Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Saturday, February 21, 2009

Nintendo Wii

Wii

From Wikipedia
Wi

Manufacturer Nintendo
Type Video game console
Generation Seventh generation
Retail availability November 19, 2006 (details)
Units shipped Worldwide: 44.96 million (as of December 31, 2008)[1] (details)
Media 12 cm Wii Optical Disc
8 cm Nintendo GameCube Game Disc
CPU IBM PowerPC-based[2] "Broadway"
Storage capacity 512 MB Internal flash memory
Secure Digital card
Nintendo GameCube Memory Card
Graphics ATI "Hollywood"
Controller input Wii Remote, Wii Balance Board, Nintendo GameCube controller, Nintendo DS[3]
Connectivity Wi-Fi
Bluetooth
2 × USB 2.0[4]
LAN Adapter (via USB)
Online services Nintendo Wi-Fi Connection
WiiConnect24
Wii Shop Channel
Best-selling game Wii Sports (pack-in, except in Japan and South Korea), 30.87 million (as of September 30, 2008)[5]
Wii Play, 16.15 million (as of September 30, 2008)[5]
Backward
compatibility
Nintendo GameCube
Predecessor Nintendo GameCube

The Wii (ウィー?) (pronounced as the English pronoun we, IPA: /wiː/) is a home video game console released by Nintendo. As a seventh-generation console, the Wii primarily competes with Microsoft's Xbox 360 and Sony's PlayStation 3. Nintendo states that its console targets a broader demographic than that of both.[6] As of December 31, 2008 the Wii leads the generation over the PlayStation 3 and Xbox 360 in worldwide sales.[1]

A distinguishing feature of the console is its wireless controller, the Wii Remote, which can be used as a handheld pointing device and detect movement in three dimensions. Another distinctive feature of the console is WiiConnect24, which enables it to receive messages and updates over the Internet while in standby mode.[7]

The Wii is Nintendo's fifth home console, the direct successor to the Nintendo GameCube, and able to play all official GameCube games. Nintendo first spoke of the console at the 2004 E3 press conference and later unveiled the system at the 2005 E3. Satoru Iwata revealed a prototype of the controller at the September 2005 Tokyo Game Show.[8] At E3 2006, the console won the first of several awards.[9] By December 8, 2006, it had completed its launch in four key markets.

Sunday, February 15, 2009

Download Tyrian and others

Here is a site where you can download Tyrian and other useful things belong to it. Enjoy :)

http://members.iinet.net.au/~vannevar/tyrian/downloads.html

Saturday, February 14, 2009

Tyrian

From wikipedia:

Tyrian (video game)

From Wikipedia, the free encyclopedia

Jump to: navigation, search
Tyrian
The Australian cover artwork of Tyrian
Developer(s) Eclipse Productions
Publisher(s) Epic MegaGames
Designer(s) Jason Emery (programming)

Daniel Cook (art)
Alec Brandon (music)
Robert Allen (project manager)

Platform(s) PC (MS-DOS, Windows)
Release date(s) 1995[1]
Genre(s) Scrolling shooter
Mode(s) Story, arcade
Media Floppy disk, CD, download
System requirements 486 or faster CPU, VGA graphics and color monitor, 4MiB system RAM, MS-DOS 5 or later (supports Win 95)
Input methods Computer keyboard and/or mouse and/or joystick

Tyrian is a computer game developed by Eclipse Productions (later named World Tree Games) and published in 1995 by Epic MegaGames.

The game was officially released as freeware in 2004, and the graphics have been made available under an open license in April 2007.

Tyrian was programmed by Jason Emery, illustrated by Daniel Cook, and its music composed by Alexander Brandon and Andras Molnar.

Contents

[hide]

[edit] Plot

The game is set in the year 20,031. Players play as a skilled terraformation pilot named Trent Hawkins, who is employed to scout out habitable locations on newly terraformed planets. His latest assignment is the planet Tyrian, which is located near the territory of the Hazudra, who are a lizard-like race.

One day, Buce Quesillac, a Hazudra, and Trent's best friend, is shot in the back by a hoverdrone which quickly disappears into the sky. As Buce lay dying, he tells Trent that it was all the work of Microsol, the giant corporation who controlled the terraformation of Tyrian. They had Buce shot because of his knowledge of Gravitium, which is a special mineral, unique to Tyrian, capable of controlling the force of gravity.

