Showing posts with label kirby air ride. Show all posts
Showing posts with label kirby air ride. Show all posts

Wednesday, September 2, 2015

Biweekly Music Wednesday! No. 28 ~Celestial Valley~ (Kirby Air Ride)



Origin: Kirby Air Ride
Plays in: Celestial Valley
Status: Original Composition
Composer: Hirokazu Ando

It's bizarre just how much Kirby Air Ride aesthetically differentiates itself from the rest of Kirby. Whereas the main series typically dives into sugary bedtime fantasy, Air Ride's courses evoke higher levels of fantasy commonly associated with swords and sorcery. Granted, the game is bursting with such imagination that it refuses to stick with just that theme (most notably Machine Passage and the entirety of City Trial), nor do any actual instances of swordplay or spellcasting actually happen. But the locales of Fantasy Meadows, Magma Flows, and Celestial Valley certainly look like they could house such scenarios, couldn't they?


Just look at our subject for today: Celestial Valley. The course uses shades of blue and purple not commonly associated with Kirby, all the while introducing aesthetic concepts entirely new to the series (giant floating illuminating mushrooms, fossil-embedded mountains and half-opened dinosaur eggs). When complimented by the nostalgic whistles and rushing adventure of today's song, it strikes that perfect balance of wonder within the context of high-speed play.

So much did this juxtaposition of fantasy strike out to me as a child that I crafted what the game didn't supply: a scenario. Kirby Air Ride didn't take place on Planet Popstar, but within Kirby's dreams. As opposed to being fictional manifestations of the sleeping mind, however, these dreams allowed to him to interact with different-colored Kirbys from parallel dimensions! All possessing the minds of children, they compete in races featuring famed locations from their respective home worlds.

As evidence from the course's purple hue, Celestial Valley is the realm of Purple Kirby. To this day, I stop and wonder: do the mining tunnels hint at the existence of dwarves, who share their spoils with the fairies that might live in the mushrooms? What about the existence of dinosaurs, who apparently died out yet continue to hide in eggs? Perhaps they're shier than our dwarves and fairies. And on top of it all, how does Purple Kirby interact with them?

Part of the fun in Kirby Air Ride is within it's lack of context, which I now worry that like Mario & Luigi: Paper Jam, Nintendo and HAL Labs will take a sledgehammer to and reveal that, say, City Trial is really just where the Broom Hatters like to chill on Sunday nights. But then I remember the following portion from a Nintendo Power interview and recognize I have nothing to fear:

"NP: We have to ask a geeky Kirby Air Ride question for those Kirby superfans who've been following the "Kirby story" in his games and in the TV animation: How do you explain the presence of multiple Kirby characters -- and in a variety of colors?

Tanikawa: Many story elements from Kirby Air Ride remain wrapped in mystery. Why are there more than one Kirby? Why aren't there any people in the city found in City Trial? Is Kirby Air Ride set on Planet Popstar or in Dream Land? We might reveal the answers in future games . . ."

"Is Kirby Air Ride set on Planet Popstar or in Dream Land?" That's like asking if I'm currently living in America or on Earth. Regardless, this was from twelve years ago, and so far no one else seems that invested in figuring out what's the deal with City Trial's emptiness, so I think I'm safe. Just let me dream, Nintendo!

Final Thoughts: By the way, a rip of this very song plays on The Great Cave Offensive stage in Super Smash Bros. for Wii U. Alongside its fellow Air Ride track Frozen Hillside, I think it complements the stage incredibly well.

Sunday, November 30, 2014

Ten Years of Kirby ~Reverie 9~ Kirby Air Ride



Since the passing of 2002, the already-troublesome situation for the Nintendo Gamecube had not improved. While Metroid Prime received universal acclaim and Animal Crossing was an unexpected success in the West, other long-awaited sequels weren't so lucky. Super Mario Sunshine's unorthodox F.L.U.D.D. mechanic and brutal difficulty turned off many longtime fans, while the ground-focused combat of Star Fox Adventures--not to mention the surreal, tonally unfitting shift of setting for the series--initiated a stigma that haunted the series ever since. With the aforementioned Game Boy Advance "port breeding ground" initiating cries of laziness, things weren't looking up for the Big N.

2003 wasn't promising. The already-controversial The Legend of Zelda: The Wind Waker launched that spring to American audiences and continued to split the community, with the most negatively-cited examples including its easy difficulty, padding, and obvious evidence of rushed development. Fans were still scratching their heads at the announcement of the bongo-equipped Donkey Konga, and wondered if Nintendo had any idea of what to do with the Kong family following the recent sale of Rare. As sequels to Mario Kart, Pikmin and Paper Mario were still taking their sweet time, Nintendo began throwing whatever gimmicks they could at their consoles --be they the Game Boy Advance/Gamecube Link Cable, the card-swiping E-Reader, and the Game Boy Player peripheral for the GameCube. None of them caught the public eye, and so it was all the more embarrassing when the GBA/GC cable was front and center at Nintendo's E3 conference accompanying a yawn-inducing reveal: a multiplayer version of the original Pac-Man.

In the midst of it all was an unexpected announcement: the revival of the cancelled Nintendo 64 project, Kirby Air Ride, only this time retooled for the Gamecube. The game's troubled development still remains a mystery: we still don't quite know why the original version--originally named Kirby Bowl 64--was cancelled, much less why it was risen from the grave (our only insight into the game's development rests in a 2003 Nintendo Power interview with the game's producers, which didn't yield any answers). Air Ride's unintuitive control scheme confused journalists attending trade shows, and so the game failed to drum up hype in the face of the highly-anticipated Mario Kart: Double Dash!!. Could the fact that Kirby creator Masahiro Sakurai was at the game's helm as director turn public perception around? Having been behind the mega-hit Super Smash Bros. Melee, it seemed the young developer had nowhere to go up but up within the Nintendo echelon...

...unfortunately, it wasn't meant to be. Shortly after Kirby Air Ride's summer Japanese launch, Sakurai resigned from HAL Laboratories, dealing yet another huge blow to Nintendo. Rumors persisted he not only wasn't satisfied with Kirby Air Ride's development but of structural changes at the company, and his confirmation of being exhausted with sequels in a post-resignation interview is the only shred of evidence for those claims.

Is Wikipedia's uncited claim of his being disappointed with Air Ride development woes correct? Despite the evident use of Kirby Super Star graphical assets in the cancelled version's screenshots, it remains unknown if Sakurai was involved with the N64 game at all. if he truly held a grudge against the game, it's unlikely he would've included overt references to it in Smash Bros. games from Brawl onward. Yet if we disregard its troubled gestation, perhaps the real clue to Air Ride's sloppy, unfocused development lied within the gaming press.

In what remains the most inconsistent review amalgamation I have ever witnessed for a single title, Kirby Air Ride's scores ranged from praise to claims of boredom and dismissal. GameNow and GamePro magazines found themselves surprised at how fun the game's multiplayer turned out, but only after digesting the game's "quirks." Meanwhile, reputable sites including IGN and Gamespot led the charge with shocking 5.0 scores (out of ten), bemoaning the game's emphasis on simplicity and unintuitive controls. Electronic Gaming Monthly even took jabs at the dubious grammatical status of the title, and so Kirby Air Ride appeared destined for the forgotten halls of Nintendo mediocrity...

But that didn't happen. What rendered this inconsistency all the more divisive was the consumer reaction, which consisted of nearly unanimous praise. Despite the infamous control scheme, players found themselves endlessly amused with the flight mechanics and the gorgeous soundtrack. The City Trial mode was a particular anomaly; Nintendo World Report may have found it a missed opportunity, yet it was by far and away the most popular mode of the entire game, some say to the extent where it constituted the entirety of some players' playtime with the game.

In retrospect, I'm not that surprised at this division. Certain Sakurai titles--specifically, Kirby Air Ride and Super Smash Bros. Brawl--are blasted to hell and back for their attempts at deeper mechanics, yet most still sink countless hours into them on a surface level. The basic functions of Sakurai titles click with enough people, and I imagine the supplemented evidence of passion (be it art direction, sound quality or just plain charm) help override any perceived flaws. I also find it rather suspect that several outlets' complaints could've been solved with a quick trip to the options menu.

But what exactly divided critics and players alike on Kirby Air Ride in the first place, and furthermore, is it a good game? Perhaps a conversation with the current CEO of Nintendo can enlighten us...

---



In the Iwata Asks column for Kid Icarus: Uprising, Sakurai elaborated to Satoru Iwata on his peculiar game philosophy: disassembly and reassembly. He takes what he perceives to be the "fun" core of a genre, disassembles anything unnecessary, and then rebuilds it from the ground up. For example, beating up someone in a fighting game is fun, right? Yet are the elongated combo maneuvers necessary? Furthermore, what if we could extend that beat-em 'up fun to something of a four-player party game? The end result:  Super Smash Bros.

As Kirby Air Ride's a racing game, let's say Sakurai took a look at fellow racer Mario Kart, for example. You maneuver and steer via a control pad/stick, hold down the A button to accelerate, and use the shoulder buttons to drift and break. There are several other buttons dedicated to series mechanics (such as the staple weaponry), but for all intents and purposes, it's intuitive, accurate to driving an actual car, and--most importantly--it works. It's not the world's most popular racing series for nothing.



