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Showing posts with label DS. Show all posts
Showing posts with label DS. Show all posts

DodoGo! (DSi download)

DodoGo! 'box' art.

Rated: 3+.

Price: 800 DSi points. (Around £7.)

Story: A storm has swept over a tropical island, washing away the dodo eggs and infesting the place with monsters. You must guide the eggs back to safety.

Gameplay: DodoGo! is a 2D puzzle game in the style of Lemmings and Mario vs Donkey Kong: March of the Minis.

Each level requires you to get one or more eggs back to a nest as quickly as possible, using a selection of tools to circumvent obstacles and traps. Direct control over the eggs is restricted to making them go left, right or stop. You start with a few planks to break falls and span pits but gradually move on to employ an assortment of items including springs, fans, blocks, ropes and exploding robots. These combine with stuff already in the levels, such as fires and creatures, to produce some fiendish escape routes.

Getting all the eggs to the nest earns a medal for the level. Ensuring they're happy and uncracked leads to better medals, as does beating a time limit, but a restricted supply of equipment in each level means things soon become tricky.

DodoGo! screenshot.

Bonus levels work more like a Tom & Jerry style mousetrap. There's no time limit but there's also no interaction allowed once the single egg is set in motion. Everything must be arranged to guide the egg around automatically, collecting tokens as it goes.

Completing bonus levels unlocks new egg costumes and jokers which allow hard levels to be skipped.

Save System: Automatic save after every level. Sadly, however, there are only two save game slots. If you have more than two people wanting to save their progress on the same DSi, you're going to have to keep copying the game backwards and forwards between the system memory and SD cards (with all the associated hassle and risk that that entails). This is plain daft.

Comments: Starting up a level near the end of DodoGo! is like knocking over a child's LEGO creation with the hoover. You just kind of stare in horror, swearing under your breath, wondering where on Earth to begin piecing stuff back together. Then, after a little thought and experimentation, things start to click into place. A plan forms. Eventually, through a combination of perseverance, luck, skill and pure genius, everything slots home. There's satisfaction and relief, your little charges are happy again and there are maybe only a couple of bits left over. Result.

Once it gets going, DodoGo! is an excellent puzzle game. Obtaining the highest rank in each level requires plenty of head scratching and precision but never seems impossible. The balance between success and failure is judged perfectly to make playing a compulsive experience. The bonus levels also help to vary the pace nicely.

Unfortunately, the first hour isn't quite as much fun. The initial stages are full of laborious tutorials. The touch controls, meanwhile, are slightly finicky, meaning some actions can take several tries to register. After a while, however, the tutorials thin out, the selection of tools becomes more interesting and practice helps somewhat with the controls. Nonetheless, the game gets by on cute graphics and the promise of things to come for slightly too long.

The game is much more fun in the later stages. The excellent level design comes into its own and smart touches become more obvious, such as the way you're allowed to look at levels for as long as you like before the timer starts.

DodoGo! also goes out of its way to cater for those of differing abilities. Only getting a single egg through to the nest allows progress through the game and players have a stock of jokers to allow them to skip really problematic levels. Despite this, children under eight aren't going to get far without lots of help. Nine or ten is probably a more realistic lower age limit for those wanting to get the most out of the game. Adults will find plenty of challenge.

Conclusion: Fun, addictive, pretty and makes your head hurt in a good way. Better than a lot of the full-price cartridge games out there.

Graphics: Clear and charming.

Length: That depends how clever and thorough you are, although getting the top rank on all the levels is bound to take an adult several hours. That said, the game does appear to have been clumsily truncated about halfway through, actively promising much more and then abruptly throwing up a 'Thank you for playing' screen. Expect a sequel soon.

Rating: 4/5.

Playmobil Pirates Boarding! (DS)

Rated: 3+ but there's lots of complex text. Players will need to be able to read fluently to get the most from the game.

Story: Pirate One-Eye must search out the nine pieces of Blackbeard's sea-chart in order to find the mermaid and rescue her from the 'wicked' soldiers.

There's a possibility this may not be all that historically accurate...

Gameplay: The two main elements of Pirates are sailing and platforming. The sailing involves steering your ship between islands, avoiding reefs and enemies. Once you've upgraded your vessel and acquired cannons, you can defeat opposing ships and monsters to claim loot. The platforming is some basic 2D jumping with a touch of sword-fighting thrown in.

The main way to make money for ship upgrades is by trading goods between islands. This adds a little more interest to the missions, since most of them merely involve sailing between two islands, doing a brief spot of platforming and then sailing back again.

Occasionally, One-Eye must dive for treasure or fire rubber rings using a catapult to rescue shipwreck survivors. There are also a number of mini-games. These are simplified and limited versions of Blackjack, Air Hockey, Zoo Keeper, Battleships and Boom Boom Rocket. It's only necessary to win each one once to progress in the main game but they can be played additional times to win extra gold.

The Battleships mini-game can be played 2-player using 2 DSs and a single cart.

Save System: Automatic save on landing, setting sail or completing a mission. It's worth noting, however, that if your ship sinks, you don't die and get to return to your last save - you wash up on the nearest island and have to buy a new boat. This can be a huge setback. It's worth switching off the DS and reloading the game before the auto-save kicks in.

Comments: First impressions of Pirates are favourable. The graphics are good and the intro movie is reminiscent of the style and humour of the LEGO computer games. More than that, the dialogue is tongue-in-cheek and there's an ambitious mix of gameplay styles. It appears that Pirates has the potential to be a Playmobil take on Zelda: The Phantom Hourglass and deliver an epic free-roaming adventure.

Sadly, although there's plenty of freedom to sail anywhere, there's very little point. A free-roaming adventure normally has a fairly linear main story but plenty of distractions, side-quests and hidden corners to reward experimentation and exploration. Pirates really only has a main story and it's mostly made up of what would count as side-quests and distractions in a better game. It consists almost entirely of 'go there, fetch that' missions.

None of the constituents of the game are particularly broken but they've all been done better elsewhere. The diving sections are a direct borrow from Phantom Hourglass, for instance. In terms of level design, the platforming segments are twenty years out of date. Much of the sailing feels like filler. Without puzzles, secrets or even much variation, completing the game becomes a question of perseverance. Sprog1 (aged 9) lost interest after an hour or two and went back to the complexities of Pokémon.

That said, Sprog2 (aged 7) loved Pirates. He enjoyed the trading and didn't mind the repetition and lack of challenge. He was just annoyed that once the mermaid was free, he couldn't go back and do more sailing around without starting a new saved game.

