Banjo-Kazooie: Nuts and Bolts – The Redemption of a Franchise

I’ll start off saying that I’m not a huge fan of new games journalism. Sure, I read Gamespite as if it were the word of the Christ reborn, but it’s more for entertainment purposes. If I want to know if a game might interest me, it’s probably the last place I’d go. Most of the time I get no idea from their articles whether the game is worth playing or not. It’s not that I think new games journalism is bad, I just think it’s a little pretentious to take games so seriously. They’re just for fun, after all. So then the question would be, as it were, why exactly am I throwing my hat into the ring and trying it out?

For one, I think I’m probably going to do a really bad job. If I were to submit this article to Parish, he’d probably turn it down and say it’s too much like a standard review. But I have been thinking along the NGJ lines while coming up with things to say about Nuts & Bolts, and I suppose it’s worth a try, if only to keep things a smidgen fresher around this dusty old corner of the intertubes. That said, I’ve linked a few other non-standard game reviews on the “related” section of the navi bar. There’s a short description of how I feel each fits under the banner of new games journalism in the hover text. Also, the 2007 Vitrual Console Wishlist is linked, but that’s just because it features Banjo-Kazooie.

So now that I’ve already gone and broken the fourth wall and stated exactly what my intention here is, I suppose I should wrap up this introduction of sorts and get on with the article. Can you all be real good pals and forget that these last couple paragraphs happened once your eyes drift across that separator line below? Thanks. I really appreciate it. Makes the whole thing seem a little more legit.


Banjo-Kazooie is not a popular franchise by any stretch. Not with gamers anyway. I know my girlfriend likes it, but the only thing she’s played in the last God-knows-how-long that doesn’t involve a plastic guitar is Trauma Center, and she gave up on that shortly after she lost her first patient. And I mean that as in the first patient she’d ever treated. Pressing on, gamers tend to look upon Rare’s Mario clone with a burning hatred that is not totally undeserved. The first game in the series was a very basic platformer that basically just had you collect a plethora of objects. It goes without saying that the less important doodads would be laying out for anyone to see, but even the Jiggies (equivalent to Mario’s power stars) would occasionally just be lying there for even the most witless of player to scoop up with no effort (like every single dragon in Spyro).

The sequel that appeared a couple years later, Banjo-Tooie, didn’t have a much brighter light cast upon it. It abolished the Effortless Jiggy and made players work a little bit harder for that golden treasure, but at the same time at least doubled the number of trivial whatsits you needed to collect. I’m sure that at the time, people thought both games were upstanding shows in a sea of terrible Mario wannbes, but over time, that lesser-of-two-evils respect faded and people realized just what a cheap hackjob these games were. Of course I still look upon them with an air of pleasant memories, but that doesn’t change the fact that they’re kinda half-assed.

To be blunt, the less said about Grunty’s Revenge, the better.

But times have changed, and it’s been nearly a decade since we’ve seen the bear and bird in anything more than retro webpages. Fortunately for all parties involved, time has been kind to Banjo and Kazooie, even though the opening of the game would lead you to believe otherwise. Which is a point of note in itself; the game is constantly poking fun at its heritage and all gaming tropes that have been called out as stale and thoughtless. Nearly every main character balks at having to collect something, and the writers took every chance they could get to rip on having to complete arbitrary tasks for seemingly worthless prizes. In fact, the first achievement you will get is titled “Pointless Collector”, after a scripted race to see who can collect more golden thingamabobs.

Since the writers are complaining about collecting, there’s obviously still a large collecting element to the game. Jiggies are still the number one goal, but each and every one has a challenge associated with it. From simple races to protecting landmarks to defeating a number of enemies, every piece of gold has its price. The widely-loathed musical notes have returned as well, but only as a simple unit of currency, making collecting them completely optional. There is still a set number on each stage, but they’re also handed out liberally for almost every task you complete, so you could theoretically make it through the entire game and buy everything without picking up a single static stage note.

Besides the Jiggies and notes, there are also Jinjo tokens to be earned. They are won exactly like Jiggies, but are, much like the notes, completely optional. They’re used at the bingo hall, where you are rewarded notes and vehicle parts for filling in rows and columns on the bingo board. Lastly are vehicle parts, and we’ll go over those later. That brings our total of collectibles up to four. Four. Three of which are entirely unnecessary. Over the limitless number of things you needed to pick up in Banjo-Tooie, I’d say that’s one Hell of an improvement.

