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Densetsu no Stafy: spin spin spin

Posted on 11/04/2025 Written by Xexyz

When renewing my subscription to Nintendo Online it was only marginally more to upgrade to the expansion pass, which has given my sons access to the Mario Kart 8 Deluxe DLC, will provide me with upgrades for Tears of the Kingdom on the Switch 2, and also gives me access to the N64, GBA and MD libraries. Tempted as I was to immediately start playing through Streets of Rage 2 again, I instead had a look for anything new and interesting. The first thing in the GBA list was a Japanese exclusive game, with a picture of a star on the cover, and a title which reads 伝説のスタフィー. Some research after playing indicates that this is Starfy, although that’s his Westernised name from the fourth game in the series, and a more literal translation is Staffy or Stafy. I knew none of this to start with, and so he became known as “Mr Spinny”.

In fact, he can’t spin at first, and his moveset is restricted to just swimming around and jumping out the water. I’m sure the Japanese introductory screen gave some idea what I had to do, but I went into this blind, and wandered around for ages until I found a big crab, who I naturally avoided. Having run out of anything else to do, I tried to swim past the crab and found that he gave me some more instructions (no idea what) and then let me past. I swam around more, found some random junk (a teapot, a big shell, something like that), and eventually returned to the crab who seemed pleased to have his junk back. I had to find other stuff, he showed me new moves (which I only understood from the A, B and D-pad buttons in the text, and then experimenting afterwards), and then eventually I found a big yellow clamshell who, I think, asked me to do the same thing. I had to explore lots, go through many doors, use my new spinny move to defeat fish and crab enemies, and after lots of getting lost I finally found a boss.

Stafy is OK to control, though his attack move is a bit woolly and he has a little too much momentum in water.

There was nothing tricky in this first level, including the boss who was in a big spiky shell but who didn’t seem to attack at all. The most difficult part is just keeping track of which door leads to where. All through the first level there were big scary orange face blocks, which I never worked out how to get rid of (other blocks could be destroyed once I got the spinny move), and I assumed I’d be able to go back to clear them after getting a new move, but after defeating the boss I’ve now moved onto a new level, seemingly alongside a whale.

Stafy looks like he’s not happy at being interrupted.

I thought it might help to understand some of the Japanese text, and tried to use Google Translate’s camera function. That really didn’t help a lot at all.

I am putting out my eyes, indeed.

Filed Under: Gaming Diary Tagged With: Emulation, game boy advance, switch

Sonic Advance: completed!

Posted on 18/07/2024 Written by Xexyz

You may notice an uptick in the image quality on this post compared to the last.

I tried to persist, and played Sonic Advance on my GBA SP all the way through the six acts and to the final boss. The first two boss battles made me smile, being replicas of the Green Hill and Emerald Hill bosses from Sonic 1 and 2 respectively. And then the proper boss battle nearly led to my console being embedded in the wall.

The screen resolution on the GBA isn’t amazing. It’s better than the GBC, of course, but it still needs to have some allowances made for a relatively small viewport. A famous example of this is Sonic Genesis, a port of the original Mega Drive game, which suffers from you not being able to see far enough ahead. Generally, Sonic Advance avoids this through clever level design, slightly smaller sprites, and a more exploratory nature.

Not the case with the final boss. Robotnik is in a spike-covered machine with multiple attacks, and you have to avoid each of them in a different way. Laser? Duck. Bouncing bomb? Jump or move to the apex of the bounce. Grabby hand? Jump out the way. You can only know which attack is happening by standing all-too-close to Robotnik, or by looking at the blurry few pixels right at the edge of the screen. The laser fires almost as soon as the weapon appears, so you have to stay in a ducking position while waiting. Then you have to peer through the blur to work out what you need to do to avoid the attack – and also to put in your own attacks.

I lost a large number of lives.

So I decided to try the game in an emulator instead, so I could see what I (and more importantly what Robotnik was) doing. I initially grabbed my save file from the GBA cartridge, but for some reason it wasn’t recognised by the emulator and I decided it was actually worth playing through the game again. So I did.

