galactichole
2019
2019
I like applying the idea of "being brought back to your childhood" to this game because nothing comes close to the pure infantile state you revert to while playing this, the most basic sentences becoming indecipherable. a perfect game but I can't get over the dry tongue it gives me from its unique sense of losing touch with reality
2006
1998
played this again. incredibly witty and silly to the point where I wanted to include a quote somewhere here review but every line is pure gold. probably not the best from a balance standpoint with certain attacks being far better than others, but I can’t think about this game and not take in all of the love this project pulses with.
it feels strange to say, but this game has deeply affected me on how I want to experience stories, especially those through video games. RPGs have a too-often tendency to be interesting to me for the first hour but completely lose me once battles start happening and I just get too overwhelmed by it all. I don’t want that anymore.
RPGs scare me. the concept of starting into a 50+ hour questline is a monolithic challenge to mentally accept before I get past a title screen. but I place great importance in taking in the loves of others, and I want to be able to experience all of these wonderful stories told via an interactable medium. this ridiculously stupid little story about b-ball has made me want to try to better appreciate what I ultimately consider the largest part of my life. and for any creative project to be able to conjure that determination in me, I can’t consider it as anything less than perfect.
it feels strange to say, but this game has deeply affected me on how I want to experience stories, especially those through video games. RPGs have a too-often tendency to be interesting to me for the first hour but completely lose me once battles start happening and I just get too overwhelmed by it all. I don’t want that anymore.
RPGs scare me. the concept of starting into a 50+ hour questline is a monolithic challenge to mentally accept before I get past a title screen. but I place great importance in taking in the loves of others, and I want to be able to experience all of these wonderful stories told via an interactable medium. this ridiculously stupid little story about b-ball has made me want to try to better appreciate what I ultimately consider the largest part of my life. and for any creative project to be able to conjure that determination in me, I can’t consider it as anything less than perfect.
2001
1998
1995
any fellow Zoopers out there: choose the PS1 or Saturn version! gameplay is far smoother and the dinky wannabe-educational-point-and-click music is superseded by sweaty minimal techno grooves.
a four-way intersection of color-matching that gets perhaps a bit too overwhelming a bit too quickly as squadrons of abstract shapes crawl, hungering for triangle soufflé. a simple audiovisual experience that locks me in a trance those rare moments I find myself In The Zone. it’s Zoopin’ time!!
a four-way intersection of color-matching that gets perhaps a bit too overwhelming a bit too quickly as squadrons of abstract shapes crawl, hungering for triangle soufflé. a simple audiovisual experience that locks me in a trance those rare moments I find myself In The Zone. it’s Zoopin’ time!!
1994
at the start of this game I had yet to figure out that you needed to hold up to grab onto the rope and by holding down and jumping I somehow managed to warp through the ground to the end of the stage like it was a sonic zip. this marked the first and only good experience I had with this game. agdq hit me up
1998
treat this like my gamefaqs guide to getting started since there's no english patch to my knowledge and I could see puzzle game fans enjoying this.
after the title screen and name entry, you have:
ちゅーとりある (Tutorial)
- move around with the d-pad; circle button raises and lowers the forklift; X button places down crates; L and R buttons adjust the camera with L1/R1 rotating and L2/R2 zooming
- you can only pick up the crates from the sides that have the two holes on the bottom (which is not always the side that has the picture on it!)
- the forklift sticks out another tile which affects how you can move in regards to the edge of the playing field and crates. also, you can move with the forklift raised up to pass over one-block-tall obstacles (even while carrying crates)
- warp pads transport you to the other warp pad of the same color, but you still need to be mindful of the direction you're facing
- blocks will fall through the purple X block, whereas you will not
のーまる げーむ (Normal Game)
- your main set of levels to solve. these restrict you to how many tile movements you can make (referred to as your "battery limit"), so be thoughtful before moving!
ふりー ぷれい (Free Play)
- this is the normal game but you are unrestricted by the amount of tile movements you can make
すとろーく げーむ (Stroke Game)
- try to clear 9 sets of stages in a row, where (I believe) how well you solve a puzzle in regards to tile movements left when completed affects how many you are given moving forward. you start with 100 and it progressively trickles down
でーた せーぶ (Save Data)
- because savestates did not exist yet
if there's anything else in this game that is confusing language-wise, please let me know and I can try to clear it up, though I believe it's mostly self-explanatory once you get the rules down. happy crating!
after the title screen and name entry, you have:
ちゅーとりある (Tutorial)
- move around with the d-pad; circle button raises and lowers the forklift; X button places down crates; L and R buttons adjust the camera with L1/R1 rotating and L2/R2 zooming
- you can only pick up the crates from the sides that have the two holes on the bottom (which is not always the side that has the picture on it!)
- the forklift sticks out another tile which affects how you can move in regards to the edge of the playing field and crates. also, you can move with the forklift raised up to pass over one-block-tall obstacles (even while carrying crates)
- warp pads transport you to the other warp pad of the same color, but you still need to be mindful of the direction you're facing
- blocks will fall through the purple X block, whereas you will not
のーまる げーむ (Normal Game)
- your main set of levels to solve. these restrict you to how many tile movements you can make (referred to as your "battery limit"), so be thoughtful before moving!
ふりー ぷれい (Free Play)
- this is the normal game but you are unrestricted by the amount of tile movements you can make
すとろーく げーむ (Stroke Game)
- try to clear 9 sets of stages in a row, where (I believe) how well you solve a puzzle in regards to tile movements left when completed affects how many you are given moving forward. you start with 100 and it progressively trickles down
でーた せーぶ (Save Data)
- because savestates did not exist yet
if there's anything else in this game that is confusing language-wise, please let me know and I can try to clear it up, though I believe it's mostly self-explanatory once you get the rules down. happy crating!
1992
2009
1994
1989
kinda monkey ball in a sense that you move the world instead of the ball which creates a fun brain-reworking to be able to efficiently utilize momentum and wall bounces instead of how you might initially feel inclined to maneuver. you might end up On the Ground though with how dizzying the mode 7 shenanigans are here (looks cool and I rock with it but I can easily see it making this unplayable for some)