Microsol want to utilize Gravitium to power their warships, which could result in them becoming nearly unstoppable. They also attempt to eliminate anyone who knows of its existence. Trent is the next person on their hit list, and with his last words, Buce implores him to try to reach Savara, a free world. Trent manages to secure a small fighter, and departs for Savara.

[edit] Episode 1: Escape

The first mission covers Trent's escape from the planet Tyrian. As the game progresses, transmissions are received from allies and enemies alike, each one advancing the plot. Eventually, Trent comes into contact with a rival of Microsol's; a corporation called Gencore.

[edit] Episode 2: Treachery

In this episode, Trent Hawkins is sent on several missions from a superior who later turns out to be a spy from Microsol. He then at the end of the episode, after Trent takes out the dragon ship, imprisons him and continues to build the Microsol fleet.

[edit] Episode 3: Mission: Suicide

Having escaped prison, Trent is now following a routine from his superiors to save several planets from battery, and to face one of the biggest threats yet. At the end of the third episode, the player must fight their way through the Microsol battle fleet and destroy the main ship. At the end, everyone expresses how grateful they are, but Trent is still saddened by the passing of his friends and parents, and vows to ensure it doesn't happen to anyone else.

[edit] Episode 4: An End to Fate

The fourth episode, which was added with version 2.0, entails the activation by Microsol of an ancient alien computer system located under the surface of the planet Ixmucane. This system was designed to turn the planet into a sun, but was never activated by its creators. The player must destroy the system before it fully activates, so that Microsol does not gain even more power. In addition, many important scientists are trapped under the surface; they will die if the system fully activates.

Before heading to the last planet in this episode, Trent encounters the spy from Microsol in his Juggernaut spacecraft, having seen Trent that he will have to shoot him down himself.

Towards the end of the episode, more and more alien activity seems to be surfacing. In particular, Gyges, the carnivorous planet, which was visited in episode two only once before, becomes the central hub for Microsol. Emperor Milktoe has been proven to be behind Microsol as the leader the entire time, and Trent must kill him in his brain ship.

The destruction of the enormous brain, which happened to be linked to Gyges' core, caused the ultimate destruction of the entire planet, as shown in-game where Trent's ship rapidly accelerates faster and faster, until he jumps into hyperspace, ending the level.

Afterwards, Vykromod makes his appearance on Tyrian after the Captain, who had been chasing Trent since he escaped prison from episode two, activates him. Nothing but a giant floating nose with other space ships in the form of eyes, blood cells, and tongue, the player must kill him in order to finish episode four.

(Vykromod is first made known at the end of episode one, where Trent reaches the last level, Tyrian Underground in a massive lava pit.)

Following the final battle, Trent grows tired of being given orders and sent on dangerous missions by his superiors. He sets course for Earth, which is 100 light years away, and goes into cryonic sleep.

[edit] Episode 5: Hazudra Fodder

In the fifth episode, added in Tyrian 2000, it is revealed that the Hazudra strapped a proximity bomb to Trent's ship to send him in another direction than Earth. They then use Trent to take out the Zinglonites, who invade space with space-dwelling fruit. The new episode also featured new ships, shields and weapons as new means to complete that task.

During this episode, it is stated that the Zinglonites were in fact the creators of Microsol, and Microsol "is merely a front to their power" (according to one of the Hazudra messengers). Their master plan was to deprive the known universe of its food supplies and fabricate warships out of them in their fanatical mission of mass destruction. The Zinglon god itself is then faced off - and completely destroyed - at the end of the episode. Little else is known about what then happens to Trent.

[edit] Gameplay

Tyrian is an arcade-style vertical scrolling shooter. The player controls a space ship fitted with different weapons (front and back, linked to the same button, and up to two external pods with their own buttons) and other equipment; the game is mostly fast-paced but easily memorizable and it presents a variety of enemies (some flying, some fixed, some on rails) and bosses, with many occurrences of fixed and/or indestructible obstacles.

