Showing posts with label neko entertainment. Show all posts
Showing posts with label neko entertainment. Show all posts
24/05/2017
COCOTO KART RACER (GAMECUBE)
Having looked at the site’s recent stats, it seems that if I want to drive traffic to VGJunk I should write about more games that A) people have actually heard of or B) star raunchy Italian pop stars. With that in mind, here’s an article about an obscure racing game that’s about as raunchy as a Susan Boyle concert at the Vatican. It’s Neko Entertainment’s 2005 Gamecube version of Cocoto Kart Racer!
As the title screen appears and the game blasts out some jolly, bouncy horn riffs, it’s impossible not to be reminded of Mario Kart: Double Dash, which also begins with a static title screen and jolly, bouncy horn riffs. Of course this is going to remind you of Mario Kart, it’s a kart racing game. There aren’t many kart racing games that won’t remind you of Mario Kart, such is the indelible stamp Nintendo left on the racing genre with the Mario Kart series. In the case of Cocoto Kart Racer, however, the similarities might be even more pronounced than usual.
After picking your game mode from the usual list of suspects - championship, single race and multiplayer – it’s time to select your character. Characters are pretty damn important in a kart racing game, and the decision to put their famous faces in go-karts rather than enclosed vehicles like cars when they created the Mario Kart series was a true stroke of genius on Nintendo’s part. That’s why so many other franchises with casts of recognisable stars – Sonic the Hedgehog, Crash Bandicoot, Nicktoons and so on – have seen kart racing spin-offs, because you can have a racing game while still showing off your bankable stars.
Cocoto Kart Racer does not have any bankable stars, of course. They were all created by the game’s developers in a charmingly doomed attempt to forge some kind of Cocoto universe, and they appeared in a few other games besides this one: a platformer, a lightgun shooter and even a fishing game. Sadly for them, Neko Entertainment’s vision of a vast, genre-spanning Cocoto franchise never really got off the ground, but are any of these characters worth remembering? Probably not. They’re a strange, rag-tag mix of animals, imps and gremlins, all of them designed with a bug-eyed, mildly grotesque art style that absolutely screams “European CGI kid’s TV show.” Seriously, the first time I saw these character I was convinced they’d started out as a low-rent CGI kids show, the kind of thing you’d see on Kix sandwiched between Lego: NEXO Knights and the Angry Birds cartoon. Maybe that was Neko Entertainment’s plan for them all along, but alas, it never came to be and so we’re stuck with this game.
Of the characters available at the beginning of the game my favourite was probably Scritch, who appears to be some kind of skinless zombie beaver that’s been squeezed so hard its eyeballs are bulging out. There’s also a mole, a “brainy” gremlin thing, a gecko and green imp called “Baggy.” I really don’t want to know how Baggy got that nickname.
As his name’s in the game’s title, I figured I should start out by playing as Cocoto himself. He’s definitely the Mario of the game, in that he’s an average all-rounder, although you can select different cars so if you really love the thought of playing as Cocoto but want a faster car with less grip then you can have that too. Cocoto is also a devil, presumably spawned in the sulphurous pits of Hell and dedicated to the spiritual corruption of mankind.
Here he is on the loading screen, wistfully dreaming about human suffering. Let’s hope his eponymous kart racing game isn’t his attempt to darken the souls of all those who play it. Also, Cocoto’s weird hand-feet are creeping me out. He’s evolved opposable toes so he can hold two extra pitchforks when he’s on sinner-poking duty.
Okay, here we are with some actual racing, on the enigmatically-named “Glaboon Track.” I have no clue what the heck a glaboon is – perhaps some crystalline outer region of Cocoto’s demonic homeland? Whatever it is, that’s where we’re racing, and a very familiar sort of racing it is too. The kart racing sort, naturally, with the obvious accelerating and braking to be done, as well as buttons for making your kart hop into the air and for powersliding around corners. There’s no fancy “blue sparks” style tricks to be done with the powersliding, not as far as I could figure out, but it does help you get around corners.
