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Revisiting the Nintendo DS

Cadenza

Mellotron enthusiast
(She/her)
The original DS had a lot of cool games that I missed out on in the system's heyday. Recently I decided I'd like to catch up on some of those games, and so here we are! These posts aren't gonna be fancy "reviews" or anything, just a roughly-organized collection of the thoughts I have on the games I play.

The first game I decided to play in this little personal project is one that I've been curious about for a long time - The Wizard of Oz: Beyond the Yellow Brick Road. It was developed by Media.Vision (whose name you'll recognize as the studio behind the Wild ARMs series, and more recently the Digimon Story games), who chose to use the original Oz novel as the template, rather than the MGM movie. Even still, it's fairly different from both; you still play as Dorothy, who gets swept up by a tornado and transported to the Land of Oz, trying to get back home with the help of her new friends, but here you're doing that by going to each seasonally-themed kingdom and beating up the local ruling witch, so you can take their magical eggs and give them to the Wizard in exchange for his assistance.

The game is a turn-based RPG, played entirely with the stylus; you can't even use the face buttons and d-pad for menu navigation, and you move around the various dungeons by spinning a track ball on the touch screen. It actually works pretty well, and if you get the ball spinning fast enough you can sprint straight past enemies on wider paths. There's no in-game map, but you do come across signposts periodically that you can mark with a few different icons to help keep track of where you've been, and you're softly encouraged to make multiple excursions into the various levels to refill your resources (as the Castle of Oz is the only place where you can heal your party for free or purchase new items and equipment).

Instead of the usual dungeon crawler fare of caves and crypts, the "dungeons" are things like sun-lit beaches, flower gardens, and quiet forests, all of which are lovingly rendered to the best of the DS's capabilities (although it should be noted that there are some pretty noticeable graphical glitches in a few of the early levels if you're playing on emulator, and you probably are, because the used game market sucks and it's difficult to find copies of this game that don't run you $300 for a loose cartridge). The music is equally lovely; Michiko Naruke, the regular Wild ARMs composer, wrote the excellent opening and ending themes, and the rest of the soundtrack was written by Hitoshi Sakimoto and his cohorts at Basiscape, Masaharu Iwata and Kimihiro Abe. Some of the tracks here would fit right at home in something like Final Fantasy XII, but there's plenty of whimsy and playfulness here to match the setting, as well; you can check out the rest of the soundtrack here if you want, and I'd heartily recommend it.

This game does some neat things with its combat, too. There's an affinity system where each of your party members does bonus damage against certain enemy types (Dorothy does more damage to ghost enemies, for example). You get four action points per turn to spend however you want; Dorothy and the Scarecrow take up one point per action, the Cowardly Lion takes up two, and the Tin Man takes three. Whoever isn't in the active party in a given turn is safe from all incoming damage but can still be affected by buffs and items, so there's some strategy in considering who acts when, especially during boss fights, which are genuinely pretty challenging. Each character also has their own strengths beyond enemy affinities - Dorothy gets your only healing spell, and can also buff the active party's speed and double a single ally's attack power; the Scarecrow can erase any active buffs or debuffs for both allies and enemies (borderline necessary to weather some particularly nasty attacks), and he can also steal items from enemies, which is just useful enough to be worth doing while still failing frustratingly often; the Cowardly Lion can self-buff and raise the party's defense against elemental damage; and the Tin Man is there to tank hits and use pulverizing group- and multi-hitting attacks. You learn these skills by finding dragon priests in a few select dungeons and beating them in combat, and you'll want to prioritize seeking them out as soon as you're strong enough to take them on.

It's not without its frustrations - in particular there are a few late-game bosses that can erase your buffs at any time, although thankfully the final boss is not one of them - but overall I quite liked this game! It's nice and lean at around 19/20 hours if you want to give it a shot, and it has pretty solid fundamentals.

Some miscellaneous details I couldn't really fit anywhere else:
-When you're not facing an object you can interact with, that button on the touch screen instead lets you pet Toto. If you do this enough times, he'll learn a new trick, which you can see if you sit still for long enough. Not sure how many tricks there are, but it's a cute mechanic.
-The Yellow Brick Road is both the tutorial area and the final dungeon, and the latter instance reprises the opening for its field theme.
-After you learn every skill from the dragon priests, you can go back to fight them in their true form as optional superbosses. The only reward you get for doing this is a badge acting as proof of the endeavor. (I did not bother.) You can watch those boss fights in action here if you want.
-I quite like the designs for the main party. Look how cute they made the Cowardly Lion!

Recommended listening:
Castle of Oz
Flower Palace
Retrieve the Egg!
Sandy Beach of Star Fragments
A Red-Colored Final Decisive Battle

I've played a couple other games besides this one, and I'll make posts about them soon, but in the meantime, if you have suggestions for a cool DS game I might want to play - or want to talk about cool DS games in general - feel free! I'm open to a lot of genres as long as it isn't a sports game. However, I will note that, unless I get lucky and find a copy of a given game for cheap or already own it, I'll be playing it on my phone* with an Xbox controller plugged in, so anything with a complex or high-effort control scheme is probably out of the cards, sadly.

