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Pac n' Roll Review

DS Review by John Walker

19 October, 2005

Well, this is either going to open with some sort of remark about the 25th anniversary of Pacman, or about how the DS is finally coming into its own. Spin the wheel... tikka tikka tikka tik tik tik tiiik tiiiiik... clunk. It's the DS.

This is the moment that you can finally say it's worth owning a DS. Sure, Zoo Keeper is a lot of fun. Certainly, there were a couple of novel ideas in WarioWare: Touched. And yes, I'd imagine you have your own unique defense for any number of the obscure titles that have trickled out in the machine's first 10 months. But now, at last, the awkwardness is gone, and the stylus is entirely justified. Nintendogs welcomes in the crowds, Advance Wars: Dual Strike pleases those in the know, Phoenix Wright delights the obscurists, and Kirby: Canvas Curse demonstrates that innovation brings in surprise results.

Pac 'n Roll fills in a very vital, and oft neglected role, in the mainstream realisation of a console: it's plain good. Not outstanding, not worth buying a DS to play. But solid, entertaining, good. Also, Pacman is 25. Happy birthday old man.

While there's a danger that a developer's desperation to make the touch screen a necessity could impede the player's enjoyment - always, always a bad thing - in the meantime let's hope everything is as industriously competent as Pac 'n Roll. In fact, here is a game that could not exist were it not for the pen-on-paper feel - not even if replaced by a mouse. This is exactly what we're after.

'Pac n' Roll' Screenshot 1

Always bright and colourful, PnR manages to provide enough visual variety to remain constantly interesting.

Naturally the top screen carries the action, the bottom the interaction, but what makes PNR such a pleasure is the feeling of complete connection with your little avatar. To roll forward you roll the large image of Pac forward, back, left and right the same. The close-up Pac spins crazily, his ludicrously enthusiastic face looping about, until you stab the stylus down, stopping him dead in his tracks. To send him flying, whip the stick from the middle hard into the top. It's taught instantly in some superb in-game tutorials (entirely optional), with no patronising messing around, and no essential information left out. Balancing your tutorial correctly is a tough job - PNR's is so seamless and intuitive that you almost forget it's happening. A couple of pick-ups are thrown in - one makes you heavier, slower, and able to break things, the other lighter, floatier, and able to drift after lauching off ramps. And that's your lot. And it's all you need.

This control in place, all PNR needs to do is lay out interesting levels in which you can apply this knowledge, and improvise solutions to the questions they ask. Note: needs to do. There's a certain ambiguity here, a lack of commitment. It's that clever technique reviewers often use to reflect the nature of the game. We're so terribly clever.

When PNR gets it right, it gets it so very, very right. There's a maze-me-do course in front of you, and your carefully limited toolbelt of available controls to traverse it. Throw in the required ghosts, yellow pellets to collect, and bonus pellets that turn the ghosts blue and make them vulnerable to you, and you've got everything that is Pacman, in a whole new game. And so long as those levels remain interesting, puzzle-filled, and tough to beat, all is well. Disappointingly, in many of the 30 or so courses, this is not the case. Instead it becomes little more than a case of rolling from one end to the other, without ever feeling even vaguely vulnerable. For the majority of the game, I blitzed through, accumulating extra lives in their tens, not sure what I'd ever need them for.

'Pac n' Roll' Screenshot 2

Leaping, bouncing, screeching to a halt. It’s all completely instinctive thanks to the excellent controls.

And then, as is far too frequently the case, the difficulty curve is exponential. After actually getting simpler by the fourth chapter, things demonstrate a significant sign of hope when inside the ghost's castle, but then smack face first into a wall. Out of nowhere, PNR suddenly becomes Monkey Ball, with instant deaths cascading down like a blood-soaked waterfall. Except, you know, without the actual blood. Now this isn't a matter of suddenly running out of lives. A game-over merely punishes you by counting the number of game-overs received, and presumably causing you to feel a bit rubbish, but it resets you with a decent five lives each time. The trouble is, it wasn't a quarter this hard ten minutes ago, and now it's not fun all of a sudden. You can't help but think that halfway between the majority of the game and the final levels might have been the perfect pitch. As it is, it goes: fun - fun - fun - fun - fun - NOT FUN ANY MORE.

There's an atrocious story that really could have been done without. Something about some Pac person getting captured by some uber-ghost conjured by the regular baddies in an attempt to wipe out their yellow ball foes. But then as you defeat the mean ghost in each of the one-attempt-needed boss levels, you're congratulated on having rescued some member of the extended Pac family. It's lovely that I rescued my dog, or the baby daughter of some other ball, but it would have been a heck of a lot more satisfying if I'd been told they were captured in the first place, or even that they existed. All the extraneous story is so strained that the whole game would have felt significantly more solid if they'd only built it as a straight puzzler. We don't need to know why the monkeys have to collect the bananas from the increasingly dangerous platforms, and we no more need to know or care why the arcade-classic Pacman wants to collect all the dots. It's no different here.

