Sunday, 1 June 2014

The Great Playthrough - Game 66: Super Star Wars

It's a bit fuzzy I know... no not the photo - my hair!
 
Super Star Wars
Released on: SNES
Played on: SNES  
Release date: 1992

You may have noticed that there is a lot of Star Wars love in our house. The fact that I have already reviewed three Star Wars licensed games on this playthrough so far (The Force Unleashed, Racer Revenge, and The Clone Wars) should give you this idea, but this is the first game I've played that is based on the original trilogy and not the prequels / part of the expanded universe.

So by the laws of Star Wars, that should mean it is better, right?

Well.... no.

Don't get me wrong, it's a fun romp. And as it's on my favourite console, of course I am biased to like it's well drawn graphics and wonderful 16-Bit interpretations of John Williams' expressive score. And it's a lot of fun once you load it up.

But it is hard - this is the era that the phrase "Nintendo-Hard" comes from, and boy is it applicable here.

Super Star Wars is a run-and-gun platformer. In the first level, you control Luke as he traverses the desert trying to find the escape pod that he has seen crashing to Tatooine...

.. Wait. That didn't happen in the film....

There are a few liberties taken with the plot (although none as large as some other licensed games have done in the past) which on the whole, I didn't mind, as it just streamlines the plot down to making sense (and getting to the bits that make good video-game levels).

The levels are long and full of enemies that keep re-spawning until you leave that part of the screen, there are no mid points, no save points, if you die you go back to the beginning of the LONG level, and you start again. So that's one are of annoyance.

A second annoyance is that because the enemies respawn more randomly than an Rand() command on Excel, you can't PLAN your way through a level. And since Luke has only ever heard of aiming in 8 directions, and the desert floor isn't flat, so you go up and down little tiny hills, it can be a nightmare to actually hit the enemies that are approaching until they are almost on top of you!

And then, once you get to the end of the level, you have to fight the Sarlaac pit monster (which looks more like a sandworm from Dune and ALSO doesn't belong in a game based on the first movie) which is a ridiculously hard boss for a first level!

It may sound like I'm moaning, and I am. I really wanted to love this game and the mechanics are sound. In many ways it is similar to Ghosts n' Goblins and you all know how much I loved that game. But that rewarded you for progress, and as you could learn the layouts (and it has mid points in the levels) you always felt like you were moving forward, even if it was inch by inch. Whereas Super Star Wars just gets frustrating. After losing all my lives and continues once, I finally managed to defeat the boss at the end of level one, at which point I got onto the landspeeder level - which is easier, once you figure out what the controls are and what the hell you are trying to achieve...

And then I got to level three - where you are trying to climb up a sandcrawler. With pixel perfect jumping, respawning enemies, and no mid-level save points... and I died again.

I'm not proud of it, but that was the point that I gave up. I love a game with a challenge, but Super Star Wars just felt like it was unfairly difficult, and I wasn't getting anywhere further no matter how many times I practiced the levels, because there's just a little too much randomness in the respawning of enemies etc to plan your route.

And unfortunately for me, the difficulty was the deal breaker. I'm sure that later levels depicting some of the more exciting events of the film will be fun to play, but it felt like I would NEVER get there, and the slightly bland level design of the levels I already played didn't help...  

So I popped it out of the SNES and back on the shelf.

Sorry Star Wars - I tried, but I failed. The force was clearly not strong enough with me.

Rating: 6/10
Time played: 45-50 minutes
Would I play it again? I might do, but I suspect I still won't get past level three!

Friday, 16 May 2014

The Great Playthrough - Game 65: Fantastic Dizzy


Fantastic Dizzy

Released on: Mega Drive, NES, Master System, Amiga, Game Gear, PC, CD32
Played on: Mega Drive
Release date: 1991

Have you ever tried to navigate your way through a complicated one-way system, while wearing a blindfold, some Slipknot playing at 130db in one ear and a parrot reciting the contents of a Delia Smith cookbook backwards?


Well neither have I (as that would be silly), but that's what playing Fantastic Dizzy feels like.

Now that's not to say that it's a bad experience - in fact, I enjoyed the game quite a lot, but it has a certain feel that you don't get from modern games. An overwhelming feel.

For those of you who don't know, Dizzy is an Egg (with arms, legs and a hat - just because) who lives in the Yolkfolk Kingdom (there are a lot of egg puns in the game!) and ostensibly it is a platform game in which you explore various areas of the world in an attempt to find all 250 stars, get to the evil wizard's castle and confront him! But it's slightly different to most modern platformers in the sense that although there are enemies that damage you, there is no way to eliminate them.