Pirates is by no means a disaster. It's certainly been given some love and care (if not much imagination). Ultimately, however, the game will only to appeal to a very narrow age range of children. Children not much younger than eight will struggle with reading all the dialogue, while children who aren't much older will get bored with the basic nature of the gameplay.

Conclusion: Diverting for eight-year-olds and Playmobil fans but quickly becomes a grind for anyone else.

Graphics: Some pleasing 3D characters on a 2D background. Captures the Playmobil look.

Length: Short - 5 or 6 hours.

Rating: 3/5.

Countdown (DS)

Rated: 3+.

Gameplay: This is based on the long-running quiz show on Channel 4. You play 1-on-1 against a computer opponent to gain the most points. In Letters rounds you have to make the biggest word you can from nine random letters. In Numbers rounds you must use the six numbers provided to get as close as possible to a target number using addition, subtraction, multiplication and division. In the final Conundrum round it's a race to unjumble a nine letter word.

There are 11 Letters rounds, 3 Numbers rounds and a conundrum in a match. Each round has a thirty second time limit.

Save System: You can save and quit after any round.

Comments: Countdown has been going for nearly thirty years. If you live in the UK and have ever visited an elderly relative, then you've probably been forced to watch it at some point. It's an institution.

As such, I don't need to describe what this game is like. Imagine a videogame of Countdown... There we go, you've got the basic gist. Now imagine a much more cheaply produced version... Nope. Cheaper that that... Yep, you've got the idea. This is essentially a picture of a clock bolted to a dictionary and a calculator... except less entertaining or useful.

For the first couple of goes, Countdown is OK, giving a reasonable approximation of the TV show. Unfortunately, the cracks quickly become noticeable:

Tapping on the letters and dragging the numbers is actually a lot slower than writing them down. Since you get no points if time runs out before you're finished, this can be hugely frustrating. Thirty seconds may be the authentic time limit but it's simply not long enough given the limitations of the interface.

The opponent AI is laughable. It knows a huge list of words but has no idea which are common and which are obscure, choosing between them at random. Its 'mistakes' are equally unbelievable. ('CAOLS' instead of 'COALS', for instance.) Beating it on higher difficulties feels more a matter of chance than brilliance.

When the conundrum throws up words like 'CROCOSMIA', there's nothing much to do but sigh. Then again, that's better than figuring out the conundrum but not having time to tap out the answer. One shot, I actually tapped the 'K' of 'SHIPWRECK' only for the clock to run out as the letter was sliding across the screen into position, denying me the points.

Most of these issues are moot in the single-cartridge multiplayer mode. Sadly, a big new one is introduced - you can't play a proper game. Crazily, multiplayer consists of choosing a particular type of round and then playing the best of 3, 5 or 9. There are no points or mixed events. I can only assume this is to cut loading times but, honestly, with the minimal presentation and gameplay, there shouldn't be loading times anyway.

Ho well. At least the clock countdown music is as it should be... until hearing it once a minute drives you insane and you have to switch it off.

Conclusion: Looks and plays like an undergraduate Computer Science project. It's unmistakeably Countdown, though - in an absolute emergency, it might distract an elderly relative long enough for you to escape.

Graphics: Almost non-existent.

Length: Each match only lasts fifteen minutes but winning on the hardest difficulty will take perseverance (and some luck). Sprog1 (aged 9) played it for a couple of hours until it got too hard and he gave up. Not even the promise of in-game medals to collect could entice him back.

Rating: 2/5.

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Goosebumps HorrorLand (DS)

Rated: 7+.

Story: You find a ticket to HorrorLand, a new and terrifying theme park. Once you're inside, however, you're trapped for all eternity. The only way to escape is to master the rides and, er... play crazy golf.

Gameplay: This is a mini-game collection dressed up as an adventure. You get to wander the theme park, talking to people and collecting tokens, then play the mini-games. There are bronze, silver and gold challenges in each mini-game and beating them earns 'Frights'. (Frights can only be earned once per challenge.) The more Frights you have, the more games that are available.

The mini-games are a varied bunch. Among other things, there's a deathmatch on the dodgems, an on-rails shooter, target practice, a mine cart ride, games of skill and timing, and the crazy golf. There are thirty mini-games on offer but only around twenty of them are unique, with the numbers being made up by variations and harder levels of what's gone before.

Nothing's very scary.

Save System: Regular automatic saves.

Comments: Goosebumps is a strange game. Certain parts of it, such as the cut-scenes and music, have received plenty of care and attention, while others appear to have been thrown together without any thought. Take the plot and structure as examples. A mini-game collection is perhaps the least ambitious genre choice possible and the spooky theme park justification for it all feels tired before the gates have even opened. Initially, everything points to a hastily-produced mess.

Then Goosebumps throws in a surprise - the mini-games are actually good. They're much more substantial than in most similar collections and are generally rather enjoyable. Some of them take several minutes per shot, involve plenty of skill and employ graphics at a level that I'd forgotten the DS was capable of. It's all much more shocking than anything the story ever throws up.

Given the quality of the mini-games, however, it's rather peculiar the enormous lengths which Goosebumps goes to in order to prevent you from playing them:

You have to collect Frights to unlock new areas of the theme park, only to discover you have to collect yet more Frights to unlock half the games in these areas. Even when the games are unlocked, you still need to pay tokens to play them. When the tokens run out, you either have to go and play the dullest mini-games on offer to win more or you have to wander the park searching the bins. (Really.) This just isn't much fun. Even when you have all the Frights and tokens you need, getting from one ride to the next is a tedious traipse through the park that's confusing and fiddly despite the map being permanently on the top screen. There are occasional people to talk to and there's a little exploring but it's mainly mind-numbing padding. Perhaps the original plan was for a Zelda-like adventure. Unfortunately, all that's in place is lots and lots of plodding through atmospheric scenery in a zoomed-out third-person view.

It could be worse, though - at one point, a plot twist reduces your walking speed by about half. It's like plodding through atmospheric treacle. By the time that's over, the normal traipsing feels like bliss in comparison.

The game is also hard. Getting to the end of the story requires the accumulation of well over two-thirds of the Frights. Considering that acquiring the bronze award in some of the mini-games is challenging, this means plenty of perseverance (and rifling through bins). Sprog1 (who's 9 and a hardened videogame veteran) started to struggle about halfway through.

That said, the mini-games are addictive and I kept coming back for more. It's just a shame that the rest of the game is so laborious.

Conclusion: Fun and frustrating in equal measure. Should keep children in the 8-12 age range busy for a while, though, even if they're not familiar with the books.

Graphics: Impressive despite looking rough round the edges. Many of the mini-games are in full 3D and the design is suitably spooky.

Length: Short.

Rating: 3/5.