Games I have played so far:
The Wizard of Oz: Beyond the Yellow Brick Road
Pokémon Mystery Dungeon: Explorers of Sky
Dragon Ball Z: Attack of the Saiyans
New Super Mario Bros.
Electroplankton
The Legendary Starfy
Retro Game Challenge

Games I want to take a look at at some point (no particular order):
Radiant Historia
Final Fantasy: The 4 Heroes of Light
Shin Megami Tensei: Strange Journey (putting this one off for now because I already know it's gonna be long as hell)

Games I already own or have played in some capacity (that I can think of at this moment):
The DS Castlevania trilogy
The mainline Pokemon games
Trace Memory
Valkyrie Profile: Covenant of the Plume (maybe this thread will get me to finally play the copy I bought ~two years ago~ lol)
The World Ends With You (I love this game but my hands would shatter trying to play it on my phone)
Kirby Super Star Ultra
Mega Man ZX/ZX Advent

*Shoutout to DraStic, it's genuinely a pretty good emulator, and also to the youtube channel Toaster Williams, without which I might not have heard of it in the first place
 
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Great one to start off with. For the longest time I was under the impression RIZ-ZOAWD was an import jewel, but no, it was officially localized all along, but simply never made any kind of waves at all even amongst an RPG powerhouse platform like the DS. It's one of the most aesthetically dazzling games on the system, and the pedigree of the folks involved is enough to make anyone interested on its own.

If you're in the mood for some vintage Wizardry blobbing, it's hardly possible to do better than The Dark Spire. There are extended thoughts from myself and others in the thread from a few years ago, but it's of course a game that's an absolute delight to discover for yourself in its mixture of olden conventions and idiosyncratic stylings. Unforgettable work.
 
That is very cute.

The game is a turn-based RPG, played entirely with the stylus; you can't even use the face buttons and d-pad for menu navigation, and you move around the various dungeons by spinning a track ball on the touch screen. It actually works pretty well, and if you get the ball spinning fast enough you can sprint straight past enemies on wider paths.
This sounds really tough to control so I'm intrigued that it seems to work well, huh.
 
SMT: Devil Survivor 1 and 2 are also on the system (and also really long).
The original three Ace Attourney games are great, of course, if you haven't yet played them.
There is a Kirby game (I think Canvas Curse?), where you control him by drawing lines, though it might, maybe, be too demanding for your controls.
Speaking of Kirby games, I think the Superstar remake is on there. And I don't remember is Planet Robo...bot(? I think) is on this or the 3ds. There are also one or two fun Yoshi games on there, I think? I mean, I found them fun, might be an outlier there.
 
Interesting to know that there are at least two different games for the DS being inspired by The Wizard of Oz (the other one I can think of is Ripened Tingle's Balloon Trip of Love).
 
I'll go to bat for Retro Game Challenge, a.k.a. GameCenter CX: Arino no Chousenjou. (It's based on the long-running Japanese TV series GameCenter CX, but you don't need to know anything about the show to enjoy the game.) This beat UFO 50 to the punch by 15 years insofar as it is a collection of bite-sized faux-Famicom games with clever little twists and modern design sensibilities. At first you are issued micro challenges for each game ("Beat the first level," "Get 10,000 points," etc.) but eventually they open up so you can play them all in full. The game follows a loose 1980s timeline, and as time advances new games are "released," as are mini magazines that contain hints and codes for the games. It's all extremely charming and there really isn't a dud among the games included.

There were two sequels, neither of which made it overseas. If you enjoy the first game, the second is well worth your time and has a fan translation patch. I haven't played the third but it it does not enjoy a good reputation.
 
If you're in the mood for some vintage Wizardry blobbing, it's hardly possible to do better than The Dark Spire. There are extended thoughts from myself and others in the thread from a few years ago, but it's of course a game that's an absolute delight to discover for yourself in its mixture of olden conventions and idiosyncratic stylings. Unforgettable work.

Hmm, this game seems kind of daunting, but I'll give it a shot sometime!

This sounds really tough to control so I'm intrigued that it seems to work well, huh.

Surprisingly so!

SMT: Devil Survivor 1 and 2 are also on the system (and also really long).
The original three Ace Attourney games are great, of course, if you haven't yet played them.
There is a Kirby game (I think Canvas Curse?), where you control him by drawing lines, though it might, maybe, be too demanding for your controls.
Speaking of Kirby games, I think the Superstar remake is on there. And I don't remember is Planet Robo...bot(? I think) is on this or the 3ds. There are also one or two fun Yoshi games on there, I think? I mean, I found them fun, might be an outlier there.

I'd forgotten about the Devil Survivors, and I am curious about them, but I'm not the biggest fan of Suzuhito Yasuda's tendencies as a character designer, especially wrt female characters. I'll think about it!
I have not in fact played any of the Ace Attorney games. Hmm... :unsure:
Canvas Curse is probably a no-go with my setup, unfortunately. I have played Superstar Ultra before and even got 100% completion, so I'm not eager to revisit it, but I do appreciate the suggestion! Planet Robobot is indeed on the 3DS, which I do have, but that's outside the scope of this thread 😅
I don't think I've heard anything about the Yoshi games on DS, I'll have to look into those.