Instead, avoidance is the name of the game, which is actually quote a refreshing change of pace! Don't get me wrong, I love traditional platformers - I've gone on about that enough for you guys to know that by now - but having to avoid enemies instead of defeat them gives the game a completely different feel.

So if you don't have to kill enemies, what do you do?

Well, you have to traverse far and wide, locating all the stars so that you can get to the final confrontation. And a lot of this you do by solving puzzles - puzzles in the traditional adventure game mould - using an item with a situation to solve the problem.

For example, very early on, you find a plank of wood. You then find a gap you cannot possibly get across. You use the plank of wood and.. voila! It becomes a bridge.

Now, if someone were making this game in this day and age, you would be able to carry everything you picked up, and then just cycle through them all when you hit a puzzle, but Dizzy isn't that simple. You can only ever carry three things at once. So if you find something, and then put it down, you have to remember where you put it down so you can get back to it if you find the puzzle that requires that item as a solution!

And theis is where the overwhelming feel of the game starts to come into it. The game world is pretty large, with levels that scroll horizontally but are flip-screens vertically, and it can get very easy to forget where things are, where you left items, and where you have and haven't been. Add to this the slightly obtuse nature of some of the puzzle solutions, and before long you have been completely sucked into a world where your entire raison d'etre is "I know I had that, where the hell did I put it down!" Just to make things even harder, it is often possible to put items down behind trees... so you won't even be able to see them...

To make matters worse, you have two lives to start with, and Dizzy takes damage quicker than Mo Farrah runs a race (I know that's an unconventionally sporty metaphor for me - I had the TV on and I've just seen the advert where kids can win an Ultimate Sports Day, and every time I see it I think "I wouldn't like that as a kid, cos surely Mo Farrah's gonna win everything??) so you have to be very careful when exploring - as (unless you get them later in the game) you don't get any continues either, so once you have lost your lives, it's back to the start. Mostly this is OK (there's quite a lot of fruit around to boost his health back up) but there are a couple of slightly unfair situations where you lose a life straightaway with one slightly wrong motion - jumping across the waterfall is one, and the minecart minigame.

"Minecart Minigame?" I hear you say, "Well that sounds fun!" It sort of is - it's a vertically scrolling minigame where you are controlling whether Dizzy's minecart goes left or right at junctions - and it's a neat idea. However, it is implemented very slowly - it feels a bit like a video game version of that bit in Austin Powers where the henchman gets run over by the steamroller? It just doesn't quite get the adrenaline racing...

I know I've listed some negative points there, but I don't want you to think I didn't enjoy the game - I absolutely did! However, if I was going to play it again, I'd be sitting down with a pad of paper and pen, and lots of time to spare, and mapping my progress as I go through!

Graphically, it's lovely. When I was much younger I played a couple of Dizzy games on 8-bit home computers (Commodore 64, Spectrum etc) and even to this day it amazes me how much nicer the Mega Drive version looks. I've spoken about my love of 16-Bit Graphics before, and these really appeal to me. The music, on the other hand, is fun, but VERY repetitive - not so annoying for you, the player, but if there's anyone else in the room, they may want to break the speakers after a while!

On the whole, it was a fun experience, but it's very much an all or nothing game - I'd want to play it to complete it, not just for a half-hour play or anything...

Rating: 7/10
Time played: 1 hour 10 minutes
Would I play it again? Yes - but only with a lot of time to spare!

Monday, 12 May 2014

The Great Playthrough - Game 63 - Ghosts 'n 'Goblins and Game 64 - Ghouls 'n' Ghosts

So for the first time in this experiment, I'm reviewing two games as if they were one. I know this may seem like a cheat, but there's a reason for this (honest!).

You see, recently I acquired some more original Xbox games, one of which was the Capcom Classic Collection, which as it boasts on the cover, contains 22 games....

Now, so far on this playthrough, I've attempted compilation discs in two different ways. Midway Arcade Treasures I reviewed all in one go - and I think that was the right decision for that particular game, as most of the games on it are very simple arcade games that wouldn't entertain you for an hour. However, my two Sonic Compilation discs are being played one game at a time, as they are each a full game.

So what to do with this Capcom disc? I could have played every game individually - but for a start, that would mean I have three MORE versions of Street Fighter II to review, and that would be a boring set of entries!

