| Tang
Tang |
|
Review
By: Siou Choy
|
| Developer: |
GameVision
Studios |
| Publisher: |
Take
2 |
| #
of Players: |
1 |
| Genre: |
Puzzle |
| ESRB: |
Everyone |
| Date
Posted: |
10-15-01 |
Oh, my God, is
this stupid. Listen to this plot, culled from earlier press
releases: "In the year 3025, the peaceful planets of The
Associated Nexus of Galaxies (TANG) are threatened by hordes of
invaders bent on pillaging their natural resource of Energy
Crystals. Their attack is quick and precise; the planets are almost
completely overrun by these savage aliens (just wait till you see
them - a snowman, a sun, a plant in a flowerpot, and a head in a jar
hardly qualify as "savage" in my book, particularly when
they're smiling at you the whole time). The TANG, now backed
into a corner, initiate their last line of defense. They call upon
four super dimensional cyborg heroes, called Tangibles for their
ability to conjure up solid blocks out of thin air. These brave
soldiers will use their cunning, quick reflexes and Power Bolts to
retrieve the Energy Crystals and push back the advancing
armada." Do I really have to comment on this? And are we positive
this isn't a cheap marketing plug for a certain "instant
breakfast drink"? Why do images of astronauts keep running
through my head...perhaps it's because the main characters look just
like astronauts...how odd! Next we'll be playing "Oh, Calgon",
which features an exasperated heroine who calls on a heroic figure
from an alien dimension to "take me away" from the evil
green guy who makes spots on her dishes. I don't even want to think
about that weird yuppie who's supposed to be a Slim Jim getting his
own game ("featuring the voice talents of Randy "Macho
Man" Savage!"). Think about it, the possibilities are
endless (marketers everywhere are taking notes right now..).

All that aside,
let's get on with the nitty gritty of the game. Tang Tang is
one of the many retro-styled puzzle games that have made their home
on the Game Boy Advance. One might even call it Mr. Drille>
in reverse: rather than destroying blocks to reach the bottom under
an omnipresent time limit, you get to build blocks, both to block
the aliens that zigzag back and forth across the screen (we're
talking Atari level gaming here, with SNES graphics) and to build
steps and walkways (which they quickly destroy) to reach the
"energy crystals" so you can collect them. Essentially,
that's it. That's the game.
Beyond the
aforementioned block building, you are given a limited number of
"Power Bolts" in each "world" (read
"level") to zap the baddies...but as the word
"limited" implies, these have to be rationed out. That
being said, in total defiance of logic, when you fight each world's
"boss", you mysteriously find yourself with an unlimited
number of these otherwise scarce commodities. Go figure.
The music in
Tang Tang is one of the few saving graces. It's nicely done and
tends to outshine the otherwise drab and simplistic game.
Beyond its one
note joke status, one of the most frustrating things about Tang Tang
is that when you lose a life in the game (most likely through time
running out) you are forced to start the level FROM THE BEGINNING. Every
time. Talk about retro! You want to talk annoying? Just wait
till you've worked your way to the entire opposite side of the
"world", building blocks, trapping enemies, etc. etc. ad
nausaeum, only to have to break those blocks, occasionally freeing
said baddies (who have a habit of trying to kill you all over again)
just so you can get back to the same spot you were at before, to
grab that one last Energy Crystal you would have gotten if you had
only been given a few extra seconds in the first place.
The Tangibles
are also a little slow on the draw when it comes to building blocks,
so you might not always be able to create a block to protect
yourself in time when an invader is headed in your direction. Worse,
for some reason, removing the block directly below you appears to be
an unexpectedly major concern. Generally, you'll find yourself
standing next to the block in question to get it out of your
way. That being said, after you get the hang of Tang Tang, the game
becomes excruciatingly easy; and you'll find yourself halfway
through the game before you know it.
Here's another
retro glitch I could have done without: despite the presence of
shoulder buttons on the GBA, the designers of Tang Tang appear to
have overlooked this advance (and in fact, any advance beyond the
Atari 2600). Here's how you have to fire: press the jump button
while pushing both the down and A buttons. Naturally, this makes
firing while jumping extremely difficult.
Now, it's always
been true that puzzle games, as a rule, don't focus on graphics so
much as other types of games, but given the comparative power of the
GBA to earlier handhelds (not to mention pre-Playstation home
consoles), Tang Tang is fairly inexcusable. The brightly colored
backgrounds and sprites don't compare to other, similar games on the
GBA (particularly noticeable when some of the games in question are
slightly revamped first generation Nintendo favorites like Mario
Bros.).
One of the most
misleading things about Tang Tang is the "120 levels." If
you call replacing the enemies in each level when you choose a
different character to play with, then sure, there are 120
levels. But for the rest of us, who haven't been hitting the
opium pipe before writing the game's PR, well, we're looking at
about 30 (which represents quite a break from reality on the part of
certain game promoters).
And once again,
we find a game that fails to take advantage of the GBA's linkup
option: Tang Tang is strictly a one player game. Want to hear
something nastier? You absolutely cannot let a friend play
your copy. If you do (or for that matter, decide you'd rather play
as a different Tangible), your save will be wiped out! Even the
archaic password option would be preferable to playing the entire
game through every time somebody touches the damn thing!
Highs:
- Nice music. I
often found I was enjoying the music more than the game!
- Cute graphics
Lows:
- Block
building proceeds very slowly at times, causing you to lose more
lives than you should
- Restarting
you from the beginning of the level each time you die is beyond
frustrating, and beyond retro! Welcome to 1981
- presenting
our newest model: the Atari 2600! (applause)
- The A button
being used for both jumping and firing makes the game
more difficult than necessary.
Final Verdict:
Tang Tang
isn't the worst puzzle game out there (not by a long shot), but it's
got too many problems to recommend it. You don't exactly have to be
a genius to do well in the game. I gather it's directed more towards
younger GBA owners, rather than those (like myself) who are veterans
of far more challenging puzzle games than Tang Tang could ever dream
of being. Replay value is severely diminished due to a limited
number of continues (and worse, being forced to play through the
entire game once you either: 1. run out of continues 2. decide to
use another character, or 3. somebody else plays your game). The
bottom line is this: if you're really desperate for a puzzle game,
and don't mind it being incredibly simple, go ahead, and try Tang
Tang. The rest of us should stick to what we know, and pull out our
well worn copies of Tetris or Super Puzzle Fighter II
Turbo.
Overall Score:
3.5
Additional
Images:
Image
1
Image
2
Image
3
Image
4
|
|
 |