So if the game isn’t about collecting copious amounts of knick-knacks, then what is left? Well friends and relations, that’s a question I’m glad you may have asked. This is where those vehicle parts come in. See, the game doesn’t work anything like Banjos before. There are no moves to learn, no platforming to be done. No, no. This game is all about driving. And flying. And driving, uh, boats. Boating?

This time around, Banjo can run and jump to his heart’s content, but the game was designed specifically with vehicles in mind. And the best part is that you, the player, get to create each and every one of those vehicles. This creates not only gigantice game worlds, but also very open worlds and even better, a ton of room to experiment with ways to overcome the many challenges the game puts you up against. The hub world is the only exception, since you’re only allowed to drive a basic shopping cart-like machine, but there are still opportunities to press on and get places you shouldn’t be. In the early game, there are slopes that neither Banjo on foot nor the simple cart can scale, but with some clever use of the protruding pieces of scenery (windowsills, lamps, signposts, etc), you can reach most of the available area before you even enter the first game world. If you thought sequence breaking in Metroid was exciting, you’ll most definitely get a kick out of exploring bits of Showdown Town that you aren’t yet meant to be in.

And then you’ll venture into the first level and all restrictions will melt away. Early on you won’t be able to make much more than simple car- and bike-styled vehicles, but once you find even one propeller, the worlds are yours to explore as openly as you want, and there is plenty to explore. Since the worlds are contained, it’s not exactly open-world play as in a sandbox game, but the levels are many times bigger than anything seen in previous Banjo titles. The fact that there are so many ways to see each world adds to the value as well. If you want to cruise around in a car, that’s cool. Feel like taking to the skies in a plane or helicopter? Go for it! Or maybe you’d prefer the challenge of scaling the tallest peaks on foot. Why not? The world is your oyster, and you’re truly able to to do anything you want exactly as you see fit.

Now the best part of this completely open game design is that you can also tackle the game’s many challenges however you like. The game invites you to try out some suggested ways of doing things early on by forcing you to use pre-built vehicles once in a while, but less than halfway through, they become very scarce and it’s up to the player to decide how they want to solve the problem. Most races, for instance, take place on the ground, but if you’re having trouble driving the specific course, why not take to the skies instead? Races are marked by compulsory rings to pass through, but a low-flying plane would not only soar past any competition, but also nullify any issue of minor enemies in the way and terrain becomes almost negligible. The game will never directly penalize you for using a vehicle they didn’t intend to be used in the mission, and you’ll get an extra sense of accomplishment for thinking outside the box.

But there’s got to be more than races, right? Of course! There are a wide variety of mission types, and seeing them through in your own way is as rewarding as anything else. For example, a later mission in the first world sees a statue under attack by airborne foes, with the gamer left to try to defend it for two minutes. A gamer’s first instinct would be to build a flying warship to take out the invaders, and if your contraption is built the right way and you’re skilled enough, I’d say go for it. I, on the other hand, found that there were far too many enemies to be able to complete the mission. I tried and failed many times before genius struck. I went back to the garage and tried something completely different. I figured that if I couldn’t stop the enemies from destroying the statue, then maybe taking them down was the wrong approach. So I build what could be best described as a flying house with no floor. It was two layers thick, powered by all the engines and propellers that I had available, and I flew it over to ground zero and landed it right over top of the statue. I sat there for two minutes as my assailants shot at and dive-bombed the small fortress, and laughed heartily when the time expired and my statue was left without a single scratch.

Another example is one mission where I was given the task to transport as many coconuts as I could from the top of a tower on one side of the island to the coconut farm where they would be sucked up into some kind of coconut repository. You are given three minutes. I should also mention that in this game you can pick up almost any object in the scenery, and that is basically the only thing you can accomplish on foot. At first I tried using a helicopter to winch over one nut at a time, and as you may imagine, it went very poorly. After that, I put together a large flying monstrosity composed of a giant tray and a trash bin, thinking that I could load it up with nuts and fly them over in two or three trips. Putting the nuts on and taking them off one by one was very time-consuming, and I could have passed, but just by the skin of my teeth. And then I crashed into the coconut-sucker and it detached from the rest of the machinery. I had another brainstorm, and on the next attempt, I broke of the coconut-sucker and flew it over to the tower. From there, I picked it up, and simply swept it over the area, sucking up every single nut in no time flat. I had more than two minutes to spare by the time I was done.

