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Samba de Amigo Wii Guide

06/10/2008 Family Family Gamer Guide
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Samba de Amigo Nintendo Wii

Samba de Amigo

Nintendo Wii


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Samba de Amigo is a classic arcade hit from the late 90's. The game featured novel maraca controllers that enabled the player to shake along with the music to score points. Since then rhythm action games have had quite a journey both in public arcades and on home consoles.

Here, Sega bring their much desired game to the Wii, replacing the bespoke maracas with the Wii-mote and Nun-chuck.

It's one of those type of game genres...

Rhythm action games combine the enjoyment that comes from creating music with the challenge of video game scoring. The player is usually tasked with dancing on a mat, tapping a touch screen, pressing a button, singing into a mic or strumming a fake guitar controller in time with the music.

But why is it any better than the others...

Samba de Amigo's gesture controls were revolutionary when it was launched in arcades and on the Sega Dreamcast. Even in the days of Wii-motes and Nun-chucks it is a rarety to find a rhythm action game that makes good use of movement (Boogie Wii and Eyetoy PS2 being some notable exceptions). The simple fact is that it is a tall order to get the technology to work consistently enough for the accurate demands of making music. Wii-Music shows that even Nintendo's own developers had to take a looser play-along style, rather than a direct one-to-one control.

In Samba de Amigo the player uses the Wii-mote and Nun-chuck as they would a pair of maracas. Each track tasks them with making specific down/up and left/right movements in time with the musical markers. This works pretty well and allows two players to play with or against each other without the need for expensive additional peripherals. The best experience though is had by one player using two Wii-motes. The absence of the tethering cable and (the perceived) increased sensitivity of the Wii-motes enables more accurate controls and subsequently higher scores - and of course more fun.

The game continues its Mexican carnival theme throughout, both graphics and music being styled appropriately. Popular songs (both classic and modern) are rendered in the Calypso carnival style to make them suitable for the maraca percussion. Included in the mix is Are you Gonna be my Girl (Jet), I Want Candy (Bow Wow Wow) and the party pleasing Mambo Mambo (Lou Bega).

Although this all stays true to the original game, players may sense that rhythm action games have moved on somewhat in the intervening years. Games like Rockband 360 and Elite Beat Agents DS can make Sega's originally ground breaking game look a little tired.

So what experience should I play this game for...

Samba de Amigo is a success because it gets players having fun shaking the virtual maracas with increasing accuracy. Pulling together a string of on-beat maraca hits is no mean feat and when achieved gives players a real buzz. Players returning to the game, having played it in the 90's, will not only enjoy the action, but appreciate how lovingly the game has been brought to the Wii.

And when can I take a break...

As with other rhythm action games you need to allow yourself a good hour for acclimatisation. It simply takes a while to get used to the nuances (and foibles) of the gesture controls.

Once you are up to speed, a single song can be completed in just a few minutes. Players are likely to pull this game out as an after dinner activity - here it can easily soak up an hour or so.

This is a great game for who...

Younger players - although they will have fun shaking the controllers along with the music - will struggle with the exacting demands of the game's timing.

Intermediate players a probably best placed to get most value here. The degree of perseverance required soon gives way to enjoyment as accuracy and scores improve. Although this is different to Guitar Hero and Rockband 360, where miss timed buttons cause the music to clank and grind - here you simple loose out on score multipliers.

Experts will either revel to revisit a classic game, or berate developers who have done little to update the title to compete with modern equivalents.

Written by Andy Robertson

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Andy Robertson writes the Family Gamer column.

"Videogame reviews for the whole family, not just the kids. I dig out videogame experiences to intrigue and interest grownups and children. This is post-hardcore gaming where accessibility, emotion and storytelling are as important as realism, explosions and bravado."

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