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(NDS)

Release Date: 10th February 2006
Developed By Alpha Dream
Publisher: Nintendo

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Review: Mario and Luigi: Partners in Time (NDS)


Lacking that extra mile.

When the Mario universe collides with typical RPG gameplay, the resulting frisson will be peopled by something like Superstar Saga for the Gameboy Advance - and what a success that was, treading the fine line between immediate action and tactical smarts. So the announcement of a sequel for the Nintendo DS piqued Gamestyle's interest; however, after finally battling through its sub-20-hour mini-adventure which involves time travel and alien invasion, it's hard not to feel a tad let-down.

Partners in Time is undoubtedly a good game, with many strong elements and generally no major flaws, and yet every single identifiable facet of the game can be compared to - and is immediately dwarfed by - the equivalent facet of the original game. For instance, Superstar Saga provided a cohesive game world (the Bean-Bean Kingdom) with an open sense of discovery therein. In Partners in Time, our brotherly heroes wander only between rooms of the Mushroom Kingdom Palace, looking for time warps to send them back to the past. New time portals are accessed either when they appear (when the story requires it) or when you learn a new ability and can reach one previously out-of-range; but never is there any sense that you've discovered it yourself, with arrows appearing on the top (map) screen telling you precisely where to head next.

The script is really quite wonderful, and it's rare to find a game with this much care lavished upon it - especially one which internally mocks its own universe. Neither Mario nor Luigi (nor their younger counterparts) utter a word of dialogue outside of their garbled soundbites, but their trusted luggage (Stuffwell) narrates the proceedings for the player's benefit. Along with every other character in the game, Stuffwell's dialogue is uniquely identifiable to him. No-one else would utter the catchphrase "back to adventure" at every opportunity, nor make up words like "forcastinization". But once again, the original Superstar Saga's utterly unforgettable dialogue still comes up trumps: evil villains Cackletta and Fawful are not matched here, despite Alphadream's best efforts ('leet-speaking' koopas, anyone?). The alien invaders don't even speak English, for a start.

As to how it plays: little has changed, but you now control four characters (the brothers and their younger selves, Baby Mario and Baby Luigi) simultaneously. The four face buttons are assigned to each brother as they walk around the pseudo-3D environments as a team, which means it's a bit more complicated. The babies carry the hammers (once found) and the bigger brothers can jump higher. Puzzles in the game merely make use of the different combinations possible with this set-up. The babies can even separate from their older selves' arms and wander off (and fight) on their own, usually required for opening doors for their big brothers to get through (occasionally this happens on the top screen); warp pipes will bring the quartet back together, ready to move on. Though well-implemented, few of these puzzles will be taxing; it isn't until the end of the game that they become a real obstacle.

Battles are strictly turn-based - you choose a command for both characters, watch each one carry it out, then wait for your opponents to strike. But once again this system is skewed out of all recognition: timing correct button presses boosts your attacks at the moment of impact, just as correctly timed jumps will evade incoming attacks. In fact, once enemy patterns are learned (and subtle on-screen hints allow this), it is possible to avoid all damage, relying on player skill and quick-thinking rather than the meagre statistics of the characters themselves (which saves you from relying on healing mushrooms, etc.). Battles don't occur randomly, either; you approach enemies on the field, and can pre-empt them by jumping on their head, gaining first strike advantage. Utilising four characters in battle is a slightly more fiddly approach to the simplified version in Superstar Saga, and almost becomes a rhythmic memory test. Battles also occur more often, with the emphasis on battle items (shells, eggs, cannons, trampolines) to deliver more powerful blows. This focus on combat isn't entirely welcome, but since it works, isn't worth complaining about.

The Mario universe is so amenable to the RPG formula, it's as if it was always meant to be: floating blocks work like item chests, mushrooms work like health potions, shells and hammers as weapons, and so forth. Micromanagement is not present here, and the most customisation you'll ever need to do is change the characters' pants and buttons. Stat upgrades are mostly automatic, with the extra option to boost a specific stat of your choice (HP, speed, power or... um... moustache?!). Alphadream have once again worked their magic.

Despite the more powerful hardware, Partners in Time is visually similar to the original, and could very well be a GBA game. It doesn't even utilise the added functionality, except in one tiny sequence that uses the touch screen. But it doesn't matter; shoehorning microphone support and whatever else would probably have proved more detrimental than advantageous, and it certainly isn't needed. The 2D animation is great, in both normal and battle views. Mario and Luigi almost dance in their fighting stances and their victory postures are highly comical. The music is again a remixed combination of recognisable Mario tunes and fantastic new scores. The gentle music of the Star Shrine (near the game's finale) is very beautiful; likewise for the dialogue and characterisation of a standout scene there.

Ultimately, Mario & Luigi: Partners in Time lacks for naught but content - everything here is meticulously realised and polished to perfection: the satisfying plinky-plonk of the menus, the tactile rumble through the expansion cart (sold separately), the catchy ditties, the voice samples, the special effects - one can hardly complain. Yet the linear structure, overly-easy challenges and slightly bland storyline reek of missed opportunity. Naturally, it was always going to be hard to follow in Superstar Saga's footsteps, and this is one game that doesn't quite go the extra mile.


Rating: 7 / 10


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