Then there are the weapons. As usual in this kind of game, you collect power ups by driving into icons that litter the track, and they’re very much the kind of special attacks you’d expect. Speed boosters are common, as are projectiles that either travel in a straight line or home in on your nearest competitor. In this instance, Cocoto has surrounded himself with the warm, protective embrace of spinning lava balls. And yes, because comparing Cocoto Kart Racer to Mario Kart is absolutely unavoidable. they’re all the sort of thing you’ll be familiar with if you’ve ever played a Mario Kart game. A little too familiar in the case of the lightning power-up, which electrocutes all the other racers just as it does in a Mario Kart game.
Yes, there are a lot of power-ups in this game. A few too many, even, with special attacks that are either identical to other special attacks or have differences so subtle I couldn’t figure them out after several hours of play. For example, one of the “fire straight ahead” projectiles is a demon-appropriate red trident, but you can also pick up orbs that do the same thing. Or there’s the “trap” items that you drop behind your kart, one of which freezes your opponents in a block of ice to slow them down and another that coats your opponent in a gooey blob to, erm, slow them down. Very few of them are visually interesting enough to warrant inclusion and the sheer number of them means it can be difficult to remember, in the heat of a race, which item has what effect. I came for a race, not a test of my memorisation skills. At least those icy crystal pillars look nice.
After a dodgy first lap spent trying to get to grips with the controls and exactly how the drifting works, I managed to haul myself back up to third place by the end of the race. That sounds more impressive than it is, because there are only six racers on the track. Still, after this first race I feel like I’ve got a handle on the physics of the game, helped by the fact that it feels very similar to, you guessed it, a Mario Kart game. I’m only playing through the first championship (the “Silver Pot”) on normal difficulty, so I’m confident I can make my way to the top of the leaderboards.
Next up is the Cerber Track, a rocky, volcanic course that spices things up by adding a lot of jumps into the track. You can see a ramp in the background there, it’s the glowing yellow thing. There’s not much else to say about the ramps. They’re just ramps. However, sometimes they have rings floating above them, and if you jump through the rings you get an extra speed boost – but often they’re a little too high for the ramp itself to reach. This is where your ability to make your kart jump by pressing L comes into play, because you can use it for the little extra height needed to hit the rings. In fact, I think this is the only use of the jump, because I tried hopping over obstacles and the other player’s traps and it didn’t work. You can easily get through the game without ever pressing the jump button, which probably explain why I completely forgot it existed until I was in my third championship.
Oh hey, looks like we’ve solved the mystery of why this is called the Cerber Track. There’s an enormous, three-headed, fire-breathing devil dog in the middle of the stage, which is pretty cool. You drive towards him down a long straight while Cerberus launches massive fireballs at you, which is a fun bit of gameplay and definitely the stand-out section of this track, even if it does feel very familiar. I’m sure some other kart racing game had you driving directly toward a big fiery projectile launcher while swerving around its attacks, but I can’t quite recall which game that was.
This is the Venusia Track, a jungle-themed raceway that momentarily stopped me comparing Cocoto Kart Racer to Mario Kart by making me think of Crash Team Racing instead. That’s kind of weird, actually, I’ve probably played about forty minutes of Crash Team Racing in total and that was a long time ago, so I’m surprised I remember it at all. I think maybe it’s that I’m remembering the Crash Bandicoot games as a whole, because the Venusia Track shares a very similar aesthetic of tropical plants and vaguely “native” stonework. I’m sure the Crash Bandicoot games were much more visually varied than that but again, I didn’t play much of Crash Bandicoot either. I never really took to Crash, I’ll be honest, and neither did anyone else I knew growing up, so it’s always a surprise to me when there’s some Crash Bandicoot news and lots of people get very excited. Maybe I’ll go back and play Crash Bandicoot again one day to see whether I’m missing out. Let me know in the comments if this is a spectacularly bad idea and the original Crash Bandicoot has aged about as well as a the comedy stylings of Jim Davidson.
Oh right, yeah. This game. Got distracted by Crash Bandicoot for a second there, folks. Anyway, Venusia is a decent track with a little variety to it, with sections such as this large ice field where you can take the less-slippery but more time-consuming outer path or drive straight through the middle to save time at the risk of skidding into the ice-skating turtles that clutter the centre of the area. I like the cobwebs that dangle from the branches overhanging the track, too: if you drive through them they stick to your kart and slow you down for a moment, and it feels like a fun, organic way to introduce a different kind of obstacle into the action – one that doesn’t just make you spin out, but has a slightly different effect on your chances of winning the race. Plus, if you’re lucky you can nudge your opponents into them, which is helpful because the other racers seem a lot worse at avoiding spiderwebs than they are at swerving around all your carefully-laid trap items.
