Has it really been four years since I've written about a Tetris game? Every new video game system needs a new Tetris game, and for Nintendo Switch that niche was filled by launch title Puyo Puyo Tetris, a fun game that I'll be writing about more in the unspecified future.

Tetris 99 was an out-of-left-field surprise announcement that was part of Nintendo's Nintendo Direct announcements from this past February. The base game is free for Nintendo Switch Online subscribers, and since its initial release the game has received one round of paid DLC that adds new modes, with further DLC planned for the future.

The main "battle royale" mode of Tetris 99 is an entertaining twist on the formula. The classic tried-and-true Tetris gameplay is front and center, but you're also given options for choosing your attack strategy (random, those attacking you, etc.). I can't be bothered to multi-task and strategize my attacks, so I usually just pick random, but NintendoLife posted a guide with tips for anyone looking to play more seriously than I.

That game mode is fun, but a little more stressful than your average Tetris game and not one that I would necessarily want to pick up regularly. What has kept me coming back to the game is the "Maximus Cup" events, which started off rewarding the highest scoring players with eShop points, but which now have you play to earn points in order to unlock a theme to use in the game. So far the events have featured the original Game Boy Tetris as a theme, a Splatoon crossover theme, and most recently a Fire Emblem: Three Houses. All the themes are a lot of fun to use and were well worth earning.

Tetris 99 is a worthwhile entry in a long and ongoing series, and although it doesn't look like the paid DLC adds much, it's a very nice freebie otherwise. As a completist I'll probably pick up the retail release (which comes with a 12 Month Nintendo Switch Online Membership at some point (it releases next week), but this does remind me that there are plenty of older releases that I should be going back to as well. Eventually!

One more Dance Dance Revolution game to get out of the way before steering the blog back to more "serious" topics. The DDR gameplay is so solid that it can withstand any type of music, whether it be remixes of classical music as in Dance Dance Revolution: Mario Mix or versions of classic Disney tunes as in Dance Dance Revolution: Disney Mix. I've never watched any of the tween Disney Channel TV shows, so I didn't have any particular interest in Dance Dance Revolution: Disney Channel Edition (released on PS2 in January of 2008) aside from the fact that it was another DDR game to try out and cross off my list.

The game features some songs from High School Musical, a super bland and cheesy made-for-TV movie that became a mega hit for Disney and made its male lead, Zac Efron, a star. The music from that movie isn't half bad, assuming you like cheesy pop like I do. A large part of the game's tracklist is in a similar "squeaky clean" pop vein as well, and I particularly enjoyed the songs from Hannah Montana, which shouldn't be surprising since many of the songs were written by the same folks who worked on High School Musical. The rest of the tracklist is balanced out by a number of more R&B type tracks, which are a welcome change. None of the songs became great favorites of mine, but I enjoyed them more than I expected.

As you'd expect, the game's difficulty is pretty low. There's a basic mission mode where you go through songs at low difficulties to unlock an alternate outfit for every character (Disney Channel characters, of course). However, at the higher difficulties the songs get to be challenging as any other DDR game. There are also a handful of classic DDR songs to unlock. Overall this turned out to be an enjoyable, albeit pretty cheesy, iteration of the long-running franchise, and adds a nice bit of variety to the series as a whole.

It would be fascinating to take a peek inside of Edmund McMillen's mind, as the quirkiness of his first co-developed hit, Super Meat Boy, doesn't completely foreshadow the extreme (and somewhat glorious) infantile silliness of The Binding of Isaac, his second big hit (also co-developed). The game references Christianity in a very loose way that is sacrilegious to be sure, but so far removed from the source material that it's fairly inoffensive. Similarly, the game is also full of satanic references and scatological humor and fairly gory violence, but it's all so cartoony that it's entertaining rather than really disturbing.

The game is a roguelike that plays a lot like the 2D dungeons in the original Zelda games with the twin-stick shooting mechanics of games like Smash TV (in this game, the eponymous Isaac's tears serve as bullets). It's evolved from its humble Flash beginnings in 2011 and has been released in its "Rebirth" incarnation on all modern platforms. I played the Switch version, which includes all of the original's DLC, and apparently for Nintendo fans there are also 3DS and Wii U versions. The game is chock-full of items, although it's annoying that the game doesn't give you much information about how they work (although there are plenty of resources such as wikis to help you out online). Its level of difficulty is "old school" hard, but you can replay the same "seed" over and over again until you beat it rather than generating a different configuration every time. As with all roguelikes, because of the random generation some seeds are definitely going to be harder than others, and even the easier ones will take a fair amount of effort to beat. A large part of the game is learning enemies' behaviors and bosses' patterns, so your acccrued experience with the game does benefit you over time.

