Reviews

Yoshi Touch & Go (DS)
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- Publisher: Nintendo
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- Official Website: http://yoshi.nintendods.com

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3 of 5: Bargain Bin
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Many of the complaints leveled at the Nintendo DS are grounded in the notion that the handheld is too "gimmicky." Nintendo has always faced cynicism in its efforts to introduce new forms of gameplay, and the DS's features-such as the touch screen and microphone-have proved no exception. Detractors have pointed out that these types of features might be supported by small minigames, but they aren't necessarily something that would drive a full-priced game-and this doubt might be well placed. The gameplay concepts driving Yoshi Touch & Go were originally a design showcase for the DS's abilities and now they have been fleshed out into a full game. However, while the concepts may be entertaining, they do nothing to dispel the perception that the Nintendo DS is simply a gimmick.
To its credit, Touch & Go is a fun game. It's original, pretty and surprisingly difficult. The gameplay interface is designed exclusively around the DS touch screen. Drawing lines creates clouds for the game's principle characters, Baby Mario and Yoshi, to walk on or be guided by. In an innovative little twist, these clouds can then be cleared from the screen by blowing into the microphone. Players can also tap the stylus in different areas to produce two effects: touching Yoshi causes him to leap, and touching another area of the screen prompts him to throw an egg. Finally, drawing circles creates bubbles that can trap enemies and turn them into coins. It all sounds simple, and in practice this simplicity provides a very fun and hectic experience. There is a strong compulsion to improve upon previous high scores, and the addition of combos-built by throwing eggs into several enemies or coins in succession-results in very rewarding replay value. It's hard to imagine anyone not enjoying it, and the basics of the gameplay cannot be faulted.
The game also has a lot going for it in the video and audio departments. Although the visuals are reminiscent of the 16-bit era, there can be a lot going on at one time (across both screens), and it is certainly very attractive. The system also throws some nice scaling and rotating effects into the mix, and these types of effects are clearly not possible to this degree on the GBA. The music is delightful, if repetitive, and the sound effects are always fitting. Touch & Go is truly an accomplishment-at least artistically, if not technically.
Unfortunately, once players have spent much time learning to play the game, it reveals itself to be critically limited in content-there really isn't much to it. In total, there are four modes: Score Attack, Time Attack, Challenge and Marathon. Score Attack and Time Attack-not surprisingly-are designed with the respective goals of achieving the highest scores and lowest times. Next, the Challenge mode involves getting as far as possible within a set time limit. The Marathon mode is perhaps the most enjoyable of the four because the courses for this mode are randomly generated and often fairly challenging. It provides for the most unpredictable experience in the group and will likely be the mode that gamers spend the most time with. Four modes sounds like a lot of content, but it essentially amounts to four minigames, all of which have similar gameplay elements. Those anticipating a story mode similar to Yoshi's Island, with interesting levels and diverse goals, will be sorely disappointed.
There is a nice multiplayer mode that supports single-card play and breathes a little life into the game, but it gets old very quickly-just like any minigame. Players looking for a fun diversion between bouts of Super Mario DS and Wario Ware are encouraged to give Yoshi Touch & Go a whirl-it's not a bad game by any measure. However, it's not enough to justify a thirty-dollar price tag, either, and it does nothing to dismiss the assessment of Nintendo's handheld as a multi-gimmick pony. Innovation and fun are important, but there needs to be some substance to go along with them. Hopefully, Nintendo will get the formula right next time.
Mar 14, 2005 | 0 comments
Ben Jacobs