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Sunday, March 27, 2011

Bust-a-Move Universe Review (Nintendo 3DS)


The colourful orbs with monsters inside are back - in 3D this time. The incredibly popular arcade puzzle game franchise, Bust-a-Move makes its return today, via a Nintendo 3DS cartridge from developer Taito and publisher Square-Enix. It's the latest entry in the long running series (that is also known as Puzzle Bobble,) that first debuted in local arcades in 1994, eating many quarters throughout the years (including some of my own.) This time, the fast-paced puzzle action is taken to the final frontier: outer space, where the orb popping dinosaur duo must save their friends from their evil captors by completing colour-based orb puzzles of varying difficulty, throughout the galaxy.

Though the game doesn't focus heavily on story, there is a bit of one. It seems like a group of evil minions have captured the main characters' friends, taking them to different planets across the galaxy. In the campaign mode, it is your responsibility to not only beat all of the puzzles each planet throws at you, but to also find the keys that will help you unlock the bubble-shaped prison pods that your friends are unfortunately held captive in. If you're up to the task, you're next in line to blast off. Just be warned that the task is tougher than it may seem, and requires a lot of thinking and concentration.

The Bust-a-Move franchise is known for its gravity and colour based bubble puzzles. Players must eliminate all of the coloured bubbles (each of which contain monsters inside of them) from the puzzle screen by joining three or more similarly coloured bubbles together. When similar bubbles are joined together, they will pop, and will sometimes take other bubbles with them if they were their structural support. The goal is to try to eliminate all of the bubbles from the top screen before the roof caves in. Though, you must also be wary of letting any bubbles cross the bottom line because that is an immediate failing grade. It's a very basic design that has worked well for years, addicting some gamers and impressing many. This latest release sees the same structure, but with some new additions.


Players can always see what the next bubble type will be, as it's shown at the bottom left-hand side of the screen. Though special bubbles are also at their disposal (once a meter has been filled by popping a certain amount of bubbles.) These special bubbles can really change the playing field, as each of the several different types has its own abilities. There are rainbow bubbles which can be shot out individually and act as any colour, allowing you to eliminate a stubborn group of orbs. Though the most helpful one is a special bubble that pops every bubble in its cone-shaped radius. Other special bubbles are available, such as a bubble that alters the colour of a small group of bubbles (chosen by the player.) These special bubbles can help you finish a level quickly and do carry over into the next round, so you must choose wisely as to when you're going to use them. Since you can get large amounts of bonus points if you clear puzzles quickly, you will sometimes find yourself using them on easier puzzles just to get that bonus.

The game scores you based on not only the amount of bubbles you pop and with bonuses for completion and time, but also how you pop all of the bubbles on the screen. Bubbles that you pop by linking three or more together are worth a smaller amount of points than bubbles that are dropped. That means that you have to constantly be thinking ahead to plan your next move, in order to try to unlock the highest score possible if that's what interests you. The scoring system adds a lot of depth to the game and will keep people coming back for more, once they've completed the campaign. Bonus points are also awarded if you burst a bunch of bubbles at once, as you are given a certain amount of time to shoot bonus shots which pop after the time limit is up and take like-coloured bubbles with them. You are also ranked at the end of each level as to whether you finished all of the puzzles, defeated the boss and/or popped all of the key bubbles in order to unlock your friend's prison. If you missed something, you can go back anytime to revisit a planet. Luckily, if you ever do fail a round, you can restart at the beginning of it, without having to re-do the planet's previous puzzles. Badges can be earned for completing puzzles in certain ways.

New additions to Bust-a-Move Universe include survival modes, plus the aforementioned boss battles and key orbs. The survival mode challenges allow you to take on a set amount of bubbles, to try to get the best score possible in the shortest period of time. You can choose whether you'd like to face 100 bubbles or even unlimited bubbles, which is the variation that I found to be the most fun part of the game. I enjoyed having a constant stream of bubbles coming at me, as it can become quite hectic and is fun to work at. I've been doing quite well in that mode and still have a game saved that I will return to, as I've made it really far without failing at all. The varying backdrops during that mode are a nice touch, as you get to fly over the different planets from the campaign. Different difficulty options are available for this mode.


Boss battles are very simple, but are made challenging by the fact that you're on a strict time limit and do not get the chance to restart the fight at any time. Your goal during these fights is to shoot bombs at a floating boss orb, attaching three in a line to deal the boss an explosive blow. You're able to shoot them quickly, but later boss battles feature bombs of different colours that do not work together. This incorporates a lot of strategy into the boss encounters, and makes them a lot more difficult. I had fun with this mode, though it was brief. It was challenging and a new twist on the core gameplay experience that Bust-a-Move has been known for.

