StreetPass Games Part 2 - Paid For Games
Published by Tyro D. Fox in the blog The Leather Bound Book. Views: 764
The next four examples are all paid for products from a special little shop within the Mii StreetPass Plaza itself. Each one would cost me just under £5 (or about $8, or roughly €6.30 (prices may vary outside of the UK)) but there's a special deal where you can buy all four at under £14. But the offer is only available the first time you try and buy something. So, it's either buy what you want or get them all in one lot for a not bad deal. In essence, that's one game for free and one reduced in price as the whole lot would, of course, be £20 all together.
I went for the deal because I knew I'd want to try each out to maximise what little StreetPasses I tend to get in my home town. Also, it seemed decent review fodder.
Sometimes, I am that transparent.
[size=+1]StreetPass Squad (a.k.a Mii Force)[/size]
Now we're not even hiding the arcade game design of these things, are we?
For five quid, you can get a decent space shooter that's actually pretty tight, challenging and enjoyable. What are the odds of that?!
StreetPass Squad has you put in charge of 'The Mii Force'; a team of space pilots that are dedicated to defending the galaxy from bad guys. Well, that should be space pilot as there's only you and your commanding officer; a robot version of the moustache man from the Pringles Logo in a hat. The rest of your team is made up of whatever Mii's you encounter through StreetPass. Your villain is a space pirate called Gold Bone.
I'll just give you a second to stop giggling.
It's like the Fisher Price version of Skeletor
Gold Bone wants to pillage the whole of the galaxy, you get in a space ship and stop him by pew-pew-pewing all of his forces. Simple but good.
While Puzzle Swap and Quest appear to have been made by Nintendo themselves, the paid StreetPass games are from outsider companies. Squad is developed by Good-Feel, who are responsible for a lot of bland educational titles but also Wario Land: The Shake Dimension, Mario and Luigi: Dream Team and Kirby's Epic Yarn. So, they're not entirely bereft of development chops. And, it shows. Even if it's a little short, Squad tried it's damn hardest to earn it's price tag.
Firstly, each Mii that you StreetPass with is now a weapon. This get's a little complicated. The idea is that each Mii travels with you in little pods to the level and they are scattered across it. You are given one Mii Pod to begin with so that you can start fighting through the waves of baddies. This pod attaches to your ship in one of four positions that are known as 'Weapon Slots'. If they sit here, they are then fired with the 'A' button. The options are to fire ahead, fire behind you or fire a little to the left or right ahead of you. You can stop the game and alter your set up at anytime using the pods you've collected thus far.
Behind each 'Weapon Slot' are two 'Upgrade Slots'. If you put a Mii Pod in there when the Weapon slot is filled, the attack the Pod in the Weapon Slot does is enhanced. You can do this twice to make a Pod more potent. If you find you have more Pods than you need to shoot with, upgrading your weapons is the best idea you can have. A strong offence makes cutting through baddies child's play.
And, just as before, the colour of the Mii matters. Each colour will fire out something different if the pod is used as a weapon, not an upgrade. While some make sense and some are a little arbitrary, I'd still say they're all pretty handy in certain spots. Green will fire shots that bounce off walls to continue causing damage. Black fires powerful bombs. Dark blue will fire homing missile sharks.
Homing Missile Sharks. I want to kiss the designer that came up with that.
"I'll take fifty right now."
The interesting thing is that each pod you have also adds to your hitpoints. If you are damaged, you are made to forfeit one of the pods you're using as a weapon. Lose all your pods and that's Game Over. You have three restarts at an entire stage when you lose all your pods but when that's spent, your gone. I'll take that over Quest's arbitrary rules about how a dark room makes a battle hardened warrior flee with it's tail between it's legs. No run feels like a waste of time. You can manage to do any level if you're skilled in this sort of game, its just easier if you have more than one Mii Pod because the firepower and extra hits you can take without dying are valuable.
As a small aside, your Pay Coins can either hire a random character to join your squad for two Play Coins, which is handy if your hits are low or just want extra fire power. But, uniquely, you can hire Miis you've already played the game with before. So, if you need a certain colour to deal with a certain enemy or to shoot a switch in order to unlock the way to a secret area, this option is for you. However, your limited to only three of these guys and they cost three Play Coins rather than just two. So, choice is costly but probably worth it in the long run.
