Monday, November 10, 2008

When It's Over

After finishing the 18th and final stage, you will likely feel the way I do right now and wish there were more missions to unlock. With an average completion time of 10 – 15 minutes (tack on another 10 – 30 minutes if you expect to achieve a perfect score in any of the stages), Ninjatown isn’t a short game, but it isn’t a long one either. You will scream at your DS and look for things to throw at the wall whenever a mission goes sour.

But when the adventure comes to a close, you’ll be angry in a whole other way. Ninjatown is an incredible strategy game, one whose unique and addictive gameplay cannot be found every year, and certainly not on every platform. No matter how frustrated you get trying to beat the more difficult stages, this is not a game you’ll want to see end.

There are a few moments of imperfection, like the way ninjas occasionally wait too long to attack or walk out of their way before doing so, preventing an attack altogether. The power-up system – which rewards players with items that can stun, damage or slow down enemies, among other things – is a little annoying. While the power-ups themselves are great, some stages practically require you to use them in order to achieve a perfect score. If your inventory has run dry, the only way to acquire new power-ups is to re-play old missions. That’s not a horrible curse – Ninjatown’s replay value is very high. But it’s still annoying.

And yet, in spite of that, I’m still aching for more. In the long term, the multiplayer mode (offering single and multi-card play) should help ease some of the pain, but only after I can find someone who can keep up with my mad ninja skills.

Danger! Attack!


The need for multiple ninja types comes from the differing enemies. As previously mentioned, if you don’t build enough (or any) anti-air ninjas, you could be in a lot of trouble if the game starts sending in a bunch of aerial monsters. Though you need to fight as many monsters as possible, their destruction isn’t your number-one goal. Ninjas are here to defend their land. The exact goal changes from mission to mission – sometimes you need to prevent a certain number of enemies from escaping, other times you’ll need to stop a bridge or building from being destroyed. In any case, ninja structures must be built with the proper order and variety needed to survive any oncoming assault.

That brings about one more challenge: cookies (Ninjatown’s currency). Only a few cookies are offered at the beginning of each mission, and you don’t earn much for destroying enemies. Furthermore, all ninja buildings can be upgraded to increase the power of its ninjas. That too cuts into your money. You can also purchase special buildings that increase your ninjas’ strength, attack range, cookie awards for defeating enemies, or one that provides some other bonus. However, doing so at the wrong time may prevent you from purchasing ninja structures that are vital to the outcome of the game.

Thus, you’ll have to work hard to balance each aspect of Ninjatown. Without being able to direct your ninjas manually, and without being able to move ninjas outside of their structure’s range, Ninjatown can be a very frantic experience.

The Colors of a Ninja



Ninjatown is entertaining – and achieves a high level of addiction – by engaging the player in the aspect of building ninja structures. This feature is amazingly deep, not only by the ninja diversity (each building type breeds a different kind of ninja) but by the enemy variety, which will affect every decision you make.

Wee Ninjas, the most basic type in the game, are black suit-wearing hand-to-hand battlers that are good in the beginning but won’t get you very far. The orange Anti Ninjas, however, are a bit stronger, making them the ideal choice for many of the game’s battles.

However, that statement assumes you’re fighting an average group of monsters. Flying monsters tend to be weaker but also move much faster and may be too quick for a Wee or Anti Ninja to catch. White Ninjas can temporarily slow down enemies by throwing snowballs that freeze on impact. But the Sniper Ninja is far more effective, as their Wasabi Pea Shooter (a powerful slingshot) allows them to attack aerial monsters with great strength.

Then there are the Forest Ninjas, who attack ground and aerial enemies with equal power. You’ll also build huts for Business Ninjas, who are hyped up on caffeine and move faster (but attack with less force) than Anti Ninjas. These are particularly useful for attacking caffeinated opponents, who are likely to slip past a standard assault.

Mountain Ninjas are the only ninjas who fight solo. Their immense strength makes them ideal attackers but with only one ninja per mountain structure, it’s not wise to place them in areas with heavy enemy traffic.

Lastly, the Lava Ninjas throw fireballs to inflict heavy damage on both ground and aerial enemies. They are extremely powerful attackers with only one drawback: one Lava Ninja structure costs 80 cookies, compared to just 40 cookies for a Wee Ninja and 50 cookies for an Anti Ninja.

Fortress Constructor


Real-time strategy games tend to focus on the control of individual units. Ninjatown centers on the creation and management (not micromanagement) of ninja buildings. At just 1/6 the size of the bottom screen, these buildings are fairly small and may be built anywhere that a light green square (a specific area on the grass) appears. Each building contains two ninjas, both of which will stand outside the building after its construction is complete.

These ninjas cannot be controlled directly by the player. You can’t tap one, select it, and tell it where to go. Instead, these ninjas have a set area that they can move around (not far from their buildings), and will move on their own when an enemy approaches. There are a couple of attack settings – you may choose to have your ninjas attack the closest or strongest enemy. Once special powers are gained, you may also tap ninjas to increase their speed temporarily. Other powers include one-hit kills (on the bottom screen, tap as many enemies as possible before the time runs out), an enemy-burning magnifying glass, and the ability to stun enemies temporarily by blowing into the microphone.

Regardless of these powers, ninjas still attack primarily on their own.

Ninjatown Review


As a hardcore gamer, I seek out new, original and unorthodox games. But one man cannot play everything. Over the years, there have been games that escaped me. Whether it was a lack of promotion, unexciting screenshots or some other reason doesn’t matter – some good games just don’t get played.
But as a journalist there have been a few fortunate moments where those inconspicuous games made their way to my consoles. Last year that game was Odin Sphere, an action-packed PS2 masterpiece I had never heard of until it was time to cover it for GameZone. This year that game is Ninjatown, a quirky, visually-happy strategy game (made exclusively for the Nintendo DS) whose screenshots do not convey one ounce of what it has to offer. Ninjatown is risky, challenging and played in real-time – and is very rewarding as a result.

