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Game and Watch. Kid Icarus. Metroid. Game Boy. Super Mario Land.
Metroid II. Dr. Mario. Virutal Boy. Wonderswan.
Minus the striked out one, that's a pretty substantial list of games
and products to have on your resume. The man in charge of each of
these products - the late Gunpei Yokoi - undoubtedly had the golden
touch, turning nearly everything he came into contact with into
a success. His final game, the line puzzler Gunpey, on paper should
serve as a fitting close to one of gaming's most significant chapters,
but its limited gameplay and forgettable presentation leave Gunpey
as a game best left with its creator.
Gunpey's
gameplay is very simple in concept, yet enigmatic in execution.
Set on a 5 x 10 grid, you must use panels with lines inside them
to connect the left side of the grid to the right side. However,
these panels gradually rise up the screen and if you let a panel
go over the top line of the grid then you lose. There are four different
types of panels to use - all of which feature lines at an angle,
like top left to bottom right or top left down to center and back
up to top right - that randomly scroll up from the bottom of the
grid. By moving the panels up and down, you can create simple five
panel lines or crazy, zigzag, snaking lines that can clean a whole
screen. Thankfully the PSP version leaves out the special moves
added to the DS version, which are either over or under powered
and not a good addition to the game.
What
takes this simple gameplay concept and turns it into an enigma is
the inability to move your panels left and right. Without this elementary
feature, you find yourself spending far too much time waiting for
just the right panel as your screen fills with panels you can't
use. You are forced to sit there, with your screen filling up with
panels in four of the five columns, at the mercy of one vertical
grid. This is about the biggest mistake a puzzle game developer
could make, as the moment you take the player out of the action
is the moment you take the player out of the puzzle. By simply allowing
panels to be moved horizontally this problem could have been eliminated,
as your work moving panels around would never come to a grinding
halt every couple of minutes.
Where
the DS version goes off on a tangent of insanity and blind color
matching, the PSP version sticks with presentation that echoes the
PSP puzzle measuring bar, namely Lumines.
You're presented with slightly animated hi-resolution backgrounds,
many with quirky themes such as the kangaroo DJ, all set to the
beat of techno tunes. All of it works, but there really is nothing
here that could be labeled memorable or innovated; to be honest,
I would use the word safe.
The
only area where the PSP version doesn't excel the DS version is
in the lasting appeal department. Single player modes include Challenge,
Double Skin, where you play two versions of the game at the same
time, flopping between the two with the shoulder buttons, Time Attack
and Gunpey 10 x 10, where the horizontal aspect of the grid matches
the vertical. There is also a barebones two player Vs. mode. However,
these modes do little to change the way you play the game, but if
you enjoy what Gunpey has to offer then they will extend the time
you spend playing it.
With
a gaming pedigree as diverse, extensive and impressive as Gunpei
Yokoi's, it's a shame to see his final game drag so much. While
leaps and bounds ahead of the DS version, Gunpey on PSP does little
to distinguish itself from the puzzle pack in both presentation
and gameplay. Puzzle fanatics or gamers looking for a cheap fix
(this game is headed for the bargain bins any day now) should be
the only that apply here.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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