I'll go to bat for Retro Game Challenge, a.k.a. GameCenter CX: Arino no Chousenjou. (It's based on the long-running Japanese TV series GameCenter CX, but you don't need to know anything about the show to enjoy the game.) This beat UFO 50 to the punch by 15 years insofar as it is a collection of bite-sized faux-Famicom games with clever little twists and modern design sensibilities. At first you are issued micro challenges for each game ("Beat the first level," "Get 10,000 points," etc.) but eventually they open up so you can play them all in full. The game follows a loose 1980s timeline, and as time advances new games are "released," as are mini magazines that contain hints and codes for the games. It's all extremely charming and there really isn't a dud among the games included.

There were two sequels, neither of which made it overseas. If you enjoy the first game, the second is well worth your time and has a fan translation patch. I haven't played the third but it it does not enjoy a good reputation.

I'd only vaguely heard of this game before, but your description makes it sound pretty cool! I'll give it a whirl sometime.
 
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The next game I decided to play after Wizard of Oz was Pokémon Mystery Dungeon: Explorers of Sky. This is an updated version of Explorers of Time/Darkness with extra content, released a couple years after those games; collectively, they're part of Chunsoft's long-running Mystery Dungeon series that stretches all the way back to the Super Famicom, which has also had crossover games with Dragon Quest, Final Fantasy, and Etrian Odyssey, among plenty of original entries. Chunsoft (now Spike Chunsoft) has a pretty storied history that I wasn't aware of until relatively recently; you can learn more about them here if you want.

I played a lot of Pokémon growing up - in fact, the original Blue version was the first RPG I ever played - but aside from the two Pokémon Stadium games and a very short-lived attempt to emulate Red/Blue Rescue Team in high school, I stuck to the mainline entries until Sun/Moon; this is the first time I've made a serious effort to engage with any of the spinoff games, and the first new (to me) Pokémon game I've played in quite a while.

In this game, you play as a Pokémon who wakes up on a beach after a terrible storm, having lost your memory aside from two things - your name, and the fact that you used to be human. You're soon found by another Pokémon and help them out of a rough situation, and the two of you decide to join the local adventurer's guild to hopefully find some answers about your identity, and maybe make a name for yourselves along the way. From there you settle into a routine of going on expeditions into various procedurally-generated dungeons, trading for items in the nearby town, and watching the plot slowly unfold.

I've always been averse to playing roguelikes in general, but Explorers of Sky is more forgiving than most; you don't have to start over from the beginning if you fall in combat here, you just lose half of whatever items and money you were carrying on you (and of course the dungeon you died in will have a different layout next time you go in). This relative friendliness, combined with my being able to leverage past Pokémon knowledge, makes for a much easier game than is typical for the genre, which in my case is a good thing. That's not to say it doesn't have teeth; enemies will happily abuse long-range moves against you, and you'll quickly fail if you don't come prepared for major boss fights. (The final boss in particular I only barely survived, going through all my revival and healing items in the process.) Add in the various traps you start encountering in the second half of the game - including ambush rooms that absolutely swarm you with enemies without warning - and this game can be rather nasty when it wants.

The dungeons themselves are kind of plain to look at - probably at least partially due to their randomized nature and all - but the Pokémon inhabiting those dungeons have nice sprites and simple-but-effective animations; they're mostly all cute, miniature versions of the larger sprites in the mainline games, but some of the bigger bosses take up multiple tiles, which helps sell their imposing nature in this format. The music accompanying your expeditions is great, too; the composing team got some surprisingly moody and atmospheric results out of the synths and samples they were working with, and pretty much every dungeon has its own theme. There's a lot of variety in the soundtrack in general, and while some of it is hit-or-miss, there's a lot to enjoy here.

I didn't expect this going in, but I think my biggest issue with this game isn't its chosen genre, but the writing - not the overall plot, which has some genuinely good moments and twists, but sometimes the moment-to-moment storytelling is a little lacking. I'm thinking in particular about a subplot that takes up a significant portion of the early game that would be resolved instantly if the protagonist and their partner simply explained what was happening to the guild leader, but apart from a single half-hearted attempt ~they just don't~, and it's frustrating to sit through. There are other issues as well - time and time again a character will say a line of dialogue, and then they or someone else in the scene will repeat the same thought but reworded a little, or there will be a flashback to events that the player saw just a few minutes ago, even outside the points past the break in between chapters. Sometimes a given line would come across as being worded kind of awkwardly, too. None of these things individually, or even all together, are a huge deal-breaker, but I think it could have been better executed.

Still, once the plot ramps up in the second half and the stakes get way more dramatic than just figuring out your identity (time travel shenanigans are involved), I think it comes together, and the final dungeon sequence and ending in particular are well worth the effort it takes to get there. The ending is surprisingly quiet and melancholy - your partner sitting at the beach where they met you, crying over the sudden loss of their friend against the backdrop of a beautiful sunset. (This gets immediately undone in a post-credits scene so the post-game can happen, but you can't have everything, I guess.)