A peculiar feature of Tyrian is that it is very forgiving of enemy hits: before the player's starship is destroyed it must take enough damage to exhaust several points of shields and armor (the difference is that shields regenerate during play while armor is recovered only with specific powerups and between levels).

Another unusual characteristic of the game is that weapon powerups are very rare: main weapons, sidekick weapons, and equipment such as shields, energy generators (which determine how fast weapons fire and shields recharge), and different ships are bought in interlevel menus; front and back weapons can be upgraded or downgraded at each of 11 power levels. Available money corresponds directly to score.

The multiple linked weapons, the equipment-buying system and the shield/armor hit points in Tyrian are similar to game mechanics in Raptor: Call of the Shadows, another PC game from the same period[citation needed].

Tyrian was a departure from the prevalent "serious" style of shooters, due to the cartoon-like artwork and the abundance of silly (or at least strange) dialogue and content.

[edit] Difficulty

There are several levels of difficulty to choose from: Easy, Medium, Hard, as well as the hidden options of Impossible, Suicide, and Lord of the Game. Hard difficulty and above employ enemies with more health as well as fire more bullets per second. Certain hidden levels are only available at hard difficulty, which provide ample opportunities for unique powerups and upgrades. In certain levels, the Hard setting also prevents the player from seeing enemies outside a conical line-of-sight. Upon completion of the game, the player receives a password for one of the several hidden ships, as well as the options for replaying the game at a higher difficulty setting.

[edit] Full Story mode

Fighting enemies in Savara

The main mode is the single player Full Story mode. This mode also includes storyline-related messages for the player to read. The player begins with one standard weapon, which may be upgraded or replaced by a large variety of weapons, including weapons such as multi-directional cannons, lightning guns, beam lasers, heavy missiles, and homing bombs. There are primary and secondary weapons, where primary weapons are mostly limited to forward arcs, while secondary weapons often come with wider coverage, including side and rear shots. Both types of weapons have eleven levels, making them upgradeable 10 times, although higher levels cost exponentially more.

Additionally, the player can purchase up to two "sidekicks" which fly alongside the ship and can fire independently of the main ship, but are still controlled by the player, and not the AI. Examples of sidekicks include powerful atom bombs, mini-missiles, and multi-directional mines. Other upgrades include increased shields, more powerful generators which can increase firing rate as well as shield recharge, and ships with more armour and/or higher maneuverability.

Any weapon can be upgraded in stores, even if not available for sale, and any item can be sold without loss, so the practical function of shops is not trade but letting the player build a strong ship on a budget (with no penalty for failing and trying a different build). The player cannot obtain sold items again without reaching a level which offers them, in many cases a single secret level in the whole game, so selling very good items is generally bad; in the first loop through the game the player usually gets and keeps forever the best ship, shield, generator, sidekicks and special weapon (choice of the two main weapons depends on personal style and level needs).

[edit] Arcade mode

In Arcade mode, the player picks up weapons and power-ups along the way, instead of purchasing by earning money. Primary weapons are upgraded by picking up purple orbs from destroyed enemies, and the number of purple orbs required increases exponentially to advance to higher power levels. There is also a limited variety of weapons, unlike the Full Story mode.

The ship, shields, and generators are not upgradeable, although the player is given a medium attribute ship.

[edit] Single player-arcade interchangeability

It is possible to switch between the Single Player and (1 person) Arcade modes using a secret routine (not cheat codes). Since it is possible to find exotic weapons early in Arcade Mode (by contrast in Single Player, such weapons can only be bought at the end), using this switch will allow such weapons to be brought over to single player. Likewise, generator and shield upgrades from single player will result in a better ship for Arcade Mode.

[edit] Two player

In the two player (arcade mode only), the players control two different ships, known as the "Dragonhead" and "Dragonwing". Both players can combine their ships into one, forming the "Steel Dragon", with the first player controlling the combined ship, and the second player controlling a turret. Tyrian even enables the two players to be connected via modem.