Kirby Air Ride is...well, saying it's a tad different would be a vast understatement. See, the floating vehicles operated by Kirby and his color-coded doppelgangers--dubbed "stars"--accelerate all on their own without any input from the player. This is entirely due to the game's simplified control scheme: you use the control stick to steer and the A button for everything else. In other words, Kirby Air Ride is a one-button racer where breaking, boosting, swallowing, and utilizing Copy Abilities are shared via the same input.

It goes without saying this is not intuitive in the least, and though I probably couldn't have provided the definition of "acceleration" back at age eleven, it was obvious something was still completely off. My first memory of the game is vital: my friends and I went straight to the City Trial mode for an initial dry run only to be met with confusion. We were thrown into the middle of a city with absolutely zero context (least of all as to why there was a volcano right down the street), fumbling with the controls as we were crashing through trees, pelted by giant meteors, and discovering random underground mazes. We picked up various power-ups and weapons, yet had absolutely no clue how to use them. Then after five minutes, a bell rang, and we're suddenly in a race! One of my friends wins, and suddenly a checklist pops up saying we unlocked a vehicle or something.



Now, we could have just watched the handy tutorial videos, but you know how kids are. In any case, despite the "simplified" controls it's clear how downright relentless Kirby Air Ride is in playing by its rules. But these are rules we've never quite seen before, and I figure most everyone who's played the game went through a similar bout of confusion to the point where Air Ride was dismissed as broken, throwaway nonsense. With game critics having places to be and gamers being a fickle lot, it's little wonder Air Ride was subject to such divisive reception.

...and yet, call it Stockholm Syndrome, but much like the rising damage counter of Smash Bros. or Kid Icarus: Uprising's globe-spinning camera, I have unabashed love for Kirby Air Ride's unorthodox control scheme and cannot imagine it being played any other way. Make no mistake: it is by far the most unintuitive of Sakurai's titles, and to not label it as one of the weirdest Nintendo games ever developed would be doing it a disservice. Yet that it actually works despite its few flub-ups regarding execution deserves genuine praise, for Kirby Air Ride is very much an organic experience.

And what a coincidence: the namesake Air Ride mode is perfect in describing how this quirky racer works. The core racing mode of the game, Air Ride features nine courses and fourteen selectable stars for each Kirby to ride (King Dedede and Meta Knight also attend as unlockables, and respectively race via a Wheelie and wing-powered flight). No matter what vehicle or course you pick, Air Ride's emphasis on charging and boosting--a process Sakurai defines as "Push"--is key. Steering via control stick can only provide so much maneuvering, and so every time your Kirby avatar makes a turn, a well-executed boost is necessary for consistent movement and staying ahead of the competition.



As stated before, opinions will differ on this. Anyone can quickly pick up on Mario Kart's turns and handling, but Air Ride players must consistently depend on muscle memory and on-the-ball thinking in judging when to execute a well-timed turn via charging and boosting. Compounding on this are Air Ride's take on Copy Abilities: familiar enemies litter the courses and possess their typical powers for Kirby to utilize (Fire, Freeze, Bomb, Needle, Wheel, Wing, Tornado, Plasma, Mike, and, of course, Sleep), but their being tied to the brake/boost button can be extraordinarily awkward to adjust to. Say you're charging the Plasma ability via twirling the control stick, but have to make a turn. Regardless of how much plasma you've stocked, you have to release it in order to move on, even if you're not in a prime position to attack. A few others are inputted via spinning (Tornado) or activate automatically in the presence of rivals or enemies (Sword), but most do not, and to repeatedly brake for attacking tends to kill momentum.

It's awkward, it's unintuitive for the sake of being unintuitive, and yet through the same black magic that undoubtedly contributed to Sakurai's eternal youth, Kirby Air Ride's sense of drifting is top-notch. Despite the Copy Ability issue, drifting and boosting on their own works because the Stars are constantly sliding even as you're turning corners. There's no manual acceleration, yet there's a perpetual sense of tight control since navigating the courses requires utmost precision.

Boosting in particular grants a satisfaction unlike any other racing game; of course, the amount of boost power vary from star to star. The Rocket Star sacrifices speed over explosive, while the Swerve Star--my personal favorite--ditches handling for high top speed and precise brakes (that, and the "advanced ancient ruin" design is rad as all hell). I particularly enjoy the boost meter's presentation: it gurgles and replenishes with all the fervor of chugging down your favorite drink, the tasty fluids supercharging your energy. One could be correct in saying that playing Kirby Air Ride is much like ingesting the modern-day ambrosia known as Welch's White Grape Juice.

Beyond boosting, Kirby Air Ride emphasizes, well, the air. Much like recent Mario Karts, the game focuses on gliding rather than full-on flying. The course design reflects this via ramps and cannons and such, and while the design quality might not match Mario Kart's best, but a variety of fun gimmicks render racing a blast. Magical rail grinds and branching paths pepper each course (sometimes even being combined!), and I've always found great joy in the latter by the game encouraging me to repeatedly slam my vehicle into fragile walls.


Obstacle destruction aside, it all melds together to form a racer imbued with fantasy-stylized spectacles within gorgeous locales--and by the way, detailing Kirby Air Ride as "gorgeous" is really underselling its inspired art direction. The full-blown imagination of Kirby Air Ride's aesthetics deserve an in-depth article of their own, but their impact on gameplay is palpable. Storms of aerial grinds into active volcanoes and shortcuts in the form of airborne ferris wheels instill a laid-back catharsis of sorts into the player, and it's why the unlockable course--Nebula Belt--remains the weakest due to reverting to a more standardized, flat course. We can guess this was to emphasize the climatic "skills only" trope found in certain Sakurai titles (ala Super Smash Bros.'s Final Destination stage), but it's a real shame considering its sound (that theme!) and the potential from setting.

The genre-standard Time Trials are available, but of peculiar note are the Free Runs. Instead of being confined to a solitary three-lap for practice, this mode allows you to stick around as long as you please. If I either choose to aim for a best time or lose myself in grind rail surfing, I'm free to do so, but I find myself drifting towards the latter (in a mistake carried on from Smash Bros. Melee, the timer keeps ticking whenever you pause). Regardless, the fact remains that Kirby Air Ride is a satisfying solo racer like no other.

Emphasis on the word "solo". Multiplayer in this mode can provide some entertainment, but it possesses fatal flaws. As a racer first and foremost, Air Ride succeeds in introducing a variety of interesting vehicles for the player to operate, but "interesting" doesn't always translate into "being actually viable." Air Ride becomes so fascinated with emphasizing the gimmicky nature of certain Stars it neglects to properly balance them amid the natural, more well-rounded rounded Stars (such as Warp Star, Wing Star, and Shadow Star).

Take the Rocket Star, for instance. Its function primarily depends on charging for a good while, then unleashing a massive boost. There is an unbridled joy in mastering this vehicle for solo time trials, but it's simply too slow for a genuine race. The Slick Star is too caught up in loose turning, the Turbo Star inexplicably takes forever to charge up at the beginning of race, and the less said about the mess that is the Bulk Star, the happier I'll be.



I obviously don't mean to dismiss the Air Ride mode entirely. As stated before, mastering the world's most unconventional racer via Time Trial and Free Run provides a special--if not depressingly isolated--sort of satisfaction, but the actual races can come across as, well, unfocused, and there's no denying the Copy Abilities can feel at odds with the control scheme. These can be overlooked, but the sad truth remains that only about half--if even that--of the stars are reasonable choices for an actual race.


What is usable can be immensely enjoyable and fulfilling, even taking that in regard and for all my gushing within such confines, it all hinges on whether or not it clicks. For game journalists and a good chunk of the gaming public, it did not. I'm something of a lenient Sakurai fan--I frequently enjoy walk-offs and scrolling stages in Smash Bros. despite their infamous reputation (the former of which continues to confound me) and have no issue with Kid Icarus: Uprising's stylus controls, but even I struggle in defending what's supposed to be designed as the game's core appeal. In that respect, Kirby Air Ride's brand of mediocrity destines it to Nintendo's hallowed abyss of the forgotten...



















And therein lies the true genius of Kirby Air Ride's organic constitution.



At first glance, City Trial is something entirely alien to the Kirby realm. It's the closest the series has ever teetered towards such a human-exclusive setting, and yet its entire presentation is fully immersed in surreal abstraction: a city square surrounded by biomes and man-made constructs of all sorts--a forest, a construction yard, a pair of volcanos, beaches, underground mazes, and even a miniature golf course. Absolutely zero context is given to its presentation: we don't know why a bizarrely condensed biosphere has developed on some island in the middle of a valley, let alone why Kirby and his band of doppelgangers flock to it despite the never-ending barrage of natural disasters.


It could be said that its sheer introduction is even more unintuitive than the core Air Mode, and that's why it continues to astound me it's the breakout--and just simply the best--feature of the entire game. What's even more of a miracle is that City Trial is Kirby Air Ride's ticket into the realm of legitimacy--not only in being something incredible, but actually legitimizing it's mistakes.