Overall I’d say that Venusia is probably my favourite track in the set of five that make up the first championship. It’s fast-paced, it’s got a few interesting hazards and the visuals changing from jungle ruins to ice areas and back again is fun. That said, this might be a case of damning with faint praise, because Venusia Track isn’t that interesting and on the whole the tracks in Cocoto Kart Racer fall slightly on the dull side. They’re never bad, and they mostly have a decent sense of flow to them, but they’re rather lacking in the shortcuts, optional routes or exciting gauntlets you’ve come to expect from a kart racing game. The big Cerberus is the exception rather than the rule, let's put it that way.
There are also a couple of places in each track where it’s a little too easy to get stuck amongst the scenery, as you can see. It’s not game-breaking or anything, but it can be a little annoying when Cocoto suddenly decides to dedicate his life to the extremely close study of these archaeologically important ruins.
There’s more jungle action in the Bo-Bong Track, a merry jaunt through the twisting treetops, a race spent powersliding around the mighty trunks and half-expecting to run over an Ewok. It’s a real step up in difficulty after the other tracks, with lots of hairpin bends that require a certain amount of planning to get around without embarrassingly wedging your kart bonnet-first into the apex as the other racers easily glide past you.
Oh, here’s something else I suppose I should mention: you can collect golden apples as you race, up to a total of nine. You just drive over them, it’s not like you have to trick Atlas into fetching them for you or anything. Look, I spent a lot of time reading about Greek mythology as a kid and I’m not going to miss a chance to make a “golden apples” reference, okay? Anyway, the effect is subtle but I think that for each apple you have (up to total of nine,) your top speed is slightly increased. This would mean the apples work in the same way as the coins from Mario Kart, and as the odds of a gameplay mechanic in this game not being lifted from Mario Kart are slim to none then I’d say that is definitely how the apples work.
The final course of the championship takes place on the Zaron Track, a sort of celestial highway amongst the clouds and Cocoto Kart Racer’s equivalent of Rainbow Road. If you look at the track map, you can see Cocoto is about to enter a series of extremely sharp hairpin turns, which is a shame because it’s probably the worst bit of all the tracks. I understand what they were going for, but the bends are so awkward to negotiate they they slow the action down to a crawl – except the CPU players have no trouble blasting through this section at maximum speed, especially if you’re in the lead and they’re rubberbanding their way back towards you. It might just be the way I play racing games, but it did feel like the course layouts in this game meant that karts with lower top speed but better control and grip had a distinct advantage over faster, more slippery vehicles.
I do really like these angels, though. They fly around trying to spread the light and grace of the Lord by dropping anvils on people’s heads. I say people, all these racers are grotty little weirdos, and frankly if there’s a demonic imp driving a hotrod through Heaven then verily it is the angels’ sacred duty to crush the interloper using the methods by which the Roadrunner would smiteth Wile E. Coyote.
Here’s a hateful little thing about this game: every time you overtake (or are overtaken by) another character, they say “hello!” in an extremely irritating, high-pitched, digitally-manipulated voice. It is extremely grating, especially in situations like the one above where all the racers are crammed together and it ends up sounding like singles night at a packed Minion bar.
Well, I did it: despite winning only two of the five races, I topped the championship leaderboard and took home the trophy. That’s really all you get by way of celebration, the image of a spinning trophy that I don’t really feel like I earned. It’s a little disappointing, sure, but I suppose I wasn’t expecting a big production or anything. Winning the championship also meant I unlocked both the next championship and a brand new racer.
Well, I guess that answers the “what’s a Glaboon?” question.
So, after spending a decent amount of time with Cocoto Kart Racer, I have come to some conclusions about it, the main one being that it’s actually pretty good. Well, the core mechanics, the racing itself, that’s good. It controls well, there’s a decent sense of speed, your CPU competitors have some rubberbanding but it rarely feels totally unfair. It’s a solid, uncomplicated kart racer that provides racing action that is more enjoyable to play than you might expect at first glance. Is it is much fun as a Mario Kart game? No, of course not, but then it wouldn’t be. What kind of budget do you think Cocoto Kart Racer was made with? Ten percent of a Mario Kart game’s? Five percent? Neko Entertainment must be commended for creating a game that, mechanically at least, doesn’t feel cheap. This is particularly astonishing given that Neko Entertainment’s most famous game is probably Crazy Frog Racer.