Both ships had differing abilities. The Dragonhead had more main weapons at its disposal, and also controlled the "special" powerup weapons. The Dragonwing, by contrast, controlled sidekick weapons and utilized a unique "charge-up" system for frontal offenses. If the player does not fire, power will charge, visibly shown as 1) blue particles gathering in front of the ship, culminating with a blue sphere with two orbiting particles in the front of the ship, and 2) green lights moving in succession on the control board on the right of the screen. There are five charge levels for each weapon, and collecting the spherical purple powerups will give the Dragonwing the ability to charge-up faster, to the point where the maximum charge is reached within a second or two.

[edit] Timed Battle (only available in Tyrian 2000)

In this mode the player chooses from three levels to play in (Deliani, Space station and Savara). The game automatically starts and the player has a given a specific time to complete the level, while collecting power-ups, fighting off enemies and killing the boss. When the level is complete, the score is calculated depending on time, life, destruction and killed enemies.

[edit] Super Arcade

The game also features 7 (9 in Tyrian 2000) hidden Super Arcade modes (with specialized ships), requiring the user to type in certain codewords which are shown after beating the game. (The first code is given by beating the regular game, and each consecutive code is given after beating the mode which comes before it.)

[edit] Super Tyrian

In this mode, all cheat codes and command parameters are disabled and the game is set to Lord of Game difficulty setting (although it's possible to play in Suicide difficulty by holding Scroll Lock). The Player possesses a Stalker 21.126 ship, along with a small shield and only one weapon. The ship is able to generate a large amount of different weapons when the right movements are made. There are no other weapons and power-ups available, just the Atomic Rail Gun Front Weapon Power-ups and a special weapon are available for the player. (Like a merged version of the Full Story (Single Player) and 1-player arcade mode). It is entered by typing engage at main menu screen

The headlight effect is always turned on in Super Tyrian, which can obsure objects that are not within 90 degree front angle of player's ship.

[edit] Mini-games

[edit] Destruct

"Destruct" is a minigame concealed inside Tyrian, reminiscent of Scorched Earth, with human-vs-human and human-vs-computer modes of play. It can be played by typing destruct at main menu screen.

[edit] Zinglon's Ale

In this game, you must dodge wave after wave of bouncing enemies in an attempt to gather as much ale as possible. While good dodging is important, you must also clear the screen of enemies completely before you will progress to the next level. The game continues infinitely, though it will keep getting harder and harder.

[edit] Zinglon's Squadrons

A game similar to Galaxian or Galaga. Large formations of ships fly down to attack you. Individual ships in the groups break off to fly down in various ways. You must destroy the entire fleet to advance to the next fleet. Basically, just shoot everything you can.

You must shoot all the small enemies to advance to the next level.

[edit] Zinglon's Revenge

A giant ship projects a horizontal field of energy. Small enemies fall down from above and bounce around the edges of the screen and against the energy field. Touching the field or one of the little enemies means almost certain instant death.

You must shoot all the small enemies to advance to the next level.

[edit] Development

Tyrian was developed by a credited total of 11 people, with "three main drivers" — Alexander Brandon (composer and writer), Jason Emery (programmer and level designer), and Daniel Cook (artist and interface designer). For the aforementioned developers, Tyrian was their first commercial video game.[2][3]

The origins of Tyrian began as an experiment in 1991, with a young Jason Emery showing his friend Alexander Brandon the preliminary workings of a scrolling background. The two continued developing, and eventually decided the work could be shown to a game company. Brandon wrote a proposal document and sent it to the two leading shareware game publishers of the time, Epic MegaGames and Apogee. However, the game lacked any sound or music, and the graphics were "definitely not professional". As such, "neither got overly excited", but both showed interest.

The two developers thought they would never find a publisher. However, after a long wait, Robert Allen—head of Safari Software—considered Tyrian to fit perfectly with their company, which handled smaller scale projects. Robert Allen had word from Cliff Bleszinski that Tyrian was very similar to Zanac, thinking that it should be followed up.