Boosting things considerably is the repeat-playing of levels. Once completed, the time trial mode appears. Not enormously inventive, but certainly fleshing things out, it perhaps goes some way to explaining why the earlier levels are so over-simplistic. Complicated manoeuvres would somewhat destroy the thrill of a time chase.

'Pac n' Roll' Screenshot 3

Of course, sometimes the game looks like the cat ate it, then sicked it up all over the place.

Even better is the unlockable Challenge mode; each level's challenge becoming available seemingly at random when other tasks are completed elsewhere. Whether it's killing a certain number of ghosts within a time limit, finding a series of hidden objects, or even completing levels without picking up a single pellet, each displays a wealth of intelligence and cunning design that might perhaps have been better placed as the main game. Seemingly impossible tasks can be poked and prodded until finally their solution becomes clear. However, when the game becomes more experimental in this way, it's a real shame that lives can be lost in the process - it doesn't seem particularly fair, or necessary, to punish you for improvising.

Pac 'n Roll is a triumph of interaction. Rarely does the connection between control method and in-game result feel so solid. And the often excellent Challenge levels remind of the brilliance of '80s classic Marble Madness or the Monkey Ball games. In fact, PNR makes you certain that the DS is the machine on which Monkey Ball was always destined to appear. It remains a huge shame that the main game fails to engage quite so severely once the first few chapters are complete. A lack of imagination, or imagination put into all the wrong places, means that no number of extra ways to play a level prevents the game from feeling woefully short. There are some pleasant hidden treats, such as the unlockable full version of the original Pacman, but none of it feels connected enough to provide the grandiose of a gaming classic.

So as we began, Pac 'n Roll fills that role that the DS has so far lacked - the good game. If the mechanics were applied to stronger level design, then it would plant its flag firmly in 8/10 territory. As it is, it remains well worth playing, but not a necessity for any DS shelf.

7/10

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Comments: 1-45 of 45 in total

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kangarootoo
19/10/05 @ 15:04
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Cool. The DS has been crying out for a Marble Madness / Spindizzy type game. Good review too.
Teeth
19/10/05 @ 15:06
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3D on both screens? With my reputation?

I'm glad it eventually turned out to be good. Still a bit dubious about using pac man at all in this day'n'age though.
kangarootoo
19/10/05 @ 15:10
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" 3D on both screens? With my reputation?"

lol
Derblington
19/10/05 @ 15:12
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"not a necessity for any DS shelf."

This is my gripe with the console - so far I've found no must haves, and more specifically, must haves that use the stylus. It just seems too much of a gimmick - I hope someone, somewhere can rectify this problem.
Teeth
19/10/05 @ 15:13
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Played Kirby? I would say it's a must-have. Castlevania is supposedly terrific too.
CrispyXUK
19/10/05 @ 15:18
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+2
ZeTimbo
19/10/05 @ 15:24
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"Pac 'n Roll fills that role that the DS has so far lacked - the good game."

That's just asking for trouble really isn't it John?

Derblington: Advance Wars DS is great, as is Meteos. I am reliably informed that Castlevania is also quite good (although not really anything new)
Derblington
19/10/05 @ 15:28
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Had Kirby, thought it was mediocre at best. Castlevania interests me but it's just another castlevania game - nothing unique for the DS except a so-so implemented stylus control that only comes into play at various times. The same with AW. I have Meteos but I prefer ZK and Lumines.

I wanted the DS to have loads of out-there, quirky games but they all feel a bit shallow and tech demo-ey :( It seems my PSP is going to cater for those games too.

I'm not going to get rid of my DS as I still want the 1st party games, I just wanted more.
Edited 1 times, most recently on 19/10/05 @ 16:27
Mr_Brown
19/10/05 @ 15:28
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Well I may pick this up one day. I haven't brought many games for my DS but thats because all I play on it is Nintendogs and Advance Wars. Two outstanding games. Just wait for Mario Kart and Animal Crossing. They will be the DS Killer Apps, if Advance wars and Nintendogs don't rock your boat that is.
ecureuil
19/10/05 @ 15:30
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"the good game"

Maybe.. he means, there are games that are great, and must-haves, and there's a whole bunch of crap, but there are no games that are merely "good games" that you may pick up simply if it takes your fancy. /guess

And again, this looks like another DS game that looks interesting, but not £30-interesting. Oh well, Sonic Rush will be here soon.
Edited 1 times, most recently on 19/10/05 @ 16:53
ProfessorLesser
19/10/05 @ 15:33
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Derbs, we've been through this before. I don't know what you expect from the DS, but it's certainly not what everyone else seems to be expecting. There's a thread on this already, so we shouldn't get into it again, but we blatantly are going to if you can't see the genius behind Meteos and Kirby.