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Ready Steady Cook (DS)

Rated: 3+.

Story: Just like in the TV show, you must race against time to produce a tasty dish from an odd assortment of ingredients. Defeat your opponent by doing well and winning the audience vote.

Gameplay: Each recipe is split up into a succession of mini-games controlled entirely by using the stylus. Some of these mini-games mimic the real life action, so chopping involves swiftly moving the stylus in straight lines over a picture of the item to be diced. Other games are much more stylised - opening a can requires tapping dots as they appear, while draining peas is simulated by catching them in a colander at the bottom of the screen as they fall down from on high. One or two of the games need a bit of practice to get the hang of them but there's a handy training mode where you can work on specific ones.

There are 60 recipes in total, each playable at three different difficulties. The more complicated ones need to be unlocked by completing the simpler ones but they're all available to read in cook book form from the start if you want to try making them for real. There's a selection from British, Mexican, Oriental, Indian and Mediterranean.

The game can be played two-player with two DSs and only one cartridge. Players attempt the same recipe simultaneously. The one who makes the fewest mistakes is the winner.

Save System: Automatic save after every recipe attempt.

Comments: If you play plenty of computer games, you're probably suspecting that this is a cheap and cheerful Cooking Mama clone aimed at your mum. It may surprise you to learn that it is, in fact, an open world adventure featuring acrobatic exploration through seedy gang territory in search of mythical ingredients while being chased by aliens and bald space marines with big guns...

Actually, no, that's a lie. You were right all along.

Ready Steady Cook is a competent collection of twenty short, culinary mini-games. These are put together in different combinations to simulate recipes. Each recipe takes around four minutes to play and has a good mix of memorisation, precision, timing and frantic stylus waggling. Played for a quarter of an hour, it's quite entertaining. Play it for longer than that in one sitting, though, and it becomes incredibly repetitive. Most of the mini-games only last a few seconds, so you'll have played them all before you know it.

The game is a passable diversion for short bus journeys and coffee breaks, nonetheless. As a bonus, once you've spent a while staring at the pictures of food, the proper recipes are presented in a clear and well-organised fashion so you can prepare them yourself if you're feeling industrious.

Alternatively, you could buy it for your mum, let her play it for a bit and then stand around looking hungry...

Conclusion: It's not going to set the world alight but anyone who finds the idea of a Ready Steady Cook game appealing will be happy enough with this. (Those wishing to be chased by aliens and space marines should look elsewhere.)

Graphics: Limited but adequate.

Length: Short. Beating all the recipes on 'Hard' will take a while but this is really a game to play for a few minutes every so often.

Rating: 3/5.

Learn to Play Chess with Fritz and Chesster (DS)



Rated: 3+.

Story: King and Queen White have gone on holiday, leaving their son Fritz in charge. King Black sees an opportunity for some mischief and challenges Fritz to a duel.

With the help of his cousin Bianca, King Kaleidoscope and a water rat, Fritz must learn to play Chess. The future of the kingdom depends on it...

Gameplay: Fritz & Chesster starts off with a handful of minigames to teach the movement patterns of the various pieces. The highlights are very basic versions of Pac-Man and Breakout.

These are followed by around fifteen tutorials on the rules of Chess, covering everything from castling to promotion. In each case, a short explanation is followed by a quiz where players must move pieces to show they've understood.

Finally, players must take on King Black in a proper Chess match.

It's possible to go back and play any of the minigames and tutorials again, and also to play one-off games of variable difficulty against the computer. Two-player games can be played using two DS consoles and a single cartridge.



Save System: Automatic save after each challenge.

Comments: Long ago, I was in the Chess club at school. I wasn't much good at it, though, and quickly progressed to games involving dice and dragons. I'm just not great at planning more than a turn ahead - in the middle of a Chess game I tend to move pieces without much purpose, simply heading in any direction which looks vaguely promising.

As a result, I hadn't played Chess in a couple of decades before trying Fritz & Chesster. The game helped me brush up on the rules and remember some of the tactics for securing a checkmate. What it didn't do was improve my strategy.

When I was ten, I had a book called something like Chess for Beginners (Part 1). Fritz & Chesster perhaps only covers half of what was in that book - there's nothing on protecting pieces, for instance, or pawn formations. How to set up the board is considered an 'intermediate' challenge. When it came to the duel with King Black, I knew the rules to Chess but I didn't have much of a clue how to go about winning a game. I got a little stuck.

Sprog1, who's eight, enjoyed the tutorials but found the minigames dull and the story too childish. As with me, he reached the duel and was slightly lost as to how to proceed in a proper game. Cunningly, he used the hint option every turn and defeated King Black on his first shot.

Now that's strategy.

When we played each other, however, it was clear that the game had taught him to play Chess, even if he was still somewhat confused on when pawns can move two spaces and what constitutes a stalemate. He gave me a decent run for my money.

Playing two-player on a couple of DSs has advantages over using a real board. Toddlers and pets are less likely to cause a catastrophe and it's possible to play a game with one child while still wandering the house dealing with others. That said, options to suggest and take back moves would have been useful additions with a beginner involved.

Fritz & Chesster achieves what it sets out to do, teaching the rules of Chess in a thorough and easily digestible fashion. Ultimately, the appeal of the game is somewhat limited, though. Anyone who's already played a few games of Chess won't learn much from it. Most children under seven will struggle to read the text while many children older than that will be put off by the kiddie presentation. If you just want to play some Chess on your DS, then 42 All-Time Classics is the way to go.

Conclusion: For absolute beginners who don't mind being taught by a cute water rat.

Graphics: Delightful, hand-drawn characters and backdrops in the story mode. Totally basic presentation in actual games.

Length: The story mode is very short. Playing Chess could last forever.

Rating: 3/5.

Orcs & Elves (DS)

Rated: 12+.

Story: You've taken a trip with your talking wand to visit the local mountain full of dwarves. When you arrive, however, you discover they're all gone, the tunnels are infested with monsters and some evil priestess is intent on taking over the world.

So it's a usual morning at parent and toddler, really...

Gameplay: You wander around a dungeon, whacking opponents over the head with a sword. The action is turn-based, so you move or attack and then the monsters move or attack. Defeating enemies earns experience. Get enough experience and you go up a level, becoming stronger and tougher.

As the game progresses you gain new spells and weapons.

Save System: Manual save at any time.

Comments: The DS is liable to be the best selling games console ever. Why don't Western developers want to make games for it? This is the only traditional Dungeons and Dragons inspired role-playing game on the system that I can think of.

