a vacation set. We traveled on long vacations every summer in my childhood and teenage years, so I naturally liked this set. This set has a cabin by a river with a rope bridge, a SUV pulling a boat trailer, a couple, and a bunch of accessories — a chainsaw, a pickaxe, a fishing pole with line, a metal detector, and a horse. It’s a nice little model with lots of stuff to play around with on their mountain getaway. Really my only complaints about this pretty good set are that while the window has shutters, the window behind the shutters is tiny and solid and isn’t the classic Lego opening window, and that those rope bridges seem to fail over time. I have two, and BOTH are badly bent in, making them hard to keep in place — the bridge is held up by pins in its corners on each end, and the weight or design of the bridge or something causes it to bend inwards over time. Ah well. Other than that this set is pretty good and certainly is nostalgic.

My Wolfpack Tower, in its temporary location until I free up some space to move these around. Also next to it, two small sets which will be discussed later in this article…

A Full Rebuild: Wolfpack Tower

With some rebuilds done, I decided to pause on that and move on to the first one of the major rebuilds I wanted to do, that of Wolfpack Tower. This 1992 set is probably the largest and newest fully disassembled set I have. I would like to reassemble all of the castle sets for sure, and thought this one is the one I wanted to start with. I decided to start with Wolfpack Tower since it is a pretty interesting looking set and, as the newest set of the unassembled ones, I thought that maybe it would be a little easier to find the parts for.

And, well, I’d say mixed results on that one. On the one hand, I DID find almost all of the parts. I’ve only got four missing pieces. Impressively, the list of missing parts on Wolfpack Tower is actually as short as that of Majisto’s Magical Workshop, even though it had been totally disassembled, its parts had been reused or left loose in the parts bucket, and its distinctive blue 32×16 baseplate had been reused for a house in town. However, rebuilding this set took me a LONG time. It took probably a full eight hours to reassemble a set which, if you had all the parts right in front of you, wouldn’t take more than 15 or 20 minutes. I have said several times here that this process is time consuming, but that should give a good idea of how long it can take. A more professional Lego builder would have a large toolbox-style wall of shelves of small bins, to quickly find each piece they want, but I don’t have that or the space for anything like that. So, I need to do the very annoying “sift through the bin or spread it out all over the floor and spend like half an hour looking for one little piece that was right under your hand where you started the whole time”, which totally isn’t frustrating at all. Heh.

The act of searching for those parts was simultaneously fun, interesting, and very annoying. When you are looking for one tiny piece, which you may only have a few of, among so much stuff, it is pretty hard to find without a lot of patience. And while I was close to giving up at the halfway point of this build, when I had a long list of missing pieces I just could not find, after coming back to it a day later and putting a lot more time into hunting for parts, I found almost all of them. That sure was satisfying. I think I will continue rebuilding old sets from these pieces, I’m having enough fun and satisfaction from this to keep going. Plus, I’ve got several sizable models’ worth of pieces removed from the piles… heh.

So, what pieces have I lost in the probably almost 30 years since I got this set? First, the two grey thin hinge plates. I could not find any, and substituted other colors. Second, one of the grey angled brick pieces is missing and I had to substitute a different color. And last, I can’t find all of the grey L corner blocks, one is missing. I had a very hard time finding these blocks, several were missing from both this set and Majisto’s Magical Workshop and I eventually gave up on finding them and substituted other parts… before today, when I decided to redo Black Falcon’s Fortress and find as many of its missing parts as possible and I realized that I had used three of them there. Well, that leaves only one missing now, which is great. Finding those was quite the mystery… heh. Maybe I should get some more of those bricks for Black Falcon’s Fortress, they do improve it and only weren’t used there because I don’t think Lego had created that brick yet. Fortunately I do still have the original Wolfpack flag. I found all five Wolfpack minifigures, too, and the three from this set are correctly equipped, including the leader’s shield. Unfortunately, the guy from Medieval Knights seems to be missing his shield, which is annoying; I really wonder where that other shield went. Ah well.