The mode functions as something of a time-limited massive playground. Players zoom around the city for five minutes (or up to seven, if you fiddle around in the settings), scavenging for randomly spawning Stars of their choice and busting open boxes. These boxes contain your typical multiplayer offerings in weapons and power-ups, but the main goal of gathering "Patches" take priority. By upgrading vehicles through emblems that increase top speed, boost power, offense capabilities and such on, players take their new and improved rides to compete in a random stadium event (or, if adjusted in the options, to a mini-game of the players' choice).

What makes City Trial so successful is that it's a mode that doesn't just emphasize competition; it encourages empowerment. Remember the Rocket Star? When considering its default status, it's not so hot, but now you can improve it to levels beyond viable status. By the end of your duration in City Trial, it's zipping along in the sky, crashing through trees and rock formations at top speed, and charges up into massive, prolonged boosts in no time at all. In other words, City Trial legitimizes what are, quite frankly, terrible stars in the game's core racing mode.



I cannot, for the life of me, think of another game that does this--a game that encourages me to take something fundamentally useless in its starring mode and beef it up. It's now possible for the Rocket Star to win actual races, and not only does it feel wonderful, but it feels earned. I'm not just slapping on a new part in some shoddy customization menu; I'm meticulously scavenging across the city, gradually revamping the vehicle to my liking. 

And it's not alone: no longer is the Slick Star impossible to control, nor does Turbo Star have to deal with inane charging times. As much as I typically go for the Swerve and Shadow Stars, sometimes I lead myself astray into that special joy of upgrading those two stars into legitimate status. Oh, sure, it's a challenge taking hold of the reigns, but it's a fun challenge. Even the Bulk Star...well, nothing can save the Bulk Star, but I guess they can't all be winners.



Even outside of this game-changing revelation, City Trial is a wonderful enigma in itself. The concept of gradually empowerment through smashing the shit out of boxes lends itself a fulfilling multiplayer addiction (and one that clearly held merit, as Sakurai revisited the idea in Super Smash Bros. for 3DS), but the process is so inspired, begs every ounce of the player's curiosity that their acting on it is rewarded in spades. It's all thanks to the aforementioned bizarre setting, which demands immediate attention in exploring every nook and cranny. Underground mazes and shortcut grind rails permeate the entire city, numerous ramps serving as springboards for gliding and as entryways into aforementioned mazes, and plenty of stuff--trees, giant coral, and junkyard structures--to wreck and crash into. Don't feel too bad about that; in fact, the game encourages and rewards you for clearing the forest and bullying Whispy Woods.



Implemented within the context of multiplayer, it's amazing how City Trial emphasizes isolation from other players and still succeeds as a shared interactive experience. Granted, the mode provides more than enough deadly toys to ruin someone's upgraded star (my personal favorite being the hilariously massive Gordos), but it's not uncommon for players to just disperse across the city and be left to their own devices. In that sense, it could be said City Trial's main appeal is akin the quote "the adventure being the reward", yet I still find joy in proving my vehicle's worth in the Stadium Events ...and occasionally switching gears by beaning someone with a Gordo.



My gosh, I can't stop gushing about this city. Did I mention the events? The events of which involve giant meteors plowing into the city and Dynablade wrecking shit? The easter eggs and pointless interactions just for the sake of easter eggs and pointless interactions (how many pink flowers can you find?). That it's the first and only time Kirby is running around in a full 3D environment? It's nothing more than a necessary novelty (to switch between vehicles, Kirby has to hop off), but did the gravity of that trip anyone else up? HAL Laboratory remains content dwelling within the confines of 2D space, yet for the sole purpose of a two second process, the world's expanses are suddenly open to the pink puffball. Even if he's just limited to a neutered float jump (ala Smash Bros.), many an hour was spent in the mode's Free Run exploring the city sans vehicle.



I wonder if that'd hold the same appeal as an adult.

Ah, forgive me, I haven't even discussed the game's music yet! And what perfect timing: City Trial's score is just as lopsided as the game itself. Not necessarily in song execution, mind you, but rather it's method of selection.



This is not to dismiss the mode's main theme, mind. The perfect combination of inspired mystery and urgency, it correctly functions as a grand panorama for this offbeat city (whatever instrument's playing at 1:02 always takes my breath away). But it and the alternate Backside track are unique, for there's something else at work for the mode's Events and Stadium Matches.



Ah, just listen to how the radio show-inspired beginning transitions into a Disney-esque expression of flight. But...wait a minute, this wasn't composed by the game's sound team! In fact, most of the tracks for City Trial aren't. Indeed, the mode's songs are ripped straight from from the Japanese Kirby of the Stars anime adaption. Composed by one Akira Miyagawa, a total of at least fourteen tracks play not just throughout the mode, but occasionally pop up in other facets of Air Ride as well.

This begs the question: do these serve as a loving nod to the show's incoming conclusion, or just come across as phoned-in laziness? Well, that might depend on where you live. Us foreign players are placed in a peculiar situation with these songs, as 4Kids Entertainment's English dub of the show happened to erase the original Japanese score in favor for in-house works.



Now, I could elaborate on the particular fuck-ups behind that decision, but that's not important. What is important is that holy crap, these songs fit like a glove. I'm serious, just listen to the above selection for the Falling Meteor event and tell me that doesn't perfectly convey tongue-in-cheek pandemonium. Much like the Gordos, the flaming meteors themselves are inflated to the point of absurdity, yet this theme is what truly drives the hilarity levels home. It's truly something that has to be witnessed.



Here's a example better suited for written context, in which the above Castle Lololo arrangement plays for whenever Dyna Blade flies in to wreak havoc. The song's always held an antagonistic tone, but it's cranked up to the max here as the sky turns blood red for the arrival of the rainbow-colored beast. It works quite well (and clearly HAL liked it too, as it was used once more for the actual Dynablade fight in Kirby Super Star's DS remake).



Hell, it even works within the chaos of City Trial's lack of context. There's one event where nightfall hits the city, signalling the activation of the wharf's lighthouse. What it doesn't tell you is that its mysterious light heals any injured Stars, and while that can be quickly discovered when investigating the area, one really does wonder why the alert just jubilantly exclaims "the city's lighthouse has turned on!" all the while the charmingly idyllic tones of Cappy Town's morning-time antics flutter about without a care in the world. Note also the song's title, of which I've always pronounced in the form of a grim movie trailer VO ("The City Lighthouse....Burns").

But wait, did I just describe the one flaw of City Trial? Indeed, there are a couple of events that don't survive the mode's absence of context, including the aforementioned lighthouse scenario and a mysterious fleet of Stars that float majestically in the city skies every now and then. While they possess purpose, their non-consequential effects elicit the most awkward of shrugs. We can be excited or driven away by fear from meteor strikes, fog, and rail station fires, but a lighthouse is a lighthouse no matter how amazing its accompanying score is.

However, a mode that excels this well despite a stumbled introduction deserves nothing but the utmost of praise. It's a wonderful piece of enigmatic game design that continues to captivate me to this very day, and in that I confidently state City Trial is not just one of the greatest multiplayer experiences on the Gamecube, but may very well be up there with Nintendo's best in history.



With its success being so great--to the extent of it rendering the mistakes of the main racing moot---Kirby Air Ride is granted another chance, another fresh outlook.  But what ultimately sells the rest of the game to the player? The answer lies in the birth of a new Sakurai trope: checklists. Yes, checklists. Complementing the game's three modes are 360 different objectives, with 120 for each one. Be it time trials, mastering specific vehicles, or just breaking the shit out of stuff in City Trial, Kirby Air Ride rewards the player with green-flavored bragging rights or red-tinted goodies.

What renders this so successful is that it permeates the entire game. It's thoroughly organic, as just fooling around in any mode can yield from anything to the simplest of achievements to unlocking Kirby color alts, music tracks, and even a hidden character or vehicle or the like. With just how unintuitive the game is in general, Sakurai and co. no doubt realized there needed to be a compelling incentive for the player to devote their full investment, and seeing as how it's featured in nearly every game of his since, it obviously worked.

Just take the RC-inspired Top Ride, for instance. Its top-down perspective quirkiness--complete with awkward inverted handling--would normally have been tossed aside in favor of Air Ride's more eye-catching modes. But now with the prize-dangling checklist in hand, we have no choice but to engage in the mode, and we discover that the mode is actually wonderfully chaotic. You know how Baby Park in Mario Kart: Double Dash!! was the most exciting course in that game despite its simplistic, oval appearance? It's the same deal here, only instead expanded upon via constant sharp turns, interactive hazards, and a never-ending barrage of dizzying weaponry.

Even setting the checklist aside, I'm still sucked into how Top Ride fulfills the Smash-esque "just one more" cravings. These compact, bite-sized races call for close-quarters battering through explosions, fire, and gyration, all immensely satisfying and requiring the sharpest quick-on-the-draw senses players can muster. With how best courses (Sky and Metal) taking interactive advantage of Air Ride's one-button control scheme (be it the former's buttons and ramps or the latter's course-shifting machinery), I'm always coming back for more. In that sense, I suppose the mode functions as a bridge between the other two--need a break from City Trial? Settle for some quickfire Top Ride chaos.



And the checklist magic even works on the Air Ride mode. The main racing component is still a bust, but it's that checklist-inspired hook that compels me to better myself in solo. The unlockable gorgeous song arrangements and hidden characters are temporarily forgotten as I'm shaving off record after record in Time Trials, shifting between Star after Star as I strive to improve myself, gliding and grinding and soaring.