Sadly, it's a conversion of a mobile phone game, so it's rather basic - trudge through mazes, locating keys to open up new mazes with fresh keys in them. There are a few block pushing puzzles and loads of monsters but not much depth. The main strategy comes from deciding when to drink potions and working out which weapons are most effective against particular monsters. It's barely more complicated than Doom. This being the case, the turn-based nature of events seems more a legacy from the game's mobile phone origins than a suitable choice for the DS. The role-playing elements should have been increased or it should have been made into a free-roaming shooter.

Nevertheless, Orcs and Elves is OK and a pleasant piece of nostalgia for those who have fond memories of Stonekeep and Dungeon Master.

Briefly, anyway.

Ultimately, however, it's a somewhat disappointing, stripped-down version of a twenty-year-old game.

Conclusion: Better than all the competition... Oh, hang on...

Graphics: Good enough. They'd look great on a mobile phone but the DS can cope with so much more. Can we have a proper Dungeon Master clone, please, someone...? Anyone...?

Length: Short.

Rating: 3/5.

Ellen Whitaker's Horse Life (DS)

Rated: 3+ but that's really just a warning that under-threes might try to eat the cartridge. There's plenty of text, so players will need to be able to read well.

Story: Your grandfather owns a stud farm and has given you a horse. Care for it, train it, earn riding diplomas and then compete in show jumping, dressage and cross-country events.

Gameplay: During each day of the game you can choose to perform a number of activities such as clean your horse, take it for a ride, stroke it or train it to do different manoeuvres and jumps. These activities all affect the horse's happiness, fitness and cleanliness. Do enough training and you can take a test to earn a riding diploma. Gaining diplomas unlocks competitions.

The game is controlled entirely with the stylus. Cleaning and brushing is handled in an obvious fashion by rubbing the stylus over your horse. Controlling the horse as it moves around uses a somewhat less obvious technique. You views events from a position behind the horse and slightly to the side. Tapping the horse's rear speeds it up and tapping its head slows it down as it follows a set path through the countryside or round an arena. The gameplay comes from pulling off jumps, turns and tricks. These involve tapping dots and tracing lines on the touchscreen at the correct speed as they appear.

It's like a sedate, equestrian version of Elite Beat Agents.

Winning competitions brings cash and the chance to buy new outfits, gear and better feed.

Save System: Autosave after every event.

Comments: There's no escaping that this is clearly a game aimed at ten-year-old girls who like ponies. I am not a ten-year-old girl nor have I ever been one. I don't have a ten-year-old daughter to fob this off on and have write the review for me. I don't even like ponies.

Given these issues and the post-traumatic stress I received from Baby Life, I wasn't entirely enthusiastic about the thought of playing Horse Life. I didn't feel there was much chance of it going well. Eventually, however, I slipped the cartridge into my DS and muddled my way through the pony creation process and some interminable text-based dialogue involving chats with old men and vets, before taking on the persona of a teenage girl and heading off into the woods on a horse.

Then the weirdest thing happened. Slowly, and against my better judgement, I started to enjoy myself...

Amazingly, Horse Life isn't merely tat cobbled together to throw onto the bandwagon of non-games, sims and casual titles for the DS. It's got gameplay to go with the horse-owning simulation. It has pretty graphics, a generally decent interface, plenty to do and there's even a bit of story involving teen rivalry and a spot of horse-nobbling. Quite honestly, this is probably more than ten-year-old girls who like ponies have grown to expect from DS games.

The mechanics of riding the horses is similar to the tried-and-tested controls used in recent rhythm action games. It's just as much fun but doesn't involve as much rhythm. Being unable to follow a beat, I like this twist a lot. Also, while there's quite a challenge to be had performing a perfect run, the game is pretty lenient when you mess up, cutting down on frustration.

On the downside, having to train and muck-out stables when you simply want to get on with show jumping can get tedious. This is possibly quite realistic, though, and actually a reason to give it to any offspring you have who want their own pony. If they complain it's dull, remind them that at least it's not risking injury or bankruptcy, and they're not having to get up at six in the morning to traipse to the stables in the rain.

Once they appreciate this, you might be able to bargain them down from the pony to a pet gerbil.

Conclusion: If you need to buy a gift for a girl who's around ten years old, likes ponies and has a DS, then this might be exactly what you're looking for. As a bonus, you can get her to do all the hard work training and cleaning a horse, then you can sneak a few goes at three-day-eventing without having to touch a virtual shovel full of horse poo.

Graphics: Surprisingly good. Many of the cross-country tracks are very pleasant to look at and the horse animation is excellent. Only Ellen Whitaker fans are liable to be disappointed, since she doesn't really feature and it appears suspiciously as if her name was added to the game at the last moment.

Length: Decent. There are plenty of competitions to unlock. High score tables for each event would have been good to increase longevity, though.

Rating: 4/5.

LOVEFiLM DVD Rental



100 Classic Book Collection (DS)

Features: This cartridge contains a virtual bookshelf of one hundred complete classic novels and plays. Featured authors include: Austin, Dickens, Carroll, Bunyan, Hardy, Wilde, Shakespeare, Bronte (x3), Wilde, Stevenson and Verne. The DS is held sideways (like in Brain Training) and the stylus is used to 'flick' to the next page, to make the experience more like leafing through a hardback. You can even play background noise to mimic sitting in locations like a forest or a coffee shop.

The cartridge has room for around another ten books which can be downloaded via a wi-fi connection. Once read, these can be deleted to make room for more but currently there are only ten to choose from anyway.

Comments: This is almost brilliant. Portable devices for reading e-books are still relatively expensive and unusual but there are millions of DSs in the UK. People of all ages have them and are used to carrying them around and taking them on holiday. Why hasn't anyone thought of combining the technologies before? Why are we only now receiving the benefits of the first DS book experiment?

The reason e-book readers haven't caught on is that they're too expensive for people to risk taking to the beach or using in the bath. There's also the suspicion that e-books will be almost as expensive as physical books and come with the joys of DRM. Suddenly, for only £20, all of us with a DS can carry around a library in our pocket containing a vast swathe of books we meant to read at some point but haven't quite got round to: 20,000 Leagues Under the Sea, Kidnapped, Alice in Wonderland, the list goes on... Brilliant!

Well, as I said, almost...

This is still very much an experiment. The designer seemed to think the reason that e-readers haven't caught on is that we like the physical feel of books - the shape, the page turning, the ability to sit them on a shelf - and every effort has been made to duplicate the book experience. In pretty much every instance, this has made the DS experience worse.

For instance, even with the smallest font size, The Three Musketeers has 5000 pages, so turning each one with the stylus would be immensely irritating. Happily, though, this particular problem can be avoided by using buttons.

