![]() You can also cause small objects to orbit your astral body instead of simply consuming them, but I'm not sure if that gets you any closer to achieving your final orbit of the level. Once you've increased in size enough, it allows you to begin orbiting a target planet and end the level. Generally speaking, your astral body is supposed to be colliding with smaller, blue objects/planets, so that your body increases in mass/size. ![]() Your only controls are A and B on the remote to strengthen or weaken your orbit in relation to whatever object you currently are orbiting. ![]() You start every level as a small astral body in the orbit of a larger planet. Orbient/Orbital/whatever it's called in anyone's given territory is pretty appealing too, if not quite as addictive as Cubello, and perhaps a bit more frustrating. Once you play far enough, you unlock an endless mode, which I highly recommend (once you wrap your head around the game)! If you run out of blocks without having cleared out the level, you get a game over. As time passes WITHOUT you making a match, the camera pans closer and closer to the block assemblage until the assemblage collides with the screen, which knocks out a few of the blocks that you have available. As this is going on, you have a little slot machine playing itself onscreen, and if it has a match, you may luck into Bonus Time (you are only given blocks of one color until all blocks of that color are cleared) or Super Bonus Time (you are only given wildcard-color blocks, so you can basically haphazardly rapid-fire at the screen to clear as much out as possible). You basically have this assemblage of colored blocks slowly rotating around a core, and you need to shoot and match the colored blocks (as the angle of the assemblage of blocks and the camera allows at the time) to knock them out until only the core remains. I haven't played the PSN releases of TG-16 games for the PS3/PSP/Vita, so I'm not sure how the available games' presentation compares on those platforms (but of course, the Wii has the biggest, most diverse TG-16 selection of the bunch).Īs far as the ArtStyle games go, Cubello is easily one of my most-played games on the Wii - if you've ever played Tetrisphere on N64, the concept is not too dissimilar, but it's got a minimalist point-and-click interface, and is something like a 3D implementation of a "match-3"-style puzzle game. It's perfectly playable on either, but both this approach and the bilinear approach on the Wii strike me as feeling "emulator-ish," like I'm playing through an emulator on PC, but I don't have access to fiddle with the video settings to get to what I really want. This would be all well and good, but it seemed to me that the pixels were scaled a bit unevenly, so, say, one vertical row of pixels may be a little bit wider than the next. On the Wii U VC, the only game that I've actually gotten the chance to try out so far has been Bonk III, and unless I'm mistaken, it seems like the Wii U approach to TG-16 VC is to use a nearest-neighbor, more pixelly scaling than the Wii's bilinear scaling approach. The Japanese Wii Shop Channel includes additional 240p PC Engine releases, such as Ghouls 'n Ghosts and Cadash. On the North American Wii Shop Channel, I know that the Castlevania: Rondo of Blood release CAN display in 240p (one reason among a million to own this particular release of the game), as can the TG-16 version of Street Fighter II': Champion Edition (which at 700 points is the cheapest way to own SOME VERSION of SFII on the Wii VC). Graphically, TG-16 VC on the Wii is one of the only Wii VC platforms that largely does NOT offer 240p for those with an SDTV or Framemeister or such - the vast majority of games always play at 480p or 480i with a bilinear filter applied that can come off a bit blurry versus SNES, NES, Genesis, etc. Okay, so granted, my experience with TurboGrafx on the Wii U VC is relatively limited, but here's my experience: control/lag-wise, both feel identical, and both feel perfectly fine to me.
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