Showing posts with label maze. Show all posts
Showing posts with label maze. Show all posts

Saturday, 10 June 2017

Action Hollywood (Arcade)

A derogatory term that's popped up with regards to modern open-world games is "tidying up games", referring to the fact that they're all mostly the same mechanically, and that they all give you a large, open playing area and a checklist of things to go and "tidy". They're very popular games, though, since while they aren't particularly exciting, they aren't really bad, either, and until a player cottons on to the fact that they aren't being excited or stimulated, they can be both addictive and time-consuming.

In many ways, Action Hollywood is a kind of forbear to those games, though purely by coincidence, since this game was never popular enough to have influenced anything. Not only is it completely inoffensive and unexciting, but it's a game about walking around maps tidying them up. Well, you're walking on floor tiles to change their colour, rather than picking things up, but mechanically speaking, it's the same thing. There's also lots of extra points items hidden in the walls, and enemies roaming around.

You can't say they didn't at least try to get a bit of excitement in there,  since there's a slightly Bubble Bobble-esque thing regarding the enemies. When attacked, they fly away from you until they hit a wall. Any enemies they hit along the way are killed, and killed enemies drop points items. You can also kill enemies by hitting while they're dizzy next to a wall. Its' still not enough, though, as there's just no satisfaction in doing it.

The "Hollywood" theme is an excuse for having stages with different themes: jungles, medieval, gothic horror and sci-fi, and you can pick which one to start on. An odd thing to note is that a short sample of the Star Trek: The Next Generation theme repeatedly plays during the castle stages. They all play exactly the same, though, other than different graphic sets (including different spprites for the player character, which is something, at least).

In summary, Action Hollywood is an incredibly average game that is neither good nor bad, it simply exists and takes up time. If it was a game that came packaged with a computer's operating system like Solitaire, that'd be fine, but it's an arcade game, and the makers expected people to pay to play it, which is practically an insult.

Friday, 26 May 2017

Binary Land (NES)

First, I should mention that I was sent a physical copy of this game as a gift, by patreon subscriber Matt Sephton. So thanks! Anyway, the thing with most maze games is that the maze itself isn't the main source of the challenge. It exists only as a confined place that you have to navigate round while avoiding enemies (and also ensuring that the enemies don't trick you into trapping you between them). The obvious reason for this is that a straight-up maze-solving videogame probably wouldn't be very fun, significantly less than solving mazes on paper, even. Still, the developers of Binary Land decided to have a shot at making a maze game about mazes, though they did it with a gimmick in mind that wouldn't have been possible on paper.

That gimmick is that the player controls two characters at the same time, with one of them having their horizontal controls reversed. They're each on opposing sides of a wall, which also has two different mazes at either side. The objective is to not only get the two penguin protagonists to the top of the screen, but they each have to occupy the spaces directly at each  side of a caged love heart at the top of the screen.

Obviously, there's various obstacles in their path, besides the difficulties you'll face in trying to get the two penguin lovers in just the right relative positions to end the stage. First off, there's spiders and their webs. You can kill the spiders and disperse their webs any time with your attack, though of course, you have to keep an eye on both sides of the screen all the time, as while one penguin is fighting off enemies, the other could be blindly walking into them. The webs are stationary, but if one of your penguins gets stuck in one, they're rendered totally immobile until the other comes over and gets them out.

Later on, more enemies appear, naturally. I've been able to get up to about stage fifteen or sixteen, and in that time, the spiders have been joined by birds, who can fly over the whole screen with no regard as to the walls, and, on contact, switch the positions of your characters. There's also little sentient fireballs, who slowly meander around the place, kill on contact, and unfairly, can't be killed.

Binary Land is a pretty good game, and as I said, it's fairly unique in that it's a maze game that's actually about solving mazes. It's also very cute, and one of those romance-themed games that were a thing in the mid-1980s and haven't really been since, so give it a try.

Sunday, 26 February 2017

Onyanko Town (NES)

Traditional top-down maze games aren't very common any more, and they haven't really been since the 80s. When a new one does arrive nowadays, it'll often have a deliberate Pac-Man-inspired abstract "retro" aesthetic. Onyanko Town, released in 1985, eschews this idea, though. Probably because it was released soon enough after the Pac-era that an abstract look would have just looked old-fashioned, rather than retro. What it has instead is a cosy, friendly-looking Japanese Suburbia setting, and in that we might find two reasons for the wane of the maze game genre: that with the level of detail available on the consoles coming to prominence in the mid-1980s, there weren't many different possible ways of presenting a top-down maze, and the other reason being that towards the end of the decade, the kinds of settings that were commonly being used for videogames in general were largely narrowing down to mainly sci-fi, fantasy and military settings, to appeal to the nerdy audience that were buying a lot of games. (Yes, I know there are plenty of exceptions to this trend, but those kinds of settings definitely started to become the vast majority at around that time, and it's only recently starting to go the other way).