Surely having to read the titles of books sideways on a bookshelf is a matter of necessity rather than design? Why simulate it? A virtual stack of books doesn't topple over if you remove the bottom one. Once again, the problem can be overcome (by turning the DS round) but it's another bizarre experimental choice.

Also, does anyone really want to have their DS play background noises to simulate an airport lounge (complete with bing-bongs)... or a moving train... or being slowly baked alive...? The last one is supposed to be a 'hot summer day' but you could have fooled me. Thankfully, these ambient sounds don't need to be switched on, nonetheless their inclusion at all is something of a mystery.

The major issue, however, can't be avoided. By forcing users to hold the DS like a book with the two screens showing different pages of text, 100 CBC ensures that each line of text is very short. This takes a lot of getting used to. It's not so bad with some books - Around the World in 80 Days and Huckleberry Finn are fine to read - but books with long words and rambling sentences (try some Poe) are hard work when there are only two and a half words per line. It's like trying to read table tennis.

This is a shame, since there is a lot to be said for the reading experience otherwise. The contrast level with a DS Lite on its lowest brightness setting doesn't cause eye-strain. It's also possible to read in the dark. Why there isn't an option to hold the DS the normal way up and have slightly longer lines of text is yet another mystery.

The only real use of the DS's abilities to enhance the package is the option to download fresh books. It's fantastic that extra titles are available but there are no promises that the selection will increase. Also, the feature seems rather tacked on. Although the books all come with introductions and author biographies, these aren't available before download - there's just a list of titles and file sizes. Since the downloads are free, this isn't a disaster, but it's not hugely informative.

If you're thinking of buying a DS to get an e-book reader on the cheap, then you'll be disappointed. The 100 Classic Book Collection isn't brilliant. It is, nevertheless, almost brilliant. If you have a DS already, this is a great way to sneak a stack of books around with you wherever you go - a stack of books with very small pages but that take up almost none of your baggage allowance and that you can read in the dark. If you want to catch up on your classics, it's definitely worth checking out.

Conclusion: Despite the curious presentation, this is still a library in your pocket.

Rating: 4/5.

Baby Life (DS)

Baby Life on Nintendo DS
Rated: 3+.

Story: You're a nursery organiser who's adopted a nine-month-old baby. You have the joy of looking after the baby, going to work to look after the baby and some other babies and then coming home to look after the baby.

Suffice to say, to play this you're going to have to like babies (and be under twelve and female, but that's another story).

Gameplay: First you must answer some multiple choice questions to create your unique baby. Then you must feed him/her, clothe her, play with her, clean her and get her to go to sleep. A couple of taps on the touchscreen calls up a map of the house, allowing access to the different areas, such as the garden for playing and the kitchen for feeding.

You can 'talk' to your baby by drawing various symbols. The baby then smiles, cries or looks blank, seemingly at random, forcing you to do everything you can possibly think of to make it happy, just to be on the safe side. Then it cries anyway. This is scarily realistic.

Every day you must head off to the nursery and spend some time keeping between two and four children happy. The nursery is depicted by a series of 2D rooms. Thought bubbles appear above the kids' heads, showing what they want or where they wish to go. You have to tap the objects or drag the children about in the most efficient manner possible in order to keep everyone content. The four rooms available each involve slightly different tasks and stylus movements but the gameplay is very similar.

Success at the nursery leads happy parents to shower you with gifts. These are mostly new kiddie clothes and toys, such as a music player to make your baby dance and a remote-control dinosaur.

Over time, your baby grows and develops. The nursery sessions get longer.

Save System: Regular auto-save.

Comments: A few weeks ago I wrote a blog post on gender stereotyping, speculating how my children might react to Baby Life. The PR people sent me a copy to test my theories.

I got my predictions dead wrong and the kids went almost totally with stereotype. The boys took one look at the pink box with a hideously cute baby on the front and said, "Did they make a mistake, Daddy, and think you were a girl?"

Sproglette, meanwhile, gazed at it in awe and longingly muttered, "It says '3+' on it. Does that mean I can play it? I want to play it. I'm four. I can play. Let's go and play it..."

She's never shown any interest in touching a DS before.

As I suspected, playing it myself was like a traumatic flashback to a time of sleep deprivation and slime. I kept glancing at the virtual clock, wondering how soon I could get away with bedtime. If you have a partner or spouse who's keen on having another child but you're not so sure about the idea yourself, you might want to get them playing this for an hour or two. Chances are, before long, they'll be swearing and yelling, "Go to sleep, you annoying baby! I've already fed you five times and changed your nappy. It's time to sleep. I don't want to play with a cuddly sheep any more! Why won't you go to sleep? I just want to go and sit down with a glass of wine... sob..." (If it backfires and your partner sits glued to the screen, sighing things like, "Look at the way she dances. Isn't she cute?" there's no harm done - you were probably stuffed anyway.)

Sproglette loves playing with her baby. Now I've got her past all the text-heavy tutorials, she takes great delight in feeding him and cleaning him and chasing him round the garden with the dinosaur. She giggles at him dancing and makes him wear a silly hat. Sprog2 (6) has even started showing an interest. Whether Sproglette will ever let go of the DS long enough for him to have a shot is another question, however.

Sproglette isn't so keen on the nursery sections. They're a little beyond her at the moment. To be honest, they're not great anyway. The gameplay and graphics wouldn't trouble a Commodore 64. Worse, they don't always seem to notice player inputs, leading to confusion and frustration. Quite frankly, they're dull and slightly broken. Happily, it's possible to skip them but the downside is that this unlocks fewer new items to use in the home.

Essentially, Baby Life is about pottering around a house with a baby. Boys will be instantly put off by the box art but any girl who is drawn in by the cute toddler on the cover is liable to have some fun.

Conclusion: Certain girls will love it. For everyone else, it's more of a contraceptive than a game...

Graphics: The 3D graphics in the home are impressive. The 2D graphics in the nursery are pretty good... for 1987.

Length: Theoretically, it could last a while.

Rating: 3/5 (on the basis this isn't a videogame but an interactive, virtual doll).


Sonic Chronicles - The Dark Brotherhood (DS)

Rated: 7+. Since players will probably need to be at least seven to read all the text anyway, this isn't much of an issue.

Story: Some mysterious assailants dressed in black have kidnapped Knuckles, stolen the chaos emeralds and put in action a plan to take over the world. Sonic the Hedgehog and his friends must search them out and defeat them. Along the way, they must also confront Eggman once again, collect plenty of gold rings and help Cream the Rabbit find her lost chao, Cheese.

Yeah, exactly... If you don't even know that Knuckles is an echidna, then you're going to be struggling a little here.