Robert Allen gave leads to sound coders and artists, the first being Bruce Hsu who created interface graphics and character faces. Artist Daniel Cook was hired after composer Alexander Brandon showed interest in his artwork, which was—unbeknown to Cook—"sent around" by a friend. After he was sent a short list of levels, Cook created sample artwork on an Amiga 1200, with a David Letterman episode inspiring "some weird stuff". It was met with praise by the other developers, who asked him to "make some more!". The artwork was completed in a 4 month period.[2][4]

After work began on graphics, the popularity of Tyrian rose at Epic MegaGames. Arturo Sinclair from Storm Front Studios joined to create rendered artwork for planets and character faces. The developers wanted a "simple and fun solution" for the interface, and changed it at least three times before deciding on a final design. At this point, Tyrian was almost complete; with the "LOUDNESS" sound system, near-completed sound effects, and a marketing plan head by Mark Rein. At this time, Tim Sweeney approached the team and informed them Tyrian was to be published as a full fledged Epic MegaGames product. It was later released in 1995.

[edit] Versions and re-releases

[edit] Tyrian

Version 1.0 was originally released as shareware, which consists of episode 1 of the game.

Version 1.1 includes following:

  • Support for DMA 3 and MIDI port 300.
  • Control bug fix.
  • Random lockup, runtime error fix.
  • Level, ship fixes.

Version 1.1 was the first published as registered version, consists of first 3 episodes. Registered version also included ship editor, which was later available as separate download.

Version 2.0 added following:

  • Additional Episode 4 (An End to Fate) in registered version
  • Two-player mode
  • New ships, weapons
  • New game modes: Super Tyrian
  • New game difficulty: Lord of Game
  • Level, shop item changes for previous episodes.
  • New bonus games: Zinglon's Ale (episode 1), Zinglon's Squadron (episode 3), Zinglon's Squadrons (episode 4).

Version 2.01/2.1 has following changes:

  • keyboard bug fix
  • Christmas mode (triggered by starting the game on December).

[edit] Tyrian 2000

[show]
Tyrian 2000
Developer(s) Eclipse Productions
Publisher(s) Stealth Media Group, Inc. (XSIV Games)

Symmetry Entertainment (XSIV Games)

Platform(s) MS-DOS
Release date(s) 1999-?

2004-? (freeware)

Genre(s) Scrolling shooter
Mode(s) Story, arcade
Rating(s) ESRB: E (Everyone)
USK: 6
Media CD
System requirements 486 or faster CPU, VGA graphics and color monitor, 4MiB system RAM, MS-DOS 5 or later (supports Win 95)
Input methods Computer keyboard and/or mouse and/or joystick

In 1999, Tyrian was re-released as Tyrian 2000, which includes an additional fifth episode and bug fixes.

Additional ships include Pheonix II, Storm, Red Dragon, Pretzel Pete Truck (from the Pretzel Pete video game published by XSIV Games). Datacube TRANSMISSION SOURCE: Epic Megagames game ad was renamed to TRANSMISSION SOURCE: XSIV Games with Pretzel Pete game ad (however, other references to Epic Megagames titles remain).

Althought it claims Windows compatibility, it is achieved using .PIF file, not by building native Windows application.

[edit] Game Boy releases

World Tree Games originally developed versions for the Game Boy Color and Game Boy Advance were in development, but after the then current publisher Symmetry Entertainment had closed business, the European publisher Stealth Productions, Inc. (Stealth Media Group, Inc.) obtained the publish rights, but it was cancelled.

Both Game Boy versions were eventually released in compiled format.

In Game Boy Color version, the Full Game incorporates a shorter stories (from Episodes 1-4) than the original DOS game, but planet Ixmucane core always gets destroyed at the end, and the levels were redesigned. The rear weapon from the DOS game is not available. Player can carry 2 Sidekick weapons at once, but only 1 is usable at a time. New game modes and items can be unlocked by purchasing Extras using credits obtained by completing a stage.

Game Boy Advance version incorporates graphics from DOS game, but the level layout and game play are based on Game Boy Color game. 2 Sidekick weapons can be fired at the same time. Super Arcade and audio are not included. New to this game is Challenge mode, where additional levels are unlocked by completing existing Challenge levels.