The interesting dilemma is that you are weakened with every shot your hit with. Which is a bummer considering I find the game challenging. Not too hard but certainly on the top end of 'doable'. Which I like. Again, if StreetPass is about little digital presents, then Squad feels like being given a few coins to play on an arcade cabinet that's playing something inspired by Parodius.
Although, it has a few more ideas in it's head than Parodius or Galaga in terms of gameplay. The shoulder buttons will rotate the fixed positions of your weapon pods like a tank, letting you shift your angle of attack without sacrificing movement. This lets you attack at an angle and get the better of some enemies.
This also lets the developers squeeze some extra level ideas out of the game because it means that enemies can come from any direction without it being unfair. Because you can shoot in all directions, they could then add levels where you defend the power sources for some machine in a little arena battle. Or, be able to switch the direction of enemy flow at anytime. One level even puts you on a rollercoaster where you have to swivel around just to shoot things properly. For a diddy little game, it's pretty imaginative.
And you can play this in public without feeling awkward, unlike certain Parodius games we could mention. Like Sexy Parodius here. Seriously, search it up and prepare to be astounded.
Everything else is vibrant, challenging and fun. There's even little jokes. Slightly corny jokes but appreciated all the same. Then there's the collectables. You get rewards for collecting five pieces of treasure in the game, and racking up a high score, and completing the level without losing a single pod.
For only about 12-ish levels, there's plenty to do.
The only reason this feels longer is that the current team of Mii's you have are dismissed if you use up your 3 extra lives or complete the mission. After that, you have to pay up some Play Coins or find more StreetPasses. However, I don't mind this as each level is a decent length. It's both great and a little awkward. Having each level be as lengthy as they are means that the worth of your StreetPasses or your Play Coins is going pretty far. They're of a satisfying length and well designed with a vibrant colour palette. Good work Good-Feel.
On the downside, they're not as bitesize as the other StreetPass games. They do take the most time because there's no fast forward for when you're battling through space. The game trundles along at normal speed. For a long train journey, that's cool. For a quick flick through of what your current crop of StreetPasses brought you at, say, a convention, it's awkward because you don't want to miss your opportunity to complete a level but you might prefer to get back to the convention to wonder around and pick up more StreetPasses.
Well, I would anyway. And while the game is it's own reward, it does hand you Mii Plaza Tickets as a bonus for defeating a new boss. These are used to buy hats from a selection of four in the Mii Plaza. So, yay!
If you like Space Shooters and are happy with the StreetPass idea it uses to change up the gameplay each time, then give it a go. It's not that dear. It tries very hard to please and I can't say fairer than that. Check it out!
That is if the T'n'A Crowd are still listening.
[size=+1]StreetPass Garden (a.k.a Flower Town)[/size]
Let me sum this one up in one word: [size=+1]BOOOOOORRRRIIIIIIIING![/size].
I am perfectly comfortable with admitting that horticulture is not my thing. I don't find it very engrossing. I enjoyed it in Animal Crossing, which Grezzo (who made The Legend of Zelda: Ocarina Of Time 3D for 3DS) seems to have taken inspiration from, but that was because I mainly planted fruit trees. In essence, I was managing an orchard. I wasn't as bothered by the idea of having a little collection of flowers. Nor was I fussed by the idea of collecting data on each type of flower and it's possible colourations by trying to get them to cross-pollinate. The StreetPass game equivalent of a biology lecture doesn't stimulate me.
The plot, and yes it does have a thin facsimile of one, is that your now in charge of a Garden. The garden has plenty of plants in it but it's up to you to grow more while documenting each new plant as it comes along in your journal like a Pokedex for the contents of any B&Q gardening section. You have a fellow gardener called Mr Mendel to help you out. Each of your StreetPassed Mii's will turn up with a flower and a watering can, regardless of whether they have Garden or not. They'll water the plant your currently tending to and bring it closer to flowering. Sometimes, it will also make the flower your growing cross-pollinate with the StreetPass Mii's flower, creating a new offshoot of the breed.
Once a flower is complete, you can display it in your garden and start on another plant.
Strangely enough, you have a shop and currency to spend inside. One shop sells different pots that just look different from the normal, identically-functioning pot. Another sells seeds. Another sells things to tart up your garden a bit. Another sells more space to store flowers. You can earn money by selling flowers or doing little jobs for one of the shops.