Players get to control where they will shoot their next coloured bubble or bomb, by rotating a wheel that is at the bottom of the top 3D screen. This can be done either by using the 3DS' new circle pad or its directional pad. I found that the d-pad was much more accurate, especially when I needed to make a really tough shot. The circle pad worked pretty well for the most part, but I encountered a weird issue where my movement would stop for a second or two, while using it. There were also times where the wheel would go the opposite way I was pressing it for a second. I'm quite sure it wasn't me screwing up, as it happened quite often and I glanced down to see where my thumb was angled. These issues would pop up a few times during puzzles, but I found that they weren't there when I used the d-pad. The touchscreen isn't used during puzzles, but can be used to toggle through menus. During gameplay, it shows your score, progress and keys earned.

When I popped the cartridge into the back of the 3DS, I wasn't sure of what to expect from the game from a visual standpoint (especially in relation to 3D.) Though I was quite intrigued. Overall, I was impressed with the game's visual style and its use of 3D. The game's art style is very similar to what it was back in 1994, but the moving backdrops as the camera swoops over each planet's base add some variety to the visuals, which I liked. You can see depth between the puzzle screen and the backdrop behind it, which was impressive. The coloured bubbles are vivid and also pulse towards you and back in 3D, which I thought was a nice touch. When their bubbles are popped, the monsters inside fall into oblivion, and you can visibly see the differences in depth as they fall into the background. Menus, congratulations images and your score lists feel like they're floating above the puzzle action when they're shown. I was impressed with the game's visual style, but I was even more impressed by its use of the third-dimension.


Though the game's sound isn't as impressive as its use of 3D, it still alright. Its original score is upbeat, but forgetting, though it deserves applause for not being annoying or overbearing. There are some sound effects which sound okay, but the one that you will hear the most (the sound that is played when you shoot a bubble or bomb) will annoy some people after a while. I didn't find the sound to be all that annoying myself, but can see how it could bug others. This isn't the type of game where you would expect outstanding audio and, though I wasn't blown away by its quality by any means, I didn't dislike it either. It's quite basic and ho-hum, overall.

In conclusion, I must say that I enjoyed Bust-a-Move Universe. I haven't had a lot of experience with puzzle games in the past, but this one impressed me with its addictive qualities and fun core puzzle gameplay. There is a lack of available game modes, but it's the type of game that is best played in short bursts, and should keep players coming back for quick sessions for a while. Fans will enjoy the new additions, and the game itself, despite the odd issue with the circle pad control option. Bust-a-Move Universe is worth picking up if you're a fan of the series, or a puzzle fan in general. It's easier on the wallet than most of the 3DS launch titles, as it's only retailing for $29.99 as opposed to the regular $39.99 price tag. Just make sure that you pop all of the bubbles before gravity takes its toll on you.

Rating: 7/10

Bust-a-Move Universe is out today (March 27, 2011) for the Nintendo 3DS. It sells for $29.99.

Pilotwings Resort Review (Nintendo 3DS)


One of the most revered, yet rarely revisited Nintendo franchises is the Pilotwings series. It debuted on the Super Nintendo and received a 32-bit sequel on the N64, but the series hasn't been heard from much since then. That all changes today, as Nintendo releases Pilotwings Resort as a launch title for their brand new Nintendo 3DS. With this release, the series that many Nintendo fans have been hoping to see a sequel to (or remake of) has returned. I've had the chance to put quite a bit of time into the game, so read on to find out if the long wait was worth it or not.

Featuring no hint of a storyline, Pilotwings Resort sees your Mii become a talented pilot, while vacationing on a beautiful island. Not only is he (or she) able to fly a plane, but he's also able to fly a jetpack and glider, as well as faster and improved versions of each. Your objective is to utilize these vehicles to complete challenges, which come in many different varieties and several difficulties, ranging from bronze to platinum. If you think you have what it takes, then sign your pilot's license card and set out into the open skies above. Just be careful not to crash, or you will be ejected from your seat, losing valuable time and incurring penalty points. This is a family friendly game, so there is no violence whatsoever.

Each of the seven different vehicles (six flying contraptions and a skydiving suit known as the squirrel suit,) control differently and feature their own gameplay mechanics. When you fly a plane, your main responsibility is to focus on its maneuvers and when to use its speed boost, as the game controls its basic propulsion. However, hang gliders require you to swoop up and down to gain or lower your speed (with wind gusts available to shoot you upwards) and the jetpacks are manually operated with the thumbstick and the A button. They're all easy to control and don't take long to become accustomed to, but there is a degree of challenge in maneuvering each one perfectly, in order to complete the task at hand.


The basic design of the challenges sees each one featuring a defined beginning, middle and end. When you start, you'll either take off from the water (with the plane,) fly off a landing pad with the jetpack or soar outward into the skies with the glider. The middle portion is usually different, but sees you completing tasks such as collecting items, flying through hoops, dousing campfires or shooting targets. Then, the end requires a safe landing, which you are graded heavily on. Perfect landings with both the jetpack and glider see you landing on the floating landing pads in the middle of the bullseye, even allowing you to get there after taking a couple steps to stop yourself if you originally land in the white (second) ring. The plane is different as you're graded on how close you can get to landing underneath a raised walkway above the far end of the runway (which is yet again set-up on the water.) There is quite a bit of variety in the middle sections as I explained, but you're always faced with taking off and landing, which you must always be practicing.

