StreetPass Games

Published by Tyro D. Fox in the blog The Leather Bound Book. Views: 475

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[size=+1]StreetPass Games[/size]​

I know, I know...I've spent a lot of time barking on about my new, shiny red box but I'm enjoying this one. It's worming into my little heart, like it's granddad the Game Boy did when I was but a wee cub. While it's game library is actually giving me some pretty interesting surprises, I'm actually pretty surprised by one tiny thing: how much I like StreetPass.

In essence, it's a little program within the heart of the 3DS/2DS that gives you presents for walking around. That's it.

From now on, I'll lump 3DS, 2DS, 3DS XL and anything else Nintendo makes under the same banner of '3DS' because they all do the same thing to save time.

For the uninitiated, StreetPass is a system that manages an instantaneous data transfer between two 3DSs that passes a little packet of data when both machines are within a certain range of each other. It contains an 'Ambassador Mii', that you create and then send off to other 3DSs like it's being catapulted over like an invading tribe. The data also has a bunch of little bits and pieces, depending on what you have installed on your device. The frequency of these data transfers appears to be about eight hours between 3DSs that have already transferred with each other before. New 3DSs will transfer instantly.

It's this data that generates your present.

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So, this: Jolly, Giving and Japanese

Now, I call these StreetPass Games 'Presents' because they can only be played when you have a Mii turn up in your StreetPass Plaza when you StreetPass with another device. The only other way is to use 'Play Coins' to buy a StreetPass for that game like an Arcade. The prices vary between games but you can only earn a maximum of 10 per day.

Yes, earn. Play Coins are tied to your 3DS's internal pedometer. The only way to earn 1 Play Coin is to walk 100 steps. Walk 1000 steps and you're done for the day.

Yes, Nintendo are now nakedly trying to make you get up and walk places. Yes, they're serious. Yes, I actually am in favour of this.

While I can't vouch for every reader of this fine article, I like a jolly good stroll every so often. Sure, it's usually to the corner shop for a Mars bar but it's still getting up, stretching my legs and resting my eyes from the constant barrage of light that my computer screens give me because I enjoy the internet and computers. But even then, a break is appreciated. So, an excuse to get some fresh air and think things over (especially when a programming problem as me stumped) is a daily godsend.

And so, it feels like a little present for taking a walk.

"Here you go lad! Go have some fun on the Arcade Machines! You did good."

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Another fine motivational method, if you happen to live on Isla Nublar.

The thing is, this can only work if the games are any good. Are they? I mean, the concept is decent but the reward has to be there or it's pointless. How about we take a looksy?

[size=+1]StreetPass Puzzle Swap[/size]

For a...egh, calling it a 'Game' is kinda stretching it. Anyway, for a 'game' (barely) about swapping pieces of image tiles to create animated, 3D images of Nintendo characters, it's not bad. This is the one that feels the most like a 'present'. In fact, 'Present Delivery System' might be better than 'Game' for this title. It's a little basic. It has all the intellectual value of a Kinder Surprise toy if every piece was hidden inside other 3DSs.

Puzzle Swap has what you'll doing on the tin. Think of the digital equivalent of trading cards. Only, you have infinite copies of everything you own. So...Trading cards mixed with the Common Cold. Probably a Pokemon executive's dream come true....

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Pictured: Someone's Sneeze when they have Swinub Flu.

The general idea is that you start off with one panel piece. You get to choose a piece from all the Mii's you have arrive on your machine. You get to pick which of the panels they have to pick panel pieces from, but you can only pick from what they have at the moment. So if they have a gap in their collection, your out of luck. So, obviously, you want to try and find as many Mii's as possible to fill out your collection.

The reward for completing a panel is a 3D, Animated Image. I know, I know. 'Woo!' you must be saying to yourself 'Sign me up for pretty pictures! I can't wait to unlock the Grass Growing one!' Ordinarily I'd agree but each one is animated, they're vibrant, interesting, have plenty of detail and look fantastic. The most interesting is the Kirby 20th Anniversary one that has the little puff ball jump around and avoid character sprites while he hangs from a warp star. While I'd have liked some interactivity, these little things are very pretty. Completing a panel, while simple, is satisfying.

And best of all, it's bloody spritely. All StreetPass games have a fast forward button. If you hold 'R', the game will romp through all the text of the cutscenes and animations quickly, making the experience take about twenty seconds for each Mii you have visit. It's a simple feature to cut into something you know is going to become quickly grinding on your patience.

For a 'Present Delivery System' that comes shipped with all 3DSs that rewards farting around busy areas in the hope of a StreetPass hit with pretty pictures that move like Harry Potter, it's actually pretty satisfying in it's own way. It's not going to revolutionise the world or anything but...well, I like it.

[size=+1]StreetPass Quest (a.k.a Find Mii)[/size]

StreetPass Quest is the simplest turn based RPG you have ever played in your life. There's no exploration, barely any leveling and very little attack variety. The number of enemies is shallow and your reward is a selection of hats.

Yes; Hats. Valve apparently have made Nintendo sit up and take notice because you are now able to customise your Mii with hats. On one hand, it's a very small reward that doesn't mess up the design of the games you play in any noticeable way, unlike in Team Fortress 2 where it has the possibility of messing up the outlines of the characters if they're too wacky. The Mii's are just simplistic avatars so an extra dimension of customising makes perfect sense. Also, Mii's can get away with such head gear because they're rarely needed to be recognised from a distance, unlike a Soldier, for instance.

Yeah, I listened to the Developer Commentaries. Even the one about shader models that, while helpfully illustrated in real time, is dull as dishwater...