[edit] OpenTyrian

[show]
OpenTyrian
Developer(s) The OpenTyrian Development Team
Publisher(s) The OpenTyrian Development Team
Designer(s) Carl W. Reinke (Mindless), Yuri K. Schlesner (yuriks), Casey A. McCann (syntaxglitch), Michael W. Olson (mwolson)

Mac OS X: simx, filmor

Engine Simple DirectMedia Layer, AdPlug (audio)
Platform(s) SVN builds: Windows 95, Mac OS X
Release date(s) 2007-?
Genre(s) Scrolling shooter
Mode(s) Story, arcade
Input methods Computer keyboard and/or mouse and/or joystick

In February 2007 the Pascal source code for Tyrian was licensed for a small group of developers to re-write it in C, in a project named OpenTyrian, licensed under the GNU General Public License. There are no plans of releasing the original source code. Following that announcement, in April 2007 Daniel Cook announced the free availability of his Tyrian artwork (not including the later work for the Game Boy Color edition and for Tyrian 2000) under generic liberal terms.[2]

Most recently, it has been released for the Nintendo Wii (as a port of the hacked GameCube version of the game.) It is a direct game port due to it emulating LinuxOS for GameCube.

This version uses Tyrian 2.1 data, instead of the later released Tyrian 2000.

OpenTyrian was built in 2 versions: Classic and Enhanced. Classic is designed to be play like the original DOS game. Enhanced adds command console, and uses alternate command line parameters (no legacy command line support).

[edit] Audio

The music of Tyrian was created by Alexander Brandon and is in the LDS (Loudness Sound System) format. Tyrian 2000 CD includes 25 of the tracks in red book audio format. The red book tracks are omitted from the freeware version due to the download size.

[edit] References to other video games

The data cubes found in the Full Mode contains various references to its parent publisher(s), including One Must Fall 2097, Jazz Jackrabbit, Pretzel Pete (Tyrian 2000).

The Pretzel Pete Truck and its weapon is a reference to Pretzel Pete video game.

The Music tracks ZANAC3 and ZANAC5 are reproductions of two songs from the old NES game Zanac.

The Music track One Musn't Fall is a reference to One Must Fall 2097.

[edit] Reception

Tyrian was generally well-received, scoring 87% in PC Gamer (one percent below their Editor's Choice award)[5] and 4 out of 5 stars in Next Generation. Computer Gaming World nominated Tyrian as "Action Game of the Year". The original developers Jason Emery and Alexander Brandon considered Tyrian's reception "far more" than their expectations[citation needed].

Wednesday, February 11, 2009

Napoleon Dynamite: The Game PSP and DS version

Napoleon Dynamite: The Game Review

"I'll do whatever I feel like I want to do... Gosh!"

December 17, 2007 - That's the quote on the back of the Napoleon Dynamite game and the instruction booklet, both of which aren't the actual quote from the movie. Even if you excuse the fact that this is a game based on a movie that has long since burned through its share of social relevancy or catchphrases, there's still the fact that it's a mini-game collection.

That's not to say that there can't be good games made up of nothing but mini-games, but 7 Studios managed to not only assemble a mostly forgettable group of almost 30 bite-sized offerings, but it force fed painful wanna-be Napoleon-isms into the game. The result is a licensed title that completely misses the charm and quirkiness of the movie's well-intentioned vibe and instead defaults to regurgitating catchphrases that have long since died.

Yes you are.
Yes you are.
The "story" in the game is delivered through a series of either text boxes with disembodied heads or jointed sprites with flip-flop arms and legs that converse dryly with each other. Rarely do they actually follow the script of the movie (and when they do, it's usually horribly out of context), but the game only loosely follows the movie anyway.

And so, after Tina, Napoleon's pet llama, escapes out into the wild, the off-kilter lead heads into town, all the while participating in "wacky" and "outrageous" mini-games. These games are broken down into chunks corresponding at least in a basic way to stuff that happens in the movie: you'll tow Kip on a bike (though not into town like the movie, but instead out of town), and participate in Rex Kwon Do (sadly, you'll get no disembodied Diedrich Bader head here). There's also whack a piñata. In the game's defense, it does incorporate quite a few moments from the movie, like a dance-off rhythm action game or the ability to defend Nessie when Japanese scientists try to blow her up. However, especially in the case of the former, it's recycled so many times that by the end you don't really care too much about winning a multi-stage dance competition.