But most of all, what's more gratifying than the checklist accomplishments and time trials and Top Ride chaos is the game's possession of something truly precious. The obvious cue would be pointing out the game's stellar soundtrack, yet I've come to realize just how little praise has greeted the game's aesthetics. It's a damn shame Kirby Air Ride's erratic reception has no doubt muffled this, and that no doubt renders my opinion all the more shocking: Kirby Air Ride features one of the most striking, wondrous, downright best art styles featured in any Nintendo game.



Up to this point, Kirby aesthetics have generally drifted between nostalgia echoing baby's blanket prints and glistening fantasy found only in one's dreams, but Air Ride bursts with such imagination that it's hard to peg it down to a specific style. The fantasy tropes are still present, yet Kirby Air Ride thrives on galvanized juxtaposition-- it lifts and blends from everything to light-hearted and medieval fantasy, touches of sci-fi, and some of the most breathtaking examples of surrealism. It shifts and mixes on a dime on such an inspired level that I daresay, on an artistic level, it's Kirby at its most ambitious.

The first two Air Ride courses--Fantasy Meadows and Celestial Valley--represent the purest of outdoors high fantasy. The former provides a gorgeous backdrop complete with physically-manifested wind currents and looming planetoid, but it doesn't forget to segue its imagination into the actual track, as the players race up to an entirely flora-constructed windmill, of which leads into an illuminated underground passage. And the nightfall expanses of Celestial Valley beg to be explored, what with signs of excavation and fossil-embedded walls as pairs of hungry eyes watch racers from cracked eggshells. Just look at these.









And the music! They're accompanied by such sweeping orchestral scores, particularly in the case of Fantasy Meadows, which perfectly represents the beginning of a grand fantasy: small beginnings, with inklings of a grand adventure just waiting to unfold. Meanwhile, the melancholic windy whistles of Celestial Valley are offset by a rushing chase that no doubt echo the course's water rapids. These two songs compel me to thoroughly demand similar usage of their ilk outside of a racing environment, and I continue to be stunned at how they were practically made for an adventure.




And as the ice course, Frozen Hillside isn't satisfied with being a winter wonderland (although its wonderful song presented above might convince you otherwise). It's aerial setting--complete with rails, wind-propelling arches, and rattling bridges--presents a panoramic view of the area, featuring a white-green colored landscape and fantasy-esque constructs we never learn the context of, leaving our minds to fill in the blanks. Our only hint lies in the appearance of one majestic flying whale, the product of the game artist's desire to combine unorthodox elements (in this case, a fantasy wintry tundra and a floating marine lifeform). The end result lets our imaginations soar.





I could just sit here and rave about how aesthetic and music work together in Kirby Air Ride to create a living, breathing fantasy world just outside our reach--just barely outside the realm of context--and it's excruciating, yet downright delicious bait that prods at me every time I race within their worlds. The lava and stone dragons that dwell within the downright-frightening hellfire of Magma Flows (as shown above, note how it combines cinematic fantasy and xylophones complete with a brief cameo from Kirby Super Star's Gourmet Race theme), the flora-carnival heights of Beanstalk Park as its accompanying track gradually builds into aerial splendor, the backwards alien world just outside Machine Passage's dark halls of fast-paced techno and chorus...




Even Top Ride prods at the mind! True to their source of inspiration, the Top Ride courses are veritable top-down recreations of RC car tracks, although adapted to designs of sheer fantasy akin to Fantasy Meadows and Celestial Valley. Much as I adore Grass's country setting and Water's valley waterfalls, Sky is the clear winner. Kirby Air Ride is, after all, a racer emphasizing the air, and I can't help but be charmed by this course's ancient cubic structures and quaint, chess-inspired racing grounds. As expected from its compact origins, it's a far softer aesthetic than the ambitions of the main Air Ride mode, but one that captures my imagination with help from its carousel-esque song track. I'd love to see what lies within the landmasses below.

Again, Kirby has always been enveloped within fantasy, but the games have always stuck to one cohesive theme. And even then they'd never so much as dreamt as plunging so deep into the realms of fantasy, having been so content with sugary-sweet, heart-swelling nostalgia. Of course, not that there's anything wrong with that, but I'm just so taken with this direction into the fusion of artistic motifs.  It forces me to dream, compels me to theorize on what lies beyond the race tracks, and I thoroughly demand to see it explored outside the confines of a racing title.



As stated earlier, it's a subject that demands an article of its own, but until that day arrives, I'll conclude with Air Ride's greatest success in the aesthetic department: the masterpiece of juxtaposition that is Checker Knights. Similar to Top Ride's Sky, it emphasizes floating geometric/cubic landmasses and constructs, only this time in the middle of a lake. It's fantasy, but not outright Fantasy Meadows/Celestial Valley fantasy. The backgrounds hint at something of a middle ground behind that and the typical Kirby aesthetic: it's bouncier and more familiar, but is more inspired via abstraction (ala City Trial). From here, the course's theme is apparently set...

Then you railgrind into the lake depths.



Underneath the lake hosting a cubic racing course lies an underwater city. It's not the ancient city of Atlantis, nor a coral-filled city housing merfolk. The complete details are too far to fully make out, but the abundance of neon lights prove that it's not only not the outright abstraction City Trial is, but that it's a living, breathing modern city.

By itself, such a city would have no place within Kirby's realm. The faint traces of smog and the night-time noire would be repulsive enough, and yet I am downright stunned in its symmetry with what lies above the city's waters. We could just chalk it up to the oversized jellybean-esque bubble floating about, but just its mere presence hidden under the surface of a jovial world elicits the most intense curiosity and wonder. I can't think of anything like it, and yet Kirby Air Ride pulls it off as if it's as easy as breathing.

I mentioned earlier how Kirby Air Ride's aesthetic induces a sort of catharsis into the player, of which is no small part due to the game's aerial nature. Every time I play, I'm not just enjoying the game: I'm dreaming. I wonder what's staring at me from Celestial Valley's eggs, I ponder what goes down on the surface of Sky, and most of all, what the aquatic denizens of Checker Knight's underwater city are up to these days. I could just be speaking as the most desperate of Air Ride apologists, but I find the game's dual-layer of chaos and dreams to be no joke.




















Indeed, Kirby Air Ride is not a masterpiece, but I imagine it could be one had the core racing been further polished. As it stands, it's a quirky, quirky game born from the most unintuitive of premises--premises that shouldn't by any means actually work, and yet for the most part, actually do. That it not only actually succeeds in doing so, but in that it reaches peripheral ambitions so high within a genre so centered around competition renders it one of my dearest Nintendo treasures.

Friday, November 18, 2011

Ten Years' Reflection: The Nintendo Gamecube

It is November 18th, 2001.

I was pacing around around the house. The moment I had been waiting for over six months had finally arrived. It would soon be in my hands.

I was ten years old at the time, and I was in fourth grade. I don't remember whether it was a day-off or it was the weekend, but regardless, I was home. When I had woken up, my Mom had already left with Aunt Kathy to grab it at Target. I talked to them on the phone. I don't think I passed the time by doing anything else. I just waited. It took a long time.

Suddenly, the dog began to bark. My eyes perked up to the familiar jingle of the door being opened, and I rushed downstairs. The Gamecube had arrived.

Hugs were shared. My cousin had been with them and told me it was the eighteenth Gamecube they sold at the store. I just stared at the box. Imprinted on the back was a quote from Mario and Zelda creator Shigeru Miyamoto, who by then I had come to recognize as my messiah.

"What if everything you see is more than what you see - the person next to you is a warrior and the space that appears empty is a secret door to another world? What is something appears that shouldn't? You either dismiss it, or you accept that there is much more to the world than you think. Perhaps it is really a doorway, and if you choose to go inside, you'll find many unexpected things."

Looking at that quote now, I realize I had passed through the very same door he had spoken of even before I had read about it.

I tore apart the box and caressed my new baby. I marveled at its size. It was so tiny. Magazine editors and internet journalists regularly pointed this fact out, but it didn't really hit me until I actually held it. I actually had focused on the controller; how on earth was I supposed to play with that? Months of worry disintegrated right as it fit right into my hands with no resistance.

For the rest of the day, it was just me, the Gamecube, and Luigi's Mansion. I don't really remember anything else that day other than playing it and my brother's slight interest. I was watching the opening sequence and he asked me if it was as good as Goldeneye. Most people beat Luigi's Mansion within a few days, but it took me two weeks. Unbeknowst to me, my childhood began to shift during this period. Discoveries were to be made and staples were to define my life as they all culminated together to form a unknown world.

--------------------

The Gamecube arrived during what was a transformative period in my life, and introduced itself by jumpstarting what was already a steady momentum. A few months before, I had discovered a wondrous website by the name of Nintendo Land, a gargantuan museum filled to the brim with a detailed history and collection of facts regarding Nintendo, along with humorous "death matches" involving the company's characters. Enthralled as I was with all this, it was the site's backgrounds that captivated me. Based off of artwork and graphics from the SNES Mario games, they induced a dreamy hypnosis that captured my imagination. The bush backdrops from Super Mario World were especially prominent, as memories of the game from my youth gathered out of nowhere. Staring at it led to the emergence of a warm, intoxicating sensation that enveloped my heart. It didn't go away. It tugged and persisted. It was alien and otherworldly. It was bliss.

