
Camping with friends
My love affair with Animal Crossing began in 2003, a year after the GameCube version
was released in the U.S. It wasn’t enough to merely start a life with a character — known as Rubes(kitty) — in my procedurally generated town known as Tokyo; I had to collect everything in my catalogue, build my house into a mansion and catch every insect and fish just for completion sake. In the ensuing 16 years, I have played every iteration of Animal Crossing available. So, you can imagine my palpable joy when a mobile version of Animal Crossing was announced in 2016. Cue Animal Crossing: Pocket Camp in 2017, and I’m still going strong in my quest to build the perfect camp.
Pocket Camp is a spinoff of the main Animal Crossing series but retains elements of the series. Familiar tasks such as paying off your debt for your living quarters, completing requests for animals that visit or improving your finances through item sales are abundant in the Pocket Camp landscape. New to the series is the timed rotation of the
animals that are in one of four locations scattered around the landscape. Four animals will be in these locations with options to talk to you and request items; whether you choose to give them the specific items they request or just chat it up for experience points is up to you. Also new are the aforementioned experience points. Each animal has a meter that gauges their friendship level with you. The higher the level, the more rewards they give in exchange for items they request. The rewards are also new, usually in the form of Leaf Tickets and raw materials that are used in crafting furniture and clothes that can be used to decorate your camp site and RV.
Pocket Camp, in its most simplistic form, is a dumbed down portable Animal Crossing main game that requires inventory management and micro transactions. And it’s a satisfying way to get that quick Animal Crossing fix. Much like the main series, it’s relaxing and fun to pop in and check with the camp site to see what’s happening, pick up some gifts or get involved in festivals and events at my own leisure. Time is still measured realistically, and insects and fish are still viable at certain times, though the season requirement is not in use. Money is still practically around every corner, and it’s easier than ever to pay off the debt of upgrading your humble abode when rare bugs and fish are more plentiful this time around. It’s also quite nice to be able to buy items from other players worldwide in an item marketplace with the Market Boxes option. The economy that has developed still has some work to do, but the ability to find rare insects, fruit, shells and fish for sale from other friends and strangers is a great start.
For a longtime Animal Crossing player, the fun in Pocket Camp is immediately there but not without some caveats. After a certain point, the in-game currency of Bells ceases to be a problem. While scarce in the early going, Bells aren’t an issue once the final upgrade for the RV is obtained and paid off. I now regularly have about 1.8 million Bells on hand daily and can’t spend it fast enough on things other than crafting and a rare item inventory economy that has conveniently sprung up in my friends list. This is like the issue of Bells in the main series so while it’s not surprising, it’s still an issue that needs to be remedied with more things to do. And, the price of Leaf Tickets is a bit much. Their addition is helpful, but their pricing should be adjusted. Also, in-game currency should be allowed to be used to buy Leaf Tickets. That would give another reason to hoard money later in the game.
While it might not be a mainline game, Animal Crossing: Pocket Camp is still a neat and welcome addition to the Animal Crossing franchise. With its continued updates and additions, the Animal Crossing population is still growing.

for either the novice or the advanced, 
modes to choose from. If you’re not informed, you might be a little lost trying to understand just where you should start. With a varied plate to choose from, at the very least the modes are interestingly designed and add value to an already-packed game. 
Festival takes that concept and turns it on its head. With Festival, you’re tasked with moving around a typical Animal Crossing town in the form of a large board game. The town is transformed by spaces that can be events, Stalk Market sale stops and visits from the usual assortment of guests that visit a normal town in the franchise.
the game. For example, 
a nightmare and a chore to actually control. The Fighter flaps his arms to stay afloat and even with both balloons still present, this is extra hard to do and maintain. More often than not, I don’t lose balloons because an enemy popped them; it’s because I landed in the water, was eaten by the large fish or steered myself unwittingly into the lightning I was desperately trying to avoid. Precision flying this is not. To get a sense of what it’s like to control the Fighter, imagine if the horrible Ice Climbers were flying instead of jumping terribly up a mountain.
And while the game is barely playable, the soundtrack also manages to squeak by in presentation. It is a sad day when I declare that a soundtrack from Metroid sound director Hip Tanaka is irredeemable. There is nothing that makes me want to listen to this, and nearly everything that Tanaka has created gets high marks from me. The songs aren’t memorable, there are few songs there anyway, and the lack of varied sound effects is disconcerting. Add the soundtrack woes to an underwhelming graphical palette and the game overall is a mess.
further bubbles. After a certain number are cleared, the ceiling of the well lowers, inching closer to a visible line. Once the line is crossed with a bubble, the game is over. Basically, it’s reverse Tetris with bubbles instead of lines. The trickiness in mastering the game comes in popping the bubbles. There are different techniques to achieving the results that you want, but it really comes down to knowing how to aim and learning the fabled bankshot off the side of the well.
With its simplicity in learning, Bust-A-Move quickly distinguishes itself as fun to play. I requested the game for my 14th birthday, and I’ve had a blast playing the original since. There are other games in the series, but this one is the best out of all of the sequels and spinoffs of the series. The controls aren’t too stiff, though sometimes I have complaints about the particular way a bubble bounces or sticks a little too easily to the first bubble it comes close to. Yet, the controls aren’t horrible. 
play begins: For every line cleared, a small amount of energy is added to a magic meter. Fill up the magic meter and you get what we’ve termed at
The game shines in its visuals, which benefit from that Disney touch. The game is bright and colorful and designed in the way of Disney games and animation, meaning it’s top-notch through and through. The graphics are still good for an N64-era game and haven’t aged badly. The soundtrack has aged well, too, and is still one of the best of the era. Each character’s stage is memorably themed and stands out enough for you to remember it well after your game is over.

checking out by itself. On the other hand, the difficulty and rating system make it a frustrating experience. If you’re used to the rubber band 
friendly. If you didn’t start with Super Mario Bros., stop right now and go back and study up that game. The sequel is designed to be set up and buoyed by the original. If you start here, you’re setting yourself up for failure.
This frustrating tactic of punishing the player for being too good is exactly why the follow up to Super Mario Bros. would have never flown in America and why we didn’t see the game until a full five years after its release in Japan. People traditionally play Mario to relax, not be thrown backward in a never-ending loop of anger and frustration. This doesn’t appeal to the mass players and it’s cheap and perverse that Mario is used in this way.
Mastering powersliding means a world of difference in race times, especially when you have bragging rights at stake. Old mechanics, such as the weight class concept, are still present but it seems everyone has a better representation with respect to how a class really controls. The lightweights feel like, well, lightweights. The heavyweights actually feel like they’re heavy to handle.