The other Mystery Dungeon games seem broadly similar to this one, even if the fine details are different, so I dunno that I want to play any of those anytime soon. I don't think I'm necessarily ready for more difficult, unforgiving roguelikes either - the whole permadeath thing just makes me wary. But I'm glad I decided to give this game a shot; I had a pretty good time with it. Maybe I have it in me to enjoy roguelikes after all! And it's nice to have played a Pokémon game again, especially one that's so different from my usual experiences with this series.

Miscellaneous details:
-The Pokémon you play as is determined by a personality quiz that you take at the start of a new game. I ended up as a Turtwig, with a Torchic as my partner; apparently not the best team, but I was able to finish the game just fine. Giga Drain is busted.
-You can find Gummis both in the various dungeons and in shops; eating one will raise your IQ stat, which helps you learn useful passive skills. You can also take these Gummis to Spinda's Cafe back in the hub town and have him make them into shakes, which increases your IQ *and* a random primary stat, making it way more useful than just eating the Gummi. (It took me a while to realize this.)
-Also in Spinda's Cafe is a trader that lets you recycle items you don't want for the chance to win random prizes; the more you recycle, the higher your chances of getting good stuff out of it. There are even a few optional dungeons that you can only unlock with enough recycling.
-There's a whole hunger mechanic where you have to keep your Belly meter full while you're in a dungeon by eating various food items (mainly apples); letting it empty out will cause your health to start draining, so it's important to keep from going hungry.
-Sometimes if you defeat a Pokémon you encounter in a dungeon, you can recruit it into your expedition team; I recruited a pretty strong Mareep and Machop this way, although you can't take any extra party members into certain plot-important dungeons.

Recommended listening:
Mt. Bristle
Craggy Coast
Steam Cave
Northern Desert
Temporal Tower
Dialga's Fight to the Finish!

There's what seems to be a pretty extensive post-game, but I haven't touched it yet. I might poke at it every now and then as I play other games.
 
Oh, I forgot the Dragon Quest games. I think 4, 5 and 6 all got a remake on the DS, and 9 is also on there. 999: 9 Hours, 9 Persons, 9 Doors is also fun. I think you need the stylus, but only to check out stuff, it's a visual novel.
Also, Advance Wars Dual Strike is a great game, and should be playable without the stylus, I think.
 
Oh, I forgot the Dragon Quest games. I think 4, 5 and 6 all got a remake on the DS, and 9 is also on there. 999: 9 Hours, 9 Persons, 9 Doors is also fun. I think you need the stylus, but only to check out stuff, it's a visual novel.
Also, Advance Wars Dual Strike is a great game, and should be playable without the stylus, I think.

I'd rather not get into why, but I'm not interested in playing any Dragon Quest games, either for this thread or in general.
999 isn't a bad idea. I remember reading let's plays of the Zero Escape trilogy years ago, but I've forgotten most of the details, so I'd be approaching this game mostly fresh. (I don't really want to play the sequels, even outside the scope of this thread; the few things I do remember about them make them seem increasingly silly compared to 999, which is already a pretty silly game.)
I haven't played any Advance Wars games, maybe I should fix that :unsure:
 
Next up, we have Dragon Ball Z: Attack of the Saiyans. This is a turn-based RPG developed by Monolith Soft, the studio behind the Xenosaga and Xenoblade games, the Baten Kaitos duology, and a handful of other things; they've also done a bunch of supporting development for various other companies' games, particularly for Nintendo since getting bought out by them in 2007. I don't remember when or where I first heard about this game, but it's been in the back of my mind for a while, and this endeavor was a good excuse to finally play it.

Most of my experience with DBZ games comes from the various fighting games, particularly the Budokai trilogy on the PS2, so the prospect of a turn-based RPG in this setting had me pretty excited - but unfortunately I think it falls a little short of what it could have been. There's an active guarding system, where if you press the guard button right as an enemy attacks you you'll take less damage, similar to how it works in the Mario RPG's. I felt like I never quite got the hang of this mechanic; sometimes enemy attacks come out almost instantly, other times they'll trick you with a long wind-up animation and make you press the button early, eating the full damage anyway. (A few bosses and enemies also have party-wide attacks; I don't think I ever properly guarded against a single one with the full active party.) Additionally, you'd think from this description that there would also be timed hits - it's easy to imagine holding down the attack button to charge a Kamehameha blast, or mashing it for melee combos - but no, there just isn't, which feels like a huge missed opportunity. As it is, most fights consist of just spamming whatever a character's strongest move is and guarding/healing when necessary. Healing also isn't great; your party passively regenerates a minor amount of HP each turn based on their Recovery stat, but it's almost never enough to keep up with enemy damage, and the whopping two healing skills you get (a self-heal for Piccolo and a group heal for Gohan) aren't very effective without heavy investment towards improving them, so you're better off sticking to items. You do at least fully recover your HP and Ki when you level up, which eases some of the frustration while you're dungeon-delving.

