Logically, as games become more complex it'll be harder to convince the average person to jump in and try them. Some games, however, exist as great equalizers and can instantly appeal to anyone because of their simple, addicting design. Super Monkey Ball Touch and Roll is the continuation of such a series. If you understand the concept of balancing a ball on a floating track so it doesn't fall into the infinite depths below, then you can tackle this primate puzzler.
Why is jumping in so easy?
Mario's been saving Princess Peach's hide for more than 20 years now, so it's about time Bowser wised up and went straight to the source of his problems. With Mario and Luigi in custody there's seemingly no hope for the Mushroom Kingdom, right? Not if Peach has anything to say about it; she's dead set on running through familiar, sugar-soaked levels and rehashed stage layouts to bring the brothers home. Done before? Yeah, but Mario games are damn near unbreakable models of how to game.
Look, we don’t judge. Sometimes there is no substitute for the kind of entertainment that only the Land of the Rising Sun can offer, and we’d all be lying if we said that robots, attractive big-busted women, and explosions didn’t appeal to the 13-year old in all of us.
Being a mech with a brain the size of a planet isnt all its cracked up to be, especially when you keep getting attacked by other robots whose brains seem distinctly smaller. How can you tell? Simple. They cant even manage the rudimentary math that would tell them taking on your 4,000-odd HP with the strength of 215 isnt a very good idea. Not that we were complaining about that once 100 enemy mechs appeared on our DS screen all at once.
The manga-y animations for the actual attacks are quite
Before we jump headfirst into this whole “Super Scribblenauts review” business, let us engage in a brief history lesson. Developer 5th Cell released their original Scribblenauts game in 2009 to Nintendo DS gamers with mammoth expectations due to the gigantic amounts of hype the developer garnered at E3 of that year. The reason for this is that the game featured an ambitious concept where players could summon any sort of object they could think of (animals, people, buildings, kitchen utensils, whatever) by simply typing its name and could then use said objects to solve various puzzles. The game had a fanbase before it was even released...