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What
do you get the Yoshi fan who has everything? How about
a watered down puzzle/platformer that has little in
common beyond the appearance of Mario's dino buddy?
That will have to do because that is exactly what
Touch and Go is.
Gamers
raised on the superior Yoshi's Island on the SNES
and the lukewarm follow up on the N64 won't even recognize
the gameplay because it's all about the DS' gimmicky
touch screen and that trend is really beginning to
bother me. I'm all for innovation but when a game
is designed ostensibly for a particular innovation,
then it becomes nothing more than a gimmicky peripheral
with limited depth and play value. In the case of
the DS, it's a reverse peripheral situation. The DS
is the constant but the individual software has become
the peripheral because they offer a variety of gameplay
not found on anything else - and that means that you'll
see a lot of familiar faces with a lot of "out
there" gameplay. This usually isn't a bad thing,
but it seems lately that depth is taking a backseat
to the overall use of the touch screen interface.
Case
in point. Yoshi's Touch and Go isn't the platforming
adventure you were probably expecting. Instead it's
got a Lemmings puzzle feel to it as your job is not
to move Yoshi or Baby Mario but rather to create paths
and eliminate objects in their way as they go from
when area to another. In other words, you play the
game as an invisible god. Speaking of Baby Mario,
if the memory of his annoying cacaphony of cries sends
shivers up your spine, worry not. Yoshi dies in one
hit and thus you will not be subjected to a time limit
in which you must retrieve the future hero of the
Mushroom Kingdom.
Controlling
the onscreen events is extremely easy and intuitive
and make no mistake, it's fun to do. There are only
four controls in the game.
- Using
the stylus you can draw circles around enemies causing
them to be trapped or turn into coins
- Draw
a line which magically creates a cloud path which
can be used a bridge or ramp for Yoshi
- A
quick tap on Yoshi will execute a jump and hover
in the air momentarily
- Tapping
elsewhere on the screen will result in an egg toss
from Yoshi
The
gameplay is actually quite addicting as there is always
something to be done and once you get further into
the game, little time to do it. But it must be said
that this particular mode only consists of two, that's
right TWO, varieties of play. The first involves Baby
Mario floating downward in the sky with three balloons.
A collision with an enemy results in a broken balloon
and three broken balloons end in death. Once Mario
reaches the ground, Yoshi takes over and a side-scrolling
event begins. Other modes include a time attack mode
in which you must save Baby Luigi, a survival mode
which keeps track of how far you make it on foot with
Baby Mario and finally a Time Attack/Distance mode
where
you are competing to see how far you make it in as
little time as possible. Unfortunately these modes
all get old really fast because you are only ever
competing against your high score. You won't see
any new levels, any new challanges or even an increase
of difficulty. That's when you realize that my
"gimmick" over "depth" lecture
was utterly fantastically spot on.
Surprisingly
the graphics in Touch & Go aren't nearly as creative
as Yoshi's previous stand alone titles. Gone are the
fabric/pattern inspired worlds and a flat early Mario
look has been put in its place. Consider for a moment
that there isn't much to see here at all and you'll
find the graphics decidely spartan.
For
the most part Touch & Go plays, looks and feels
like mini-game escapee from a Wario Ware game and
as a fullpriced title, that's inexusable. The game
IS addictive and fun and controls like the dickens
but it's really worth a rental at best. And that's
IF you can find a place renting DS games at this time.
If you can't, borrow this from your friend who was
silly enough to buy it before reading this review.
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