The Dr. Mario series is another one of those Nintendo series that I continue to chip away because I'm a completist rather than because I'm a fan. I like puzzle games in general, but the core gameplay in Dr. Mario is a bit too finicky for me, due to the relatively high difficulty in setting up long combos. I enjoyed the Wii U entry, Dr. Luigi, which introduced new ideas for the first time in the series' history. The latest entry, Dr. Mario: Miracle Cure, for 3DS, adds power-ups for the first time.

The power-ups, which are activated by filling up a meter, are pretty standard fare for puzzle games and include bombs, items that clear a single row or column, and items that trip up your opponent. Aside from the power-ups, the gameplay is identical to Dr. Luigi, and you can play with the regular Dr. Mario pills (two pieces joined together) or the Dr. Luigi pills (four pieces joined together). There's a brief mission mode with 50 stages that basically serves as a sort of extended tutorial, and you can play the Dr. Mario or Dr. Luigi modes in classic mode (where each level requires you to clear a preset number of viruses), or endless mode (viruses are continuously added from the bottom of the level). There's also a vs. CPU option for each mode, although high scores aren't recorded in that case. Lastly, the game includes the "Virus Buster" mode as well, which is the touchscreen version of Dr. Mario that first debuted in the Brain Age series.

As seems to be more often the case than not with Nintendo series, Dr. Mario: Miracle Cure evolves the series in baby steps and isn't a particularly compelling game, especially if you've been playing every entry up to this point. The game feels very basic, and the user interface in particular seems extremely plain and a definite drop from the presentation of Dr. Luigi. Long-time Dr. Mario developer Arika has created another serviceable but forgettable entry in the series, and this entry gives every indication that Nintendo is content to let this series mosey along with an entry released on every platform but with minimal development effort, which is a pity.

Don't phone in these Dr. Mario: Miracle Cure links:
- Apparently Virus Buster is the only mode in the game that has levels that go over 20
- Review at NintendoLife
- Entry at Wikipedia
- Entry at

Heroes of Ruin for 3DS was released in the summer of 2012, a year and a few months after the system's launch, although it feels more like a launch game than that timing would suggest. Even six years later the game remains one of the few dungeon crawler multiplayer types of games for the system, and although there are some good things about it, the game feels extremely basic overall.

First, the things the game does well. The game lets you pick from four different character classes that all feel distinct, and you can customize their looks to some extent (hair, colors, etc.). I played mostly as "the Savage", a muscular brawler type, although I also played around a bit with the Gunslinger, who specializes in long-range attacks. The other two classes are the Vindicator (knight with high defense) and the Alchitect (basically a mage). Combat is fluid, and although you can't change your class in a single playthrough, the game does provide you with four save files so you can easily try out all four classes.

The character's attacks and special attacks are decently varied, and on every level-up you can customize your stat increases a bit by distributing points for attack, defense, and specials. Level-ups also provide you a point you can spend on powering up a special move or learning a new one, although with the level 30 cap there aren't enough points to unlock and power up all the specials.

The gameplay loop itself is extremely basic. You'll be spending the bulk of your time traversing extremely generic semi-randomized dungeons comprised of long corridors and dead-ends. Although there are ostensibly several different locales (e.g. forest vs. caves), they all feel exactly the same. The story is extremely generic, and it's told mostly through chatting with characters with mostly voiced dialogue and through 2-D cutscenes (made a little more lively via the game's stereoscopic 3-D effects). There are a number of generic optional sidequests that are mostly fetch quests (e.g. "get 6 of this item drop"), and there's also a steady stream of loot in the form of enemy drops and treasure chests, although it's annoying that most of the equipment you come across will be for a different class than your own since it's random. You can also buy weapons and armor in the town that you visit between forays into the dungeons, and equipment is ranked according to their rarity, mostly based on if they have built-in buffs (such as giving a status effect to the enemy) or not.

All of the extra equipment you accrue and special skills you unlock end up being pointless because the game is ridiculously easy. Health potions and potions to restore your special attacks are everywhere, and I pretty much never had to formulate any strategy around combat. The game supposedly scales the difficulty based on how many other people you're playing with, but I didn't notice any difference in the difficulty between playing solo or with two to four people online. It's quick and easy to join a game or have friends or random people join yours, but without any challenge or variety the game gets old really quickly. A difficulty option would have benefited the game tremendously, especially if coupled with a new game plus mode. It's a shame, because the core combat and dungeon crawling is decent, aside from the drab dungeons. As it is I would only recommend the game to people who are looking for a multiplayer online 3DS game, particularly if you're playing with pretty young players.

A few basic Heroes of Ruin links:
- Typical review, at Kotaku
- A more complimentary review, at NintendoLife
- Entry at Wikipedia
- Entry at

I know I just finished one game based on computer programming, but I happened to pick up another one around called Lightbot around the same time and ended up finishing it completely. Lightbot has apparently been really popular and used to teach kids some of the fundamentals of programming, and it's available on the usual platforms, including iOS and Android.

Unlike my aforementioned experience with Human Resource Machine, I actually enjoyed Lightbot overall. The puzzles start off at a very basic level where you use icons (move forward, turn left, turn right, and jump) to give your little robot commands in order to light up specific panels on the Q*bert-like stage. The difficulty ramps up and before long programming concepts like loops, functions, and conditionals are introduced and explored. Whereas Human Resource Machine felt more like drudgery than fun, Lightbot succeeds in part because it doesn't restrain itself to its source completely literally; a lot of the game's mechanics give more of the flavor of programming rather than literally teaching programming. There are some drawbacks to this, though, as experienced programmers may get a little frustrated by how the game's puzzles difficulty generally comes from artificial constraints (e.g. restricted number of commands) rather than an elegant solution, resulting in solutions that aren't at all efficient from an algorithmic perspective.

