Showing posts with label Go Go Kokopolo. Show all posts
Showing posts with label Go Go Kokopolo. Show all posts

Saturday, September 10, 2011

NGamer Issue 66

This is most of the cover. At the very bottom there's a red bar listing some other features. But I prefer when the magazine just shows one game and its description.

This issue came with three free gifts: Starfox skins for 3DS, Starfox posters and a Nintendo quiz book in the shape those tips books normally come in. Bleh.


There's some interesting reviews including an import review of Rhythm Heaven which got 88 and Xenoblade Chronicles which got a big fat 93.

Some previews of games too including Skyward Sword and Rocket Slime 3D.

There's a big feature about the Wii U which talks about the type of games I have absolutely no interest in.

There's a Harvest Moon 15th anniversary special interview with the developers.

Kirby's Dream Land is the VC essential this time.

The absolute best feature in this issue however, is Kokopolo developer Keith Webb outlining the steps from creating a game from scratch to getting it published. It's in the form of a board game with each space showing a step in the process. I found it really interesting!

Saturday, August 13, 2011

Strategies you may develop if you play Kokopolo

After playing Kokopolo for a while you may feel the need to know what the levels are like before you go chasing around. You want to be somewhat ready to jump over spikes for example so it's good to take a little wander around to see what it's all like. The enemies usually stick to their own little patterns in their own little corners so feel free to do a little reconnaissance.

Let's say then that you get involved in a chase. You may not be fully aware of where you're going which can be dangerous so take advantage of the way the paths in the levels form roundabouts. The enemies that chase you form a sort of conga line so it's a good way of keeping the chase going while you glance at the map on the bottom screen for a way out or to get ready to deal with an obstacle. The 3DS' slide pad feels great doing this actually.

Hmmm... this is all making me think of Pac-Mania, which is one of my favourite Pac-Man games. Imagine an isometric Kokopolo? A Kokopolo-Mania as it were!

Friday, August 5, 2011

Kokopolo is pretty good

I played a good bit of this DSiWare game on my 3DS yesterday when it came out. It's exciting when you get the enemies to chase after you and even more exciting when you get heaps of them in a row chasing you! There's a lot more points at stake you see and you have to navigate a maze without getting hurt or delayed on the way to the Snap Snap plant trap. This game's got some fantastic arcade values.

There's also this one funny part where if you jump on top of the Snap Snap plant it eats you!

The A button is for attack and the B button is for jump. I really hate when developers reverse the buttons like this but for some reason it hasn't affected my playing of the game so far. It would really annoy me though if it was a 2d platformer.

Wednesday, August 3, 2011

Go! Go! Kokopolo! is coming out in Ireland and the rest of Europe tomorrow!

http://www.youtube.com/watch?v=B_t0MHeJZ10

Check out this trailer!

I first read all about this game in NGamer magazine several years ago before the DSiWare service was even heard of (I think. I don't remember what issue it was.) There was this big feature full of lovely game artwork and screenshots for this game and it was all about the creator who researched Hudson Soft-esque games like Bomberman talking about this game and the game's development. He talked about stuff like how he discovered the hard way that in games like Bomberman where he will walk the way he's facing before turning around a corner in the desired direction so that you don't get stuck in your tracks on a tiny edge of the wall. (This was actually a big problem in the Goemon Game Boy game where Yae gets kidnapped)

Anyway, reading the feature and about the gameplay mechanics — which you'll be able to see in the trailer — made me so fascinated with the game I really wanted to play it. The author of the game was Keith Webb and I think he was looking for a publisher back then.

The game costs 800 points which is the exact amount I have left on my 3DS after downloading Shantae: Risky's Revenge. Handy!