Review: Wolfpack Tower

Wolfpack Tower is a midsize Lego Castle set. It is the largest of the three Wolfpack sets, for that short-lived robbers’ faction which I covered in my last Lego post. The concept here is a tower on a little rocky island, connected to land by a stone bridge. The idea is good, and the visual look of the set from a distance is also good. This is a pretty nice looking classic Castle set, and particularly from the front or the angled view Lego used in all marketing materials it looks nice. The bridge looks great, the tower’s gatehouse and BURP/LURP sides look like a rocky island with building built into it, and the tower in the back, complete with glow-in-the-dark ghost, is classic Castle Lego all the way. There are torches, ladders, and more. The way the sides fold out to give you access to the interior of the tower is important as well. You need some way to get into this small, fully enclosed building. I like the curved turret piece on the BURP, too. Wolfpack Tower has plenty of strengths thanks to its great exterior looks.

Once you look at this set closer up, though, you see a bunch of issues. Perhaps most notably, the interior of this tower is very odd. So, the inside of the tower basically consists of the ground, which is blue and doesn’t have a plate over it making it look like the inside of the tower is underwater; a folding ramp which leads down from the bridge and little gatehouse area to the ground, or up to the ghost’s chamber if you turn it upwards; and two ladders. That’s it, other than a treasure chest underneath the ramp. One ladder goes from the gatehouse, and serves as a somewhat weak portcullis. With the ladder down it looks like the path forward is barred, but it’s just a ladder attached only at the top and there isn’t some kind of locking mechanism here, so you can just push it up. You’d need to just pretend it’s attached somewhere. You can secure this by folding the ramp up, forming a more solid wall, though, but of course then the Wolfpack defenders can’t get to the gate either. This ladder is not very useful as a ladder, it doesn’t really go anywhere; it’s hard to imagine someone using it to get up the gatehouse tower, stuff is in the way. The other ladder is on the back tower and goes up to the ghost’s chamber. It works better, either as a ladder to climb up to the ghost’s chamber or from there over to the side tower on the BURP, or as a gate door holding in the ghost. The baseplate is solid blue, so you either need to pretend that there’s a floor, or say that the tiny interior of the fort is totally flooded, which would leave the Wolfpack guys basically nowhere to stay.

And that’s all you get for an interior. The back of the tower has some little spaces in the ghost’s tower and below, but as they are in the insides of curved wall pieces they don’t have pins to actually attach anything there. The ghost is held in by partial walls, but the lower space isn’t very useful. Even if you pretend that the blue ground isn’t water, it’s still a pretty small space mostly filled with the ladders and a treasure chest. Sure, it’s kind of neat how you can move the ladders and ramp up and down into various configurations, but even at the time I think it is reasonable to expect a bit better than this. I know this is a Lego model we’re talking about, but even so this interior is both odd looking and not very functional. The absence of anywhere to stand on the left side of the fort, opposite the BURP tower, also limits their options. If you have all five official sets which have Wolfpack figures in them you’d have eight Wolfpack guys, which is really too many to fit in this fort if you put them all here. That’s not a problem many Lego factions have.

Another strange thing about this set is the grey wall that loops around the middle of the tower. So, around the little tower there is a crenelated wall of grey bricks and arches. From the outside it looks like a second row of fortifications behind the outer rocks and towers. It’s a nice design element from a distance, and it’s even there in the back tower — there is a row of grey, with two little holes, in between the two layers of curved tower blocks. In fact, though, it is nothing other than something to look at, because there is no wall-walk behind those crenelations. They are just meaningless bricks which don’t actually serve any purpose, because nobody can hide behind them. Lego has done this in other sets — the brand new Lion Knights’ Castle has some sections with walls with crenelations but no way to stand on that wall, bizarrely — but I definitely don’t like it in either set. Crenelated walls exist for people to stand behind to defend the wall from, but this can’t do that. I know, a floor in the middle would get in the way of the ladders, but surely they could have come up with SOMETHING! As it is, this wall really only serves the purpose of getting in the way of Wolfpack defenders trying to get to their redoubt on the BURP, since they’d need to climb over the end of the pointless grey wall to get to their actually functional side tower. Yeah.