Anyway, you play as a mother cat, in a dress and apron, who has to roam the streets of her neighbourhood looking for her wandering kitten while avoiding the unwanted attention of all the loose dogs. Luckily, this cat has been gifted with a ery specific kind of telekinesis with which she can defend herself: if she's facing a manhole cover, and there's no barriers between her and it, she can open and close it from a distance. She's also a very talented jumper, being able to jump over any hedge, wall or house, as long as it's only one block to the other side. She can't jump while carrying a kitten, though. Thusly, each stage is sort of split into two halves: the first, in which you have your full range of movement options, and the second, after picking your kitten, which sees you trying to safely get back home minus your ability to jump. There's no time limit, though, so if you can repress your natural desire to progress, you can meander around the first stage forever, tricking dogs and collecting items for points

But this is a game that gets more fun to lay the more you learn about it and the better you get at playing it. When I first started playing, it seemed to me that your score mainly relied upon the thousand points you get upon completing a stage, as you only get ten points for making a dog fall into a manhole. Then I realised that you get a lot more points if you close a manhole after a dog's fallen in, andthis amount increases dramatically for each subsequent dog that falls in before you close it up. There's also points items that appear in the driveways of certain houses, like jewellry, cakes and cars, and in two houses on each stage, there's a fish in the driveway, just waiting for a cat to come and steal it. The fish is of course, the traditional maze game temporary power up, speeding up your movement, and allowing you to trample over dogs for fifty points ago for a limited time. It's a double-edged sword, however, as taking it also summons an angry, cleaver-weilding fishmonger who'll chase you until the end of the stage or your death, so you really have to think tactically about when and if you want to take the fish. There was one occasion when the kitten, a fish and home were all within two screens' distance, but so were five dogs all clumped together, and no well-placed manhole covers. It was very satisfying to get the fish, steamroll the dogs and dash home with the kitten.

So in conclusion, Onyanko Town is a game that will first appear to be slow, frustrating and tedious, but put a little bit of time into learning its ways and its systems, and it'll become a lot more rewarding.

Monday, 12 December 2016

Maze Action (PS2)

It wasn't long ago that I proclaimed Minami no Shima ni Buta Ga Ita to be the worst game ever featured on this blog, but in Maze Action (Also known as The Simple 2000 Ultimate Series Vol. 8: Gekitou! Meiro King), I've found a fairly robust challenger to that title. It does fall short, though, in that while playing Maze Action is a completely miserable experience, and it's a pretty cheap-looking title, even for a Simple Series game, it does at least feel like it's just a bad game, and not a personal insult from the developers directed at the player. (Minami no Shima ni Buta Ga Ita really was that bad).

The plot and the mechanics both seem to have been inspired by the popular comic Hunter X Hunter, specifically the hunter exam story arc. You are one of the four of this year's candidates to have reached the final exam at the hero academy, but there can only be one graduate, so you've got to face each other in a contest of skill and strength to determine who that'll be. So single player mode has four stages: you face off against each of the three characters you didn't pick, and then you fight a copy of your own character. It seems likely that there's probably a fifth stage with a final boss character, but you'd honestly need the patience of a saint to bother playing long enough to find out.

The mechanical influence from HxH is also from the hunter exam part, as the contests in which you're place see you running around a maze, trying to be first to find three matching keys and getting to your opponent's starting pad. The twist is that while you need three red keys and your opponent needs three blue, you start with a blue key and they start with a red. So, just like that part on the island where all the hunter candidates have to run around trying to steal each other's number badges, while protecting their own, you will be forced, at some point, to fight your opponent. There are various items littering the mazes, along with the keys. There's weapons, of both melee and projectile varieties, and there's traps. There's also some traps permanently planted around the place, too.

This could have all addedup into a fairly decent game, but the problem is all in the execution. Moving around feels awkward, combat is haphazard and unsatisfying, and it just generally doesn't feel very good to play. It's frustrating, because it also feels like the developers were really inspired and really wanted to make a simplified videogame version of the hunter exam, but they just didn't make it enjoyable to play.

So yeah, Maze Action is a terrible game and you definitely shouldn't play it. But I can see what they were trying to do, at least. That's something, right?

