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Samba de Amigo

Score: 100%
ESRB: Everyone
Publisher: Sega
Developer: Sonic Team
Media: CD/1
Players: 1 - 2
Genre: Rhythm/ Action


Graphics & Sound:

While those who are actually playing the game will not have much of a chance to look at Samba de Amigo’s visuals, they are quite stunning. The various characters, such as the lead monkey (ook ook!) and his cohorts in crime, Chumba and Wamba, dance around like mad folk, really grooving to the music. As you play better, the screen comes more and more alive, much like the PaRappa series of games. And, similarly, as you do poorly, the action becomes less visually lush. It’s really well done, though, for a genre that’s often seen graphics thrown to the wayside for love of the music.

That’s not to say the music in Samba de Amigo doesn’t rock, however. Each song has a definite taste of salsa, from the immediately recognizable (‘Tubthumping’ and ‘La Bamba’) to the title track and ‘Samba de Janeiro.’ There are even a few Ricky Martin covers, and an excellent remake of the a-ha classic, ‘Take On Me.’ In a game where music is such an integral part of the experience, it’s wonderful to see such a solid collection. There’s not a bad tune in the bunch, and even if you’re not a fan of Ricky Martin’s music, there’s no denying that it fits the game perfectly.

And if all of those weren’t enough, you can download files off of the Samba de Amigo website to your Dreamcast that open up other Sonic Team classics, such as ‘Afterburner,’ and the Japanese classic ‘Rent-A-Hero No. 1.’

With lush visuals and a delicious musical soundscape, all that Samba de Amigo needs is playability to be a big hit.


Gameplay:

And, needless to say, Samba has playability in spades, hearts, diamonds, and even clubs. This is a Game, one that we’re not likely to forget, and it’s a testament to Sega’s daringness. Yes, it’s expensive to really get the full experience of Samba de Amigo, but it’s worth every penny. And with the recent announcement of the sequel being U.S.-bound, it may not be as much of a one-time deal as you think.

The object of Samba de Amigo is to play to the beat. Every song has a pattern that must be played. You can do it with either the Dreamcast controller or the special Maracas Controller, which costs $80 a pair. And while that’s a lot (and you need two pair for the party experience), it’s really the only way to play the game.

There are six ‘locations’ that a maraca can be -- high, medium, and low on both sides. The screen shows six circles representing the six locations. As the music plays, little balls fly out from the center of the group and head toward one or more of the circles. By shaking a maraca in the proper location when the ball gets to the circle, you get an Amigo (hit). Sometimes it’s one-by-one; on the harder levels, the balls are going everywhere and you have to figure out what order to hit them in, and fast. The game doesn’t care if you shake too much -- just make sure you shake in the right location.

Every once in a while, a stick figure will pop up in the center instead, with its maracas pointed to various places. This is a Pose, and you’ve got to try to match it as quickly as possible. The last ‘variation’ is when a bunch of red balls fly at a circle, which means that you must shake your maraca there as fast and often as possible.

Each song has its own patterns, and the patterns get more difficult as you choose harder difficulty levels. What may be easy at first often gets hellishly difficult on the high difficulty levels. But they’re all (usually) doable, and part of the fun is just -having- fun, not necessarily winning.

The game comes with quite a few modes. There’s Arcade mode, which is a port of the Japanese arcade game. Then there’s Original mode, which lets you play any of the songs you’ve unlocked (in either Arcade or Challenge mode), instead of having to follow the order that Arcade mode goes in. There’s the aforementioned Challenge mode, which has you complete certain goals (complete song XXX at difficulty YYY with ZZZ points, etc.), and rewards you generally with new songs. There’s Practice mode, which lets you try songs at various difficulty levels without being able to ‘mess up’ and end the song prematurely because of a poor score.

And then there’s everyone’s favorite, Party Mode. You can play against another person, or play to see how ‘Love Love’ you are with someone else (huh?), or finally play a menagerie of mini-games. They range from Guacamole (guess...) to seeing who can complete the most poses in a given amount of time. They’re all fun, and really make for a great party game.

And, like PaRappa the Rapper, the real enjoyment of the game doesn’t come from just beating it. It comes from completing the challenges, playing against friends, and just playing for the sheer joy of shaking some maracas. People will look at you like you’re a damn fool, and then they’ll play, and then you’ll wrest the maracas out of their cold, dead hands. It’s good stuff.


Difficulty:

You can pick your difficulty. The Easy and Normal levels are, well, easy, but with Hard you start to have to do some more challenging shakes and timings. And with the secret Super Hard mode, you have to be a speed demon to do even remotely well. Of course, some of the difficulty comes from using the decidedly nonstandard controllers, and dealing with their foibles (bad detection, etc.), but those are all minor problems.

Game Mechanics:

The whole idea of shaking maracas to play a game is novel (at least in America), and it plays surprisingly well. You can navigate all the menus with the maracas as well, leaving a controller plugged into the third or fourth port just so the game can save your data. The maracas do occasionally miss a ‘hit,’ but that’s really nothing major -- you generally don’t play for perfection... you play for a good time instead. It also takes a little tweaking to find the right ‘height’ and settings for the maracas to be really comfortable, but it’s 20 minutes well-spent.

While Samba de Amigo isn’t perfect, it’s truly innovative, which more than makes up for the tiny shortcomings that it has. While Japan has seen its fare share of equipment-driven games, this is the first to hit American homes, and it’s a damned fine game. Anyone who ever has friends over, who wants to try something truly different, or who likes music should pick this title up, along with at least one set of maracas. It’s an investment, but it’s a rock-solid one. You’ll be shakin’ the night away in no time.


-Sunfall to-Ennien, GameVortex Communications
AKA Phil Bordelon

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