But there are some cool aspects to the combat, too. In addition to your HP and Ki meters, you also have a limit break system in the form of the Rage gauge; it fills up as you deal and receive damage, and when it's full you can use character-specific, ultra powerful attacks. In addition to this, when the gauge is full and two or all three characters use specific skills, you unleash Sparking Combos, devastating team attacks that deal more damage than each individual move combined. The Rage gauge fills decently fast, and you can find hints for what combinations of characters and skills you need to use out in the world, so you're encouraged to experiment to find as many Sparking Combos as you can. These attacks - and character and enemy attacks in general - are all very well animated, really selling the lightning-fast energy and spectacle of a DBZ fight. The overworld navigation can come across as rather plain in comparison; it doesn't look bad, but the battle scenes are so much more expressive.

I quite like the character-building system, as well. In addition to exp and money, you get AP from fights, which you can spend on learning and upgrading various skills or boosting your stats. Each character also has a unique passive; Krillin can increase the potency of items that he uses, for example, and Yamcha can boost item drop rates. You won't get enough AP to fully max out everyone's skills without going out of your way to do a lot of grinding, so once you learn every skill on a given character, you're better off specializing in a handful of abilities instead of trying to spread yourself too thin. You also get two bonus points to apply to a character's stats directly every time they level up, so although each character has their own character-specific stat tendencies (Yamcha is your fastest character, Piccolo has a high attack stat, and so on), you can nudge your party in certain directions to some extent if you want. There isn't a traditional weapons-and-armor equipment system here; each character has two accessory slots and that's it. To make up for this, there's a large variety of baubles and trinkets to collect - everything from stat boosts and status immunities to character-specific items that grant a huge boost in combat prowess but often with a built-in drawback. Even though the party you have available is largely dictated by the story, there's still a good amount of flexibility with how you put said party together, which is nice.

The game's plot covers the events of the series starting from the 23rd World Martial Arts Tournament (where Goku fights Piccolo) and ending at Vegeta and Nappa's invasion of Earth. I appreciate the decision to stick to this relatively narrow span of events in the series; a lot of DBZ games will cover everything from Radditz to Majin Buu and stick to just the major fights, which doesn't leave a lot of breathing room for the individual story arcs. Here there's a decent amount of downtime in between the big battles, with some space set aside for game-original adventures. I wish more DBZ games were willing to embrace "filler" content, to be honest; I've seen the fights against Vegeta and Frieza and Cell and Majin Buu a million times, but sometimes it feels like studios are reluctant to let you spend more time in the setting outside of those fights. (This is part of the reason why I liked Dragon Ball Z: Kakarot so much; it does just that and is all the stronger for it.)

Overall this game is pretty solid! If you want a 25-ish hour trip through the Saiyan Saga that's executed fairly well, Monolith Soft has you covered.


Miscellaneous details:
-You can only use the stylus to advance dialogue in cutscenes; otherwise this game doesn't have any touch controls at all.
-There are various Capsules you can find and equip for different effects while you're in the field, like passive HP and Ki regeneration or immunity to specific types of damage floors. The effectiveness of a given Capsule may be reduced or nullified if it isn't in the topmost slot, so you have to take your Capsule loadout into consideration depending on the area you're in.
-There are technically elemental affinities and status effects, but they're largely ignorable.
-You can find a Perfume accessory for Yamcha that substantially lowers his defense but drastically boosts all his other stats, making him flat-out one of the best characters in the game as long as it's equipped.
-There are two accessories called the CHA-LA and HEAD-CHA-LA that grant resistance and full immunity to all status effects, respectively. Pair the latter with the Model Full Moon - which dramatically boost either Goku or Gohan's attack power in exchange for making them permanently confused - and you can bypass the confusion and turn them into unstoppable death machines.
-Once you reach the final chapter, you can use the Dragon Radar to find imitation Dragon Balls made by Mr. Popo. In addition to the repeatable wishes (big chunks of exp, ap, or money), you can also wish to fight Broly, of all characters, as an optional superboss. You can watch that fight here if you want.
 
Since they have not been mentioned yet, I'll highly endorse Hotel Dusk Room 215 as one of my personal all timers. Such an astoundingly great game. The sequel skipped NA, but Europe and Japan got Last Window: The Secret of Cape West, which I've heard good things about.
 
Since they have not been mentioned yet, I'll highly endorse Hotel Dusk Room 215 as one of my personal all timers. Such an astoundingly great game. The sequel skipped NA, but Europe and Japan got Last Window: The Secret of Cape West, which I've heard good things about.

I am interested in this game, but unfortunately there's a specific late-game puzzle that's made nearly impossible to complete if you're playing on an emulator, and it's a mandatory puzzle to finish the game. (I learned this while watching a youtube video about Hotel Dusk a while back, but thankfully I've forgotten most of the specifics of the plot, so I think I'd still be able to go into it relatively fresh.) I might need to do some research and see if there's a way to bypass that technical issue. But I do appreciate the suggestion!
 