So I've made a rather unorthadox decision - I'm grouping some games together. I will do one more Street Fighter II blog for example, which will take in all the arcade versions on the disc. Some of the games on the disc will get their own review (Final Fight being one example) and then there are a couple of entries where I have grouped a game with it's sequel, working on the basis that as arcade games were designed for five minute plays, each game might not occupy a full hour of my time...

Could I have played the two seperately? Probably. However, as one is a direct sequel to the other, it did mean that I can compare one game to it's sequel, something I rarely get to do in this blog..

So without further ado....



Ghosts 'n' Goblins
Released on: Arcade - then ported to NES, Commodore 64, Amiga, and then many other later consoles (Sega Saturn, PS2, Xbox)
Played on: Xbox
Release date: 1985

Ghouls 'n' Ghosts
Released on: Arcade - then ported to Amiga, Mega Drive, Master System and then many other later consoles (Sega Saturn, PS2, Xbox)
Played on: Xbox
Release date: 1988
 

Whenever one mentions either of these game to retro gamers, the thing that people always talk about is the difficulty level - and it's true that this is one of the most noticeable facts about the games, but we'll talk about that in a bit.


So what are these games? They are arcade platformers where you play Arthur, a Knight, who has to rid the kingdom of Ghosties and Goblins and Ghoulies so that he can... feel good about himself I guess? I don't know - I don't think there's really much of a plot! But does that matter?

Well no, no it doesn't. You run around, throwing spears at evil things, and trying not to lose your clothes.

Yes, I said that right. You try not to lose your clothes. Now this isn't because Arthur has some kind of exhibitionist streak (well not that I know of), it's the game's health system. One hit from an enemy and you lose your suit of armour, leaving Arthur running around in his underpants, and then a second hit leaves you dead.

As I mentioned earlier, this game is infamous for it's difficulty level, and consequently Arthur removes his clothes more often than a stripper who has been septuple-booked for stag parties, and is trying to please everyone rather than explain the misunderstanding - Which does lead to some interesting questions - like where the hell is he carrying the infinite number of spears (or flaming torches, or axes) that uses to dispatch enemies? Those must be some spacious Y-Fronts he's got on there!

But I digress (this whole blog post shouldn't be about a video game character's lack of clothing - it's not a review of Dead or Alive Volleyball or anything!) - what are the games themselves like to play?

In a surprising twist, they both stand up REALLY well. The controls are great, the levels are well designed, and there's a definite feeling of accomplishment when you graduate from one section to the next. It is designed for arcade play, and that does mean you will use quite a few continues to get anywhere, as continues would have cost money at the time, but within the home environment, they are both incredibly addictive games.

It takes me back to when I was a lad...

(NOTE - If you have a pipe and some slippers, you may want to grab them and get comfortable now, as this is about to become a misty-eyed look back at some long-forgotten time that probably wasn't at all as it is about to be described)

... when games were designed to be hard. (I told you we'd discuss the difficulty thing later!) Ghouls 'n' Ghosts (and indeed, Ghosts 'n' Goblins) are very hard and unforgiving games - but not once did I feel that I had died unfairly. In this day and age of cheap deaths, glitches, and difficulty curves that resemble a mobius strip, it's a great feeling to be able to master a level by simply playing it over and over again, remembering where enemies or obstacles appear, defeating them, and successfully moving on. It gives a sense of accomplishment that many modern games lack, and I couldn't stop smiling for the entire time I was playing these.

"But Brawny," I hear you cry, "Surely there are bad bits of these games?" 

Oh sure, there are niggles - the music does start to burrow into your mind until it won't ever leave you alone (and not in a good way), jumping back to the start of a section when you use a continue can be frustrating, and there appears to be very little point in choosing to pick up either of the two weapons I discovered (flaming torches or axes) as the spears work so much better!

But these points are me being fussy for the sake of it. These are well-made, enjoyable, rewarding games, which pleasantly surprised me, as I had never played either of them before.

I suppose, before finishing this review up, I should say which of the two games I preferred. Ghouls 'n' Ghosts has the nicer graphics, more variety of enemies, and is slightly harder than Ghosts 'n' Goblins - so obviously I prefer...

Ghosts 'n' Goblins.

Maybe it's just because it's the first of the two I played (another reason why combining two games in one playthrough may not be the best idea) but Ghosts 'n' Goblins just felt more fun - it may have worse graphics, but the levels intrigued me more, and the difficulty level was exactly right for me.

That's not to take away from Ghouls 'n' Ghosts, I just enjoyed my time with Ghosts 'n' Goblins slightly more. So with that in mind...