One final example is from one of the many Jinjo challenges. This particular Jinjo turned into a huge ball and asked me to ram into him and fling him as far as I could. He would give me a token if I made him go a predetermined distance. So I tried over and over with many different vehicles built for speed or power, trying different angles and tactics, but I could never seem to get him far enough. There would always be a hill to slow him or an obstacle to outright stop him, and to get a perfectly aimed shot was near impossible. When I did get the perfect shot, it still wasn’t sufficient. By that time I was bashing my head against an ottoman in frustration, trying to come up with a solution. It was then that I build a super fast plane with a carrying tray. I put the Jinjo-ball in the tray, took off, and while my engines cut out once I passed the allowed field of play, it still drifted far further than I needed, and I got up and did a little celebratory dance for finally finding a loophole.

Banjo-Kazooie: Nuts & Bolts is a fantastic game, and that’s probably because aside from the characters, it’s nothing like the previous games in the series. It gives the player a true sense of freedom, letting them play the game however they want, building machines of their own design and then tweaking them to get the absolute perfect performance for whatever given task they may be facing. It often suggests the obvious way, holding the player’s hand for a little while to get them started, but then lets them fly free to make their own decisions on how to play. It encourages players to think outside the box by making some challenges frusrtatingly difficult (but still possible) to do though by following the most logical course of action. It’s an incredibly engaging – if at times infuriating – experience that I’m glad I didn’t skip out on. Nuts & Bolts is a game that genuinely lets the player take control, and I think that’s the kind of thing that truly defines a next-generation gaming experience. That and it’s gobs of fun.

Oh, and the music is totally solid, as to be expected, even if it is all completely recycled from previous games. The Banjoland medley? Nostalgically awesome. But we all already knew that anything Grant Kirkhope or Robin Beanland does is terrific, right?

Antisocial!

There are twelve months in a year, so I guess that means I should probably be able to find time to post at least twelve articles a year. To date, there are three with 2008 date stamps on them. And now there are four.

I’ve written a charming piece about the new Banjo-Kazooie game, and tried the whole new games journalism thing I keep hearing about so much over at Parish’s website. I don’t know how well I did it, but whatever. The sum of the review is that I love the game. It’s ironic though, because the professional reviewers say that it should have been more of the same old BK collection-platforming, but gamers tend to hate those old games. Oh well, I think it’s pretty good so yeah. I suggest you go have a read.

Oh, and I did run it though the spellchecker quickly, but it’s 2:30AM and I may have let some grammatical oopsies slip. Hell, there’s probably a boatload of typos in this post alone. I’m not gonna fucking proof it. I need to sleep!

Seeya later

Against my better judgement will to save money, I went out and bought the new Castlevaina game last weekend. To say that my regret over the unnecessary loss of $40 has been absolved would be putting it lightly. It’s been a long time since I’ve gone without slaying a new incarnation of Dracula each year, and honestly, I know I would have broken down over the issue eventually. But it’s good! Better than ever maybe!

Okay, so maybe Castlevania: Order of Ecclesia (ek-lee-sha) might not quite measure up to Aria of Sorrow, my personal favourite ‘Vania game, but it’s a lot better than the other DS iterations. And I’ve only played a couple hours! Separate, selectable stages are a refreshing change from one huge castle, and work better than Portrait of Ruin‘s levels-within-a-castle setup. Being able to hop to wherever you want in an instant is just a wee bit more convenient than having to make the trek to and from warp points. It also allows for a much broader range of stage types. Personally, I was getting a little bored with the same old main hall, clock tower, and underground cave thing with different art each year. Portait was a step in the right direction (and I’ll grant that it was a lazy step), and Order of Ecclesia takes it even farther with better results.

Order of Ecclesia‘s Glyph system is really neat too. It’s like an extension of Soma’s soul-sucking powers from Dawn of Sorrow. The heroine Shanoa can absorb glyphs from various sources (statues, defeated enemies, magic-wielding enemies, etc) and use them as weapons. In fact, they’re all she has for weapons. That’s right! You don’t collect a huge amount of swords, but rather are given a sword glyph that gets stronger as you use it. Same goes for other weapon types. You can equip one for each arm too, much like Alucard could in Symphony of the Night. Magic (offensive and defensive) is also equipped in these weapon slots, so you can keep one arm for physical attacks and one for magic, go berserk with spells on both, or whatever! There’s also a back glyph that gives all the oddball powers like magnetism and summoning. The catch is that every glyph eats up MP, so even if you’re just flinging knives all over the place, you’ll have to ease off once in a while to recharge. The good part is that MP regenerates real fast.