And lastly, there is even an issue with the otherwise best part of this set, the bridge in the front. So, the bridge on this set is great! It looks nice and is a convincing stone bridge, it’s just that the walls on the sides are low. Most classic castles have crenelations this same height on top of their walls, one solid row of bricks with an intermittent row above that, but those are on top of a wall. This is on a much lower bridge, making the figures more exposed. One more row of bricks on the sides of the bridge makes it look better.

Overall, I can see why I didn’t keep Wolfpack Tower assembled. This set looks good, with solid exterior design, decent playability, and a nice fully enclosed design, but the strange and somewhat ‘missing’ interior and odd design decisions hold it back. It’s an average set overall I would say. I’m impressed that I managed to find enough parts to reassemble it so close to completely and overall enjoyed putting this set back together, though, even if I’ve always had some issues with the actual model. And since I’ll be mostly looking at it now the issues aren’t as important as when I was ten.

More Set Repair, and Castle Minifigure Repair

The next thing I did was to go back to reassembling more of the busted-up town sets. I started with the remaining three Paradisa sets, Sand Dollar Cafe, Cabana Beach, and Sunset Stables. That’s one larger set and two little ones. I definitely like the Sand Dollar Cafe, I think it is Lego’s only beach scene and it’s a pretty nice one. The set is fairly simple, but is great to look at with its beach-print baseplate and beachside cafe. I found almost all of the parts. Additionally, I also repaired the gas station set Gas Stop Shop. It’s a pair of gas pumps with some tools and such in between, and also a gas tanker truck and a tow truck. The two vehicles were already assembled, but the pumps had come apart. Fortunately I found almost all of the unique pieces, only one wrench is missing.

I also repaired the castle set Sea Serpent.  It was mostly correct, but I had modified the way the central oars work, moved the mast, removed the large shields, removed the two rear oars, and replaced the rear flag stand with an oar.  It now is as the instructions show.  I like my modifications to the central oars and may get some parts to do that again, I like them better when they can rotate down to the water instead of only sideways as the set as it is does, but the rear oars and back of the set certainly look better now.  This set is complete other than missing one of the large shields.

With those successes, I decided a few days later to tackle a bigger project: checking through my castle minifigures and trying to put them back together into their original configurations. This ended up being an all-day project which required a lot of research by looking at the set instructions. I found that I had taken apart and redesigned almost every single Crusader, Black Falcon, and Black Knight minifigure. They all needed to completely come apart to be put back together in their original configurations. I had even changed the bodies on all four Black Knight knights, even under their armor! Putting all of them back together in their original configurations took longer than any set has taken, and I found that I have a problem: I seem to have lost a LOT of weapons. Most sets have almost all of their main parts, but when it comes to spears, swords, bows, and the rest, a whole lot are missing. Some helmets are missing as well. That’s pretty unfortunate, I will need to buy replacements.

One interesting thing I found while doing this is being reminded of how odd Lego’s design decisions sometimes are. So, almost every Crusaders set I have, and I have six different ones, has different-looking figures. There are different combinations of pants and torsos each time. The Black Falcons also change looks on a set-to-set basis, from the black pants of the Black Falcons’ Fortress to blue with a black waist of a later set and finally grey pants in their last figures from the Sea Serpent. Overall I like the blue with black waist pants look the best, which is why I’d swapped most of their figures over to those pants. The problem is most of those are Crusader pants and they’d all been swapped to a random mishmash of things, so to make them look better I had to give the Black Falcons back their original pants. Ah well, maybe that’s something to upgrade later. But seriously, I know that sets sometimes released years apart, but when you have a theme why not stick to it, minifigure design-wise? There is consistency in torsos within each theme, but not legs. It’s kind of funny to look at.

Additionally, I found that I have three extra Crusaders minifigures. I found them as loose torsos in one of the parts boxes, and I have no idea where they came from because they cannot have come from any of the Crusaders sets that I have. We must have been given them by someone else or something, there is no set which they could have come from that makes any sense for me to have. I have no other extra Castle minifigures for any other faction. I am missing one minifigure, though — I should have four of the red torso with red arms scale mail torsos, for Knights’ Stronghold and one of the guys on the Battle Dragon, but can only find three. For now I substituted a random space torso in its place, I’ll need to get a replacement. For that to be the only missing minifigure is pretty nice, though, I found everything else.