As for Advance Wars and Castlevania - AW certainly benefits from stylus use, and even though it's not broken, trying to fix it isn't the only option. Do you really expect every title on the DS to have revolutionary, ground-breaking new usage of what is in any case a highly fun and intuitive feature?

Those 4 games mentioned are must-haves. Does it matter if 2 of them don't need the stylus?
Razz
19/10/05 @ 15:36
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"the good game"

Maybe.. he means, there are games that are great, and must-haves, and there's a whole bunch of crap, but there are no games that are merely "good games" that you make pick up simply if it takes your fancy. /guess


That's exactly what I thought.
Derblington
19/10/05 @ 15:46
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"As for Advance Wars and Castlevania - AW certainly benefits from stylus use, and even though it's not broken, trying to fix it isn't the only option."

You're the 1st person I've heard say that AW benefits from the stylus - eveyone else I've spoken to dismiss it and use the d-pad.

"Do you really expect every title on the DS to have revolutionary, ground-breaking new usage of what is in any case a highly fun and intuitive feature?
Those 4 games mentioned are must-haves. Does it matter if 2 of them don't need the stylus?"

I don't expect all of them to have it, and it doesn't matter if none of them do as long as the game is good, but I'd like at least one to use the unique feature that's exclusive to the console in that way. Well, one more as I thought Another Code was class, and well above all the other games mentioned (that I've played). It was just too short :(
Edited 1 times, most recently on 19/10/05 @ 16:44
Cyhwuhx
19/10/05 @ 15:46
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.::: Didn't have any problem with the difficulty, and thought it progressed nicely. Only the first world is with-two-fingers-up-my-nose easy. If you try and get all the bonusses in the levels you'll easily be prepared for some of the other stuff it's throwing at you starting from the lava-levels. The only problem with the later levels is finding a good viewpoint as the camera isn't as free as one could hope for.

It's certainly a 'good game'. But the criticism about level-design is a bit out of place imo. If anything these kind of games usually throw everything at you in the first five levels only to stop chaning and improving and giving you more of the same. Pac'N Roll knows how to diversify and yet that seems to be what's wrong about it as it uppens the difficulty? Odd. Even if the difficulty is perceived as a spike.
Teeth
19/10/05 @ 15:48
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Derbs, tried Ouendan?
trevd72
19/10/05 @ 15:51
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AW with the stylus is crap. this DS's AW could have easily come out on the GBA. saying that its the only game out of the 10 DS games I own that i play. it pisses me off that the DS is tech demo heaven.....is this what the revolution is going to be like? Endless games that involve tilting and dipping and wooshing ;o(
Edited 1 times, most recently on 19/10/05 @ 16:49
Derblington
19/10/05 @ 16:03
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trev - you can be my minion.
Cyhwuhx
19/10/05 @ 16:05
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.::: Tech demo's? Yeah, Trauma Center, nintendogs, Kirby, Sonic Rush and Castlevania are all just tech demo's. AWDS is also just a tech demo. Oh let's not forget Mario Kart DS, not even a demo! Who'd care about four-player co-op Grand Prix when it doesn't use the touchscreen extensively, eh? :)
Is your last name Thompson? ;)
kangarootoo
19/10/05 @ 16:11
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trevd72, when the revolution comes you will be first up against the whooshing machine ;)
Rob
19/10/05 @ 16:20
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Derblington says: "more specifically, must haves that use the stylus"

Have you tried Trauma Center?
Mr_Brown
19/10/05 @ 16:29
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I think calling it a Tech Demo's is a little harsh. The DS is the perfect handheld in most ways. It doesn't try to replace your console or PC, instead it offers games that you can play for short dose's and still reap the rewards. Which is one the only consoles that does that extremely well. Thats why I think Nintendogs is stunning title. Anyone can get into it and you don't have to donate your life to get the rewards from it. I know two people who hardily ever play games who have brought a DS and play Nintendogs regularly. Its nice to see Nintendo get in touch with non gamers and get them involved and its what the DS does well.