And that's as far as I got. I found this game to be a chore. My biggest gripe outside of the lack of interest in the subject material was how much I didn't do anything to get me interested. It assumes you want to learn about the flowers you're growing. And I couldn't give a Rainbow-Rocking, Jewel-Encrusted, Twilicane-Sporting, Chaotically-Transformed, Jewel-Mining, Love-Feasting, Aria-Singing Chimichanga at all! It was just so, unequivocally dull! There wasn't much substance to it and it's design seemed to suck any joy the passtime has simply by being inspiringly hard to comment on other than being 'functional'.
Relevant Joke
Perhaps in Japan it's more interesting. Perhaps to certain people interested in flowers but don't have the knowhow or space to grow they're own, they'd get a kick out of this. For me, there's no freedom. There's no obvious reward for hard work and patience put in other than an entry in a book and a Plaza Ticket. Both of which I didn't do anything to earn, my StreetPassed Miis did everything for me.
Animal Crossing and Harvest Moon got this right. The effort put into the growing of plants is what makes the game compelling. The freedom to work towards a goal. Garden is just a series of menus. It's so cramped. Nothing felt rewarding to me.
I can't think of anything more damning; I was bored and felt it was a slog to play over and over. Even with a fast forward button. Not recommended.
[size=+1]StreetPass Battle (a.k.a Warrior's Way)[/size]
Welcome to the most complicated version of 'Rock, Paper, Scissors' I've ever seen. Yes, more complex than 'Rock, Paper, Scissors, Lizard, Spock'.
Battle makes you the current ruler of a country with your butler, Wentworth, who urges you to take over the world. Because...there'd be no game otherwise? So, because the developer Spike Chunsoft said so (who made a Pokemon Mystery Dungeon game and a bunch of stuff I've never heard of but mainly seem to localise western games for Japan) you now have to conquer the 20 countries that make up the entire continent you inhabit. And that means building up and army and using it to stomp on the armies of the other rulers.
Batman would have been quite different with him as Bruce's Butler. He'd probably grow up to run Gotham City as a dictator and then start looking into how to add places like Keystone and Metropolis to his empire, Wentworth egging on the most powerful Villian the world has ever seen
The way this works is that a battle between two armies is split up into three rounds. First, you divvy up your troop numbers into one of three unit types; Cavalry, Archery and Infantry. Then you choose a unit to charge with and so does your opponent. Then you fight. Winning and losing is decided by a few things.
- Unit Size: Kind of obvious but if your unit is larger, it'll smoosh the opponent easily and you'll win the round. However, remember that you only have a finite number of troops, so having one huge unit and two tiny ones will win you the battle but not the war. Literally.
- Unit Weaknesses: Each unit has a weakness to another type of unit. Cavalry beats Archers. Archers beat Infantry. Infantry beats Cavalry. While superior numbers can still win a match up even if the larger unit is on the back foot, exploiting weaknesses is the easiest method of taking down an enemy because doing so correctly will halve the unit size instantly. And this is where the 'Rock, Paper, Scissors' comparison comes in. The difference is that there's always a winner, because if there's two of the same unit fighting, then the superior number wins out.
- Critical Hits: For some reason, you have the chance to deal a critical and win. Again, another way to ensure there's always a winner. Handy when they happen in your favour, crappy when they don't. They feel, somewhat out of place. I got one once and I felt like the game was babying me a little. Like, a random chance helped me win rather than my brain coming up with a strong gambit to move forward with...
- Terrain: Some battlefields will have perks or nerfs. Some will hobble one of your units, ensuring they will be trampled by all units. If so, it could be a handicap you must work around, or a point of weakness to target.
- Army Types: Sometimes the game will make an army a different type. Ninja armies are typically smaller than usual but Ninja units have no weaknesses so only brute force through larger numbers will win. Berserker Armies will fight more ferociously than normal armies. When trump a unit, they don't just halve a unit's number. They reduce it to a fifth of it's size. If they take on a same unit clash, they reduce the opposing unit to a third of it's size. They almost, always gain the advantage, meaning you have to be smart with your decisions.
Thankfully, enemy units rarely use an army of all three Unit types but you do. They will usually use an army of one or two types, making their weakness obvious. Your job is to use that to your advantage. Now, that's largely a guessing game, much like 'Rock, Paper, Scissors' except you can see the only possible moves likely to happen, you're just guessing the order they're going to be made in. To help, Wentworth can help you decide how to divide up your forces into each of the unit types to best deal with the enemy. For Play Coins.