Balloon Shepherd

Fly around the screen in a hot air balloon, rescue sheep, and return them to the target on the top of the stage. Replenish your balloon’s forces by grabbing helium tanks and continue until the time runs out.

This concludes Slop Bucket Games. There are no bonuses to unlock, nor any extra levels to achieve. You can finish the story mode in less than two hours, and though that may not matter to young kids, the mini-games tell a different story. Shufflemuck is surprisingly decent, Balloon Shepherd has solid controls (and should be utilized more deeply in a future game), and Whack-a-Rac – while technically a rehash of the same old thing – is one of the better whack-a-mole clones I’ve experienced on the DS. Flag Defender isn’t bad either. But that’s four of the 10 games. All of them are very short – most last a minimum of 30 seconds but do not go beyond a few minutes in length.

This means that the replay value must be really strong in order to keep kids from getting bored. As a car trip, play-it-once-in-a-blue-moon time-killer, Slop Bucket Games should entertain the six to eight-year-old market. But keep in mind that if I – an adult gamer – am getting frustrated by the Cowapult mini-game, kids are likely to as well. They are bound to be bored by the Junkyard Hijinks, especially those who have full-fledged racing games in their collection, and may not welcome how easily melons fall out in the Melon Race.

With all this in mind, think carefully before making a purchase. Slop Bucket Games is definitely not for kids over the age of nine.

Slop Bucket Games Review


Two years ago, Nickelodeon released a new animated movie about a farm controlled by cows: Barnyard. This kid-targeted, uniquely animated flick was accompanied by a PlayStation 2 game that creatively merged some of the mechanics of a BMX stunt game (think Tony Hawk with bikes) with mini-games and a light, easy-to-finish adventure.

Hoping to capitalize on that game’s success, Back at the Barnyard: Slop Bucket Games is a handheld sequel designed specifically for the Nintendo DS. This time around, however, the game is entirely focused on 10 mini-games. There is a very slight (read: VERY) adventure game element where you’ll run around and pick up objects for the barnyard’s citizens (other cows, a dog, a mouse, etc. – all the familiar faces of the movie and previous game). But that’s as far as the adventuring goes.

That leaves just one question unanswered: are the mini-games enough to intrigue fans of the original or justify a purchase to anyone else?

Melon Race

Depending on how you tackle the story mode, this could be the first mini-game you encounter. Using a truck, six melons and a bumpy course, this challenge is a fight against the clock. While driving along the uneven road, your melons will jostle around pretty freely. Hit a bump, drive up the side of a hill or cause your vehicle to tilt awkwardly for any reason and one or more of the melons may fall out.

The race is timed – you start off with 30 seconds and must reach new checkpoints and grab time bonus items (stopwatch objects) to continue racing. Points are earned for every checkpoint reached; 10 bonus points are earned for every melon you have when crossing a checkpoint. The race ends when the time runs out or when all the melons are lost.

Stickbike Stunts

While the Melon Race is fully 3D, just like the vehicular stages of the PS2 Barnyard game, this stunt battle is a low-key side-scroller. You can perform stunts (back and forward flips), grab stars, and attempt to cross the finish line first – all three of which earn you points that will determine the winner at the end of the race.

Whack-a-Rac

Raccoons and coyotes threaten the barnyard lifestyle. Thus, when they enter the home of chickens and some odd animal named Freddy, it’s your job to take them out – whack-a-mole style. It’s as simple as it sounds: to earn points, tap the screen feverishly to whack raccoons and coyotes. Just don’t hit Freddy or a baby chick, which will cause points to be deducted from your total score.

Like a catapult with cows! Sort of. This side-scrolling mini-game is a bit frustrating until you learn how to glide the cow after a launch. By touching the screen, players can tilt the cow back and forth, allowing him to ascend or descend. Meanwhile, his ascend meter begins to fall and may only be recovered by hitting balloons – a task that’s easier said than done. Though you don’t have to play this mini-game if you don’t want to (all mini-games are accessible in a separate mode), if you want to finish the story mode, you will have to suffer through the troublesome moments.

Junkyard Hijinks

Remember the Destruction Derby games for PSone? Junkyard Hijinks is nothing like them. But it kind of looks like them until you realize that the only goal is to drive through a series of checkpoints. The course is small and easy to navigate, especially with the big arrow telling you exactly where to go.

Flag Defender

Inspired by the tomato shooter of the PS2 game, Flag Defender is a top-down shooter where your colleague and tomato cannon-shooter stays right in the middle of the battlefield. Other animals approach, hoping to grab the three flags that surround your cannon. The goal is to stop those animals, launching tomatoes in their direction. If a flag is stolen, shoot the animal before he escape in order to recover the flag. Points are awarded for your ability to survive – the longer you’re able to hold onto the flags, the higher your score will be when the mission ends.

Shufflemuck

I’m not sure what the heck a “shufflemuck” is, but the real-world translation should be “air hockey.” Touch the paddle, whack the puck and…you know the rest.

Sorting Chicks

Male and female chicks must be sorted after birth. Otherwise we’ll end up with Rooster McNuggets (nobody wants that). But how do you identify the males from the females? It’s simple: just look at the color of their hats! Using the touch screen, throw the chicks with blue hats (males) into the blue basket, and the pink hats (females) into the pink basket.