Gameplay: This isn't like any other Sonic game. It's not about running at warp speed or jumping on monsters' heads. Instead, it mixes sedate exploring with turn-based battles.

You can have up to four characters in your team but only the currently selected character is visible on screen. You get to guide them around with the stylus. Interesting people and objects can be interacted with by tapping on an icon. Characters can employ abilities such as flying, smashing crates or dashing to get past obstacles in the environment. Again, this is achieved by tapping on an icon rather than utilising arcade skills.

Bump into any enemies wandering the landscape and the game cuts to a battle screen where your team stand in a line, facing the enemy who also stand in a line. Each team member can be ordered to attack, defend, use an item or to attempt to use a special power, such as a healing spell or an armour-piercing blow. Once everyone has orders, the results play automatically (with the DS essentially rolling dice to see who hits and how much damage is done). It's worth staying awake, however, because pulling off powers and defending against them requires success at short, rhythm-based minigames. These involve keeping the stylus in a moving circle or tapping areas of the screen with the correct timing. (If you've played Elite Beat Agents, then the concept will seem very familiar.)

Winning battles and completing quests brings experience points and items. Accumulate enough of these and characters go up in level, making them stronger and unlocking new skills. Items and equipment can be bought in shops using rings. Eggs can be found lying around and hatched into little creatures called chao that give characters additional abilities.

Yep, Sonic Chronicles is a lot like Final Fantasy with hedgehogs...

Save System: It's possible to save at any time while not in a conversation or battle. Happily, loading the saved game returns you to exactly where you left off. There's no being sent back to base simply for having the temerity to stop for lunch and there's no need to play for an extra twenty minutes in order to reach the next save point.

The only problem is that it's slightly too easy to save over someone else's saved game...

Comments: This game is initially a little strange. Sonic the Hedgehog is renowned for speed, so making him plod around the countryside, solving switch puzzles and chatting to old woodcutters, is something of a change of pace. (Worse, in my case, Tails' annoying perkiness gave me flashbacks to the overdose of Sonic cartoons I was forced to endure in the Spring.)

As with many role-playing games, you start with a single, first-level character who has no equipment and few skills. This considerably limits options for fighting and exploring, and means Sonic Chronicles takes a while to get going. Persevere through the first hour of instructions, back story and restricted choices, though, and things pick up. Extra characters introduce more tactics and open up new paths.

Winning later fights is heavily dependent on using special powers at the correct moment and succeeding in the rhythm minigames. This brings a good mix of tactics and skill to the battles. Defeating opponents isn't necessarily hard but it's never a foregone conclusion, either. That said, the battles can get repetitive during extended play. There are only three or four possible sets of opponents in each area and fighting the same formation of helicopter robots for the twelfth time in half an hour can become irritating. Thankfully, unlike Final Fantasy, there are no random battles. Enemies can be seen approaching and evaded by running round them. This doesn't earn any experience points but it avoids exploring becoming too frustrating, particularly in locations where monsters reappear within a minute of being defeated.

Hunting out all the rings, chao eggs and hidden items in the levels breaks up the battling and is the most entertaining part of the game. The small areas and handy map on the top screen encourage obsessive collecting of loot.

Still, this isn't going to be everyone's cup of tea. Much depends on being able to put up with Sonic and his pals. The dialogue is actually pretty good but having to play as a rabbit called Cream is just... well... unsettling... The save anywhere feature and the lack of random battles make Sonic Chronicles more accessible than many other examples of the genre, however. It uses the stylus well, can be played in short bursts and causes quiet moments to fly by. It's the kind of game that the DS was made for.

Sprog1 (age 8) is halfway through and really enjoying it.

I don't think even he knows what an echidna is, though...

Conclusion: This is a very competent role-playing game for children. It's reasonably forgiving, not too complex and packed full of Sonic the Hedgehog and friends.

Unfortunately, the same features may well put off adults. Nonetheless, if you can see beyond the anthropomorphic bunnies, Sonic Chronicles is an addictive alternative to the 'serious' role-playing games out there.

Graphics: The battles can be bland but everything else looks good.

Length: Medium.

Rating: 4/5.


Etrian Odyssey (DS)

Rated: 12+ because it contains violence but, to be honest, it's not as graphic as a typical episode of Pokémon, let alone the scrum that breaks out if all my children try to get their shoes from the shoe rack at the same time.

Story: An enormous forest labyrinth has sprung up next to a fantasy town full of cute people. You must guide a group of five adventurers through the traps and monsters in search of bigger traps and monsters.

Gameplay: The top screen shows the maze in 3D but you can't move around freely - it's laid out on a grid and you can move forwards or backwards one square at a time or turn 90 degrees. The bottom screen is used to map your progress. You draw in the walls of the maze and position icons to mark places of interest.

A few of the monsters can be seen approaching (although they only appear as glowing orbs). These are very tough creatures (FOEs) that are liable to kill you without raising a sweat. They move in a set pattern so you can avoid them.

Other fights start randomly. A group of monsters suddenly appear on the top screen. Combat takes place in turns. You choose actions (attack, cast a spell, defend, etc) for all your team members for a turn and then sit back and watch what happens. The actions of your adventurers and the monsters are played out in order according to luck, their level of agility and goodness knows what. Once everyone's had a shot, the turn is over and you get to choose actions for the next turn.

Killing monsters brings experience points. Get enough of these and your adventurers become stronger and can choose new spells and abilities.

Every so often you have to return to town to heal up and buy new equipment.

Save System: Saving is only possible in the town or at incredibly widely spaced save points. It can be hours in between saves. To play Etrian Odyssey, you need to be able to leave the DS in sleep mode for days without danger of a child coming along and swapping the cartridge to Mario Party.

Annoying.

Worse, if your adventurers die on an expedition, all progress is lost apart from any maps you've drawn.

Comments: Some games try to pull you in with amazing graphics, impressive stunts and new ideas. With only the press of a couple of buttons, you're a ninja space-assassin cartwheeling through an earthquake while lobbing exploding monkeys at tanks, marines and giant lizards. These games are brash and gaudy and shout, 'Buy me!'

Other games are much rougher. Enthralling gameplay is hidden beneath a stupid level of difficulty or awkward controls or a colour palette which consists of nothing but different shades of brown. These games quietly beg, 'Get to know me better...'

Some games are just cheap and rubbish, pumping out explosions and promises and heavy metal music, hoping to distract you with an hour or two of mild diversion before their lack of substance shows through. 'What are you complaining about?' they scream. 'Could be worse!'

All games vie for affection somehow.

Er, almost all...