Saturday, 12 November 2016

Metal Freezer (Arcade)

I know what some of you might be thinking, and this game doesn't have anything to do with Dragonball Z. In fact, it's a futuristic maze game, that's almost as good as the game that I (and I'm sure many other people) place at the top of the genre, Raimais (and yes, I realise that this marks two arcade games in a row that I've compared to better-known games by Taito. The thing is, if you like arcade games, you like Taito games. They just put out a ton of varied, high quality games in the 80s and 90s!)

Anyway, Metal Freezer has you placing floor tiles over what appears to be exposed electronics, though functionally, this is exactly the same as collecting stuff in almost every other maze game that exists. It might actually be a spiritual sequel to another game from the same publisher named "Mustache Boy", albeit with a significant aesthetic improvement (but I'll get back to that later). Anyway, in four out of every five stages, you simply have to move over all the exposed electronics squares to place floor tiles over them, while avoiding/destroying the enemies roaming around. Every fifth stage has you getting through a tight obstacle course-like stage and reaching the exit as quickly as possible.

There are several distinct types of enemies, and they all do different things. For example, one type of enemies drags you towards it with magnetism, while one drills holes in walls to create more work for you, and another shoots goo at you that prevents you from jumping for a few seconds. Touching any of them loses you a life, though you aren't nearly as defenceless as you would be in most maze games, as you can shoot them with your freeze ray as much as you like (well, it has an overheat meter, but unless you go crazy with it, that won't even matter), turning them into ice cubes that can be pushed off the stage, into walls, or even used to crush other enemies.

Anyway, those aesthetics, eh? At first, the game'll look no better or worse than any other mid-budget late-80s arcade game. But there's a lot of great little details in there that you'll gradually start to notice! Like the way every type of floor and wall block has a different animation for when the stage fades to black on completion. And there's the cool cyberpunk wireframe progress map that displays at the start and finish of every game. All these little things add up to lift Metal Freezer a little higher than its contempories, and make it feel a little bit more professional.

Anyway, Metal Freezer is an excellent game, and I strongly recommend giving it a try!

Thursday, 18 August 2016

New Sinbad 7 (Arcade)

I like to think that I'm too intelligent to be taken in by advertising, but in the case of New Sinbad 7, it was not just the game's promotional flyer, with its striking sci-fi/fantasy hybrid art, but also the bizarre slogan on that flyer, loudly proclaiming "SEVEN TIMES SEVEN SORCERERS OF OLD SOUGHT SINBAD 7", that totally caught my imagination and led me to playing the game. It's a great little turn of phrase though, isn't it? It's so mythic and dramatic.

The game itself is a little less so, however. It's a maze game, that's pretty primitive-looking, even compared to other games from 1983, and you play as sinbad, represented by what appears to be some kind of tiny green bird, who flies around mazes shooting butterflies. In the centre of each maze, there's a temple with a treasure or a key in the middle of it, and for each monster you kill, a small block of the temple disappears, until a path has been cleared to the bounty within. If there's a treasure there, you collect it and simply go on to the next stage. On collection of a key, a door will open somewhere on the stage, which leads to another screen, on which there's a formation of blocks for you to shoot, and while you're doing that, some of the blocks will occasionally break off and start haphazardly flying around the screen. Shoot all the blocks, animate or otherwise, and you go on to the next screen.

It's a very simple game, and I do like the path-clearing mechanic, and the fact that you can shoot the enemies' shots. In conjunction with the fact that you're limited to two shots at a time means that realistically, you'll win a gunfight with one enemy in a couple of seconds, but with two or more enemies coming at you from the same direction, you'll quickly end up dead. I like that small-scale bit of mechanical certainty: you know exactly what you can do, and so you can instantly assess which situations can be worked to your benefit. Unfortunately, the "block" stages don't really allow for any of that kind of strategising, with your enemies randomly bouncing around the screen faster than both your movement and your bullets, making clearing them mainly down to luck.

I can see that they wanted to break up the main stages in fears of the game becoming repetitive, but those block stages are boring, unfair and generally terrible. New Sinbad 7 wouldn't have been some great classic without them, but they definitely make it a worse game than it would otherwise have been. I don't recommend playing this game, but I do really recommend you go and look up its flyer.

Saturday, 3 October 2015

Yuu Maze (Famicom Disk System)

Yuu Maze is the name it's known by in ROMsets and the like, but in-game, it also uses the name Youmais. It's also a port of the arcade game Raimais, so that makes three names. I'm sure many of you will be familiar with Raimais, since it appears in the excellent PS2 compilation Taito Legends Volume 2 (in my opinion, the greatest retro compilation ever released), but for those who aren't, it's like a very fast, futuristic version of Pac-Man, with various different kinds of enemies, a bunch of power-ups and lots of different mazes.