Other concepts, like a side-scrolling shooter, are just given a face-lift and repurposed. Yeah, sure, in one you're driving a lowrider, in another you're flying on Pegasus and in another you're feeding Tina, but you're still lazily shooting at stuff. Ditto for the parts where you ride a bike and hit jumps/tow Kip/use a horse to launch over a lake. Throw in a couple of instances of using a bow and arrow or throwing a football with the same basic strength and angle gauges (the football game in particular is eerily similar to the whack-a-penguin or whack-a-student Flash games that were popular a while back), and the supposed collection of 30 or so games shrinks quite a bit.

Move busting.
Move busting.
Admittedly, there are a few of the mini-games that are tolerable. The Pipe Dream-like computer hacking game is decent. Assembling the time machine requires that Tetris-like shapes have to be crammed perfectly onto a gridded set of connectors, and even if it is a bit of a biter, the football game offers some nice variety thanks to the objects you can hit or pressing the X Button at the right time to keep the ball bouncing.

I realize I'm harping awfully hard about a value-priced game, and one that at least tries to embrace its inherent budget status. After all, it has visuals that look like paper cutouts all taped, paper clipped or thumb tacked together. Unfortunately, the lack of things like voice talent from the cast (there are sound clips used, but the few that are there are recycled constantly) and an overwhelming feeling that the game just missed the mark -- both in timing and in approach -- permeates the whole experience. Little things like staring at a loading screen for a few seconds just to see someone say, "great job" and, "thanks" just exacerbate things.

Closing Comments
Forget the fact that Napoleon Dynamite isn't really a hot commodity anymore. Forget that the game is budget-priced. Forget that it doesn’t even do justice to the license it's based on. The real reason why you should just forget the game in general is that it's simply not fun. There are moments where the mini-games approach mild entertainment, but you can have just as much fun -- if not more -- playing a free Flash game. Gosh.

IGN Ratings for Napoleon Dynamite: The Game (PSP)
Rating Description See Our Glorious Home Theater Setup!
out of 10 click here for ratings guideGet Ratings Information
3.5 Presentation
Some of the menu options are an absolute mess, with no in-game explanation as to what the icons actually do. And why the hell is the game loading everywhere for mostly static screens?
6.5 Graphics
The paper cutouts and flip-floppy characters are quaint, but obviously they aren't pushing the PSP too hard... which makes the odd instance of slowdown all the more confusing.
5.0 Sound
How long can you stomach constantly repeating catchphrases and the same half-dozen or so lounge-sounding background tracks?
4.0 Gameplay
Most of the mini-games are mind-numbingly lame, and the ones that aren't can often be found for free online.
6.5 Lasting Appeal
There's quite a bit of extra stuff in the game, but finding all the little half-finished ideas requires that you slog through those menus.
4.5
Poor


Napoleon Dynamite: The Game Review

Yeah, it's pretty much like the best Napoleon game ever.

November 13, 2007 - Licensed games have got to be the worst things to ever happen to the gaming industry. Rushed, buggy, uninspired, it's rare that a game can both capture the essence of the license and offer up some enjoyable gameplay as well. Somehow Napoleon Dynamite: The Game from developer 7 Studios avoids the pitfalls of most licensed minigame collections and delivers a product that's surprisingly polished and occasionally as inspired as the film it's based on.

The game's story is largely a rehash of the film, with some extra plot points thrown in to motivate Napoleon to wander around town, thus unlocking the game's twenty-five minigames. In typical minigame fashion, the player must complete each game (to this third difficulty level) before unlocking the next area and next batch of games. Along the way, Napoleon encounters familiar characters from the film and gets himself into wacky situations like accidentally releasing his grandmother's llama Tina.

The game has a very distinct visual style, meant to emulate the scrapbook look of the film's posters, DVD covers and Napoleon's crude classroom sketches. The game is bright and colorful and while it hardly pushes the limits of the DS, it does a nice job of capturing the spirit of the film. Some of the characters and animations are surprisingly funny, such as when Tina the llama shakes and moans each time she catches casserole in her mouth. Cutscenes use a paper doll approach, converting Napoleon and his friends into big-headed scrapbook versions of themselves. Artistically this is a very smart approach to the game, as it almost requires shoddy, rushed-looking artwork. It's as if Napoleon is designing these games in his trapper keeper with sketches and magazine cut-outs, so when a dog and a cat in one game are completely out of proportion from one another, it makes sense.