What? I don't pay him enough as a butler to throw in battle advice for free?
I need them! What else am I supposed to put in the girl's bra? Plaza Tickets?
You are also able to spy on the enemy once you unlock the ability. That's done by upgrading your castle using materials found in conquered countries and costs men. The Spy ability shows you the next move of your opponent, meaning you can gain the advantage in the next round of the battle. This also costs Play Coins. The thing is, the Spy Ability seems invaluable to you as later foes become insidiously large as well as awkward to defeat. Especially Berserker Armies that require you to trump their Unit type in order to assure victory. It does make the Play Coins that much more valuable.
Considering you can only tackle one country each round of play, I'd say this isn't a bad length for this sort of game. It's in between Squad
and Puzzle Swap. It's a fun distraction, I'll give it that with a little bit of thinking. Not much but enough to warrant more of your attention than say Garden does.
The main way you gain more men for your army is through StreetPasses. If the Mii doesn't come from a 3DS with Battle installed, it'll have the number of StreetPass hits it's Mii Plaza accumulated in total added to your Army as troops. They'll turn up as a general from your country with a little booster to your army. If that 3DS has a copy of Battle installed, they'll turn up as a 'Monarch from Afar'. This lets you either try to take on this Monarch's army or just say 'Hi'. The second option is usually the better one as my army seems to be pitifully smaller than almost every other Monarch's I've found so far. However, if you defeat another Monarch's army, you can gain a percentage of the army's size to add to your own.
In fact, that's applicable to all enemy armies in the game, which is the second way of gaining new troops.
The third is straight up paying for them. Mercenaries will turn up at the cost of up to 15 Play Coins. Your castle size indicates how far your Play Coins will stretch to. If you find you're not getting too many hits or want to boost your numbers in a pinch, it seems like a good idea. Although, it's certainly the most costly game so far if you're nowhere near a place to farm for hits.
It's like a battle between Weebles from the Feudal Japan playset that never was.
Again, it's...OK. I like it as a little distraction. The gameplay is basic but you can get your head around it easily. I find it enjoyable but simplistic. By all means pick it up, but I wouldn't expect it to draw you away from your proper games for two long.
[size=+1]StreetPass Mansion (a.k.a Monster Manor)[/size]
This is my favourite out of them all. If this was extended into it's own title, I would buy it. I enjoy it that much. All of my Play Coins, are spent on this game when I haven't got any hits. I like it that much.
Your Ambassador Mii is now in charge of a Detective Agency. One of your underlings ran off to a mansion to check whether it's haunted or not but then goes missing. You go of after her. Guess what? The place is haunted and defies most laws of physics. You are now trapped in the mansion with your assistant along with all the other investigators and random passing Miis that are stuck on the various floors of the mansion. Each is carrying a piece of the map to the mansion, which is needed to explore your way up to the thirtieth floor, which is where your assistant reckons an escape route is. Probably...
Exploration is done by collecting Map Pieces from the StreetPass Miis you encounter. This then turns into a tetromino to place down on the current floor your on. And I do mean tetromino. This represents a corridor that you use to construct rooms. Each has a colour, that of course, corresponds to the colour of the Mii you got it from. You have to place a room piece down somewhere that it connects up and then can be accessed by your character immediately after it's laid down. Matching room piece colours will extend that room, usually resulting in a chest appearing. Finding these is essential to getting the gear necessary to compete in this game. That can be anything from a new gun to a helpful item to a little medallion you keep on you to gain bonuses.
Yes, the developer Prope (Who have made nothing I expect you to have heard of but are founded by ex-Sonic Team employees) has filled this Nintendo game with lots and lots of fantastic looking laser guns to fight ghosts with.
It is honestly, the best part of the game.
"Leave it to the professionals, kid! We thought of Ghost Lasers first!"
Guns...Well, they're called 'Weapons' in the game but I'm calling them what they are. Anyway, Guns come in four main varieties and have varying stats between them all. Each one comes with a powerpack of some kind to provide fuel that sits on the Mii's back and a shield to defend against attacks. The five elements a Gun can fire are Light, Fire, Ice, Electricity and Wind. As you'd expect, there are enemy types of varying types with symbols that match the colour of those element's symbol. Simply match the colours together when you fight that enemy and you'll gain the advantage.
