Toki Tori is a fairly straightforward puzzle title in which the player must collect a specified number of eggs in order to clear the level. Players are typically given a number of tools for a specified number of uses at the beginning of each level, and are forced to use them in the perfect situation in order to reach all of the eggs. One misstep or misuse of a tool renders the puzzle unsolvable.
Typically about half of the levels in each world can be solved on the first or second try. By the last few levels, you will find often yourself retrying and reformulating strategy. Since certain tools (such as the bridge maker) actually change a level's composition, your plans can often go awry due to some overlooked detail. The true challenge of the game exists in these scenarios, forcing you to think ten steps ahead at all times. If you do get stuck you're provided one "wild card" that allows you to skip any level. If you want the pass back, you must beat the level you used it on.
Despite Toki Tori's simple elements, the game proves quite adept at providing a challenging and thoughtful set of puzzles. Each of the four worlds offers a collection of ten levels, as well as a new landscape and sprite overhaul. Upon completion of the ten levels in a world, a number of "hard" levels are unlocked.
The game controls well, offering players two options. Using the Wii Remote's pointer (my preferred scheme), players are able to point to a desired location and the computer will choose a path for Toki Tori to follow in order to get there. In some instances, the best (i.e. shortest) path is not always desired as it takes Toki Tori right into an enemy. I lost some stages because I had traced the pointer along the path I thought Toki Tori would use, only to watch him take a different route I hadn't predicted. The other control method - full control with the Nunchuk's control stick - eliminates this issue, but it feels slower than the automatic method.
Graphically, Toki Tori leaves something to be desired. On one hand it has a certain charm, but on the other hand it looks like a cell phone game. The musical tracks fall into the same category; each world has an engaging score, but they repeat often (especially after playing sixteen levels in each world).
Being a puzzle game, Toki Tori's length is somewhat debatable. Completing the game at 100% took me about six hours, though this length will vary from person to person based on their puzzle-solving skills. Regardless of length, the game provides for a satisfying experience while it lasts, with puzzles neither seeming too hard or too easy. Fans of puzzle games in general, and particularly those in the vein of Capcom's Zack & Wiki, won't regret picking this one up.
Pros:
Lastability: 7.0
The game is of decent length, taking about six hours to fully complete. However, it has little replay value if you have a good enough memory. Perhaps after a few months you can revisit Toki Tori and play through some of the tougher levels again, but that all depends on the player.
Final: 8.5
Toki Tori is a good bit of fun and of respectable length for a WiiWare title. However, the graphics are needlessly poor and the soundtrack needs some more variety, especially for a puzzle game that will have you sitting and thinking for long stretches.
I'm not sure if the increase in size is justified. SuperNES games came in at MUCH lower sizes... I'm not sure that OGG music and additional frames are worth it in what is essentially a puzzle game.
I'm not sure if the increase in size is justified. SuperNES games came in at MUCH lower sizes... I'm not sure that OGG music and additional frames are worth it in what is essentially a puzzle game.Loads of additional frames + higher resolution + higher bit depth. Also I'd rather not have midi music in a game...
Also I'd rather not have midi music in a game...Whereas I'd prefer having some sort of synthesized music, rather than looping orchestral samples. While the sound quality may not be as high (though frankly, with modern synthesizing, that's debatable), it allows for a dynamism in the music that you can't get with prerendered tracks.
Whereas I'd prefer having some sort of synthesized music, rather than looping orchestral samples. While the sound quality may not be as high (though frankly, with modern synthesizing, that's debatable), it allows for a dynamism in the music that you can't get with prerendered tracks.
I'm not sure if the increase in size is justified. SuperNES games came in at MUCH lower sizes... I'm not sure that OGG music and additional frames are worth it in what is essentially a puzzle game.