However, Cocoto Kart Racer has one huge problem: blandness. A lot of it just isn’t very interesting. Most of the playable characters are dull and lack any personality whatsoever, the track layouts are competent but rarely rise above that very low benchmark, the graphics are merely passable and the soundtrack is so forgettable it may as well not exist. Then there’s the big kicker: as far as I can tell there are only five types of track. When you get to the second championship, rather than a whole new set of courses to race on you get another Glaboon Track, another Cerber Track and so on, except they’ve been expanded or modified in a manner similar to Ridge Racer. I’d say on average half of each track is a new layout while the other half is the exact same circuit you raced on in the previous cup, and this lack of variety severely curtails the impetus to keep playing in the hope you’ll see something new. Maybe this changes in the final cup but I highly doubt it, and it looks like I’ll never find out: despite winning the second championship twice, the final set of tracks didn’t unlock.
Oh well, I got a lady squid out of it. In a game packed with uninteresting characters, a posh squid dripping with jewellery is definitely the cream of the crop.
Perhaps you could extract more enjoyment from Cocoto Kart Racer via the multiplayer modes. I wouldn’t know, not having any friends nearby while I toil away at these articles during the wee hours, but it does include multiplayer races and the ever-popular battle mode, perfect for starting vicious arguments over the clearly biased nature of the “random” power-ups, why do you keep getting the homing piranhas, this is bullshit!
If you do want to give Cocoto Kart Racer a go, you’ve got plenty of options when it comes to platforms. It was released on the Wii, the PS2 and on Windows, as well as there being reworked versions on the handhelds of the time. Pictured above is the Game Boy Advance version. I had a quick go at it, but it’s not nearly as good as the console versions. To sneak in one last Mario Kart comparison, the console versions of Cocoto Kart Racer are much closer in quality to a console Mario Kart game than the Game Boy Advance version is to Mario Kart Super Circuit. On the plus side, I found a code for the GBA version that let me play as a large ape called Bo-Bong. When compared to the other characters, I think he might be bigger, faster and stronger too.
Like sticking a turbocharged engine inside a Skoda Octavia, Cocoto Kart Racer is respectable under the hood but boring to the point of embarrassment on the outside. Okay, that might be a bit harsh: I’m just disappointed it didn’t go all the way with the horror theme promised by the main character being a devil. You can definitely have fun playing this game, which is more than can be said for many games I write about, but it’s the empty, unsatisfying fun of playing I Spy on a long coach trip. A noble effort doomed to failure by a lack of budget and (possibly) ambition, hampered by the existence of other, more exciting competitors, then. Maybe one day I’ll try the other games in the Cocoto series, although playing the fishing one as the squid lady might raise some uncomfortable ethical questions.
Labels:
cocoto,
cocoto kart racer,
gamecube,
neko entertainment,
racing
06/12/2014
POSTMAN PAT AND THE GREENDALE ROCKET (GAME BOY ADVANCE)
Postman Pat, Postman Pat, Postman Pat ran over his cat. Blood and guts went flying, everyone was crying, Postman Pat's a very happy man. Those were the alternate lyrics to the Postman Pat theme song that we used to sing as kids, because that's what kids do with songs. I know a rousing chorus of "he's got the whole world in his pants" was enough to see me through many primary school hymn sessions. Yes, it's every child's favourite postal deliver worker Postman Pat, starring today in Neko Entertainment's 2007 Game Boy Advance Royal-Mail-em-up Postman Pat and the Greendale Rocket!
Postman Pat is a British kid's show about a postman named Pat. That's really all there is to it, or at least it was when I was young - these days Pat works for the Special Delivery Service and has a helicopter, apparently. The Postman Pat from my childhood did nothing more strenuous than pootle around the village in his little van, delivering mail and dealing with minor inconveniences like fallen trees blocking the road and letters getting wet in the rain. When I say "dealing with them," I mean he manages to deliver the parcel instead of just posting a "sorry you were out" notice through the letterbox without knocking like any other Royal Mail employee. Pat's most striking physical feature is his head, a cylindrical flesh-tube sporting a nose the size of Pinocchio's after the wooden boy tried to explain to his dad that he was just holding onto the weed for a friend.