The game invites experimentation and the game design is simple but effective. The touch-based interface works great; the graphics are clean and not too cutesy; and the music and sound effects aren't intrusive. The game is a decent length and doesn't overstay its welcome, although I'm not sure how many kids would actually work through all 20 of the challenges (including some pretty tricky puzzles near the end). The game doesn't really "teach kids programming", but it does a great job of introducing some important concepts while still being pretty fun.

So far the games by Tomorrow Corporation have been pretty hit or miss for me. I'd been really impressed with their second game, Little Inferno, which was an offbeat indie game with a completely unique game mechanic that ended up being both funny and surprisingly chilling. I'm not at all a fan of physics-based video games, so it's no big surprise that I was pretty bored with their much-acclaimed first game, World of Goo.

I was a little leery of their latest game Human Resource Machine (available on many platforms, including iOS and Android, Steam, Switch, and Wii U), as it's a game about programming and I'm a professional programmer. The game starts off pretty well with new commands being introduced at a gradual pace, but things soon become pretty tedious. The visual design is very simple and pretty much identical to Little Inferno, which is a bit disappointing. The presentation in general is very bare, and at first seeing your little worker act out your code is cute. The game's code is very low level and mimics assembly language (the the Wikipedia article does a good job of identifying the parallels).

Unfortunately, pretty soon it's apparent that there's nothing much to liven up what becomes a seemingly endless supply of bone dry programming tasks. If the developers were hoping for players to really feel all the tedium of working a white-collar office job, they certainly succeeded. I also agree with other reviewers that the game would have really benefited for more hints or assists to help people who aren't programmers as you can easily get stuck without any way to proceed. Hints would also have been helpful for people who are trying to tackle the optimization challenges (optional challenges to accomplish the task with the fewest number of lines of code or fewest number of actions).

It's a little difficult to imagine who the game would really to. Hard-core programmers would probably enjoy working through the optimization challenges, and budding programmers may find this an interesting way to learn about programming, but I can't see that general puzzle fans would stick with the game all the way through to the end. As a programmer myself, playing the game feels too much like work, but even despite that there's really very little about the game that feels like much fun. The game has decently high scores on Metacritic, although it seems like there are a lot of people who admired it (me included) rather than really enjoyed it, let alone finished it. It's disappointing that they're planning on continuing this game's concept with their next game, a sequel that sees you controlling multiple workers (yawn), but despite my lack of enjoyment with this title I still enjoy the developers' unique ideas and I'm looking forward to what their next wholly new game will be.

My most recent post was about Minecraft, a game with massive popular appeal that I was able to appreciate but didn't fall in love with. This week I played some of the free-to-play game Fortnite, another game that's gotten hugely popular. I took a look because it was just released on Switch, and I wanted to see what the hype was about.

In what is probably another example of a video game generational divide, I had a similar reaction to Fortnite as I did to Minecraft. In both cases I can definitely see why they're popular, but they just weren't really my type of game. In the case of Minecraft I'm just not very interested in the building aspects, which is the central mechanic of the game. In the case of Fortnite, I feel like the paceĀ of each battle is pretty ho-hum. I like the battle royale concept in general, and this is the first game like this that I've played. There are different options of how a battle's 100 players get divided up: every player for her or himself, duos, squads of 4, or 50 versus 50. The 50v50 mode is a good way to learn the ropes, but without any coordination amongst your team it's pretty chaotic.

The 4v4 mode seems the most fun as when playing casually there isn't too much pressure on an individual, and I can see the game being pretty fun with an 8 player 4v4 match with friends. I found playing solo to be pretty boring, though. I suppose the release on Switch brought in a ton of new players all at once, and in the squad battles I played I was often fighting with people who were even more new to the game than I and who got killed pretty quickly. But even regardless of that, I found the game's elements to be fun but at odds with the battle royale format, which makes sense if you keep in mind that this was a mode released after the original story mode (nowadays called "Save the World" to distinguish from the BR mode). For example, collecting materials and crafting defensive buildings is a good concept and makes perfect sense in the story mode, which pits you against waves of enemies. In the BR mode, though, it ends up being mostly used to throw up quick shields rather than forts or quickly creating ramps to get to higher places, and this type of scattershot crafting on the fly just didn't feel like much fun to me.

The actual combat is also pretty lame as well. In the story mode you can lay traps and experiment with different types of weapons, but in the BR mode shooting at a distance is extremely difficult unless you're using a gun with a scope or something with a huge blast radius like a rocket launcher. The lack of being able to aim well makes more sense if you consider it was designed for the story mode, where you're mowing down zombies who presumably don't really attack back much. So for the vast majority of each battle you're just running around and collecting a big arsenal of materials and guns, only a tiny fraction of which you'll really end up using. Encounters with enemy players usually end in seconds and aren't nearly as satisfying as in regular FPSes where you can quickly get back into the action by either respawning or starting a new battle.

Reading through comments online it seems like I'm definitely the only person turned off by the fact that for every battle most of the time there's nothing really going on. The BR mode has only been out for about nine months, and since it's been so popular it'll be interesting to see if the developers add modes to make it more fast paced (a smaller starting area would definitely help). I probably won't touch this again unless a group of people I know are playing, but I'll be keeping an eye out for updates that might fix some of the issues I have with the game. I can't say I'm that interested in the story mode, but it's co-op so if it ever came to Switch I'd be open to trying it out.

Survive these Minecraft links:
- Trailer of the Switch version
- Intro to the game at Nintendo's E3 2018 Treehouse Live
- Entry on the Battle Royale mode on Wikipedia
- Review at NintendoLife