The game's extras take the form of daily challenges, unlockable characters with different abilities or handicaps, and extra floors with even harder bosses to challenge once you defeat "Mom", the first main boss. I started off not really liking the game much at first, but I got to like it much more as I got used to the mechanics and its unique aesthetics. It's kind of annoying having to look up the effects of everything, and a lot of them seem overly situational (i.e. not useful at all for a particular seed), but there's much more variety with the items than I had first expected. Because of the huge catalogue of items, there is a good amount of variety with the random generation, and a lot of replayability. I was happy to play a few seeds and move on, but I can see why fans return to the game over and over again. In the end I did have to tip my hat to the game and add it to my "greatest games of all time" for its unique personality, solid gameplay, and at times overwhelming number and variety of items. Not sure when I'll pick it up again, but it was definitely a memorable experience.

It should come as no surprise that even though I haven't been blogging, I've still been continuing to play Dance Dance Revolution games. I've been skipping around, so even though the last DDR game I blogged about was Dance Dance Revolution X, released on PlayStation 2 in 2008, I went back to where it all began, the original Dance Dance Revolution for PlayStation, which was the series' first North American home console release. I'd already played Konamix, the second PlayStation DDR game, and that one is based on the fourth arcade game's engine, whereas this one is based on the second arcade game's engine.

With that out of the way, there's actually not a whole more to say about this entry, even though it's the first North American home console release. The games in the DDR series are reliably consistent in terms of the gameplay (which, to be honest, doesn't change that much), and this game has some of the usual annoyances from these games. In particular, it's really annoying that you have to set the difficulty and scroll through all the songs every time you go into the main mode in order to get to the one you want, even if you just want to keep playing the same song continuously. Anyway, the difficulty can get pretty high (as in all the games), but the training mode is pretty much the same as always (i.e. pretty robust), so that definitely helps. Otherwise this is a solid DDR experience with a varied tracklisting and smooth gameplay, and you can't go wrong with even the first North American home console entry of a winning formula that has shown remarkable longevity. It's perhaps notable that this is the eleventh DDR game that I've blogged about, and that I'm looking forward to playing even more of them.

Dance more with these original Dance Dance Revolution links:
- GameFAQs has a nice (albeit not comprehensive) run-down of the DDR series.
- YouTube video with a nice preview of all the tracks in the game
- FAQs at GameFAQs

Wow. Has it really been five and a half months since my last post?? Work has definitely been crazy busy, but for the next few weeks at least I'll be trying to catch up on long overdue posts.

First off is Swap This!, a little release by Two Tribes, a developer I've been a fan of who were behind the Toki Tori puzzle games (most recently Toki Tori 2+ a try a few years ago, and more recently, the adventure space shooter Rive. Swap This! is a much more modest affair. It was originally a mobile phone release dating from January 2011, and its Switch incarnation was released in November 2018. The developers revealed in an AMA about the game on Reddit that the game is "a further developed version of a minigame in our Nintendo DS game Rubiks World", a release that I've dipped into a bit just because it was developed by them but haven't played much.

Anyway, on the surface the game looks like a typical match-3 puzzler, which generally fall into three camps: the deliberate combo-based type of puzzler like the Tetris Attack, aka Panel de Pon series, the more frantic, busy match-3 of a game such as Meteos, or the more mindless, luck-based mechanics of a game such as Pokemon Shuffle. In its main mode Swap This! definitely falls into the "frantic match-3" mechanics, although it does have a basic chaining system whereby after you've made a match you have a short amount of time to continue making matches. The game includes typical modes such as time attack (get the highest score you can in a limited amount of time) and stages, and the untimed puzzle mode tasks you with clearing a board with a finite number of moves.

All in all this was an enjoyable puzzle game, but in a very crowded sea of similar games this isn't one that's likely to make a splash and hold anyone's interest for that long. The visual design and general persentation isn't nearly as memorable as their other, more-recent games, and by appearing on Switch the game has to uncomfortably manage the dual personality platform. The game is clearly much more at home in handheld mode with touch controls, but it does include a controller-based TV mode as well, although with no difference in how it plays or how it's scored (you'd think it would keep a separate set of scores for what is clearly a big disadvantage in terms of input modes). Despite the mobile-like price point (the game can be picked up for a couple of bucks or less as it's often on sale), it's perhaps telling that the game got higher scores in its mobile incarnation than its Switch release as it makes more sense for the former. Enjoyable for a while, but not a keeper unfortunately.