I guess after the last six 2D games in the series that it kind of goes without saying that this is a beautiful game. The spritework is just as detailed as ever, and animations are amazingly fluid. It’s not quite as smooth as say, Wario Land: Shake It!, but hey, let’s give credit where credit is due. Once again, the environments are a lot more varied than we’ve seen in a Castlevania game for a long time, and it looks like there are a lot fewer reused enemy sprites than usual. But then again, I haven’t exactly put two games side by side to make more accurate comparisons. So enough talk, look at the pretties!

Okay, so some of the animation is lost on YouTube-quality video, but still! Oh, and you wouldn’t know it from the professionally-done run above, but the bosses are really really hard this time around. Would you believe that this is only the third? I used to think Balore was a real bitch to beat, but these guys make him their bitch. Took me at least a dozen tries and a hour to take down that stupid crab motherbuzzer.

It just takes some time

I checked my E-mail inbox on Monday evening only to find myself shouting with ecstasy over a message I had received (4 days pror, I don’t check my inbox that often). It was a note from Starmen.net that was sent to inform me that after what seems like ages of waiting, they had finally completed their translation patch for the doubtlessly stellar Mother 3.

Now, I’ve mentioned many many times before that I’m an Earthbound junkie, so you’d assume that I’ve already tracked down the ROM, applied the patch, and blazed through the game, right? Actually, I don’t even have the ROM yet. But I’m downloading it as we speak (but seriously kids, ROMs are bad. Don’t pirate video games!), and fully intend to start playing Mother 3 in glorious English… as soon as I finish some other games. Dragon Quest IV would be the obvious one, but I’m still working on Tales of Vesperia. Just goes to show you how little time I have for video games these days. So what the hell am I doing blogging? So long, losers!

Oh, and also I’ve been in a serious relationship for 6 months today. That deserves a cake. go me!

Autumn vacation

The days are getting shorter, the weather colder, and the job annoying…er. What does this mean? Vacation time! Well, not really, but I am heading out to Grand Forks this weekend to enjoy one last moment of happiness before the Christmas season explodes and turns my life into a retail nightmare. For the third time. Why am I still at this stupid job?

Anyway, Secret of Mana is finally on the Virtual Console, which is fantastic. It wasn’t exaclty at the top of my wish list, but it’s a step in the right direction. As far as I can tell, most people consider it to be one of the greatest games on the SNES, though a recent playthrough with the guys has left me asking if it was really that great. Of course, I still love it and will now play it over and over and over ad infinitum, but it just seems like it could benefit from a few tweaks. A less broken battle system would be nice (maybe nerf magic a little bit so cheesing over bosses isn’t as viable a strategy), and some improved hit detection would make a world of difference too. Oh, also a new translation. Square-Enix has gotten so much better at that lately, and Mana is one of those oldies that would most definitely benefit from a rewrite. Still, it’s plenty of fun, and I’m pretty sure that it’s the only game where you get to beat the snot out of Santa Claus.

SNES games be damned though! I haven’t shared my opinion of it yet, but the DSi does deserve a couple words here. All in all, I think it’s cool, but I’m still technically undecided about it. I mean, I know once it launches I’ll be one of the first in line to get one, but for now I’m taking the relaxingly uncommitted “on the fence” stance. I suppose that if the whole DS Ware thing means I can download Game Boy classics, it’s a must-have, but the camera and media player don’t really do much for me. I’m in love with the idea of a built-in internet browser though; as long as it’s more functional than the PSP’s, that is. And if it has the ability to search for a word on a page, I’ll pay double for the damn thing. If there is one thing the Wii internet browser could benefit from, it’s a ctrl+F function.

‘Till the day I die

Well, I have both victories and losses under my belt today, and neither is overly surprising, but I figure I might as well share. And before I start, it was Magma Man, not Volcano Man. Oops.

As I was mentioning in the last post, Mega Man 9 is friggin’ hard. The day after I made my little blog post there, I went back to the game with a stronger resolve and a good feeling. It got me pretty far, through five more bosses in fact, but Tornado Man and Hornet Man had still eluded my iron grip. But yester day I went back and made my play for total dominance. Tornado Man’s level was a bitch, and that’s all that was holding me back from the green-plated robot master. After dying over and over at his stupid revolving lifts (see video below), I decided I’d just cheese my way through with the Rush Jet. It worked wonders, but things only got worse from there on. Somehow I was able to scrape through to the end on my last life, and I slaughtered Tornado Man with little trouble. Hornet Man was much less offensive, as his level wasn’t too bad, but there’s a mini boss that will take you the fuck out many many times before you’re able to stomp it into robo-dust. But this time, I had the Tornado Blow on my side, and it wrecked him pretty bad. Hornet Man never saw it coming after that.