It's just that, it's not any more complex than that. Enemies don't appear to have any resistances, only weakness. This might be because of the unpredictable nature of the rooms and the items you'd be getting. After all, your gear is dependant on what you find and what you find is dependant on how you use what pieces you're given. Resistances, could have gummed up gameplay but I am finding combat easy. Enjoyable but still a little easy.
When you magic a room up from a map piece, there's a chance that there's a ghost inside it. When that happens, you enter the battle mode. This is the best part of the game. It seems to be like a real time, RPG, gunslinger style thing. You have a bar to charge up shots and a set of batteries. You also have your HP and your enemy's HP. The batteries indicate how many shots you have remaining. They will charge over time and are necessary to fuel your weapon's actions. Firing will use up one battery but cause damage, obviously. Shielding will slowly drain a battery rather than use it up outright while your shields are up but will negate all damage done to you while activated. You can also charge up a shot to unleash a more powerful attack and activate your gun's special ability. Which is generally randomly chosen. This takes up a number of batteries in one go.
In all honesty, I really enjoy this. I which I could play it more often. The simplicity of controls makes you feel like a Gunslinger crossed with a Ghostbuster. Never has the phrase "Nice Shootin' Tex!" ever been so triumphantly appropriate as you dive behind your shield, let loose a few shots then wait for the next attack from your foe. For such a basic system, it's so...engaging. You're never just sitting idle. You're always wondering whether you could get away with a charged shot, watching your enemy for any attack telltale signs or keeping an eye on how much energy you have. Your reactions and tactics are necessary as well as your gaul to fight back with everything you have. I wish I could see more from this system. It's got me hooked.
"Stealing our catchphrases too now?!"
On top of this, there's stats and stuff too. Each gun has it's Battery Recharge Rates, how many Batteries it has to power shots and how quickly it can build up a charge shot. It even has limits on how powerful the charge shot can get. The other stats to take note of are it's attack and defence stat. Seeing as your gun is all you have, it now acts as your weapon and your armour. The stats of the gun appear to be randomised when they're pulled out of a chest, usually within certain thresholds that's dictated by their rank. They're letter ranks and the closer to 'A' you get, the better the weapon is.
Even though, I've managed to rig the game's weapon upgrading system to create a mega-powerful flamethrower. My C-Rank Banshie Burner is at least 40 to 50 points more powerful than any weapon I've picked up so far and I'm only on Floor Nine. The reason being is how the upgrade system works.
Weapons will gain experience when they win fights but the other way is to discover a green orb in one of the rooms. Once you've found one and approached it, you can spend gems and other guns to upgrade another gun. Gems are found all over the place; chests, defeating ghosts, gifts from StreetPassed Mii's that are loitering in a room for some reason. You can also convert items and guns into gems. While some items are nice but can be ignored if your savvy enough, you might be all right if you made them into gems for weapon upgrades. However, converting guns to gems cuts the number of guns you can use to upgrade weapons. It's actually a nice trade off that makes you think about how to get the best you can out of your gear. Do you save up for the next orb you encounter or try your best to do something now?
The reason my Banshie Burner is so powerful, is because upgrading a gun with another of the same gun upgrades it in a unique way. It becomes a +1 weapon, which increases the level cap that each weapon has by a certain amount. This increases the potential power of any weapon you have, thus staving off having to switch to a new gun higher rank later on for a bit longer. To my knowledge, there doesn't seem to be a limit on this type of upgrade that I have been told about so, in theory, you could stick with the same gun the whole game, artificially lengthening it's potential usefulness for another five floors or so before needing to do so again. However, that seems a little dull as, I really like the look of each gun. Each one looks unique and memorable. But also because the game seems to want you to switch between guns in order to take advantage of ghost weaknesses.
But this is what I've been doing with my Banshie Burner and, it's made it into a power house. I've given up trying to upgrade it using orbs and, instead, focused on another gun to hopefully fill out my usable arsenal a bit. Currently, I only use two guns. The game gives you eight slots for items, so I suppose that's five slots of guns of each element and three for items.
It feels like playing through Pokemon with a Lvl 100 Bidoof right at the start. It should have been outclassed ages ago but it just keeps winning because it's too powerful for anything to touch it! You feel like your cheating a little bit.
So far, my irritation is how much I want to bust ghosts. I really enjoy the battle mechanics and which I could play those on a regular basis. I find them fun, engaging and exciting for what they are. The exploration is fine, if a little long winded.