Rating: Ghosts 'n' Goblins - 8/10, Ghouls 'n' Ghosts = 7.5/10
Time played: A combined playtime of 1 hour 45 minutes, and I would have kept going too!
Would I play them again? Oh yes. I'm sure I can complete one of them... one day!

Next time, it's a game I haven't sat down and played since I was about 12, and I'm very excited about it!

Tuesday, 29 April 2014

The Great Playthrough - Game 62: The Legend of Zelda - A Link to the Past

According to my wife, I look pretty smug. :P

The Legend of Zelda: A Link to the Past
Released on: SNES
Played on: SNES
Release date: 1992

OK, so it has been over a month since I last posted. I'm sorry about that - things keep getting in the way (like work, social life, etc!) I'm going to try and stick to a more regular schedule, so you ought to start seeing these things more regularly from now on (I hope!)

But anyway, back to today's review. When I reviewed Zelda - Four Swords Adventures a year and a half ago, I discussed my love-hate relationship with the series - as a Nintendo staple I have a soft spot for it, but RPGs do tend to leave me cold, but I do remember spending a lot of time with this game when I was younger. (In fact, it was the exact same cartridge I spent the time with, as this is one of the few games that has stayed with me since my childhood years and I haven't had to replace!)


And while we are on the subject of the physical cartridge itself (rather than the game, which I will get onto in a minute) then I need to give a quick shout-out to my long-standing friend Mr Andrew Gray - as he lent me this cartridge about twenty years ago, and I never gave it back! :P

However, owning the same cartridge for twenty - odd years (and using it semi-regularly over that time) can lead to some minor inconveniences. Most notably, battery issues. I touched on this briefly in my review of Pokemon Silver, but the batteries in cartridges do not last forever, and at some point soon I'm going to need to learn how to replace them, as I discovered when playing this game.

The problem was that I played about twenty minutes before realising I had to go and do something else. So I saved the game and went off to do other things. Then, when I came back... there were no saved games. At all. So I had to start again.

Luckily, that wasn't a huge problem, as this game is a lot of fun. Yes it's an RPG (Role Playing Game - not Rocket Propelled Grenade. An important difference, as confusing the two could get very painful), a genre of game I traditionally enjoy slightly more than FPS's but slightly less than EVERY OTHER GAME GENRE OUT THERE (apart from sports games), but it belongs on my favourite console of all time, and my favourite era of all time. Plus, it balanced out.

You see, normally with RPG's, my big beef (and by that, I mean my biggest problem, not my largest joint of meat) is the ridiculous amount of wandering around required. And (certainly in my playing time), A Link to the Past didn't give me that. In fact (as one expects from a Nintendo first party game) it gave me an exciting and entertaining adventure, leaving me wanting more.

It just seems so well balanced. You have to do a little exploring, but not so much that you are just walking around getting annoyed - and it's always clear what you have to do next. Dungeon exploration is fun, and even though I died more than Captain Jack Harkness (a reference for my Who/Torchwood loving fans there)
at no point did I feel any of my deaths were unfair - I always learned from them, and got a little bit further the next time.

Plot-wise, it's a Zelda game. You are Link, a young boy with a green tunic and hat (not to be confused with any of the other Links in any of the other Zelda games, who are entirely different young boys with green tunics and hats) and you need to rescue Princess Zelda (who is entirely different to any of the other Princess Zeldas in other Zelda games). Your father, after getting into the dungeon but no further, is shocked when you turn up, but then gives you his sword and shield and encourages you to go and rescue her,  Yes, that's right. Your dad arms you and sends you off to fight the palace guards and rescue a princess. Now if that's not responsible parenting, then I don't know what is!

Anyway, it takes about 15 minutes to rescue the princess, at which point you then have to go and find the Village Elder, who tells you all about some things and stuff that you have to find... I'm sure more dramatically awesome stuff happens later in the game, but do you know what? I was quite happy wandering around the 16-Bit world swinging my sword angrily at bushes that happened to be nearby.

Graphically it is beautiful. I have oft-stated my love for 16-Bit graphics on this blog, and these are some of the most polished and perfect ones you have ever seen. And the music is great too, full of memorable snippets of Zelda music.

So as you've probably guessed from reading this, I enjoyed it a lot - and I look forward to turning it back on another day and carrying on (if my save game has survived!).

Rating: 9/10
Time played: 1 Hour and 20 Minutes
Would I play it again? Definitely.

Next time on Brawny's Great Playthrough - it's a couple of Capcom arcade classics. Which ones? You'll have to come back to find out!