Anyway, the other advantage of rewarding the player with a hat is that they're not hard to make. It's another, simple model you just slap onto the Mii and your done. My main complaint is how basic some hats are. I've been happily sporting a Luigi cap for as long as I've gotten the thing. While I will tip said cap at other hats like stetsons, Zelda wigs and cat ears; some are just lazy. As if some temp at Nintendo rummaged through a box of 3D models and tried to see what he could sellotape to a Mii's head. Some are as lazy as having an 8-bit Mario or a Rupee on it's head. No head band or fez it might be stuck to, just floating there.

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Because of course he's attached a Triforce awkwardly to his head even though it looks horribly out of place. Wouldn't you? I'd put on a coffee table if it would stay put.

Anyway, StreetPass Quest might sound like the logical direction for a possible Final Fantasy XII Part III but it manages to squeeze a little more thought into the gameplay than 'smack things with sword'. Heck, it even manages to have a plot that it keeps basic but with just enough charm to show that they're in on the joke a bit.

Your 'Ambassador Mii' is now a Monarch. He/She is now a happy little king that is kidnapped and stuck in a cage because we said so. The Mii's that invade your system through Streetpass are now the band of hapless heroes sent into the dungeon leading to the Monarch's whereabouts that are given nothing but a sword and a magic spell. That's it. They don't even get HP. If it's the enemies turn, they'll scare off the Mii you're currently using and that's them gone for the whole round. Once you've run out of sword-wielding doll people, that's the round over and your results are totted up.

Combat is as basic as it can be. You have three options in combat with any Mii in your party. They line up and take on the current threat one by one.

Option one is to smack them with their sword. This is directly proportional to the Mii's current level, which is increased (with a maximum of seven) every time that Mii arrives via Streetpass. It will grow a level then be able to fight. In essence, someone that you meet with regularly who also has a 3DS is now the Mii equivalent of Conan the Barbarian as they will be able to climb to level seven easily and kick some serious arse for you. Especially if they land a critical hit which triples the damage of a standard attack. The early game becomes hilarious to boot through while level one Mii's can struggle. Later enemies even gain armour that diminishes whatever power they had to nothing.

So, Nintendo wants you to visit your friends more often, and in exchange, you'll get to turn them into a little Leonidas that will fight for you. Good deal.

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It helps if they are already.

Option two is to use Magic. Now, here's something that's carried over to a lot of the other games in this article: the colour you made your 'Ambassador Mii' matters.

For example, while your blade rarely loses it's ability to kick bottom, there are some situations where it's kind of pathetically woeful. One is when you encounter a ghost with a shield. It means that all other colour Mii's that try to attack this ghost will deal zero damage and then be dismissed instantly. The exception is if that Mii is dressed in a matching colour. Then they can smash the shield and cause damage. This is bloody irritating, especially as there's only two shield types I've encountered so far, yellow and light blue. And they largely screw up your ability to progress if you don't have the right colour Miis to deal with the situation.

On one hand, it encourages the player to, again, play with it fleetingly as a quick bonus for either wandering into your local town centre or to your mates. You cannot play this game too often because it's shallow but paces itself out. Which is smart as you ought to be playing the proper games. But, there's little that is frustrating about trying to find one of the correct colour of Mii just so that you can get back to your little RPG themed Disney Park ride. This can literally take days because of the imposed restrictions on the gameplay. An entire group can be wasted just because not one of the group can hurt this little pillock with a yellow shield!

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"THIS. IS. PADDING!"

The worst trick in this game's arsenal are rooms that are either pitch black or blindingly bright. For a room that's too dark, you need a white Mii because they're magic power is to cast light. The opposite situation needs black Miis because they're able to cast a spell that darkens a room. Again, if you don't do this, all members of your party will walk into the room, complain that they can't see anything and then give up and go home.

It's infuriating, especially when you're hoping for a white Mii to turn up. To help, you can 'hire' a hero for two Play Coins, meaning you can just pay for up to five heroes for your party. Their colours are randomly decided, however, so it's pot luck as to whether you get what you want.

As for the magic spells on their own, they can range from causing damage (which is the only way you can get around coloured shields or armour without colour matching or levelling up) to causing status effects. Purple will poison enemies. Pink will pump the rest of your party up for better attacks. Red will cast fire on both enemies for double the damage of a standard attack. Now, this also takes up a Mii's action, meaning it's that or whack it with a sword.

There's no 'umm'ing or 'ahhh'ing, you choose one or move on.

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So, apparently all Miis are battlemages then?

Option three is to send the current Mii to the back of the queue. This is the other aspect of strategy Quest lends you. You can filter through your party and try to see who would do best in this situation. Which makes some sense, especially if you want to boost a high level Mii or take out a shield. This doesn't forfeit a turn either, so you can do this all you like.

As a final word, this would be completely irritating if this didn't have a fast forward button. The tiny little game is simplistic by nature because you're expected to dip in when you can be bothered. You don't grind, it's a 'present' for walking. On that basis, it's complexity can actually hamper the experience. It's the excitement of Bingo crossed with a five minute RPG maker project.

But, even though I've been very harsh on this one, it don't hate it. It's a free doodad that is pre-loaded on your machine. It's design is clunky but it is satisfying to get a bunch of your mates Mii's up to level seven and rofl-stomp your way to the end boss. Again, the fast forward button speeds up the process, making it's footprint on your life marginal. I can't hate it's clunky design if it's only there for a minute tops.

So, it's a big ol' "It's OK, I guess" from me.

[size=+1]Click here to read Part 2[/size]​
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