The idea is to try and use the map pieces to fill in as much of the floor as you can. Ideally, you'd want to do so, using as many matching colour pieces placed together as possible. While that's generally possible and will net you the most rewards, it can get awkward to do. But, completing a floor by laying a map piece to cover the entirety of a floor gets you...a gold star. Woo?
However, progressing up a flight of stares issues a health boost as well as bringing you closer to the top of the mansion. That's actually not a bad reward as you apparently have to just feel around for the stairs using your map pieces. They'll appear if a room appears on top of the tile it occupies.
Now, I know it's not far to be talking about this game so early in. But I'm impressed with it's length. It's much longer than any of the other games, even without the stretching out that waiting for StreetPass Hits does to these games. It even looks good. Environments alter from floor to floor. It gives off a slight Luigi's Mansion vibe, that I approve of greatly as a big fan of both games.
Even that slightly repetitious song they play over the top evokes a similar vibe but not enough to rip off the unique sound design of those games. It stays more electronic, matching the sound of the other StreetPass games. Luigi's Mansion would dabble in a mix of electronic and orchestral styles to invoke the feel of Horror B-Movies. Lots of Theramin's, Synthesisers and Cellos. Mansion's sound design is a little less memorable or inventive but more memorable than the other games. It's identity stands out more for me than the other StreetPass Games.
Luigi, sweetie; hand in your vacuum cleaner. The Miis have something much better than a turbo-charged dustbuster. Take a Laser Pistol and the Mansion will be cleared in less than an hour. Unless you really want to mix housework and ghostbusting.
Over all, I think this one is the most fun out of all the games in the Mii Plaza. It seems a little exploitable at the moment but it's fun, rewarding and every time I play, I feel like I want to play more. I want to have another set of StreetPass hits so that I can have another throw of the dice, just to see what I uncover. I want to upgrade my weapons. I want to gain more of them. I want to see what new monsters I can encounter.
I want to play this game every time I see that little green light on the side of my 3DS. It's the highest praise what's meant to be a present for going for a walk can hope to gleam.
So, in conclusion: Puzzle Swap is quite satisfying. Quest is annoying but enjoyable. Squad is well made and challenging. Garden is a colossal misfire that I feel wastes my time. Battle is enjoyable if a little lacking in depth to draw me in. Mansion has a battle system so much fun, I wish it was made into a full game.
In fact, if it hasn't been, I might try doing that myself. If I ever get round to it of course...
So, is each game worth playing at all? Is the StreetPass thing worth bothering with? Well, despite obviously being a ploy to get you to meander around, yeah. I'd say so. It's actually pretty satisfying in a small way because it's a side benefit and knows it. It's there to boost the features of the 3DS and keep your attention on it while you play the proper games. It's like Nintendo have built a little loyalty card system into it with the intention of making you walk around but also keep you playing with your expensive hardware, justifying the purchase. Which isn't a bad thing. I feel like I've spent my money on something worthwhile, so mission accomplished. The 3D gimmick is touch and go but the power of the device, the library of games and it's various features range from fun to astounding.
So, back to brass tacks rather than gushing. Puzzle Swap and Quest are free and come shipped with your machine but I do think they're worth trying out. Squad and Battle should probably be read up on, maybe try them out on a friends 3DS first before putting down any money of your own. I can't see all 3DS owners enjoying them fully. They're good but they're appeal seems very niche, especially Squad. It's genre and length you spend playing is very different to everything else here. In short, it's an actual game, if that makes any sense. It doesn't fit in quite as much. Mansion I would recommend in a heartbeat and feels worth £5. Garden feels like a waste of money to all but the most diehard gardening-simulator enthusiasts. I'm not sure if they're catered with anything else but, I'd have thought they'd prefer something else to play with. I found it deplorably dull, slow and tedious. Avoid and save your money.
But, if you take the bundle deal, at least you get all three for a decent price and you don't have to play any of them. Just delete it from your SD card and everything is hunky dory.
Now, I'll write about some other stuff but there's still games to talk about on the 3DS. Smash Bros. 4 being an obvious choice and I will get to them. But I hope that was at least somewhat helpful if you still have those strange spots in your plaza. I just hope we get a few more of these games. They're unique and seem to be pretty good.
Well, 5 out of 6 ain't bad.
I reward you for getting to the end of this article with another crazy Sexy Parodius snapshot. I appreciate you reading on, even if it's just to kill time while your Sexy Parodius ROM download finishes. Don't deny it!
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