The Greendale Rocket of the title is not, sadly, a space rocket. Pat will not be the first person to deliver junk mail to the moon - that honour will go to the brave astro-couriers of the twenty-third century, who will risk their lives to make sure the Sea of Tranquility never runs low on takeaway menus and offers on cheap double glazing. No, the Greendale Rocket is a steam train. The Greendale Rocket does not seem to be working - hardly surprising given that it's a steam train and this game is presumably set in 2007 - and the overall aim of the game is to get it running again.
Pat is ready to help everybody on this major engineering and restoration project, where no doubt his skills of driving a van and walking up garden paths will come in very useful.
So, Postman Pat and the Greendale Rocket is another of those made-for-kids, low-effort affairs that I've become oh so familiar with over the years, but unlike games such as NSYNC: Get to the Show and Diva Starz: Mall Mania, PPatGR is quite heavily based around platforming action. Okay,"action" is far too strong a word. Let's go with "platform meandering". There are still plenty of mingames - shovelware developers of the 2000s were apparently unshakable in their conviction that the young 'uns wanted an endless parade of assorted inconsequential fluff - but jumping around the village and collecting stamps, letters and parcels makes up the majority of the gameplay.
It really is just jumping, too, and Pat has even less moves than Super Mario because at least Mario can run. All Pat can do is hop into the air and (very occasionally) push an object by walking into it. Everything in the game - the platforming, the minigames, advancing the on-screen text - is controlled using only the d-pad and the A button. Simplicity in a videogame can be refreshing. In this case it is not. Pat's jumping controls are responsive, at least, but then you'd bloody well hope so with only one button to manage.
After a while spent wandering to the right, I came across a trough filled with water, or possibly a communal swimming pool. Those things on the side look like diving boards, at any rate. The mystery of why a small English country village has a swimming pool in the middle of the pavement aside, it was too big for Pat to jump across and so I thought hey, maybe Pat can swim?
Pat cannot swim. He cannot even survive the merest dunking, and contact with water causes him to die instantly. Perhaps he suffered an immediate brain aneurysm at the thought of all the paperwork he'd have to fill out to explain his now-waterlogged cargo of mail. "Royal Mail Damaged Mail Insurance Form Question 1: How did the damage occur? Answer: I jumped fully-clothed into a swimming pool. I'm fired, aren't I?"
The solution to this watery obstacle comes in the form of Pat's black-and-white cat Jess. Jess is waiting near the pool, and when you walk near him control switches from Pat to Jess. Great, I thought, cats are agile creatures, so Jess can surely make this jump.
Jess cannot make the jump. I'm beginning to suspect that this pool is not even filled with water but a powerful mutagen. I think Jess is halfway to turning into a cat version of the Joker in the image above.
No, the real solution is to use Jess' cat powers to climb up this drainpipe. Then you can jump across the rooftops and activate the totally normal platform made from extremely common floating rocks. Hey, I've spent plenty of time in small villages in the Yorkshire Dales and I can confirm that outdoor swimming pools with mysterious hovering boulders over them are as common a sight as hikers in questionable shorts.
With the platform moved into position, control returns to Pat, who can continue on his journey. The occasional need to take control of Jess, either to climb up something or to walk through a small passageway, is about as far as PPatGR goes toward creating new vistas of videogaming experience. I suppose it's better than nothing, even if Jess (who is a cat) controls almost exactly the same as Postman Pat (who is an adult human male).
Once the first stage is over - it didn't take long, even with the accidental drownings - you get to play the first minigame. In his mad mail-collecting frenzy, Pat has not only scooped up all the parcels but also a large amount of fruit, vegetables and canned goods. Naturally you have to get these back to the residents of Greendale before they realise no-one's got any food and they loot the village shop, so in this minigame you have to sort the goods into one of these three sacks. Parcels go in the middle bag, fruit and veg on the left and tin cans on the right. To call it a bad minigame might be unfair, because there's nothing here to be bad. It's a complete non-entity with all the drama and excitement of aimlessly flicking through the TV channels late at night.