It forever changed the way I played my games.

Months after I had first visited the site, that bliss continued to dwell within my mind. I knew it was something special, and I wanted to discover other outlets for it. Before then, my obsession and love of Nintendo stemmed from their natural expression of adventure and festivities, both of which have intense appeal to young children. This new intrusion to my hobby, however, changed everything. The notion that there was something deeper to games I played was a pleasurable enigma. I wanted to feel it again.

My wish soon became reality. On December 4th, I received the game that ignited my craving to get a Gamecube: Super Smash Bros. Melee. On the surface, the game retained the Looney Toons-esque battling frenzy of its Nintendo 64 predecessor, but diving into its depths unearthed something much more magical. The entirety of Melee was constructed as a loving tribute to the past twenty years of Nintendo's history, of which appealed to longtime fans in a word I later learned to be nostalgia. The game's stages were recreations of locales from the famous (Super Mario 64 and Zelda: Majora's Mask) to the obscure (Earthbound and Ice Climber), the
soundtrack was a mixture of arrangements and orchestrations of familiar songs, and the trophy gallery depicted 3D-rendered models of nearly 300 Nintendo characters. It all combined together to exude a classic, vintage enchantment and the warmth I had felt on Nintendo Land erupted into a full-scale euphoria.

A chain of events was born. My search for another website that led to my discovery of this feeling gave way to my introduction to sprite comics. Kirby's Adventure arrived in my life not long after and, along with its Super Nintendo cousin Kirby Super Star, marked me as a Kirby fan for life. I ventured back to Nickelodeon after an intense love affair with Cartoon Network, in the process calling myself Spongebob's biggest fan. My curiosity of Ness, a mysterious young boy that was amongst the ranks of the Super Smash Bros., elicited a desire to finally seek out the mysterious Earthbound. It all fit into place. It all melded together to form a worldly network of imagination and fantasy, with that mysterious euphoria at the foundation.




And it was only mine to bear.


A subject I have discussed before was my inability to connect with my peers, and this ties in well since I was never able to eloquently express these reveries, much less capable of maintaining an adequate presentation in public. I was loud and hyperactive, they were placid and composed. I was brash and ignorant to the ways of life, they were accustomed and aware. They had their Playstation 2s and Xboxes; I had my Gamecube. I was into fiction, they were grounded in reality. From back then I could tell, even if subconsciously, they kept me at an arm's length distance. They may have shared my hobbies, but never possessed the intense fascination I had and it provoked a rather annoying frustration. Whenever I tried sharing how I felt, pointing to the backgrounds of Kirby Super Star and exclaiming "Isn't it beautiful?", I only received raised eyebrows in return. They couldn't see it. Eventually, I gave up and delved deeper into the world I had claimed as my own.


I brought up the door Miyamoto mentioned on the Gamecube's box, and I think that applies here very well. In fact, his quote was actually the reverse for me. Real life was dull to me: I found sports boring, most anything on television that wasn't a cartoon failed to capture me (read: live-action), and my taste in music hardly ventured outside of what was featured in Rugrats movie trailers. These were all things my peers enjoyed and what I ignored. No, I was obsessed with fantasy; what they perceived as absurd I regarded as normal. The likes of growth-inducing mushrooms, parasol-wielding marshmallows, and children combating brainwashed New Age Retro Hippies were all commonplace for me and what I was most comfortable with. My latent insecurities of not understanding common/social knowledge prevented me from entering any form of social circle, and as a result I found my dwelling within the irrational and imaginary. To me, it was normal. And safe.

I may have passed through the door long before then, but the Gamecube was the embodiment of it. I remember waking up to seeing it on my bureau, in awe that the thing of the future was in my bedroom. I still recall the exact noises it produced when I turned it on; they were a collection of clicks and gentle humming that eased away any troubles I had. To this day, it's the only console I know that had a smell. I floated in nostalgia within Melee's Sound Test, my heart melted at Pikmin's gorgeous scenery, I lost myself exploring and managing my town in Animal Crossing, and I sailed the eternal seas of Zelda: The Wind Waker. Even while being oppressed by outside factors, I could count on the Gamecube to dispel them.

"Oppressed" is the key word here, as it went both ways. My memories of the Gamecube may be fond, but in truth there was an abundance of disheartening factors. I became convinced through certain factors at school and life in general that I was "neglected" (a word introduced to me by the classic webcomic Neglected Mario Characters) and there was some sort of conspiracy dead-set on making my life miserable. The flood of internet posters saying Nintendo was for kids pissed me off to no end and further drove home the point that I was the only one who understood. Nintendo didn't exactly have it easy, either. Fans continually pointed out their previous mistakes with the Nintendo 64 and believed history was repeating itself with the Gamecube. It couldn't play DVDs, the third-party support was lacking, it ignored online play, and Nintendo wasn't doing anything to erase their childish image. It was just different.

Being and young and impressionable, these criticisms had a big impact on me. The more civil message boards I used to visit always discussed with an adult, perhaps intellectual tone, and given how they were in their teens and twenties, I just naturally assumed they knew what they were talking about and borrowed their stance on nearly everything, even if I didn't actually understand it. This was most prominent way back in 2002, as I think it started with me misunderstanding Starmen.net's history of Earthbound in the United States as Nintendo having a hidden agenda against the game. Seemed as if everything had some sort of hidden treachery or catch.

Message boards were ripe with nostalgia; they wistfully discussed how everything better back in their day, and that mentality wasn't just limited to video games. Cartoons were better, books were better, movies were better...you name it. There was a notion of sorts that everything was going downhill, something that I readily adopted for a while, and it just so happened to start around this very time. Video games always seemed to be the strongest connection to their past, though. Super Mario Bros. 3, Super Metroid, Donkey Kong Country, Chrono Trigger, and Zelda: A Link to the Past were among the many titles revered with awe and were provided as examples of not just what gaming was, but what it should be. Every move made by Nintendo was met with disapproval and the shaking of heads.

On the other hand, there was the infamous misconception that Nintendo was kiddie. This was the one argument I took as being a deliberate assault on my hobby, and it became evident this was the sole reason why people didn't bother buying a Gamecube. Probably the most memorable example was the ominous warnings my friend Josh had told me regarding middle school, where people would ask what system you had. The obligatory answer was "Playstation 2" or "Xbox", and one would supposedly be ostracized/punched if they answered "Gamecube." That never happened to me when I eventually went there, but it solidified this senseless stigma that people had against the system.

I think as time went on, though, these issues dwindled less and less for me. The criticisms and oppression continued to rage on, but it faded into the background as I settled into what the Gamecube had to offer. People said Animal Crossing got boring after few months, but I played it for much longer and learned to appreciate the fruits of my labor. Sailing in Wind Waker was tiresome for many, but I wasn't even aware of the criticisms regarding the game until nearly a year later, and I found they didn't apply to me. Nearly every other criticism, from the Sonic Adventures not holding a candle to the Genesis games to Super Mario Sunshine being an abomination fell on deaf ears. I was having too much fun to care anymore.

And that's really where my connection lies: The Gamecube and I were both outcasts. The system was ridiculed for being innovative and different, and I was the same for being me. We had trouble expressing ourselves, and thus shared an affinity. The Playstation 2 and Xbox featured mafias, shoot-em 'ups, sex, and sports; The Gamecube had talking cats living in the forest and boys in chicken suits that rolled around eggs and monkeys in balls and I ranted about zombie men and spoke too fast and petted my cat a lot. The PS2 and Xbox were immediately understood because they were one with what culture understood as normal; the Gamecube and I drove away people with what we had to offer, attracting only the scant few who understood. In reality, we were both quite meditative and engaging when approached properly.

More than anything, though, was my connection with that euphoria. The following descriptions may appear rather psychedelic and nonsensical, but I assure its no fabrication. I dubbed it as nostalgia, that mystical word tossed around in Melee reviews. I'm not sure if the exact definition is in line with what I experienced, but that's what it was called. I played games and I looked deeper into what was really there. I fought on Final Destination and Green Greens without losing focus, but I jumped into the landscape and rainforests and absorbed the beauty. I lived the sunbaked mornings in the forests of Pikmin. I was an archaeologist that seeped through dimensions, excavating the ancient temples found in The Wind Waker. And I have yet to acquire the proper vocabulary to describe what was going on in Kirby.

These reveries became just as central to me as the actual gameplay, and I'd produce a sentimental sigh at the images they produced within my brain. Earthbound and Pikmin brought about visions of houses and gardens located miles away from civilizations and placed in open fields and forests; a young boy in 1996 gazing out the window and into the clouds as the credits of Kirby Super Star roll by; diving into the bushes of Super Mario World brought forth memories of my first four-year old experiences; the depths of the ocean provided in Super Monkey Ball 2's Monkey Target minigame; and the twinkling stars of Kirby's Adventure invoked the images of dreamy car rides with my family while I was very young, staring out at the neon lights and all the stars. I suspect this was born out of my fellow gamers' sense of nostalgia so celebrated on the net, and I harnessed this feeling as yet another way to imitate them. A young appreciation of beauty was intertwined with the actual meaning of nostalgia, and it just gave my game-playing hobby a lot of heart not found anywhere else.