I also found that I had … reappropriated… some horseback knights. Several foot-bound figures actually were supposed to be knights; I actually have a full five Black Falcon horsemen, and that’s not counting their M-Tron king if I give him a horse. On the other hand I only have four Dragon Masters horseback knights — one of their horsemen had stolen his horse from the Royal Knights, who are now restored to having four horsemen instead of three they’d had for decades now. And I have five Black Knights. I do have only the one Crusader knight, though.


Set Rebuild Summaries

Set Rebuild and Summary: Black Monarchs’ Ghost

While working on the horsemen, I found the answer to a mystery. So, there is one Lego set that I thought I remember having, but did not put in my list. That set is Black Monarch’s Ghost, and I didn’t put it on the list because I couldn’t find any sign of the set — no knight, no box, no manual. Well, despite that, I do have this set. In fact, it is assembled now, it was the one set I reassembled the day I was working on the minifigures. The little building from this small set was among my loose pieces, and the ghost was elsewhere — it was in Dark Dragon’s Den, specifically — but the knight is the interesting part. I found the Black Monarchs’ Ghost knight… on that Crusaders horse. I had put him, in hits impressive armor, on the one Crusaders horse with its nice barded horse cover. I had lost the visor to his helmet, though, so he had a normal old-style helmet originally from one of the three Black Falcon knights who hadn’t had horses for decades. I found the helmet, and replaced the visor with an extra modern one I have. It’s not the right shade of grey at all, modern light grey is very light and does not at all fit with old grey sets, but it’ll do for now.

I am so, so happy to have found this set! I understand why I did what I did, the Twin Arm Launcher Crusader knight has an amazing barded horse but is a quite unimpressive normal minifigure and doesn’t even have a cavalry helmet, btu I had forgotten long ago that I had made this change. Losing the instructions, perhaps because I might have gotten it during our year Europe, definitely did not help. But it’s all reassembled now. The knight looks good, and the little building with a ghost in it is simple but nice. This is perhaps the first of the “small building with a trap” sets, and being an earlier set, from 1990, it’s not as gimmicky as the later ones — there is no trap here, just a ghost behind the doors. It works well, and those glow-in-the-dark ghosts are great. It’s a shame they couldn’t bring that back for the Lion Knights’ Castle. It’s so awesome I have this set assembled again, because of how I’d forgotten about it this was probably the best surprise I’ve had of all the stuff I worked on in this article.

Set Rebuild: Knights’ Arsenal

And then today, I spent more time reassembling sets. I started with this set, the Crusaders horsecart with weapons Knights’ Arsenal. For some reason I have two manuals for this set, and two minifigures that probably are from it, so I tried to build two. I put back together one Knights’ Arsenal as fully as I could, which was pretty close — all I’m missing is a shield, a sword or two, and a hatchet. However, the second one is missing a lot of pieces — the minifigure needs a helmet, spear, and shield, and the cart is missing its black boat piece that makes up the main part of the wagon. There are no supplies in the cart either, the other swords and hatchets are long gone. And worst of all, I can’t find a white horse for this set either. So yeah, I’ve only got maybe half of the second Knights’ Arsenal, but one is near-complete. It makes me wonder if I don’t actually have two of this set and had that second manual for some other reason? But I did have a blue bridle piece and two small wagon wheels which would surely have come from this set, so maybe I do have two of them but just somehow lost most of the wagon. Who knows.