I needed a change of pace after playing three mid-length RPG's in a row, and so we come to the most recent game I've played: New Super Mario Bros., which I finished literally this morning. I actually haven't played many Mario games - aside from this one I've only finished World, Super Mario RPG, and Super Paper Mario, and played a handful of other games without making any significant progress in them. It feels weird to say that Mario has largely passed me by because of how ubiquitous it is, but it does kinda feel like that. 😅

Anyway, it's Mario, y'all don't need me to explain how the basics work. There are at least some new (for this game) powerups - the Mega Mushroom, which makes you huge and lets you smash through environmental objects; the Mini Mushroom, which makes you tiny, letting you fit through small gaps and pipes and run on water; and the Blue Koopa Shell, which lets you do a shell dash attack and swim faster underwater.

This is probably due to my lack of familiarity, but I really struggled to get acclimated to the controls. Mario has some funky momentum; holding down the run button for even half a second makes him move significantly faster than normal, and if you're not deliberate with your movements you'll send yourself careening directly into an enemy or bottomless pit (which happened to me an embarrassing number of times). I eventually got somewhat used to it, but never felt quite like I had mastered Mario's physics, and I definitely lost a bunch of lives in ways I probably shouldn't have.

Still, I did joy the game overall, and now I can say I've finished another Mario game! Maybe someday I'll go back and play more classic Mario games, now that I have a little more experience under my belt.

Miscellaneous details:
-There are three Star Coins hidden in each level; you can spend these to unlock paths on the world map that lead to mushroom houses for extra lives and powerups, or even to optional levels (which tend to be significantly more difficult than the mandatory ones).
-Speaking of optional, there are two entire optional worlds out of the eight in the game. You can only unlock worlds 4 and 7 by defeating the bosses of worlds 2 and 5 with the Mini Mushroom powerup, which lets you reveal a hidden exit to said worlds.
-The final world has a pretty good fakeout; you go into the last castle thinking it's the final level, then after you beat it a cutscene reveals there are actually still six more levels to go, all of which are increasingly difficult.
 
I am interested in this game, but unfortunately there's a specific late-game puzzle that's made nearly impossible to complete if you're playing on an emulator, and it's a mandatory puzzle to finish the game. (I learned this while watching a youtube video about Hotel Dusk a while back, but thankfully I've forgotten most of the specifics of the plot, so I think I'd still be able to go into it relatively fresh.) I might need to do some research and see if there's a way to bypass that technical issue. But I do appreciate the suggestion!
Yeah, HDR215 is super duper DS specific with a lot of its gameplay...I'm not surprised there's some emulation issues with it. Hopefully you can find that workaround though; it's a highlight of that era!
 
New Super Mario Bros. remains a favorite of mine.

Still wish they'd do a "New Super Mario All-Stars" with it, NSMB2, and NSMB Wii together with HD graphics. Seems like that would be really quick and easy to get out the door, since the games all share so much and they have NSMBU out there already.

One neat touch I'd miss, though, is where you go down a pipe on the top screen and wind up on the bottom screen, and vice-versa. But they never fully committed to that gimmick with underground levels, and I don't even remember if they kept it for NSMB2, so it probably wouldn't be missed too much.
 
I've always found the handheld side of the NSMB series to be a little bland. The two console entries (Wii especially) are where it's at.

To get back on topic, Contra 4 is another can't-miss DS title. If you've played a 2D Contra game (especially III on the SNES) you'll know what to expect from this: blazing action, awesome weapons, huge bosses, crazy setpieces, and great music courtesy of Jake "virt" Kaufman. Beyond just the main campaign there's also a Challenge mode that presents you with a varied series of... challenges... that test your skills in interesting ways.

If there's a caveat here, it's that I don't know what your emulator setup looks like in terms of how it presents the screens. Contra 4's action takes place on the top and bottom screens simultaneously, and accounts for the physical gap between them as a blind spot (i.e. if you shoot straight up, your bullet doesn't instantly appear on the top screen when it leaves the bottom screen; it takes a moment to "travel" across the distance between them. It might sound a little awkward but it feels perfectly natural in action.) If your emulator doesn't accurately replicate that gap, the game will probably be hard to play.
 
Here's some more NDS from my collection:

- Definitely seconding Retro Game Challenge, it's great.
- I know you said no DQ games but I'm not sure whether that includes spin-offs, if so no worries, but if not Rocket Slime is an extremely good time with Zelda-ish action and ridiculous tank battles.
- Elite Beat Agents is a fun goofy as hell rhythm game that may or may not be reasonable to control on the phone...
- If you want some laid-back puzzling with ridiculous framing plots, any of the Professor Layton games are good.
 
I would have recommended Elite Beat Agents, because it's an absolutely amazing experience, but the way the setup sounds, it is not the right one for this game. Way too fast paced.
I should replay it some time.
 
I've always found the handheld side of the NSMB series to be a little bland. The two console entries (Wii especially) are where it's at.

I think the first one hit just right, especially after so long. Very back-to-basics, but with some new flourishes, too.