The game's scoring system rates you on a myriad of different aspects, such as your completion time, landing, picture taking abilities, aim and the path you take. Each challenge pretty much has its own list of ranked tasks, with some accounting for much more of your overall score than others. Getting a perfect score is something I haven't done, but I've come close with a few challenges. In order to even get remotely close to a perfect score (since points are at a premium,) you must follow the mission's requirements and suggested path to a T, while still making good time with a well-planted landing. A lot of the time, there will be special rings to go through which will bring up musical notes or score bonuses, which can be collected. Target shooting missions will also have scores that vary based on where you hit the target. Speed also factors in heavily later on in the game, in a different way, as there will be targets you must hit at certain speeds to earn points. The more you hit of the target, the more points you earn, but you'll bounce off if you aren't going at or above the required speed.

The game's challenge list (or 'campaign') can be completed relatively quickly (probably within 2.5 to 3 hours.) However, it's the type of game that hooks you by making you want to earn better scores in order to earn all of the available stars within the game. I find myself continually going back to try to earn higher scores on missions that I only got one or two stars on, and also replaying some of my favorites for fun. Though the campaign isn't the only mode the game has to offer, as there is also a Free Flight mode, which allows you to soar over the island with a time limit. Your goal is to collect as many orbs, Mii trophies, location markers and golden rings as you can. Each rounds totals add to a cumulative total and some of the aforementioned collectibles can be used to unlock dioramas (figures of your Mii in different vehicles.) While it's basic, it's fun for a little while and may hook some people more than others. I'm speaking of the completionists. You know who you are. If you do manage to get three stars on every challenge, you'll unlock three more (diamond) challenges.


I was impressed with how well the game controlled, and how easy it was to just jump in and play without much of a tutorial. The thumbstick does a great job of allowing you to control your Mii and his chosen aerial vessel, with the right and left shoulder buttons allowing for basic trick moves such as barrel roles, angled sweeps and the ability to fly upside down. The directional pad is used to change camera angles and the A button is also utilized, as it is your fire button for shooting at targets. Braking is accomplished by pressing B. The scheme is very intuitive, fun and easy to use. I didn't have any issues with it. The touchscreen isn't used much, though you can use it to cycle through menus and to sign your signature on your license card.

I know that the thing that most of you are interested in the most is the game's 3D capabilities and visuals. Pilot Wings Resort is the most impressive game in terms of visuals and 3D, that I've played thus far. It looks great and uses the handheld's 3D capabilities to add depth of field into the world. The difference between its 2D visuals and 3D is noticeable, as a lot of depth is added between things in the foreground and background. It's really impressive and works as a great tech demo for the device. When I first played it and saw how great it used 3D, I was blown away, especially when the sun was radiating in my 'eyes'. The styling of the visuals is reminiscent of Wii Sports Resort, and looks quite a bit better than the average regular DS game. In order to describe it, I'd say that it looks like a mix between a fully 3D Wii game and a DS game, though it weighs more towards the former. There is a lot variety in the locations (forests, towns, and even a volcano,) and the ability to fly during the day, dusk or night. Don't worry though: it also looks really good in plain 2D, for those who can't use the 3D capabilities.

The game's audio is another strong point, as it uses the 3DS' speakers virtual surround sound capabilities very well. Its original soundtrack features some great, relaxing and upbeat music, with various different instruments including a guitar. I didn't know what to expect from the music going in, but I thought it sounded great. The music wasn't annoying and fit the experience like a glove. The game's different sound effects (though there aren't a ton) also sound great. In general, the audio is very strong and quite impressive. No complaints here. The audio folks deserve a commendation, just like those who worked on the game's visuals and 3D effects. Though there is no voice over work - just text. Then again, you only ever meet one character - a guide who talks to you occasionally.

Overall, Pilotwings Resort is an impressive launch title that is fun and addictive, albeit short and lacking in long-lasting content. It's a great tech demo and will keep you occupied for a little while, but it's not something that features a long campaign or will keep everyone coming back. Completionists will get a lot out of it though, as they will find a lot of challenge in trying to get perfect scores on each challenge. Despite its brevity and the fact that the gameplay doesn't push the envelope, it's a very impressive title that I had a lot of fun with. I didn't know what to expect going in, but I was pleasantly surprised, for the most part. Out of the four launch titles I've played thus far, it's definitely my favourite.

Rating: 8/10

Pilotwings Resort is released today (March 27, 2011,) exclusively for Nintendo's 3DS device. It retails at a manufacturer's suggested retail price of $39.99.