When played like this the game is immensely colourful, and it’s much easier to judge jumps with the higher quality screen. I quickly progressed through the levels, losing no lives, and exploring more. On one of the later levels I jumped on a red spring near the top of the level and it took me to a special stage – which I found entirely uncontrollable and where I failed to get enough rings to even pass the first checkpoint. Even the level with the reversed gravity wasn’t too difficult.

I reached the final boss with a full complement of lives, even getting past the annoying wobbly bridge boss (where you have to jump on the ground near to Robotnik to make his machine flip upside down so you can hit him) on my first go. I did still die a couple of times on the final final boss, but it was so much easier when I could see what was happening.

The end was ripped straight from Sonic 2, which was a bit disappointing, but otherwise the game is actually really good and enjoyable. I’m not sure I will ever explore it fully to find the springs to get to the special stages and the chaos emeralds, or even play it through as Amy Rose who is annoying, but I’ll be back at some point.

Filed Under: Gaming Diary Tagged With: completed, game boy advance, PC

Sonic Advance: quite literally a blue blur

Posted on 15/07/2024 Written by Xexyz

I love the 2D Sonic games. The best is still Sonic 2, as in the Mega Drive game, but Sonic Mania runs it close. It probably helps that I’ve never played Sonic 4, which I know is almost universally derided – I know of only one person who liked it. Still, the Sonic Advance games are generally thought of as ‘good’ to ‘great’, and I’ve never played those either, and it’s time to rectify that – particularly because I’ve just bought a GBX Cart so can do things like back up saves and so on. I dug out my copy of Sonic Advance, my GBA SP, ordered a new USB charging cable, promptly found my old charging cable, and settled down to play.

How did we ever manage to actually use this?

The screen is incredibly hard to see, washed out colours, blurry, and it seems to have a refresh rate that doesn’t match the game. The picture above was taken in bright sunshine, and you can see that in order to get anything resembling a good picture you have to content with overly-reflective front glass. I was constantly having to contort myself to angle the screen just right, and whenever the sun went behind a cloud I had to squint to work out what was happening at all. Playing in the evening was even worse, with the house lights leading to a strong blue tint to the screen.

The game itself is actually really good. There’s not quite enough of a forward view to be able to run fast through the levels, so it feels a bit more exploratory than other Sonic games. I’ve not found out how to get to any sort of chaos emeralds or special stages yet, but the limitations of the physical hardware means that I’m very tempted to try playing this through emulation instead, once I’ve finished the first run through – so I won’t look up any other details until I try that.

Filed Under: Gaming Diary Tagged With: game boy advance

Golden Sun: The Lost Age (Switch): COMPLETED!

Posted on 25/02/2024 Written by deKay

With the original Golden Sun ending on a cliff-hanger, and The Lost Age carrying on directly from it (or rather, from slightly before the end of the first game), I didn’t really have a choice but to start it immediately afterwards. Well, not quite immediately, as you can transfer your saved game from the first game to the follow-up but this required half an hour of password input and correction.

Not that you see the benefit of the password for some 30+ hours of gameplay, because you don’t start as the same characters. Instead, you take on the role of one of the antagonists of the first game, Felix. He’s not really bad, and was assisting the real bad guys under extreme duress, but his goal is still the same if for a different reason: to light the lighthouses. Of which there are two remaining after the original title, if you recall.

The basic gameplay remains the same as the original, and in terms of art, music, and even most of the baddies encountered, there’s not much different here. It’s very clear that both games were planned to be a single game but then for Reasons (cartridge size, development deadlines, MONEY, whatever) it was split in two, Sonic 3 & Knuckles style. What is new includes a couple of new characters for your party, some additional “magic” moves (like being able to make ropes span gaps), and – much later in the game – boating.

