1990's Pipe Dream was a favourite of mine among the games inclided in the thirty-two game Game Boy multicart I had as a kid and I know there's probably been a ton of updates and sequels and so on, with or without the approval of the original developers, but this one (which does seem to be official) is the only one I've played. It's something of a mixed bag, being a true sequel in the sense that it builds upon the game's concept with a lot of new ideas that really add to the formula, but it also implements some more modern structural ideas of which I'm less fond. And somewhere in the middle is an idea that makes the game worse (though it's mostly optional). In case you're not familiar with the concept, you have to lay down pieces of pipe in different shapes (randomly given to you like the pieces in Tetris), to direct the flow of a liquid from one place to another, usually with a quota of spaces it has to pass through first.
To get the good stuff out of the way first, there's generous helpings of it. In the game's main mode, the stages are split into different areas, each with its own aesthetic and its own substance whose flow you have to direct: whether it's chemicals through pipes, trains on tracks, electricity through coils, toys on factory conveyor belts, or data through cables, they all look great, each having their own unique and appeallingly-drawn pixel art tilesets. Each area has their own set of mechanical gimmicks, too: teleporters, switches to redirect the flow, gates to split or re-combine the flow, and so on, and they all work to add variety and legitimate challenge to the stages. There were definitely a few points where I got a little frustrated, but I never felt like the game was unfairly designed, just that I was failing to solve the puzzles, and as a result: when I did get through those moments, it was as satisfying as it should be. I can't really fault this aspect of the game. Except, there's a boss fight for each area, where as well as the regular puzzle, you have a character sending various attacks to destroy or change the pipes you've laid. These parts are no fun, but luckily, you can progress through the game without bothering with them.
There's a couple of other modes to play, too. Arcade is one that plays with the format a little. Instead of static single-screen stages, this mode has autoscrolling stages, in which you have to keep the flow onscreen as well as in the pipes. It's an interesting idea, but I found it too stressful to really enjoy. There's also the slightly misnamed classic mode, which just has a whole bunch of traditional single screen A-to-B stages without the heavy gimmickry of the main mode. This is a perfectly decent mode to play, though it takes a more modern structure where each stage is played in isolation and also scored as such. It might sound like nitpicking to some, but the name "classic" had me hoping for a mode similar to the original game, where you play stage-to-stage until you get a game over or reach the ending, building up a singular score as you go.
That's a small issue, and the biggest downside of the game are the optional bossfights, but there's one more negative I have to bring up. While the game looks great while you're playing it, with the aforementioned beautiful pixels, all the menus and character designs are a world away from that. They're all this kind of incredibly cheap-looking simple vector art, that I assume were created with easy scalability in mind, since as well as the DS, there are versions of this game on PS2, PC, PSP, and Wii. Despite the few flaws I've pointed out, though, I still really enjoyed pipe Mania. I prefer the structure of the original Pipe Dream, so I'd recommend that one before Pipe Mania, but Pipe Mania is still a great time, and still worth playng.




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