Stage three: driving Pat's van through the streets of Greendale. To drive, hold A and press up and down on the d-pad to swerve around the hundreds of traffic cones that someone with no understanding of even the basic concept of a traffic has scattered haphazardly throughout the village. The road surfaces are all perfectly fine, there are no workmen present, so why are there more cones here than in the bedroom of a drunken kleptomaniac student? There's a surprisingly tight time limit, too, surprising given that the previous stages were so easy, so I could see kids getting frustrated by the sheer volume of the pointy orange hordes. Not me, though, I'm totally cool and super great at videogames so I breezed past all of them on my way to find Ajay. Oh, right, supposedly the goal of this stage is to find someone called Ajay. I hope he's not hiding under a traffic cone or we could be in for a long search.
Ajay is the driver of the Greendale Rocket, it seems, and he wouldn't get to work until Pat brought him the large prune you can see at the bottom-left of the screen. Ajay demands that he's running regularly before his train will, you see.
That's the basic shape of PPatGR, then; each "world" is made up of a simple-to-the-point-of-redundancy platforming stage and a slightly aggravating driving stage made worse by the nagging feeling that you shouldn't be getting annoyed by something so basic, with a minigame sandwiched between the two. Let's get cracking and see the rest of them, shall we?
Postman Frog, Postman Frog,
Postman Frog crawled out of this bog.
He can't post your letters,
'Cause he got ate by herons,
Postman Frog should not have been employed.
Well, at least the forest-themed platforming stage wasn't the first one out of the gate in this game, although that first trip through Greendale was hardly a harrowing voyage through the decaying urban sprawl.
The second minigame involves hammering the A button to fly a kite, a kite that you must use to collect these unusually airborne letters. If you'll allow me one more dig at the Royal Mail - and if you've ever had a problem with them then I'm sure you will - it would explain a lot about their level of service if they used kites as a regular delivery system. I do hope this is all taking place on Pat's day off, you know. I'm fairly certain ditching your round to piss about with a kite is a sackable offence.
As for the actual event, where the driving was more challenging than you might expect for the target demographic, flying this bloody kite is just hard. Going for the low-flying letters is the problem, as it's all too easy to not press the button quite fast enough and see your kite fall to the ground, and there's no warning of when you're approaching this arbitrary limit. PPatGR gives you infinite lives, so it's not like you're going to get a game over, but it could definitely have been less annoying.
Postman Pat: terrible at flying kites. So bad at flying kites, in fact, that he has to chase it down in a motor vehicle. Quite what this has to do with either the postal service or getting a steam locomotive running is not explained, but that kite needs retrieving and the only way to do that is to drive as fast as possible through the narrow country lanes surrounding Greendale. In this case "as fast as possible" isn't very fast at all because Pat's van has the aerodynamic profile of a pile of housebricks, but it's still sending a dangerous message about road safety to the youth.
As night falls on Greendale, Pat heads to his local for a few pints to relax him after a strenuous day of kite-flying and driving around in his little red van. Unfortunately he overdoes it on the sherry and has to cling onto this wheelie bin for support as he stumbles home, leaving his own "special delivery" inside that the disgusted owner of the bin will have to clean out with a jet washer.
Before you get too excited about the appearance of these pushable items, I should make it clear that they're only part of a puzzle in the same way that opening a cupboard door is a puzzle. You push the wheelie bin (or sometimes a hay bale) over to a wall that's too high to jump over, you jump onto the wheelie bin, jump over the now-surmountable obstacle, et voilà . It's hardly Myst. It's hardly anything, really.
The minigames hit a new low as the vicar gives Pat a bucket and tells him to catch the water dripping through the church roof. "How long will I have to do this?" asks Pat. "Until we raise the eighty thousand pounds needed to repair the roof." Replies the Reverend. "We're having a bring-and-buy sale on Saturday, I'm sure that will do the trick." Is the whole "church needs money to buy a new roof" thing as common in the rest of the world as it is in Britain? I suppose probably not so much in America, those churches aren't generally as old as the one in Europe
There is one impressive thing about this minigame, though: the developers managed to do away with even the A button. It won't be long now before I'm just watching a really bad episode of Postman Pat.
Holy moly, those traffic cones are actually being used in a reasonable, sensible manner! I honestly did not expect to see that. I thought I was going to be forever slaloming through a haphazard forest of cones, distributed around town as though they were dropped into place by slinging them from a helicopter.