Of course, I got my ass handed to me on the first Wily level, and I felt that that was enough beatings for one day. But then I went and shelled out the necessary Wii Points for the extra DLC, and I’m pretty happy with what I got. The Challenge mode is pretty cool, and I think it’ll quickly evolve into an obsession. ProtoMan more is the star that really shines though. Not only can Blues slide, charge his buster, and block shots, but the Proto Whistle plays at the beginning of each level! It’s amazing! Really, it’s not a lot easier than Mega’s game, but it is the first real Mega Man game that allows you to play as ProtoMan (for $2).

And now for something completely different: would you be surprised if I told you I didn’t own Rock Band 2? Probably pretty shocked, right? But actually it’s a lie. I went out to Wal-Mart to buy candy last night, and meandered casually into the electronics department, and guess what was sitting there, ready to break my will into tiny little bits. Yeah, I think the only reason I hadn’t picked it up is because I hadn’t seen a copy available to be purchsed until then, not because I had a strong sense of not needing it. But I broke, and it’s great. The best part? That you can make standby band memers and assign them to empty spots on your roster so you don’t have the totally lame stock characters messing up your band’s image. Also, paying $60 for 100 tracks is a sweet deal after shelling out $1-$2 each for single tracks over the last 9 months.

So far beyond the sun

A couple weeks ago, Activision or Microsoft or whoever does the Xbox Marketplace stuff released a trio of new Dragonforce tunes for Guitar Hero 3, and I promptly downloaded thems. I was completely destroyed by them even more promtly. Promptlyer. Promptlier. C:\ prompt. Anyway, one of the tunes, called “Heroes of Our Time” was from their newest CD. I assumed it was a “Saints of Los Angeles” kind of thing where they were promoting the new album before its release. Nope. Turns out it was already out. Also, I bought it.

So it’s not so much that I don’t like Ultra Beatdown, it’s not that at all. I love Dragonforce. I love the balls-to-the-wall speed metal. It’s great. I just have one complaint: the lyrics. I know for something like this you can’t expect particularly deep or meaningful lyrics, but Dragonforce has taken it past the pop level of shitty lyrics. I was reading along in the cover booklet, and that’s pretty much exactly when I realized that not one song on this album has lyrics that make any sense.

I’m not sure if it’s an epidemic that plagues all of Dragonforce’s work, but if you take a look at the words to any of the songs on Ultra Beatdown, you’ll notice that they seem very chopped up and sporadic. It’s not uncommon for a line to have absolutely nothing to do with the one that comes after it, and sometimes it seems like a single line is made of two that were chopped in half and then had one piece from each put together. I have no idea how any of the songs could even possibly be pretending to be following the same general theme, nevermind the same train of thought. It’s like whoever wrote them just put words on a page and then changed a few so that it rhymed and followed something of a rhythm pattern.

It’s not really a huge put-off, but I do have a soft spot for thoughtful and/or intelligent songwriting. Ultra Beatdown is great if you’re going to be driving fast or for using as background music while playing a video game or something, but it’s definitely not meant to just be listened to and absorbed. But then again, Dragonforce was never that kind of band to begin with, so really, I guess I’m a little surprised that I expeced more from them in that way.

More, more, more

Today was the “grand re-opening” of my store. Though for the record, we never closed down aside from regular non-work hours. That tidbit aside, it was nucking futs in there for the first couple hours. Amounts of people like I’ve only seen at amusement parks and sporting events. The day had left me completely wrung out; my legs wasted from being on them and running back and forth all day, my arms and back sore from lifting more than usual, and my head a mess from dealing with inexplicably inept customers. It was a long day, and I’m glad it’s over, I just wish I had tomorrow off to recover.

Also, damn my lust for consumer electronics that are impossible to find due to high demand and low production numbers!