Saturday, 22 March 2014

The Great Playthrough - Game 61: Guitar Hero Metallica

Could I be more metal?
Guitar Hero: Metallica
Released on: Nintendo Wii, Xbox 360, PS3
Played on: Nintendo Wii
Release date: 2009

I enjoy other things in this world apart from video games. One of the other things I enjoy is playing the guitar, and another thing I enjoy is the music of Metallica. So knowing that about me, this must be a game that I will absolutely love.. right?

Yes.

There are no words.

I've been a huge Guitar Hero fan since the first release on the Wii (the notoriously difficult Guitar Hero III: Legends of Rock) and since then I have accrued two more editions (both of which are due to appear at some point in this playthrough. I know that these games have fallen out of favour with a lot of people, and I know that some people prefer Rockband (and indeed, I have one of those games as well) - but I've always been a Guitar Hero boy through and through.

I don't know why, maybe it's just that it was the first plastic-instrument bashing game I played, but all of the Guitar Hero games hold a special place in my heart. And I remember being ridiculously excited the day they announced that there was a Metallica version coming out.

There are a lot of parallels between Metallica and Guitar Hero. Both are things that many people will now tell you are past their best, and that their best work was the early work. And there's a parallel in my enjoyment for them as well.

I like their early work, but I also like their overblown middle years, and later years when they try to recapture the early magic. I agree that some mis-steps have been made by both, but they both provide entertainment that I find completely amazing, and I will support both to the bitter end. (Even through their low points - Guitar Hero 5 and St Anger respectively!)

And while Guitar Hero appears to have come to a screeching halt (although, given the fascination with re-booting gaming franchises, I imagine we'll see it return at some point), Metallica are still making music (in fact, right now I'm listening to the new song they premièred the other day - The Lords of Summer, which I am enjoying a whole lot).

I think that the point I am making (in my random and convoluted way) is that these two things are perfect for each other. And boy does it show in the game itself.

Metallica songs are mini-masterpieces of riffery and mayhem, a perfect match to the button-clacking precision required for a good Guitar Hero game. By this point in the franchise, GH had mastered all of the game basics - hammer-ons, pull-offs and tapping are all part of the game - and the whole game feels fair. Don't get me wrong, it can be very hard to get a great score - but it's a totally fair game. It takes the solid framework of Guitar Hero: World Tour and gives you brilliantly cartoonish Metallica figures bouncing around playing all their hits and many other songs besides (including one of the best (and under-rated) Metallica songs of all time - the fabulous Dyers Eve!).

Are there any downsides to this game? Well, only the tracklisting from the other bands that make up the extra songs. 28 of the songs are Metallica songs, and the other 21 are songs which are the band's "personal favourites and influences from the years" - and to me, some of these are weak links. But I'm really just picking holes now - how can you complain when you get 28 Mother-F*****g Metallica songs to play!

In conclusion, I know I'm out of sync with many in the world, but I still believe Guitar Hero to be a fantastic game model, and Metallica one of the greatest bands of all time.

And if you disagree, then I completely respect that. (You are wrong, but I respect your right to be wrong!)

Rating: 9/10
Time played: About an hour and a half, and then a couple more goes at Dyers Eve...
Would I play it again? I might play it right now!!

Next time - Brawny is venturing back into the world of RPGs.... how will that go? Come back and find out!

Thursday, 20 March 2014

The Great Playthrough - Game 60: Teenage Mutant Hero Turtles - Tournament Fighters


This is George and Elliot (our turtles) posing with the
Turtles games. Because why not :)
Teenage Mutant Hero Turtles: Tournament Fighters
Released on: Sega Megadrive, SNES, NES
Played on: Sega Megadrive
Release date: 1993

Does anyone else remember the period in the 90s where all the computer games in the world seemed to be one-on-one fighters all chasing the success of Street Fighter II? I remember it being a huge craze, and every time a game came out, particularly a licensed game, it seemed to be a one-on-one fighter. So it was no surprise to me when I first discovered TMHT: Tournament Fighters.

It is exactly as you would imagine - it looks as if someone took Street Fighter II, removed 90% of the character from it and dropped six characters from the TMHT series, one from the comics and one random newbie in to create the game.

(Seriously, why create a new character for a licensed game? Could they not use Bebop? Or Rocksteady? Or Shredder? Or ANYONE already created for the comics/TV series?)