Not enough to sustain an entire series made in its image, but on its own, it hit just right.

To get back on topic, Contra 4 is another can't-miss DS title. If you've played a 2D Contra game (especially III on the SNES) you'll know what to expect from this: blazing action, awesome weapons, huge bosses, crazy setpieces, and great music courtesy of Jake "virt" Kaufman. Beyond just the main campaign there's also a Challenge mode that presents you with a varied series of... challenges... that test your skills in interesting ways.

If there's a caveat here, it's that I don't know what your emulator setup looks like in terms of how it presents the screens. Contra 4's action takes place on the top and bottom screens simultaneously, and accounts for the physical gap between them as a blind spot (i.e. if you shoot straight up, your bullet doesn't instantly appear on the top screen when it leaves the bottom screen; it takes a moment to "travel" across the distance between them. It might sound a little awkward but it feels perfectly natural in action.) If your emulator doesn't accurately replicate that gap, the game will probably be hard to play.

Contra 4 was great. I need to go back and see if I can finish it someday. And barring that, look up the ending on YouTube.

Also, I just want to give a quick shout-out to the Mega Man ZX and Mega Man Star Force games. They range from good to mostly excellent, but there are better ways to play them on modern hardware now, so IDK if it's worth checking them out on the original hardware.

Mario Kart DS was a lot of fun. <3 R.O.B. (add him to World or 8, you cowards!), the challenges were neat, you could make your own icon for your kart, and I don't know if all the courses showed up in other games?
 
To get back on topic, Contra 4 is another can't-miss DS title. If you've played a 2D Contra game (especially III on the SNES) you'll know what to expect from this: blazing action, awesome weapons, huge bosses, crazy setpieces, and great music courtesy of Jake "virt" Kaufman. Beyond just the main campaign there's also a Challenge mode that presents you with a varied series of... challenges... that test your skills in interesting ways.

If there's a caveat here, it's that I don't know what your emulator setup looks like in terms of how it presents the screens. Contra 4's action takes place on the top and bottom screens simultaneously, and accounts for the physical gap between them as a blind spot (i.e. if you shoot straight up, your bullet doesn't instantly appear on the top screen when it leaves the bottom screen; it takes a moment to "travel" across the distance between them. It might sound a little awkward but it feels perfectly natural in action.) If your emulator doesn't accurately replicate that gap, the game will probably be hard to play.

I think Contra 4 should be doable on my setup; DraStic lets you adjust the positions of the top and bottom screens, so I should be able to replicate the gap between them decently well. Thanks for the heads-up on doing this!

Here's some more NDS from my collection:

- Definitely seconding Retro Game Challenge, it's great.
- I know you said no DQ games but I'm not sure whether that includes spin-offs, if so no worries, but if not Rocket Slime is an extremely good time with Zelda-ish action and ridiculous tank battles.
- Elite Beat Agents is a fun goofy as hell rhythm game that may or may not be reasonable to control on the phone...
- If you want some laid-back puzzling with ridiculous framing plots, any of the Professor Layton games are good.

There is no way I could play Elite Beat Agents on my phone, the touch controls demand far too much precision for that 😅 That said, if I find a copy out in the wild for cheap I could absolutely play it on my 3DS.
I've been thinking about Professor Layton, might give at least the first one a go sometime.

Also, I just want to give a quick shout-out to the Mega Man ZX and Mega Man Star Force games. They range from good to mostly excellent, but there are better ways to play them on modern hardware now, so IDK if it's worth checking them out on the original hardware.

Mario Kart DS was a lot of fun. <3 R.O.B. (add him to World or 8, you cowards!), the challenges were neat, you could make your own icon for your kart, and I don't know if all the courses showed up in other games?

I have played the ZX games before and had a good time with them, but Star Force is a mystery to me; I'll look into it!
The only Mario Kart I have any experience with is Double Dash, and I'm given to understand that one's kind of a mechanical outlier for the series. Couldn't hurt to give the DS game a spin sometime.
 
Next we have one of the most unique games in the DS's library - Electroplankton. This is a music game designed primarily by Toshio Iwai, a Japanese multimedia artist, with some assistance from indieszero, a developer probably more known nowadays for the Theatrhythm series of Final Fantasy spinoffs. Despite what that might have you thinking, Electroplankton isn't a traditional rhythm game, or even really something you "finish" - it's more like a sandbox, where the fun is in seeing what you can come up with.