Jess pounces on a letter, so that letter will be torn to shreds immediately. That's the kind of thing cats do, right? I don't know. I'm not a cat person nor, despite the rumours, am I a cat-person. A cat person is different from a cat-person, because only the latter transforms into a jaguar at night and slaughters the local livestock. Anyway, here you can see Jess' other talent besides climbing up drainpipes, and that's entering small tunnels into which Pat cannot fit. You can also see that PPatGR does sometimes try reward the player for exploring or at least paying attention: there's another tunnel to the left with collectibles in it, but stepping on the blue button sends you straight back to playing as Pat so you have to have the presence of mind to jump over the button to get the extra goodies. Goodies which do nothing, as far as I can tell - there might be something special for collecting every single thing in every stage but it'll take someone much more dedicated that me to find that out.
The next minigame gives Jess a starring role in a forced scrolling section where the player must catch eighty butterflies, presumably before you run out of screen to scroll through. It's certainly more engaging than catching the dripping water, but then so is starting intently at the back of your own hand for three hours. Oddly, the butterflies are rendered in noticeably poorer graphics than everything else. For the most, PPatGR has been a fairly pleasant game visually - a little fuzzy, perhaps, but nothing like as ugly as these garishly coloured butterflies with their heavy black outlines.
I hope you'll forgive me for skipping the fourth driving section, but you're not missing anything anyway because it's the same as all the others. The final platforming stage, on the other hand, has been tinted with strangely melancholic sunset tones, and it looks rather nice. It'd look better if the collectable items didn't obscure so much of the screen and the status bar wasn't such an obnoxious "filthy motorway service station cafe" combination of colours and fonts, but nothing's perfect.
Here's me forgetting that Jess can't jump any further than Pat and completely missing that platform. It's a good job cats always land on their feet, although that won't matter if Jess falls into another one of Greendale's myriad pavement swimming pools.
There's one last minigame to play, and it's all about stamping parcels and letters while Mrs. Goggins, the postmistress, stares blankly at you from the background. She's been rendered catatonic by the dizzying speed at which these items fly across Pat's field of view, speed that will almost certainly cause you to become flustered and accidentally stamp a birthday present and what the hell are you doing Pat only letters and parcels get stamped! I'm not joking, these items are fair shooting across the screen and it's impossible to stamp them all, so the minigame falls into this weird mishmash where it's not difficult but it's still stressful. As long as you concentrate on not hitting the gifts - because a mistake like that stops your stamp working for a while - you'll be able to do it fine unless you have the world's most embarrassing coronary. "Cause of Death: got overexcited by a children's videogame" is not something you want your family to see.
Then there's one final driving section, the same gameplay as the others but the action's enlivened by the hideous blackness of the Outer Dimensions that has begun to seep into Postman Pat's universe, bring madness and death to all those it consumes. On the plus side, no traffic cones.
That's it, we're done here. Postman Pat has successfully brought together all the things that the Greendale Rocket was lacking: a prune, a wad of crumpled tin foil, a whistle, a wrench and a small bag of dice. Hmm. Maybe you should have brought the locomotive some bigger wheels, Pat. It looks like a shopping trolley that's got ideas above its station with those things sticking out of the bottom. Oh well, I won't be riding it, so when it slides off the rails don't come crying to me. Except you can't, because I've already peeled off into the sunset, having somehow figured out how to do sick wheelies in my post van.
Postman Pat and the Greendale Rocket managed to exceed the expectations I had for it, but then again my expectations had been hammered into the dirt by almost every other "kids" game I've ever played. The minigames are tedious, but they're generally not obnoxious about it and wouldn't you rather be bored than actively upset? That's right. Okay, so the driving sections aren't great either, but the platforming stages are... well, they're alright for very young players. It looks pretty nice and the music is impressively tolerable considering every track is based around the Postman Pat theme. I still wouldn't give this to a young relative to play - I'd give them Super Mario Bros. or a sheet of paper with "VIDEO GAME" written on it - but as these things go it's not soul-crushingly awful. It's amazing how much difference even the tiniest of care and attention can make, and that's exactly the amount of care and attention that went into this one.
Labels:
game boy advance,
minigames,
neko entertainment,
platformer,
postman pat
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