I'm not sure if any of the above made any sense at all, but it's the truth. The era of the Gamecube unlocked these reveries from my heart and, in a way, instilled a philosophical personality no one ever saw. I leaped from roof to roof in Mario Sunshine while discussing out loud about what a wonderful writer Judy Blume was, nodded my head with amusement at Spongebob's antics the way adults did with their old favorite cartoons, and I looked at everything I had and enjoyed and knew that one day, many years from now, I would wistfully sigh just like those twenty-year old something internet posters and marvel at just how wonderful my childhood was.

The irony still blows my mind.

---------------------

I guess I can't write about the system's anniversary without talking about the games.

When the flood of Gamecube titles were revealed following E3 2001, the reaction was a mix-mash of bemusement and allure. The Playstation 2 and Xbox presented the usual set of genres common in that era (namely shooters and RPGs), but Nintendo's offerings were something else entirely. We had Luigi's Mansion, set for his long-awaited big break by rescuing his brother...while armed with a vacuum cleaner contraption that sucked up ghosts. Metroid Prime was to revive the beloved series through a controversial first-person mode of play. Shigeru Miyamoto's latest brainchild was revealed as the enigmatic Pikmin, a concept involving flower-budding aliens that no one knew what to make of. The sequel to Super Mario 64 arrived in the form of Super Mario Sunshine, arming Mario with a watery jetpack of sorts with the purpose of cleaning up sludge on a tropical island. And as for the reaction to the latest Zelda? Well, I suppose the picture below will suffice.

These titles would confirm Nintendo's direction with the Gamecube: the desire to create something new. It seemed as if every game or peripheral coming out for the system had some sort of weird gimmick attached to it. You had the cable that linked the Gamecube to the Game Boy Advance, which would serve as either a separate controller or provide bonus content. There were the bongos that came with Donkey Konga and Donkey Kong: Jungle Beat. You had the entire premise of Animal Crossing. People wondered where Nintendo's brain went.

When the Gamecube's library is brought up today (primarily Nintendo-published titles), the only games ever ubiquitously considered to be perfect are Super Smash Bros. Melee and Metroid Prime, which I find interesting since they represent both sides of the spectrum. Melee was based off of an previous concept, yet underwent a humongous upgrade that matched the level of content expected of that generation, thus labeling it as an instant classic. Metroid Prime is more of an interesting case; its change to a first person mode of play and its development through rather inexperienced Retro Studios spelled out a recipe for disaster, but instead produced what was undoubtedly one of the most engaging, atmospheric games of that generation. The structure of Metroid was still there, but it was transformed in a way that lent it an entirely new identity.

Innovation is a scary thing in the game industry. The tinkering within a game developer's mind may be new, revolutionary, even well beyond its time, but why bother with the risk if it doesn't roll in the dough? No matter how arresting the concept may be, the public pays no heed and instead flocks to whatever is mainstream and popular, i.e. Grand Theft Auto and Call of Duty. Even those integrated with gaming culture who are aware of these titles simply shrug their shoulders and set their money obligations on the latest AAA title, and Nintendo fans were no exception. To sell a new kind of video game takes effort, and a big name isn't enough.

Unfortunately for Nintendo and their new army of third-party developers, it didn't really work out.

Super Mario Sunshine,
while a monetary success, was released to a mixed reception both by critics and fans alike. Many embraced the eccentric gameplay of Mario cleaning up sludge, but a crowd of dissent found the entire execution to be ridiculous, claiming it was unpolished and lacked the classic status of earlier Mario titles. Star Fox Adventures irrationally grounded Fox McCloud in an abnormal Zelda rehash that was considered rather inappropriate for its source material, and many fans point to its failures as the starting point for the series' downfall. The controversy surrounding Zelda: The Wind Waker had not ebbed by its release; there were fans who managed embrace the rather whimsical artstyle and charming world it provided, but then there were those who railed against the tedious elements of sailing, fetch quests, and easy difficulty (on a slightly related note, the arguments surrounding these factors managed to split the entire fanbase in two what a Zelda game should really represent, and the series hasn't been quite the same since). Mario Kart: Double Dash!! nabbed the spot for Nintendo's holiday cash cow of 2003, but many longtime fans couldn't wrap their heads around the absurdity of two-character karts.

Nintendo's new IPs had a mixed reception as well. Pikmin garnered much attention thanks to its release near the Gamecube's launch, but many could not adjust to the game's thirty-day time limit, and consequently the sequel did not gain enough steam. Many pondered with the subject of Animal Crossing's chances of success in America, yet it generated a big splash among and casual gamers alike; although some were left scratching their heads as to what they perceived to be a boring simulation of real life. Nintendo fans ignored the efforts of third-parties, and even the few rare successes were often commonly ported to other systems to rake in more money (Resident Evil 4 and Viewtiful Joe). Even games that followed Melee's example of radically upgrading an existing formula to a new generation (F-Zero GX and Paper Mario: The Thousand Year Door) were shoved aside in favor of other big names and were forever branded as hidden gems.

Were there other factors? Sure. Other than Animal Crossing and Pikmin 2, Nintendo of America's marketing department had no idea how to properly introduce their games to the general public. Most notable were the influences of goth/sexual innuendo in the Luigi's Mansion commercial, the weirdass Who Are You? advertisement campaign, and I'd rather not dredge up what they did with Super Mario Sunshine. Nintendo forced peripherals on certain games (Donkey Konga and Zelda: Four Swords Adventures) in the later stages of the system's lifespan, but the higher cost did not agree with consumers' wallets. And, to add the cherry on top, was the young public's belief that Nintendo was for children.

How did I percept all of this?

You know, it's weird, because I accepted most of the above as a natural evolution. To explain my position, I started out my gaming life with the Nintendo 64, so the Gamecube was my first gateway into another game generation. Everything advertised for the console, ranging from a wireless controller to Game Boy Advance connectivity to cel-shaded graphics that moved like a cartoon to a Sonic game being on a Nintendo console, all sounded like the stuff of the future for a ten year old. Older audiences losing faith in Nintendo may have viewed them as worthless gimmicks, but they all appeared as revolutionary to me, and that's why the console felt so fresh. This isn't to say I didn't realize the Gamecube had faults (I definitely recognized its lack of online play), nor was every game acceptable (let's pretend Star Fox Adventures and Pokemon Colosseum don't exist), but they never detracted from my experience.

As a result, all the controversy and disbelief regarding upcoming games almost never eclipsed my personal hype. For example, my initial balk at Super Mario Sunshine was induced from its awkward name choice, but my love for Mario eventually brushed it off and I drooled at every screenshot that arrived on the net. I'll never forget the moment in my New York vacation where, hidden amongst the rows of game aisles in Toys R Us, I encountered a playable widescreen demo of the game presented by some guy in a graduation gown. Mario Sunshine was received with much jubilation on my part, and the joy of a brand new Mario overrode most criticisms. The game wasn't without flaws (They really botched up Yoshi), but its use of the tropical island theme and the water jetpack really added to the current festive theme of my life, what with the excitement of entering fifth grade and what the fall game schedule had to offer.

I'd like to briefly go over over what were some of the most memorable video games for me on the Gamecube. I've already discussed Mario Sunshine, Metroid Prime, and Melee, but what others defined my experience?

Sonic Adventure 2: Battle

Otherwise known as Sonic the Hedgehog's reemergence in my life. This is here out of an obligation to nostalgia, as I'm not so sure if Sonic Adventure 2 passed the test of time. The story is cheesy, the character animations and voice acting are painfully awkward to witness, the presence of rap music is questionable, and even my expert mastery with suspension of disbelief isn't so useful in regards to some of the levels (Just take a look at Radical Highway).

The Chao Garden makes everything better, though.

I still remember when Sonic games had a good track record. The fanbase wasn't as fragmented as it was today, Psyguy and gang's Sonic-based sprite comics were relevant, and though the Adventure/Advance games weren't really considered to be part of the hedgehog's golden age, the game-breaking features that plagued the later titles were nowhere to be found. It's not as perfect as rose-tinted glasses may make me believe, but I'll always hold this title to be his last great stand before the infamous Sonic cycle began.

Animal Crossing

I had a rather animated sense of humor back in my youth that I feel can be best described as the real-life representation of the cartoon Adventure Time. Animal Crossing was my outlet for this and I abused it endlessly. I spammed crazy letters to my animal neighbors, I erected a humongous sign prison to trap my most hated neighbor (it really needs to be seen to be believed), I dubbed myself "The Foolinator" and went around smacking animals with bug nets, and my house bared a vague resemblance to Pee-Wee's Playhouse. Evidence of these events are left everywhere even today and I'd like to think they stand among my crowning achievements.

The real beauty of Animal Crossing was that the game could be played however you want, and it succeeded by including a plethora of features that possessed a stunning amount of flexibility. The game utilizes the Gamecube's internal clock to match the seasons in the real world, yet could be manipulated at will to cheat. Texture templates could be imprinted on clothes, walls and umbrellas, yet with a little creativity could successfully clone game sprites down to the very last pixel. The game provided an equal amount of ethical choices (as in, running errands for your neighbor or pounding on them with your tools). The list goes on. I always loved Animal Crossing for allowing the option to abide by any rules I set, no matter how far it traversed into the realm of randomness or even if it led to cruel and unusual punishment. Sorry, Ozzie, but I think you'll be stuck in that sign prison for quite some time. Like, forever.

