Initial Impressions: KIRBY AIR RIDE

I have a few hours of KIRBY AIR RIDE instead of the usual hour this time.  My little brother was playing with one of his friends and, being that the game allows up to four players, I thought I’d join in to see what they were up to.  KIRBY AIR RIDE is for the GameCube and is made by Nintendo.  There are at least a couple different modes (the main one being a kart-style racing game), but we spent all our time playing the “City Trial.”  City Trial mode is like free-form kart game interspersed with mini-games.  The idea is that Kirby (Nintendo’s adorable pink puff-ball hero) drives/glides around a large city map on various “stars” (vehicles) collecting items.  The stars are all dispersed throughout the city and have (sometimes vastly) different handling characteristics and each use the “boost” button for different effects–some use it to go faster, some can only turn when using the boost button, some drift when boosting, etc.  The items the players are trying to collect affect the stats of their rides.  There are speed up, speed down, handling up, increased HP, and the like.  The concept is to go find a star you’re comfortable piloting then collect as many power up items as possible in the amount of time allowed in the city map.  These stat changes will be used in the mini-game to follow to (hopefully) give you an edge over your opponents.  All the while, your buddies are trying to level up their stars and can even knock power-ups off yours.  The mini games vary from races, to battles, to who can glide the farthest and, when set to random, you never know what the competition at the end of the City Trial you’ll be in and whether you collected the right power-ups for it.

All-in-all, it is surprisingly entertaining (even considering how primitive the graphics look), though it can get rather cutthroat with the item collection (especially with eight- and nine-year olds).  The different stars are fun, and actually do provide enough variety that each player tends to have their favorite and that favorite is often different from someone else’s.  A lot of the rounds I had with my brother and his friends turned into their own games of hide-and-go-seek, destroy all the stars, or any number of emergent game-modes we came up with on our own.  We never did manage to defeat the King DeDeDe battle, though . . . so I’m not so sure about the balance of that one ; )

Initial Impressions: SONIC & KNUCKLES

Perusing my little brothers game collection I ran across Sega’s SONIC MEGA COLLECTION for the GameCube and decided to get my old school game on and play one of the Sonic games I never got around to when I was younger.  I was a Sonic follower when I was little and I had a small collection of the games on the Genesis.  I’d never gotten a chance to play the fourth installment, though, so I was actually kind of excited to finally try out SONIC & KNUCKLES.  (The collection includes SONIC THE HEDGEHOG, its two sequals, SONIC & KNUCKLES, SONIC 3D BLAST, SONIC! SPINBALL, and DR. ROBOTNIK’S MEAN BEAN MACHINE.)

The first SONIC THE HEDGEHOG, in case you haven’t played one of the original Sonic games before (I know, I’m getting old), was built for the SEGA Genesis and was a 2D platformer to compete with the Mario games from Nintendo.  The big sell-point was the amazing speed at which Sonic could traverse his tile-based levels and  the fun roller coaster design that resulted from all that speed.  SONIC & KNUCKLES was the fourth installment of the series and was the final 2D version.  The game plays exactly like its predecessors, though the designers added a couple new abilities for both Sonic, and his new rival, Knuckles.  These abilities allow the designers to create sections of a level that are character-specific, only Knuckles could reach some places with his smashing power.  Basic mechanics included moving and jumping (the basics of a platforming game precedented by SUPER MARIO BROS.) to progress from platform to platform, avoid dangers, and attack enemies.  The Sonic games also added the ability to roll into a spikey spinning ball in order to attack some enemies from the ground.  Springs and loop-de-loops are characteristic of most Sonic levels and spinning gold rings were the collection item of choice.

It was interesting to go back to this game and see how strongly the arcade mentality influenced the design of the game.  The arcade industry was still fairly strong and console designers were constantly chasing arcade-quality.  Generally big successes were games that were big arcade hits and were then ported to the consoles, though with lower quality graphics due to the limitations of the console hardware. Despite (as far as I’m aware) never being an arcade title, SONIC & KNUCKLES still held on to a three lives, no continues philosophy, leading to a very challenging game.  The player has to earn new lives and learn the levels in order to progress to the later stages.  If he fails to get to the end before his life stock has run out, the game is simply over and the player must restart from the beginning.  Game design since has changed to favor helping a player play through and enjoy the game, with automatic saves, infinite “lives” (see my REPUBLIC HEROES post), and a focus on playing levels again after completing them in order to find other bonuses or increase score.  This is in contrast to having to play a level over before completing it due to failure to reach the end and having to learn how best to accomplish the task.

As a side note, I still find it amazing to play a Sonic game on a Nintendo platform.