I suppose picking up Wii Fit and “playing” it for over an hour was a bad activity choice after a day like today then. To be honest, I wasn’t really planning on buying it in the first place. My fitness is not something I’m overly worried about, and I don’t need a video game to tell me I have almost inhumanly poor balance. But it’s just so popular! Everyone’s always fighting for them, and the fact that I was able to secure one against all odds (it was actually rather easy, there still five left by noon, when the tickets handed out before the store opened became invalid) made the victory all the much sweeter. I guess it’s kind of neat to have – crippling pain aside – but really it’s just an expensive way for me to feel like I’m part of some elite group. After all, based on the lines that form outside the store on days when we’ve advertised that we have Wii Fit in stock, it would seem that there are a lot more people who want the non-game than those who own it.

Shakes all over

It’s been out since Monday, but only yesterday did I finally put aside some time to download and play Megaman 9. Actually, it wasn’t so much that I put aside the time, but rather I let my girlfriend try out Wii Fit and once she was worn out I decided to take the opporunity to not only start to show her what digital distribution was all about, but also try to get her into my favourite video game series.

Turns out it was kind of a bad idea. I had no idea just how hard it was going to be, and all the woman got to see of my supposed “mad platforming skillz” was me being murdered over and over before I could even reach a checkpoint. Seriously. It’s fucking brutal. But the nice thing is that it’s all in good taste, by which I mean once you know it’s coming you can learn to avoid it. There’s no randomization to anything, and should you posess the proper skills, you’ll be able to learn and master each level in no time. I, on the other hand, can’t play it for shit. Nope.

After many feeble attempts and even more gruesome deaths (however that math adds up), I was finally able to overcome Galaxy Man or whatever the UFO-shaped one that dances around like a fruitcake is called. Outside of that, I made it to the fire-based boss (Volcano Man I think?) and got toasted, and haven’t seen any of the other bossed yet. On the upside, Dancing-UFO-Weirdo Man gives up a totally sweet weapon called the Black Hole Bomb. It’s a slow moving ball that turns into a black hole when you trigger it and sucks in anything that gets too close. It didn’t do shit to Volcano Man, so it was kind of a bust in that regard, but really fun to play with otherwise.

So yeah, Megaman 9 rules and I can’t believe it took me two whole days to get it. In my defense, if I’d had the Wii points available on my console it would have happened as soon as I got home from work, but I had to go all the way to Best Buy to find some. The moral of the story is that that I needs me a credit card, I guess.

As for what my girlfriend thought of it? She fell asleep. 🙁

Your face is a mess

So Kellogg’s or whoever it is that makes Fruit Loops has got a neat promotion going on right now. In boxes of certain cereals, they’re giving away little electronic Guitar Hero games. Sounds good, right? Well, my mom thought I would go nuts for the little guys, so she’s started buying lots of Fruit Loops so that I can collect them all. Only I was never overly intrigued by them in the first place.

And now that I actually have a couple of them, I’m no longer apathetic to their existence. Nope. More of a “slightly annoyed” feeling, really.

See, these little things are a neat idea, and for a cereal box freebie they’re not bad, but they mostly just bastardize the Guitar Hero name (not that Activision hasn’t been toeing that line for a while now). The black one is your standard cheap-ass LCD game. It gets the GH formula down pretty well, with notes scrolling down and whatnot. You have to hold the correct button and hit the strum bar when the note hits the target area. Pretty decent, no? No! There’s no sound! I didn’t expect music or anything, but there aren’t even the standard blips and bloops that come with these little games. It ruins the entire point.

Our red friend is perhaps the exact opposite. There is no game to speak of, which sort of gives it the spirit of real guitar playing over toy guitar playing, but it isn’t at all interesting after about 20 seconds. Each fret button plays a different repeating riff that plays for a couple seconds, and the whammy bar plays what I’ll refer to as “effect notes”. Basically a note or small phrase that’s been tweaked a bit. The idea, according to the back of the box, is to radically modify your notes for a killer sound or something to that effect. Nope. There’ll be none of that here. Pressing a fret button and then the whammy bar does not change modify the riff, but rather it just plays an effect note over top of the riff. Whoo.

There are two other toys in the set as well. One is an amp that plays a lead, rhythm and bass riff, and you can turn them on and off to make whatever combination your heart desires. But it’ll always just play the same three-second melody over and over. There’s also a “star power meter” thingy that provides another falling object game akin to that of the black guitar. Really, these are just a waste of plastic and whatever small bits of electronics they need to work, but because of them, my mother has temporarily lifted her Fruit Loops ban, and I can’t totally hate on anything that provides me with a means to a Fruit Loop. It’s just lucky that ol’ mom hasn’t noticed that these come in a wide variety of cereal boxes.