Etrian Odyssey sits on the shelf and mutters, 'Yeah, I'm a barely tarted up version of a twenty-year-old game. I'm slow, ugly, obtuse and difficult. Want to make something of it? Come on if you think you're hard enough.'

Essentially it's The Bard's Tale all over again. I don't mean the relatively recent Xbox outing; I mean the original 8-bit offering from 1985. The main difference is that it provides its own graph paper. If you don't know what I'm talking about, then you might want to move along now. This game is from before your time. Go play Phantom Hourglass or something.

Maybe that's going a little far but if you don't have some history of fairly hard-core role-playing games then Etrian Odyssey will eat you for breakfast. There's little explanation of what's going on, almost no story and a frightening difficulty curve. The game goes out of its way to make the player's life awkward. The prohibitive cost of resting and healing, for instance, frequently means trips into the dungeon don't turn a profit, so buying new equipment is impossible. This leads to a greater need for healing and so on. The first few encounters with FOEs are bound to end in disaster. Working out which skills to upgrade is highly confusing.

After a few hours, things become clearer, however. There's a sneaky way to make some cash, the need to avoid FOEs until later becomes obvious and the game develops a rhythm. Each descent into the maze reveals a little more territory before it's time to teleport out, heal up and work your way down again. Meanwhile, your characters develop and grow. Just getting that little bit further becomes addictive. Even the random battles cease to grate eventually - they're mercifully widely spaced and you have an indication of when they're imminent.

Without some nostalgia for The Bard's Tale or a similar game, it's hard to imagine anyone persevering with this, though. Games have moved on. Even a portable version of Dungeon Master would be vastly more attractive.

At least there isn't four minutes of loading from tape between each level of the maze these days, I suppose...

Conclusion: If you're a fan of random turn-based battles and cartography, you'll love this. If you have fond memories of The Bard's Tale, you might get sucked in. If you don't know your ATK from your VIT, then run away.

Graphics: Drab and almost static. If it weren't for the touchscreen use, you'd think it was a GBA game.

Length: Very long.

Rating: 3/5. (As usual, this translates as 'all right, if you like this kind of thing' but 'this kind of thing' has a much narrower definition than normal.)


The Legend of Zelda: Phantom Hourglass (DS)

Rated: 7+ but there's large amounts of text, so any children playing will require strong reading skills.

Story: It's a Zelda game. To no one's great surprise, you're an elf boy with a sword and wearing a pointy green hat. You must rescue a kidnapped elf girl and dispatch an ancient evil along the way.

Gameplay: Most of the game involves exploring islands and dungeons using an overhead view. All control is via the stylus (although some buttons can be used as shortcuts). Touch the screen where you want to go. Tap monsters to attack them with your sword.

As the game progresses, you acquire extra equipment. These utilise the stylus well. For instance, to use the bow, you select it, touch the screen to aim and then lift the stylus to fire when the shot is lined up. With the boomerang, you get to trace a path for it to follow. The game's many puzzles require clever use of the equipment to open up new paths and doors.

Save System: Manual save at almost any time. Unfortunately, loading the saved game returns you to the start of the current dungeon, which is a pain. The game's best if you can play decent length sessions or leave it in sleep mode in between short goes. Tricky if you've got a seven-year-old Pokemon addict who shares your DS.

Comments: Can it be? A proper, traditional game on the DS that uses the dual screens and the stylus effectively and also plays to the machine's graphical strengths?

Goodness, we only had to wait two and a half years.

After Legend of Zelda: Twilight Princess on Wii, I approached Phantom Hourglass with some trepidation. Twilight Princess is good but far too similar to previous games in the series. I wasn't sure I could face another cookie-cutter sequel. Wondrously, however, with only a few apparently minor changes, Phantom Hourglass seems fresh and returns the fun.

The most obvious difference is the control method. Tapping monsters to attack them feels odd to begin with, but it soon becomes natural. It's much more pleasant and comfortable than using the d-pad and buttons, and allows better control, especially over weapons like the bow and the boomerang. The whole thing has obviously been designed with the intention of making the most of the touchscreen rather than taking an old template and trying to bolt on touchscreen functionality.

The other major difference is the use of the top screen. It shows the current map for most of the game. This is, of course, nothing new in a DS game - shoving a map on one of the screens is almost obligatory. In Phantom Hourglass, though, the map is integral to the gameplay. Most of the maps can be swapped down to the lower screen and drawn on, allowing notes and secret paths to be recorded. One dungeon requires several visits and getting through it at speed is important, so a well-annotated map is vital. In other places, sketching on the map is part of the solution to puzzles. When stealth is required, the map shows the location of enemies. Just as much effort has gone into utilising the dual screen aspect of the DS as has been used on the touch sensitivity.

On top of this attention to the features of DS, some minor changes have been made to the Zelda formula to make things less frustrating. The fighting is easier, monsters re-spawn less and the puzzles are sharper and more satisfying. Bottles, heart pieces, and tiny purses are gone. You no longer need to find the map and compass in dungeons. All in all, much has been added and it's so well designed that nothing that's been taken away feels like a loss.

Yep, if you've had enough of Brain Training and want to move on, this is the game to get.

The only real criticism is that the rewards for the side-quests are even less worthwhile than usual. Quite often you'll go to a lot of trouble only to receive a useless part for your ship. Mostly, you get spirit gems. There are three types of spirit gem and ten of the same type gives you a special power. Twenty of the same type allows you to upgrade the relevant power. Since the gems are dispersed fairly evenly, you'll have nearly thirty before they're any use at all. Getting all twenty of any given type requires vastly more effort and perseverance than completing the main quest. I played the game fairly thoroughly and only got eighteen of each. It's fun enough collecting them for the sake of it that the game isn't spoiled. Still, it's a slap in the face for less obsessive gamers. It's particularly jarring compared with the friendly nature of the rest of the game.

Oh, and, very occasionally, you have to yell into the microphone. That's just not too handy on the bus.

Nonetheless, Phantom Hourglass is a fantastic game that would be impossible on any other console. It's also the best game of 2007 on any format.

Conclusion: The finest Zelda game in ages and proof that the unique features of the DS aren't just gimmicks. Tests your brain and brings a grin to your face.

Graphics: Attractive, cartoon-style visuals that are bright and clear. Occasional close-ups highlight exactly how basic things are really but, in general, the game has the best graphics on the DS.

Length: Long.

Rating: 5/5.

Nintendo DS Console (& DS Lite)



Price: £100 for the DS Lite. (The older, chunkier version is £90 but isn't widely available any more). You should be able to pick up the console with a bundled game for an extra £10 or so.