Basically, if you want a console that will keep you hooked on a game for hours and hours, buy a PS2 or Xbox. The DS does exactly what its supposed to do...entertain you from the moment you pick it up right until you put it down...whenever you decide that will be :)
Edited 1 times, most recently on 19/10/05 @ 17:27
Derblington
19/10/05 @ 16:30
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"Have you tried Trauma Center?"

No, it's not out here yet and I don't import often. From everything i've read it sounds like another 'great for 30 mins' like Nintendogs.
Edited 1 times, most recently on 19/10/05 @ 17:27
Teeth
19/10/05 @ 16:39
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Ouendan is great for longer than 30 seconds, is impossible on non-stylus hardware, but is hardly what I'd call terribly innovative (from a purely gameplay perspective). You should try it if you haven't.
CosmonautX
19/10/05 @ 16:42
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Must-have titles for the DS.... let's see:

Advance Wars DS -- beautifully balanced, varied and challenging strategy game. Utterly baffled as to how anyone could find the D-pad a *more* natural way of interacting with a game that has always been a point 'n click game shackled to an unsuitable interface.

Nintendogs -- Another good example of the touchscreen put to good use. The interaction with the puppies just wouldn't be the same without the touchscreen - or the microphone, for that matter.

Castlevania DS -- not much evolution from the GBA releases, but a fantastic side-scrolling action game that uses the extra horsepower of the DS to make one of the finest portable Castlevania titles yet.

Kirby: Canvas Curse -- another great platformer that makes good use of the touchscreen.

Trauma Centre: Under the Knife -- quirky, well-executed medical action, again making excellent use of the touchscreen interface.

...add to that a raft of second-tier titles, all good even if they're not quite as solid as the above:

Another Code
Electroplankton
Lost in Blue
Meteos
Pac Pix
Phoenix Wright: Ace Attorney
Super Mario 64: DS
Wario Ware: Touched
Zookeeper

...plus some games coming soon that look to be grade-A titles:

Animal Crossing: Wild World
Mario & Luigi: Partners in Time
Mario Kart DS
Metroid Prime Pinball
Metroid Prime: Hunters
Sonic Rush

...and that's not taking into account any of the titles announced at the recent DS conference!

It's been a while in coming, but the DS has now got a decent library of great titles, and a developing roster of second-tier games. If not all of them use every function the machine has to offer, so what?
trevd72
19/10/05 @ 16:58
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Cyhwuhx - err, yes. so far the touch screens use it is just gimmick, look as castlevania which is a GBA game with a fiddly touch screen added.

How about a command and conquer game? a Civ update. The DS is screaming for strategy. Where are the RPG's that we were told were coming that used the touch screen for inventory and a map and clever shit like drawing runes for spells. the sentinel. Where is lemmings??? I know worms is on its way. In the end this console is going to end up being a chicks console.

I may have got the DS all wrong though. i thought that the DS was not a replacement for the GBA it went side by side so this means that the games should suit the platform and not just be either tech demos or GBA games with a token use of the touch screen.
Edited 1 times, most recently on 19/10/05 @ 17:58
Cyhwuhx
19/10/05 @ 17:05
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.::: Where is Lemmings? Really besides missing the point by wanting to force every aspect of a console unto it's games you also seem to forget that the Lemmings-license is in hands of Sony. Or did you think the PSP version was just a fluke?

The DS and GBA are co-existing pretty well. But that doesn't mean the game of one should be excluded from the other if it's technically possible. As that would mean EA wouldn't be allowed to make any of it's games for the Xbox 360 unless it squeezed every drop out of Xbox Live possible, now would it?
CosmonautX
19/10/05 @ 17:28
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Trev --

Care to tell me how Nintendogs or Trauma Centre would play without the touchscreen?

With the apparent success of Advance Wars, I would be surprised if more strategy games weren't on their way. IIRC, Shogun Empires is coming along nicely, and there's a Euro game being bounced around publishers called Nights of War Song that looks to be more like the traditional PC strategy titles.

As for RPGs:

Final Fantasy IIID
ASH
Contact
Children of Mana
Lunar: Dragon Song
Xenosaga I+II

...and I think there are a few more out or in the works.

As for whether it's going to be a "chicks console"... what does that even mean?
MORZTAN
19/10/05 @ 17:39
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Slightly worse than Halo then?
CosmonautX
19/10/05 @ 17:40
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Heh :-)
trevd72
19/10/05 @ 18:08
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its taking ages for these rpgs to arrive though.

"Care to tell me how Nintendogs or Trauma Centre would play without the touchscreen? "

and.....

yes these use the screen well and are unique to the ds. I still see lack of actual "game" in most DS releases.
UncleLou
19/10/05 @ 18:14
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I love the stylus, especially for Advance Wars. Well, there are people mad enough to prefer pads to mouse and keyboard, but I am not one of them.