Set Rebuild: Twin Arm Launcher

After that, I moved on to another Crusaders set, Twin Arm Launcher. This is the catapult that the horseman I reassembled correctly recently (above) goes to. Impressively, I was able to fully reconstruct this set with no issues other than some of the usual missing weapons and one little red 1x1x1 barrel piece. Finding all of the parts took a while, and it’s entirely possible we lost some and I’m using parts from some other set, but I found all of the correct parts and that is what matters. Once it was reassemble,d I remembered why I hadn’t kept it assembled in the first place: while it is okay, I’ve never loved this set. Well, I love the knight on horseback with his barded horse armor, but the catapult itself has issues. It’s not even close to the level of, say, the Dragon Defender. Each of its two arms has a relatively low movement range before they bump into either the wheel or the black pole the set uses to stop the arms. I think this set would throw blocks farther if it could throw from a bit higher up, but unfortunately it can’t. The arms also look a little odd in their default resting position, which is almost off of these red flat plates it uses to stop their motion — the black poles are almost at the edge of the plate. And last, the ends of the catapult arms are just these little 1×2 thin plates. They work decently as places for you to grab as you move the catapult arms to throw a stone, but look a bit silly and undersized. Something a bit more substantive on the ends would be better. I can see why I didn’t keep this catapult assembled, it’s alright but I’ve always had these little niggling issues with it which hold it back.

Black Falcons’ Fortress Repair

And lastly, I decided to rebuild the Black Falcons’ Fortress, trying to find all of the parts I had swapped for other colors and replace them with the correct grey bricks. I was inspired to do this because I know I didn’t get it quite right, some areas take off parts of the flooring of the wall walk off way too easily when you take minifigures off in a way that’d never happen if I had assembled it fully to the design. The good news is, I did, after spending some time on it, manage to almost entirely get the set back to looking how it should. I ended up swapping out probably several dozen parts; it may have looked good in that old photo, but look from the right angles and you’d have seen a bunch of white and black bricks. The set still has a sizable list of missing or broken parts, mostly minifigure parts as usual, but it’s a lot closer than it was. And I even found those missing grey L blocks! Redoing this was absolutely worth it and Lego’s best castle looks better for it. I kept a few little changes, such as adding some more clips to attach weapons to and a ladder, but the fixed colors and wall walks are much better now.

Set Summary: Wolfpack Renegades, and Conclusion

In addition to putting together sets I long had in pieces or reused the parts from, I also have thought about buying some classic Castle sets. Classic Castle Legos are expensive, particularly with the boxes and instructions as I would prefer to get them if possible, so so far I only have gotten one: Wolfpack Renegades, as the title suggests. It was not cheap with box and manual and for my money I got a set I had assembled in like ten minutes. The resulting horse cart looks good, though, and the trap floor you can hide a treasure chest underneath is a great concept. I’m not sure why the cart has a full-sized space for the treasure chest on top of the cart too, though. Also, this is a cart full of weapons! Who cares if you hide the treasure, the numerous weapons on the cart should tell anyone who sees it that these people are suspicious… it’s not exactly a disguised cart that the knights would overlook, heh. Well, not unless you take the bow, spear, sword, etc. off the cart and replace them with hay or something instead, which you could do. Regardless, this is a nicely designed set I definitely like the look of. I’m not sure where I’ll put the minifigures if not on the cart though, as I said Wolfpack Tower’s feeling pretty full with its current compliment of five and now I have seven of these guys. For now these two will stay on the cart. Do I recommend this set, yeah, sure. It’s good. Like a lot of Lego sets it is smallish, but that’s okay, you always need sets of all sizes.  The blue and black color scheme of the cart looks good, I like it.

And that is where I am now. My list of castle Lego sets to reassemble is a bit shorter now, which is nice I guess, but I’ll kind of miss it one I’m done. This is a totally different experience from just buying a set, it takes many times more time and is a nice search puzzle. Did buying Wolfpack Renegades make me want to buy more classic Castle sets, though? Well, yes and no. Yes, maybe some of the bigger ones, once I can find the space to put them somewhere. I really want King’s Mountain Fortress and Fire Breathing Fortress, along with Medieval Market Village. But the small sets? There’s just not nearly as much value there, the sets are small and very easy to build and it’s not like I’m going to play with them for hours like I would have as a kid. I’ll play videogames instead. Still, though, I expect my castle Lego collection to grow at least a little.

Posted in Legos, Reviews | Tagged , , | Leave a comment