Yes, at some point in the story you gain access to a ship, which lets you travel most of the world by sea, docking at beaches and (I didn’t realise for a long time until I did it by accident) sailing up rivers. Later still, your ship gets the ability to fly allowing access to even more areas although you can’t fly over cliffs, trees or mountains so you still have to initiate “flying over land” from a river or beach.

Dungeons and towers are similar to the first game, although I found them generally more puzzle-focussed than before. I also found it less obvious where, on the overworld, I was supposed to go next. It is, especially once the boat gets involved, a less linear game, but it’s harder to discern exactly where the next sensible location to visit would be. That is part of the reason why I took about 40 hours to complete The Lost Age, compared to about 20 for the original, but the game is obviously far bigger anyway. The map is larger, there’s more to do, and you seem to spend much more time back-tracking and revisiting towns than you did before.

The final boss was an imposing three headed dragon, who could attach sometimes four times in one round. That sounds tricky, but actually, a combination of “heal everyone” Alchemy and the odd djinn heal/buff/defend every turn and actually, it was easy. I made much more use of djinn this time around (spoiler: the saved game transfer pulls in those you found previously once your party is bolstered somewhat in the later part of the game, so you end up with loads), mainly in the form of Massive Summons for bosses.

With the full game, as both parts are, complete, I can say it is still fantastic. I don’t think I ever got round to The Lost Age when it first came out (I bought it, but Other Things were played), so I’ve come to this after playing more modern JRPGs and can say it still holds up well. There’s no point playing The Lost Age without the first game though, so you really need to treat it as a single massive adventure.

Filed Under: Gaming Diary Tagged With: completed, Diary, game boy advance, golden sun, retro, switch

Metroid Fusion (Switch): COMPLETED!

Posted on 12/03/2023 Written by deKay

Like Minish Cap, Metroid Fusion is a GBA game I haven’t played for a very, very long time. Also like Minish Cap, I have it on my 3DS, also unplayed. But let me not talk of what I haven’t played, for this appeared on Switch Online and I did play it.

Metroid Fusion is a more linear than usual Metroid title. That’s not to say there isn’t any backtracking or hidden things, more that it’s very hand-holdy and you’re told where to go (usually exactly) frequently, and sometimes even how to get there, so random exploration isn’t really a part of it. What is a part of it, however, is often getting stuck somewhere with seemingly no way of getting out, and it is only by bombing and shooting everything in sight and trying to climb into walls which don’t obviously show they’re hollow, that you escape. Or at least, that’s what happened to me. A lot.

Wonder what ate that?

It’s also quite a lot easier than most Metroid games, and certainly easier than I remember it being. Apart from Nightmare, who was a right old pain and I’m pretty sure I fluked it past him. Oh yes, I knew how to hit him, but avoiding him seemed completely impossible to plan for and somersaulting around him (shades of one of the Dread bosses there) was tricky because of his erratic movement and the lack of space. Those Core-X things that come out after bosses that also need defeating caught me out a few times too.

Nightmare. And he was.

I can never remember if it’s Fusion or Zero that is supposed to be the “good” one. I thought they both were, but one was more loved than the other? Well, this is certainly excellent so if Zero is better, I can’t wait for that to appear on the Switch Online service at some point.

Filed Under: Gaming Diary Tagged With: completed, Diary, game boy advance, metroid, retro, switch

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96: Magic Beans
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What is this word “late” which you are saying? I do not recognise it and I do not understand it and I do not wish to believe it exists! Episode 96 cannot be late, for it was never scheduled. Sir, you embarrass yourself.

Arguments about timetabling aside, we would like to invite you to enjoy this most recent (at time of typing) episode of your favourite podcast! deKay, Kendrick and Orrah huddled round a warm bucket of cocoa and discussed, to varying lengths, the important news of our time – including Nintendo’s Mario Direct, more unfortunate developers losing their jobs because Money, Microsoft increasing the price of Game Pass (again, because Money) and Starbreeze getting several years into developing an eagerly anticipated Dungeons & Dragons game before pulling the plug because, well, Money. Thankfully, there’s some Good Stuff too, like chat about these games.

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