Not to mention Meteos is a game unthinkable without the stylus, and I think it's a necessity for Nintendogs? It's time people drop the idea that the stylus is gimmicky, this might have been true a year ago, but it sounds increasingly silly. :)

/shrugs

SuperGamerMatt
19/10/05 @ 18:18
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I use the stylus for Advance Wars, dunno what I'd do without it. It must take ages using the D-pad (never played any GBA AW's before).

How about a command and conquer game? a Civ update.

Shogun and Age of empires 2's coming out soon (well this year...I think)


As for RPGs:

Final Fantasy IIID
ASH
Contact
Children of Mana
Lunar: Dragon Song
Xenosaga I+II

Have you seen screenshots of ASH, they could rival the pSP's graphics anyday. I hope the story line is as good.
CosmonautX
19/10/05 @ 18:31
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"its taking ages for these rpgs to arrive though"

Perhaps because RPGs tend to take quite a while to develop, then localise? They are coming, though, and major titles like Children of Mana and the Final Fantasy III remake should be well worth the wait.

"I still see lack of actual "game" in most DS releases"

Not to keep harping on this, but what is it about a title like Trauma Centre that makes you think it isn't a "game"? Even Nintendogs - which is primarily about interaction - has concessions to typical game elements in the training/levelling up of the dogs and the various competitions. Castlevania, Kirby, Advance Wars, Meteos & Zookeeper all fit fairly comfortably into well-established genres (action/platform, strategy and puzzle respectively) and are certainly what I would consider "games".
UncleLou
19/10/05 @ 19:44
#34
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It's people who ram words down other people's throats that are the cause of many arguments on here.

Hiding behind what has been literally said when, between the lines, something else was said, is the cause of just as many arguments. Not saying it was the case in this thread, but I am a bit allergic to that.
botherer
19/10/05 @ 19:53
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" "Pac 'n Roll fills that role that the DS has so far lacked - the good game."

That's just asking for trouble really isn't it John?
Derblington: Advance Wars DS is great.."

Yeah, um, that's the point. Did you stop reading halfway through the second paragraph, and just assume I was being incredibly stupid? It's "plain good", rather than "great". See?
sumanai
19/10/05 @ 20:14
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I didn't know today was "piss everyone off and get pissed off at everything" -day.
ProfessorLesser
19/10/05 @ 20:52
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Wink, did you happen to also read the thread I referred to when I wrote that? So you don't really know what I was talking about, then.

I don't get all this 'DS is gimmicky' aggro. First you say you want good stylus use, which many games have, then you say you want good games, which there clearly are...

If you aren't enjoying the system's top games, doesn't that make it your problem and not that of the DS? Just be jealous of the people who are able to appreciate quality ;-)

/controvercial
Derblington
19/10/05 @ 22:48
#38
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"First you say you want good stylus use, which many games have, then you say you want good games, which there clearly are..."

Drawing a line on the screen isn't good use imo. Another Code used the machine superbly - nothing else has touched that yet. There are a few good games, I didn't dispute that, but I want great games that, preferably, use the features of the machine. Otherwise what's the point in buying it over anything else?
ProfessorLesser
19/10/05 @ 23:07
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The exclusive titles it still has?

I personally wouldn't rate Another Code so highly. It was a solid 7/10 in my books, and only then because it was the first. How many times is closing the DS lid going to be clever? Once. I don't think it did anything special except pave the way for future adventure games... it left a lot to be asked of it.
Derblington
19/10/05 @ 23:10
#40
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As a game it was good, not great I admit, but it used the features of the DS better than any other games have. And you only had to close the lid once, didn't you? It did much more than that though... Inspired use, and I'd like more of it.
freedumb
19/10/05 @ 23:30
#41
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No one has mentioned Jump Super Stars, which (at least for anime fans) is reason alone to buy a DS (if you import it and read the IGN translation faqs)
Edited 1 times, most recently on 20/10/05 @ 00:28
Genji
20/10/05 @ 04:19
#42
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This is how Katamari could work on the DS. Bring it on!
Teeth
20/10/05 @ 09:20
#43
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Surely the DS hasn't got anywhere neat the oomph for katamari.
Mr_Bogus
21/10/05 @ 08:33
#44
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The easy -> suddenly rock hard difficulty reminds me of Pac-man World 2, it was simple but still fun enough to enjoy playing through until this one boss (the one in the lava), then suddenly that boss killed me about 30 times in a row and i vowed never to play the game again.
tonkei
11/04/06 @ 19:05
#45
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definitely above average. and happily fun while it lasts :)

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