Super Monkey Ball 2

Monkeys and balls; what's not to like? My desire to nab this came not even a week before release, when I had played the original at my cousin's house. It had everything that appealed to me at the time - it starred one of my favorite animals, the gameplay of rolling monkeys in balls on bizarre platforms that were suspended dozens of miles above ground was both addictive and aggravating at the same time, had surprisingly gorgeous scenery, and presented a nonsensical story that featured the phrase "Magical spell is Ei-Ei-Poo!" Also, it featured a multiplayer minigame where they flew around emulating airplane dogfights by shooting explosive fruit at each other. It kicked ass.

Funny story: Sega hinted at a Super Monkey Ball 3 in their release schedules about a half year later, and I was pumped. There was no information or screenshots, but I assumed it was a done deal. Months and years went by, and it never came. I gradually forgot about it as we received ill-received spin-offs on the Gamecube and DS, and it all culminated in the uninspired Banana Blitz on Wii. The game was decent enough, but the twist was the characters and artstyle were all deformed in some hideous preschooler brainfart monstrosity, and since then I have not been able to simultaneously look at any future Monkey Ball title in the eye and take it seriously.

Actually, that wasn't very funny at all. Dammit do I miss this series.

F-Zero GX

This was probably the hardest game I played on the Gamecube.

You know, I never actually got too far in F-Zero GX. The focus on staying alive on the track had a huge detriment on my devotion to win. I could never quite juggle avoiding the guardrails, being spun out by other cars, falling off the course, and the entirety of the Story Mode. But it felt so good. The game was incredibly fast (I have yet to encounter a current-gen successor) and it required a perfected sense of hand-eye coordination to succeed. The tracks were great fun too; any course that featured tunnels or uphill climbs instantly became my favorite due to me shamelessly taking advantage of the speed (Port Town comes to mind).

The best memory I have about F-Zero GX lies within the game's arrangement of the Big Blue theme. I unlocked the song after going through the arduous task of racking up the in-game credits and raced endlessly with it in the background. I turned it on one crispy September night and left it playing for hours. The windows were open and my parents were outside and it was one of those nights where they turned the giant stereo on and it probably blasting some Bruce Springsteen track (always a magical night in the household) and the two songs matched perfectly.

Childhood was the best.

Zelda: The Wind Waker

Zelda was always something that eluded my grasp for several years. I did enjoy Majora's Mask and Link's Awakening DX, but the intense worship surrounding the series (particularly Ocarina of Time) was something I never understood and actually perceived to be rather obnoxious. Consequently, I never felt inclined to check out the rest of the series. That all changed when Josh forced this title on me. I rented The Wind Waker when it came out and thought it was a neat diversion. This time, my hands gripped the controller as I was spellbound by the Tower of the Gods dungeon and excavated the underwater home of Hyrule Castle.

The Wind Waker remains one of, if not the most, atmospheric video games I've ever played. The dungeons radiate the essence of ancient civilizations long gone, sound effects were haunting and celestial, the various cultural influences (mainly Japanese and Celtic) on character design and music lent the game a worldly feel, and then there was the sea. I was so mesmerized by the setting that right after completing the infamous Triforce Hunt, I sailed through every single sector in the game to see all the sights. Imagine my surprise when I found out everyone hated sailing!

Ah, but child... That land will not
be Hyrule.

It will be YOUR land!

Out of all the games that captivated me on the Gamecube, I'll always point to The Wind Waker as being the most distinct. I fell in love with the Zelda series right after completing it and finally began to seek out the rest of the titles. I'll never forget playing this game by the ocean during a vacation to Ocean City (really, try it!) or introducing the game to as many people as I could. I'll never the forget the map of The Great Sea from GameNow magazine I used to memorize every single landmark, and I lament that it is now lost to the sands of time. I'll never forget that sea. I may never receive a true sequel, and the game has obvious marks of a rushed release, but I will probably always hold The Wind Waker as my favorite Zelda. In fact, now that my enchantment with Melee has long since vanished, I'd like to think this is my favorite Gamecube title.

Kirby Air Ride

I discussed earlier how criticism of upcoming video games hadn't affected me at the time, and this was the sole exception. The problem was this: Kirby was my childhood hero. I idolized the games, adored the character, daydreamed adventures for him and his friends, regarded said daydreams as canon, and the nostalgia provided by the games surpassed everything else. Yet here was a new Kirby game that produced mixed impressions, with many reviews declaring the game was too simple, confusing and rather pointless as a racing game.

I wasn't really sure what to make of it. I asked my Mom to rent it. She bought it instead.

Kirby Air Ride is not a perfect video game. The actual racing mechanic feels disjointed, Kirby's trademark Copy Abilities aren't integrated that well, and jumping into the game without any previous instruction will bewilder the living crap out of you. My friends and I engaged in the City Trial mode, wandered aimlessly around, picked up power-ups with no explanation behind them, participated in an ensuing minigame that gave very brief rules, and were awarded with achievements we didn't even know we accomplished. Attempting to find out how this strange game worked conceived an abnormal addiction, and by the time we succeeded it became a common multiplayer staple for my Gamecube. What really defined the addiction was the game's use of a gigantic checklist, which listed around 360 objectives that, upon completion, yielded unlockables and bragging rights. They covered every facet of the game, and you couldn't help but go after them when the opportunity presented itself ("Hey, it's a Dragoon piece!" "Quick, let's try to find all the parts of it and for the Hydra!"). I had aggressively hounded these objectives so much that I had completely memorized the landmarks and courses, thus fallen in love with them all.

Since then, I swore to buy every Kirby game that came out regardless of review scores. It's been that way for eight years.

Pikmin and Pikmin 2

These two oddballs are what I consider to be the representative of what Nintendo attempted to accomplish with the Gamecube, and stand with The Wind Waker as my favorite deviation. Playing it now, the original Pikmin kinda reeks of a tech-demo feel, but the game bears such a bizarre character that one can't help but keep exploring its depths. It was also hauntingly blunt; a simple mistake can lead to the death of your entire platoon, and the burden of fault falls upon you as Pikmin are munched or drowning in ponds, evaporating as they whine with sorrow. What I'll always point to as the game's defining feature is the character of Olimar, who's inner monologues copy the player's reactions as he tries to tries to make sense of this distant world. That, and the revelation of a family waiting for him via his Journal Log made the thirty-day time limit rather profound.

"I just recalled the day I took my son for a ride in this spaceship. He was so happy... I shall tell him of this journey when I return. And I shall return! I must! I can already see the look of wonder on his precious face as I describe my adventures with the Pikmin..."

Pikmin 2 arrived a few years later with the intention of addressing just about every complaint players issued for the first Pikmin, which made this iteration feel much more complete. The challenge mode and multiplayer were welcome additions, yet the star attraction continues to lie within the campaign. The creative liberties taken by the development team were the highest found on the Gamecube, as the player found themselves exploring dungeons consisting of gardens and toy rooms while excavating Nintendo memorabilia and fending off an army of fire-spewing spiders. Pikmin 2 abandoned the isolation of the original, but its focus of an expedition into an alien world rather than escaping it appealed to every one of my nostalgic senses.

also obligatory purple fattie


Paper Mario: The Thousand Year Door

When Paper Mario's long-awaited sequel was announced in early 2004, I reserved a mental note to purchase it and quickly stuffed it away. This isn't to say I didn't like the original title on Nintendo 64, but the prospects of Pikmin 2 and the Nintendo DS gained much more appeal to me and left the sequel languishing in the dark. All I knew it was likely to be another great game featuring my favorite plumber and so I had an obligation to get it. Paper Mario was awesome and all, but I preferred the claymation-esque atmosphere of Super Mario RPG.

What I received instead tied with Pikmin 2 as the highlight of the year. The storyline was surprisingly compelling, even hinting at dark elements (in a Mario game!), it actually applied the paper motif to the gameplay than just serving as a mere aesthetic, and the battle system made creative use of a "theater" structure that allowed for a more meticulous playstyle. And the characters! Most of the NPCs in the original evoked light chuckles, yet the characters presented here were hysterical (The Curse), underwent actual character development (the rich Bob-omb family) and even tugged at your heartstrings (T.A.C). What sweetened the deal was that most of the partners had reasons to join Mario instead of screaming "OMG MARIO LEMME GET IN YOUR PARTY FOR THE LOLZ!!1" Pikmin 2 may have been my preferred game in the end, but the game's cast and vibe lingered in my mind for months.

Years went by, and the events described for the next game obscured my memory. In 2007, I underwent reconstructive foot surgery and revisited the game out of a sudden burst of nostalgia. I had forgotten entire sequences. I had completely forgotten the penguin detective that was bad at his job and believed Mario was Luigi. I forgot about the evil face locked in chests that "cursed" Mario with upgrades. I forgot about the final boss battle. The villain is invulnerable to any attack, and the Crystal Stars disperse to spread the word of Mario's struggle as nearly everyone you've met cheers you on. The exuberance from 2004 came to visit temporarily, and I was brought to tears. It was the first time I cried at a game. This was the best Mario game on the Gamecube.

