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Mario And Luigi: Partners In Time

Nintendo’s newest addition to the NintendoDS’s line up is this sequel to Mario & Luigi: Superstars Saga on the Game Boy Advance, Mario & Luigi: Partners in Time. This is the first time that a full Mario Electronic Theatre Image RPG has been released on the NintendoDS; there have been many others like, the Game Boy Advance predecessor, Paper Mario: The Thousand Year Door on the GameCube, Paper Mario on the Nintendo64 and Super Mario RPG on the SNES which, unfortunately, never saw a release in the UK. These games have all taken Mario’s style and added enough stats and figures to turn them into a recognizable RPG - which at times may seem almost “dumbed down” - but the series has entertained many, many people of all ages!

            This new version of a Mario RPG keeps the Platforming, and the “dumbed down” RPG element, but also adds another feature only ever seen in a handful of other Nintendo releases. The ability to interchange between four different people at any one-time, it’s not quite as in depth as the feature seen in The Legend of Zelda: Four Swords or the GameCube’s The Legend Of Zelda: Four Swords Adventures, as you can only choose between two sets of characters and can only play it with one player, but the idea of having to use each characters’ special ability together and individually to complete the tasks within the game is still there.Electronic Theatre Image

            The story of the game follows Mario and Luigi as they travel back in time to try and find Princess Peach who has some how become involved in a Time Machine accident. It’s designed very similarly to Super Mario64, with a HUB from which the title centres on, namely Peach’s Castle. The Levels come in the form of little warp-holes in the floor as opposed to paintings on the wall, and as you complete each of the various holes another few will appear, till eventually the castle is just a mass of warp-hole rooms.

            Each time you jump into a different warp-hole you will be taken to a totally different time zone, in which various bad things have happened because of Princess Peach’s little trip. In each of these areas you will be told as soon as you arrive what you have to do, and be shown any moves you will need for that area. You then have to travel around the Map trying to locate enemies and a piece of the Crystal Shard that will put time back together. You do this with the four characters at your disposal each controlled with one of the four different NintendoDS buttons, the A Button for Mario, B for Luigi, X for Baby Mario and the Y Button for Baby Luigi, pressing the button individually will make the respective characters jump, helping them overcome the platform element of the game.

The respective Electronic Theatre Image buttons are also used in the combat. Each time you run into an enemy you will be taken to a turn-based fight, exactly the same as in the Paper Mario series, here you attack the enemy on your turn with jumping, hammers or items and counter-attack when you are attacked. You do all this with the timing of button presses, each attack you make becomes more powerful if you press the correct Person Button when you attack, you can also do team-up attacks by pressing your partners’ button at the right time as you attack. Each time you complete a fight you will be awarded Experience Points to each character that survived the fight, these add-up till you go up a Level, which results in points being added to your statistics that increase to give you more power, speed and other abilities.

The puzzles in the game are not at all taxing, very much unlike its predecessor, but they do greatly use the two/four-character structure well, and give you the inclination to think, occasionally. Also the game hasn’t used a single other feature on the NintendoDS apart from the expansion of the ideal of the Face Button use and placement seen on the Game Boy Advance original – which are also featured on the GameCube Electronic Theatre Image Pad, surprisingly – and the dual-screens, which were used to better effect in The Legend of Zelda: Four Swords Adventures. No other feature has even been attempted to be used, even the Touch Screen, which brings me to ask: why has the title been released on the NintendoDS? The graphics could be achieved on a Game Boy Advance easily, especially when compared with Gunstar Future Heroes or Banjo-Kazooie: Grunty’s Revenge. The game even feels like a Game Boy Advance game and it’s weird holding a very rectangular NintendoDS to play it.

For fans of the NintendoDS, all I can really see is disappointment. Its fun, and a very good recommendation for those who loved the first title, but because of the lack of use of the NintendoDS’s features it would be so much better suited to another Nintendo format. Had it been released on the GameCube or the Game Boy Advance, I would be happy to suggest you pay it as much attention as possible – as there’s no denying; it is a great Mario RPG - but on it’s current platform, the NintendoDS, there is no need of it. Mario & Luigi: Partners In Time is certainly not a bad game, on any other format, it would garner much respect and credibility. However, being a NintendoDS release has stunted an otherwise respectful game, an unusual Nintendo release that seems to undermine it's chosen system, rather than reinforce it, simply due to its lack of innovation and construction specifically around the NintendoDS’s capabilities.Electronic Theatre ImageElectronic Theatre Image

 

Goomba                                                                                                                                  Reviews Score Table Interpretation.

28/01/06

 

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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