These are three games I still play to this day, and which are far more under-appreciated than their quality deserves (but perhaps that was true of the GameCube period…)
Kirby Air Ride: The ultra simple controls actually put me off when I first played a demo in target. Eventually they grew on me though, and after playing Tatsunoko Vs. Capcom exclusively with the wiimote-nunchuck scheme, I have yet another reason to appreciate the Keep It Simple mentality.
But the simplicity didn’t stop there; the game was a type of wide-open sandbox when it came to goals, and the three game modes were all very simple in their premise.
But the execution of the game belied this simplicity- the achievements-based gameplay was easy to follow, yet rewarding, and the racing itself was incredibly intuitive (with the exception of Top Ride, though that’s mostly a matter of perspective). The game wasn’t without its difficulty either, and it struck that balance between ease of play, luck, and required skill that so few games do.
Further, this game would be perfect for the Wii for those same reasons. Me (an admitted geek, if not a hardcore one), and my 3-years-younger sister (who is more the “casual gamer” type) can both play it on practically even ground. That’s the mark of a good game, and this game is still fun enough to hold its own even in today’s game market.
Custom Robo: This game actually had a fun, decently challenging single-player. The multiplayer is the real reason you want it, as it’s got the whole Smash Bros. “four person fighting game” idea, but the arena plays a smaller role (more important as cover than a hinderence), and there are no items to spawn. Customization plays a big role instead, and there can be an element of luck in what you pick, but after playing single-player you’ll know what you like, and all the friends I’ve played it with had fun experimenting with the numerous parts in multiplayer alone.
Now, a chunk of the parts list is less than helpful- pods are mostly junk, half the bombs are unhelpful, and you’ll probably find a certain class of robos that fit your play style, but this doesn’t drag down the fast-moving gameplay.
The NDS Custom Robo game (Custom Robo Arena) was basically the GameCube version with a weaker single-player and insufferable graphics. The GBA game didn’t get the gameplay right at all. This game deserves a proper console sequel, with entirely new assets (less repeat parts from the long-lived series, or at least many more newer ones), appropriately polished graphics, and another light-but-fun single-player campaign.
Mario Kart: Double Dash!!: Mario Kart is one of my favorite series. It’s so long-lived and well known I don’t need to sum up its high points here.
Double Dash!! was the best game in the series simply because it added some real teamwork and management skills into the mix. It took me the whole game to find the best kart and character combination for my play style (Yoshi, Toadette, the Parade Kart), and the unique items in particular added some real depth to the game. And the idea of two people working a single kart may seem complex, and while it demanded coordination and communication to pull off it was far from impossible.
Let’s face it- like many of Nintendo’s series, Mario Kart has gotten stale over its many iterations. Nowadays it’s all about using a few stupid strategies to win (constant wheelies or purposeful item hoarding/farming is not my idea of fun), and while the bikes were an interesting idea, the series is starting to overfocus on racing. Not terrible, but Double Dash!! made it about the items, without being too game breaking, and isn’t that what we’re here for?
The game was probably one of the trickier titles to master, as a result of all this. I actually couldn’t get the last unlocks by myself- it took me and a friend on a single kart to overcome the last challenges the game threw at us. That was good times…
Is this the worst list you ever encountered? Do you actually agree with any of the three? Leave some comments: I like to hear what people other than myself think.