Firstly, the positives. The graphics are pretty good - I'm a huge fan of 90's 16-bit era cartoony graphics and these are good, well animated, large colourful sprites. OK, so the health bars etc at the top of the screen look a bit rough and unfinished (in comparison with the SFII ones, which is what I will compare them with as they are obviously designed to be the same!) and the backgrounds are a bit lacking, but it's not too bad.

And then we get to everything else. And I'm sorry to say, but the rest of the game alternates between dull and ridiculously hard. It has just the one punch and one kick button, which makes the game rapidly diminish into button mashing, and with four very similar characters included (the four turtles of course), there doesn't seem to be much in the way of variety.

The other big negative point for me is the difficulty, which is hard. Really hard. We're talking harder than a baked diamond embedded in a block of Marble wrapped in adamantium.

And I know what you're all thinking - "Maybe it's just cos you're crap at playing the game!" And that is probably true. But still... damn, it's hard!

There's not a lot more to say. The two-player mode is slightly more fun (because the ridiculous difficulty isn't an issue), but even so, the dull button mashing gameplay just bored me extremely quickly...

Rating: 4/10
Time played: About 25 minutes
Would I play it again? No, I'm pretty sure the answer is no.

Next blog to follow very, very soon....

Sunday, 9 March 2014

The Great Playthrough: Game 59 - Samba De Amigo!

Once again - this entry starts with apologies for the delay. I've been kinda busy lately. However, having looked at my list I've realised that I am now at over 200 games (thanks to charity shop finds etc) so I really need to step this up a gear, or I'll be writing this playthrough until I'm 64!!!

So with that in mind, I've added the new games to the list - reorganised into a new random order, and I'm now ready to start trying to get three of these done a week! (We all know I won't manage three, but if I get more than one a week, then I'm on a roll!)

And with no further ado I present... Game 59!

Monkeys in Sombreros? Sign me up!
Samba De Amiga
Released on: Sega Dreamcast, Arcade, Nintendo Wii
Played on: Nintendo WiiU (using backwards compatibility)
Release date: Original - 1999, Wii Version - 2008

Samba De Amigo - one of the first hugely popular rhythm action games involves you shaking maracas to popular tunes. It's like a dance machine where you use your hands and was originally played with a pair of specific maraca-controllers - so this should be a perfect fit for the Wii, right?

*silence*

I should point out, before this review goes any further, that I am a huge fan of rhythm action games. I have at least four Guitar Hero / Rockband games, and I'm quite excited as one is coming up in the playthrough very soon, so I was predisposed to like this game.

And everything started out well - It's bright, colourful, there's a decent music selection (I mean, I couldn't play it for hours like I can Guitar Hero, because it's not all my type of music, but you have variety!) and just to add the icing to the cake, there is a Reel Big Fish song on the soundtrack! (What do you mean you've never heard Reel Big Fish? You must fix that immediately! Go here, or here, or here, and then keep searching!)

So I was excited to play this. And then it spent five minutes trying to get me to calibrate the controls - and once I realised I had to twist the wii-mote to make it reach the point it was telling me to reach, I got a bit worried.

You see, the thing about motion controls is that they're great, but (especially in the early Wii days when this was released) they can be imprecise if you are not careful, and on a game that requires split-second timing, that can be a problem... and I'm sad to say, that it was a problem with Samba De Amigo.

You see, I was getting immensely frustrated with the game saying I'd missed one, where I'd done exactly the same movement as before, and hit it perfectly. And this wasn't a one-off occurrence. I estimate that 30-40% of the time I was playing*, the motions I made were not accurately translated on the screen, and that just quickly becomes annoying.

(*And I estimate that approximately 67% of the statistics in this review have an approximate variance of between 1 and 7234%)

Now it's not necessarily a game breaker - especially in two player mode! I roped in my lovely wife and we played the "Love Love" mode (which is some kind of two-player co-op mode), and we had a good time. And then at the end, we got this screen....


That's right, we are a Handsome Couple, our relationship will apparently last six months, and our Love Key Word is Volleyball. Doesn't that make complete sense?

(Please note - the above sentence is sarcasm. It makes absolutely no sense!!! Strange Japanese people...)

So in conclusion - Samba De Amigo is a good laugh multiplayer, but don't expect to enjoy the single player if you like anything that even vaguely resembles precise controls!

Rating: 6/10
Time played: 45-50 mins
Would I play it again? Probably multiplayer, and when alcohol has been consumed!

Next time on Brawny's Great Playthrough - It's back to a 2D one-on-one fighter... but which one?

Find out soon! (I promise)