There are two primary game modes, Performance Mode and Audience Mode, with the former being the main way you play the game. In Performance Mode, you can play one of ten different minigames that use the stylus, touch screen, and sometimes microphone to create music in different ways; Audience Mode is just an automated demo of one of these minigames, although you still have input in them. You can watch how each of the minigames are played here if you want, but I'll do my best to describe them down below, as well:

Tracy - You start with a group of six different-colored plankton on the touch screen, and draw paths for them with the stylus. How fast you draw a path, as well as the shape of the path itself, determines the speed and pitch of the resulting notes.
Hanenbow - A steady stream of tadpoles are launched toward a plant, producing notes as they bounce around on its leaves. You can change the layout of this minigame with the Select button to a few different options, alter the position of the leaves with the stylus, and launch additional tadpoles at once by pressing up on the d-pad.
Luminaria - There are four plankton situated on a grid of arrows, and tapping each one will make them follow the path of the arrows at different speeds. You can tap each arrow to change where the plankton go.
Sun-Animalcule - You tap the touch screen to place little plankton eggs that produce different notes; as the eggs grow in size, the notes change in timbre and increase in frequency, until the eggs finally burst.
Rec-Rec - You're given a backing drum track as a group of four plankton swim across the screen; tap one of them, record a sound effect with the microphone, and that gets added to the track. You can cycle through different backing tracks by pressing up or down on the d-pad, and adjust the tempo by pressing left or right.
Nanocarp - A formation of plankton appears on screen, and you can make noises near the microphone to influence where they'll drift, or just let them float where they may. Touching a spot on the touch screen will send out a ripple, and if that ripple hits a plankton it'll produce a note. You can use the d-pad to make a line swipe across the entire screen, and select will change the planktons' formation.
Lumiloop - A group of circular plankton float in the center of the screen; you spin them with the stylus to make them emit long ambient tones. Pressing select changes the instrument that's used.
Marine-Snow - A grid of snowflake-shaped plankton that, when tapped, will make each one emit a note as it swaps places with its neighbor. You can change the formation and instrument of the plankton with Select.
Beatnes - Another minigame with a backing track, although this one uses various recognizable eight-bit tunes as the foundation. You tap one of the five different plankton on various parts of their bodies, and the resulting sound effect is added to the track. You can alter the tempo using left or right on the d-pad, and change the backing track with Select.
Volvoice - This one gives you one large plankton to work with; you tap it, record something through the microphone, and depending on the shape of the plankton, that sound will be altered in various ways (though always heavily compressed). You're given several different shapes to choose from.

My favorite minigames are Hanenbow and Luminaria, but they're all fun to play around with in their own ways. There's no way to save any of the configurations you come up with (unless you're using save states with an emulator, I suppose), but this isn't really meant to be used as a DAW or other piece of music-creation software - although, having said that, people have absolutely made some cool stuff with it before. In any case, I'm glad it exists, and that I get to mess around with it from time to time going forward.

Miscellaneous details:
-The Hanenbow minigame was featured as a stage in Super Smash Bros. Brawl, and returned in Smash Ultimate; the latter instance got a kickass remix to go along with it.
 
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The DSi shop had individual stages / games from Electroplankton available for a few bucks each. I had Hanenbow and really enjoyed it. I've never played any of the others - I should check them out sometime.

Has anyone mentioned Ghost Trick? It's a must-play if you're revisiting DS games.
 
Has anyone mentioned Ghost Trick? It's a must-play if you're revisiting DS games.
I started typing this a couple days ago because it's amazing, but the Switch remaster absolutely blows it out of the water and improves on everything in every way so I changed my mind.

But yes, it is an amazing DS game, just hard to recommend it over the Switch version now.
 
I started typing this a couple days ago because it's amazing, but the Switch remaster absolutely blows it out of the water and improves on everything in every way so I changed my mind.

But yes, it is an amazing DS game, just hard to recommend it over the Switch version now.
Seconding this
 
The DSi shop had individual stages / games from Electroplankton available for a few bucks each. I had Hanenbow and really enjoyed it. I've never played any of the others - I should check them out sometime.

Has anyone mentioned Ghost Trick? It's a must-play if you're revisiting DS games.
Ghost Trick is incredible! I highly recommend it, I only played the phone port years back but I loved it a lot.
 
The DS had such a deep and varied library, including a lot of really inventive games. Not all of them worked, but the attempts were made. I should play/replay some of these, too.
 
notably, Electroplankton wasn't meant to be Toshio Iwai's first project with Nintendo. he previously worked on the unreleased game "Sound Fantasy" which was a similar collection of interactive musical instruments.
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(from issue 58 of Nintendo Power)

a build has been floating around online since 2015, but it's missing the 4th minigame "Ice Sweeper".

I'll go to bat for Retro Game Challenge, a.k.a. GameCenter CX: Arino no Chousenjou. (It's based on the long-running Japanese TV series GameCenter CX, but you don't need to know anything about the show to enjoy the game.)
that's because the localization replaced a good chunk of references with stuff western gamers would recognize.
In Retro Game Challenge, we had to do a bit more re-writing than normal, as the text in the original game was so heavily dependent on knowledge of the TV series to make any sense. For example, in the magazines the Japanese version of the game used the names and pictures of staff from the TV show. While this would be amusing to fans of the show, to anyone else it would be just a bunch of random people. Also, the magazines used fictitious game names for their weekly game sales rankings that were based on games popular in Japan back in the day, which once again would be amusing to those in the know, but meaningless to those who are not.
not directly mentioned here, but the Gamefan staff (which were originally the Assistant Directors that helped Arino in the challenges) were renamed to reference western game journalists.
Dan "Shoe" Hsu to Dan Sock for example.
 
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