Dialogue doesn't translate as well, unfortunately. Although the writing accurately captures the voice of the film's characters, reading the word "sweet" isn't nearly as funny as hearing Napoleon utter it. Text scenes are surprisingly bland with a wrinkled text box of paper on the bottom screen and often nothing on the top screen. The game features still image cutscenes as well, but I can't help but think though how much more engaging these could have been with just a little bit of animation. Some simple, paper-doll movement of Napoleon and his peers would have greatly elevated the comedy and made these scenes worth watching, instead of skipping.

The twenty-five minigames in this collection range from rhythm games to combat, space shooters, sports and many other oldschool arcade genres. Some of the games are button control only, some touch only with most offering the option of either. With few exceptions, the control scheme in each game is kept mercifully simple, making some of these games as enjoyable as the arcade classics they take inspiration from. A pet peeve of mine in DS games is when, especially in shooters, the action and enemies span across both screens but the player is only allowed to inhabit the bottom one, usually without any rationale for this. Thankfully, most of the minigames in this collection that span across both screens offer full dual-screen mobility for the player. Sure, the player will want to keep to the bottom screen most of the time anyway, but it's always nice to have options.

The development team has to be commended on the quality of the programming in this game. Although the minigames are all pretty shallow and played for laughs, they've got very tight controls and excellent balancing. When Napoleon is flying through space on his unicorn, firing arrows and rainbow explosions at fighter jets and laser-equipped dolphins, it's a laugh but it's also one of the better space shooters to hit the DS.

That's not to say that this collection isn't without its gameplay flaws. Dodgeball for example feels a little poorly thought out. In it the player controls both Napoleon and Pedro in a game against two other students. The game ends if both Napoleon and Pedro are hit too many times. However, the player can only control one character at a time, and the other character's AI doesn't do much to dodge incoming balls. When Napoleon is dragging his toys behind the school bus in another game, the player is warned to avoid cats and dogs. Later however, cows are fine to hit while tool benches are not. A few of the games suffer from unclear components, due in large part to how eccentric the game is. These are more design issues than programming ones, however, and once the player learns a game it can be played reliably.

After each minigame, a score card lists player accuracy, points, medal earned, high score and per-round achievements. This feels a bit like overkill in a game where the player will be paying more attention to the art and characters than their leet gaming skillz, but it's all wrapped up in a single post-game screen and isn't intrusive.

Music in the game does a good job capturing the laid back feel of the movie and carries a real sweetness to it, even if there are actually very few songs here. Audio is strangely absent in some areas, such as menus and some of the cutscenes. On the plus side, the game features frequent one-liners from Napoleon and Pedro, and some surprisingly funny sound effects.

The game offers two difficulty settings: normal and hard, with hard unlocked after playing through the normal setting first. There are a few extras modes that can be unlocked by playing through the game. The player can dress characters up in unlockable costumes (it's a shame these selections don't affect the cutscenes), view their scores and medals, re-watch cutscenes and mess around with unlockable trinkets. None of these extras are very engaging, but with twenty-five enjoyable minigames in here already, this package is fairly robust.

Closing Comments
7 Studios really nailed the license on this game. Although the presentation is as times a bit bland, the minigames are generally well done and capture the spirit of the film perfectly. This isn’t the best minigame collection on the DS, but it’s better than most. Diehard fans of the film will probably enjoy this collection, and gamers looking for some enjoyable, bite-sized gaming might be surprised by what they find here.

IGN Ratings for Napoleon Dynamite: The Game (DS)
Rating Description See Our Glorious Home Theater Setup!
out of 10 click here for ratings guideGet Ratings Information
5.0 Presentation
The art style is cute, although menus and cutscenes are a little lifeless.
7.0 Graphics
It could be called ugly, but it perfectly matches the spirit of the film.
4.5 Sound
Sweet tunes, although a bit repetitive. Some sections are oddly silent.
7.5 Gameplay
A nice selection of charming, well-programmed minigames.
6.0 Lasting Appeal
The extras are somewhat lame, but the minigames are worth replaying.
7.0
Decent
OVERALL
(out of 10 / not an average)