Tales of Symphonia

Tales of Symphonia was released to much cheers from the Gamecube crowd, as the console had been severely starved from a lack of RPGs. When previewing a friend's copy, I didn't really see what the fuss was about. I didn't find the story interesting, the limited animations in the cutscenes irked me, and the gameplay appeared to be little more of a button masher. The game's memory remained only through the enthusiastic fanbase found on Nintendo Nsider forums.

Flash-forward to a year later. The past few months of being a teenager had begun to emanate a sense of dread and melancholy, and an unfamiliar change was brewing within me. Without thinking, I suddenly asked my friend to borrow Tales of Symphonia. It was the single ray of hope for the events about to follow.

2005 was the year where everything went to hell. Growing up leads to the painful revelation the world is more morbid that the naivete of childhood would have you believe, and thanks to my habitual knowledge of searching the internet, I probably found out more than I should have. Everything I had accumulated and regarded as sacred was smashed to pieces repeatedly, as the once-ubiquitous factors of Mario and Kirby were replaced with the consistently present advocates for sex and drugs. Nothing was safe, and I concluded this depression as myself and the world going to ruin.

Tales of Symphonia was my light. The game's initial cookie-cutter plot gave way to a convoluted conspiracy, yet was peppered with amusing banter and heartwarming camaraderie. The rapport among the main cast gave them such a vibrancy that I felt like I was one of them, and the Tolkien-esque fantasy setting was the sole form of nostalgia that persisted in that dark time. The story isn't as rocksolid as I thought it was years ago, and I still hate the beginning of the game, but I will always hail Tales of Symphonia as the game that saved my life.

Chibi-Robo!
An oddball that I wonder how many readers will recognize. Chibi-Robo! arrived in the hellhole that was 8th grade, and unveiled to me and my friend Matt a deliberate scheme that could potentially plunge the world into destruction. The game was about a grotesque dog-chew toy dubbed Sophie, yet in truth was an abominable demon known simply as The Worm. It was accidentally brought to life by the wish of a giant robot, who now regrets its error and now spends its time gloomily rocking on the swing in the backyard, wondering where it all wrong. Confusing love with hunger, The Worm desires to lovingly consume the anthropomorphic chicken space ranger Drake Redcrest; a desire so strong that, once complete, will induce it into a ecstatic high necessary for its metamorphosis into the ultimate Butterfly form. Achievement of this goal will surely spell doom.

Actually, that's just a inside joke. It's really the story of a miniature house-keeping robot that dwells within a dysfunctional family (most notably the daughter who believes she's a frog) and meets a collection of toys that come to life. The goal of a Chibi-Robo is to bring happiness, which this particular unit accomplishes by restoring said dysfunctional family, bringing together a mummy and a princess, curing a teddy bear's honey addiction, settling the war between the egg-shaped Free Rangers and the pet dog, blowing up mechanical spiders, and going back in time with some aliens. I don't think I need to explain why this game is awesome.

Or maybe I just did. I dunno.

Just watch out for The Worm.

--------

You know what pisses me off? We will never see most of this ever again.

I remember back when I beat Wind Waker, I immediately expected a sequel. I was completely unaware to the game's criticisms for a while, and the game's quality and ending implored for another trip to The Great Sea. It was inadvertently announced two months before E3, to which I just nodded my head and went on with my business. Instead, we were treated to a realistic Zelda by the name of Twilight Princess. It signaled the beginning of a change that would take several years to form. A couple of years went by, and the Gamecube was superseded by a new console.

The Nintendo Wii was by far Nintendo's most ambitious idea yet. A system with a focus on motion controls shaped like a television remote was something unheard of, and many thought it could've wrecked the company. Nintendo insisted its purpose was what had begun with Nintendogs on the DS: To fish in the expanded market crowd (in other words, people who didn't play video games). The impact was huge; it ruthlessly penetrated the public for years as families flocked together to host Wii Sports parties.

While I've come to appreciate and love what the Wii has to offer, the amazing thing here is that I believe it wasn't as fresh as the Gamecube. The motion controls promised revolutionary gameplay, but only served to produce select forms of waggle and quick-burst shifts, and for a while weren't even 1:1. Many of Nintendo's attempted to make good on Wii's promise to revolutionize by including motorcycles (Mario Kart Wii), simultaneous four-player (New Super Mario Bros. Wii), yet most clung to a previously established formula instead of a complete transformation. Ironic how Nintendo played it safe when doing something new.

But how can you blame them? When they tried to do something different on the Gamecube, it was a disaster. Nearly every new idea and concept introduced was slammed and neglected, and Nintendo naturally went for another approach. Opening their business to the "blue ocean", radical as it may have been, seems rather tame and sensible in comparison. Gamers have decried this move as "abandoning" their fanbase, but who do we have to blame here? The reason why people had such adversity to what we saw on the Gamecube and the goals of the Wii is a phrase that's remained relevant through all of time: People hate what's different. They don't want to see changes and want things to remain the same. This applies big time to video games.

It's funny I say this, because nearly everything Nintendo offered on the Wii is what would've constituted as a dream team ten years back, and I can't help but keep wondering what their reaction would've been to these games ten years ago. We've finally seen the revival of Donkey Kong Country and Kid Icarus. We've received a Super Smash Bros. that stars Sonic the Hedgehog, Solid Snake, Pit, Wario, Meta Knight, and Diddy Kong. We got a new Punch-Out!!.We have a new 2D Super Mario. And yet people continue to criticize these titles all the way to hell and back for the most insignificant of issues ("Oh, it's too slow." "Oh, it doesn't have the Kremlings." "Oh, it doesn't have enough boxers."). As for third-parties, whimsical titles such as Elebits, A Boy and His Blob, Little King's Story, and Rune Factory Frontier were presented at opportune times for them to shine, yet fans continued to ignore their presence yet continue to scream for more games.

I don't get it either.

If gamers payed attention, we wouldn't have this problem, and that depresses me a little. Billy Hatcher and Viewtiful Joe would still be around. We'd have new Super Monkey Balls that would be able to be taken seriously. The Wind Waker probably would've gotten a sequel. We'd get more Chibi-Robo games in the states. We'd have a system like the Gamecube again. History has repeated itself with the Wii, and it's something I fear for the Wii U.

Time will tell.

------

It is now ten years later.

The passage of time has been harsh on me. My nostalgia has withered. It trumpets for a fleeting moment, designates its presence for a few seconds, and then disappears. I chased this nostalgia for a long time, desperately trying everything I could to grab hold of it, yet chasing illusions was futile against the growth spurts of teenagers. It was all in vain.

That's how nostalgia gets to you. You're reminded of a familiar fragrance or feeling that perfectly mirrors how you felt during a certain period of your youth, and you desperately try in vain to contain it. You attempt to revel in it to make the feeling last a lifetime, and you think of everything that happened to you to contain it, whether it was your favorite cartoon or video game and all the friends you had. It's a several month, perhaps year long experience all packed in a few seconds, and then it's gone.

There's lots of things I can associate with the Gamecube. The obvious are the reveries, but there's so much else. It was back when Spongebob Squarepants was still funny, when Nintendo fansites and sprite comics were still relevant, when I found out the Americanized version of Dragon Ball Z was censored for broadcast, my infamous comics of the tragedies befalling fictional snowmen, my love for Kirby, the Game in the Basement, when I ranted about the unfairness of Invader Zim's cancellation, the internet message boards I went on, Super Fudge, my cat Dexter, my fascination with Earthbound, the Geocities website I had, all the friends I had, my brother, and myself back then.

You know what this means? I now have that mentality! Everyone ten years ago longed for the days of their youth, and now I'm doing the same! I'm now as bitter and grouchy as they are, yammering about how the past was so much better, yet I've finally unlocked the secret: enjoying life now. It was something that hovered beneath my nose years back, but something I've finally come to understand within the past three years. My sense of nostalgia is now a simple backdrop, but I'm fine with that.

I still have my Gamecube. In fact, I brought it with me to the dorm. It still works. The lens are faulty and I don't have the same controllers I had in my youth, but it's here. I mentioned earlier how it has a smell, and that's a perfect way to describe nostalgia. It was there all the time back during the Gamecube's prominence; now, it's fickle. Sometimes it's there, sometimes it's not. It was there today when I wished it happy birthday, and then it was gone.

And I'm fine with that.

I set it up earlier this evening and I played Luigi's Mansion. The aging of games is a strange thing; a game could take two weeks to beat when I was young could now be completed in a day. The secret to playing short games when you're older is to mingle them with a swamp of work, which is what I'm doing right now. The graphics are aged, I can't get over Luigi's erratic movements when speaking with Professor E. Gadd, and I'm not sure if I can ever be as engaged with it as I was back then. But I still enjoy playing it.

The self of me back then may not be around anymore, but I can still feel him inside me. He's suppressed by my growth, but he hasn't disappeared. It's where the nostalgia has found a home. Every now and then, he bursts out with a hello, letting me know he's still around and that I hadn't been dreaming. The tragedies and revelations of the past few years have rendered me helpless many times, but I can always count on him to lend a hand and soothe my soul. He had defined me.

And every time I turn the Gamecube on, he'll always be there.