Extras:
  • MP3 player cartridge - £20 (requires an SD memory card which isn't included).
  • Web browser - £30.
  • All kinds of other bits and bobs like carry bags, stylus spares, screen protectors, in-car chargers and cartridge cases - a few pounds each. (Screen protectors are a bit of a waste of time, though).
Comments: There was a conspiracy theory going around when the DS first came out that it was really just something Nintendo had cobbled together in a bit of a hurry to distract some attention from the fast-approaching PlayStation Portable and give them a little breathing space to design a machine that out-classed Sony's offering. Where were the multi-media capabilities and the cutting-edge graphics? Why did the games come on expensive cartridges rather than cheap discs? What was the point of downloading stuff over wi-fi if there was no way of storing it?

Sure, the touchscreen interface was a good idea but why two screens? Nintendo said it would encourage innovation. Great gaming minds considered the possibilities. They pondered wonderful new gameplay. They thought long and hard, and then, as one, developers around the globe hesitantly murmured, 'Well, you know, you could play the game on one screen and have a map on the other.'

And thus it was so...

Sony executives must have been pretty pleased. Their machine was obviously technically superior, could play music and movies and had all kinds of games from Wipeout to Grand Theft Auto lined up. What did Nintendo have? A gimmick-laden oddity with Mario, a brain training non-game and a dog-owning simulator. Sony must have thought they'd have an unassailable lead in the handheld console war by the time the proper Game Boy Advance 2 turned up...


An original DS, charger, stylus and game cartridge. DVD box for scale. (I would have used an original DS for scale, like I normally do, but I only have the one...)
Funny old world, isn't it?

Hardcore gamers and gadget freaks bought PSPs but their mums all bought DSs. And so did everybody else. If there ever was a GBA2 being secretly prepared in Nintendo HQ, then it's been indefinitely shelved. The DS has easily beaten the PSP in terms of sales, and soundly thumped it in terms of profit.

By keeping things simple, the DS reaches out to people who haven't played games before and to those who haven't played games in years. Its software line-up is laden with fun, colourful platformers, puzzle games, turn-based strategy games and tongue-in-cheek cooking simulators. These are supported by familiar franchises such as pokemon, Mario and Zelda which lure in the traditional Nintendo fans.

If you like the kind of game where you use big guns to shoot terrorists or you want a decent racing game which doesn't involve Mario in a kart, then the DS isn't for you. Indeed, even if you just like games with three dimensions, you're going to be fairly disappointed. The graphical capabilities of the DS would struggle to compete with the PSOne, let alone the PSP.

The appeal of the DS is the control system, however. It has plenty of buttons but the lower of the two screens is touch sensitive and can be worked using a stylus or a thumb strap. A few games miss the point, requiring the use of all the buttons and the touchscreen which really only works for those people with three hands but there are other games which are controlled almost entirely with the stylus. Chess pieces can be moved round the board with a couple of taps, for instance. In Trauma Centre, the stylus is used to perform surgery, lending itself to cutting, stitching and injecting. In general, though, games utilise the stylus to make control easier rather than to add significantly to the gameplay. Being able to use a pen rather than having to get to grips with a load of buttons is very appealing to gaming newcomers.

The DS has a few other nifty features. Closing the lid puts the machine into battery-saving sleep mode. In normal use, the rechargeable battery lasts eight hours or so but the DS can maintain itself in sleep mode for days. This means it's perfect for a quick go on the bus - there's no need to worry about finding a saving point before reaching your stop. Close the lid and it can go straight in a pocket. (The screens are also much easier to see clearly in sunny weather conditions than the PSP screen).

Some games (notably Mario Kart Super Circuit and Metroid Prime: Hunters) feature online play over a wi-fi internet connection. Metroid even has an option for voice chat. Other games allow local wireless multiplayer, so you can play with other DS owners in close range. In some cases, only one player actually needs to have a copy of the game.

The DS is backwardly compatible with the Game Boy Advance, providing access to a vast catalogue of old games. (Sleep mode doesn't work with GBA games, however).

The newer version of the DS, the DS Lite, is smaller, lighter and has adjustable screen brightness. It's slightly more expensive but is definitely the version to get. The only disadvantage of this version is that GBA cartridges don't fit snugly and protrude slightly from the bottom edge of the console. To make up for this, the DS Lite has a built-in cover for the GBA slot when it's not in use.

All in all, the DS is a great little machine. Whether you should get one, though, depends on whether you like the sound of the games. You really need to be a fan of cute platformers and puzzle games to get the most from it.

It's also worth pointing out that the decent games have maintained their price over time so don't expect to hoover up a load of old games at a bargain price. Mario games still typically cost £25 new - and that's online. It's £25 for a second-hand copy in the high street.

The best games include:
  • Mario & Luigi: Partners in Time - A witty RPG with entertaining turn-based combat.
  • Legend of Zelda: Phantom Hourglass - Exploring and adventuring in a semi-sequel to the GameCube's Wind Waker. Good use of the stylus.
  • Dr Kawashima's Brain Training - Simple language, memory and maths games tarted up as exercise for your brain. It's addictive and also includes sudoku.
  • Pokemon Diamond/Pearl - Sprog1 got Pearl the day it came out and we didn't see him again for a week.
  • Wario Ware: Touched - A huge selection of frantic microgames designed to use all the features of the DS. Blow out candles, wipe off dirt and unroll toilet paper as fast as you can!
Other good games include: Freshly Picked: Tingle's Rosy Rupeeland, Advance wars: Dual Strike, Animal Crossing: Wild World, Tetris, Nintendogs and a zillion platformers, such as Yoshi's Island and New Super Mario Bros. There's a startling lack of games developed by western studios, though. The DS would be perfect for real-time strategy, point-and-click adventures and some Tolkien-esque role-playing action but has almost no software in these genres.



Conclusion: The DS is great but it's not for everyone. If you want to play movies, music and portable versions of PS2 games, then you should get a PSP. The DS is about less adrenaline-fuelled games - the kind of games where you train a puppy. It's also cheaper, more rugged and has a much wider range of titles suitable for children.

Pros:
  • Touchscreen provides an intuitive means of control.
  • Plenty of good games available.
  • Lots of games suitable for kids.
  • Lots of games suitable for your mum.
  • Plays all Game Boy Advance games.
  • Clamshell design protects the screens when not in use.
  • Lite version is particularly small and portable.
Cons:
  • Lacks graphical power.
  • Unique features (second screen, touchscreen, etc) are often under-utilised.
  • Games are relatively expensive.
  • The volume control switch is a bit fiddly.
  • Poor support from western developers.
  • The game cartridges are small enough to be mistaken for chocolate mints.
  • My seven-year-old won't give mine back.
Rating: 4/5.