Yuu Maze is still worth talking about on its own though, since it's not a 100% straight port. Obviously, the graphics take a hit in the move from arcade to FDS, but there's also a few small design changes. The first you'll come across is that the stages now have two portals in each of them: you go into one, and emerge from the other. Then there's the fact that while Raimais had four different doors to go into between stages (each one leading to a different next stage, of course), Yuu Maze only has two. The third big difference is the hidden portals that are found in some stages.

In Raimais, it was pretty rare to find these hidden portals, and they led to secret boss stages. The problem with this, though, was that the bossfights were so tactically different to the regular stages that they were very difficult, and their sporadic nature made them hard to practice. In Yuu Maze, these hidden portals are a lot more common, and instead of leading to bossfights, they lead to timed bonus stages, giving the player sixty seconds to collect all the dots or kill all the enemies. Destroying enemies works in the same way as in Raimais though: there are power-ups that grant the player a laser or a temporary one-hit shield, so you can shoot the enemies or sacrifice the shield and ram them. There's also mines in some stages, which go off a few seconds after the player goes over them, killing anyone narby when they do.

There's also an edit mode, which allows you to make a little five stage course. It's about as complex as you'd expect from a console game released in 1988, but it's a nice little thing, that totally gels well with the simple structure of the game. Raimais is a criminally overlooked game in Taito's back catalogue, and Yuu Maze is a decent enough variant on it. I recommend playing either one of them, or both. Yuu Maze is a lot easier though, being very generous with the extra lives, compared to its inspiration.

Wednesday, 8 July 2015

Maze of Flott (Arcade)

Maze of Flott is a bizarre game. Not in any of the usual senses: mechanically, it's plays like an attempt at making a slightly more involved and complex version of the traditional arcade maze game, and there's nothing overtly surreal about the aesthetic either. What bizarre is the combination of the two. You play as a little red car that drives around cities looking for keys, and avoiding/destroying other cars along the way. You also have a fuel gauge, and there are petrol stations dotted around where you can refuel, which costs money. Also, unlike the cars in Pacar (another, much older, car-themed maze game), in Maze of Flott, your car just moves like any other maze game character, being able to instantly turn 180 degrees and go in the other direction.

Money and keys are both obtained inside buildings. Now, although these buildings appear to be things you'd find in normal cities, like banks, supermarkets, casinos, and so on from the outside, on the inside they actually contain dungeon-like mazes (or maze-like dungeons), full of traps, treasures, and secret passageways. Exactly which maze is in which building is different every time you play, though there are only a few possible layouts to encounter. The keys are also in different buildings each time, and every possible layout has the potential to contain a key.

This means the player has to go into each building and thoroughly explore the mazes within until they find the number of keys needed to proceed to the next stage. This kind of balances out with the fact that every mazes contains lots of treasure, whether the key's there or not, and treasure gives both points and money, and money can be spent to buy back the fuel wasted on going round all these mazes.

The big problem with this game comes in the form of some unfair inconsistency. When you're in the mazes, colliding with most of the traps will take a chunk off your fuel gauge, with the exception being that falling down an open trap door means losing a life. While outside, driving around the cities, colliding with other vehicles is instant death. Furthermore, the vehicles are faster, more numerous and less predictable than the maze traps.

I can't really recommend this game, nothing about it is really interesting enough to be able to overlook its numerous flaws.

Friday, 12 June 2015

Bomboy (Mega Drive)

Bomboy is an unlicenced game from Taiwan that serves as a Bomberman knock-off, and like most modern movie mockbusters, it actually came out before the actual Mega Drive version of Bomberman by a year. Unusually for an unlicenced Mega Drive game, programming-wise it seems pretty robust, with no noticable glitches. The graphics also seem to be both original and of decent quality.

The game has a couple of giant, glaring flaws, however. The most immediately obvious is that the main draw of the Bomberman games, the battle mode is completely absent. There is a two-player option, but it's just "normal mode" co-op play. The second flaw takes a while to sink in, and it's the atrocious stage design.

Every stage seems to be some slight variation on the theme of having diagonal lines of blocks all the way across the screen, with only a couple of destructible blocks in each line. In the grid-based world of Bomberman (or rather, a clone of Bomberman), this makes each stage into an exercise in slow, onerous tedium. It's made worse by the fact that the enemies seem to move completely a random, leaving the player to place bombs nearby and just hope that they wander into the explosion at the right time. The scarce amounts of destructible blocks also makes power-ups a rare occurance, and on one occasion, I'd managed to slog my way through the entire first 5 stages before getting a bomb-up or fire-up item.

You might notice among the screenshots, however, a stage that doesn't fit with the rest. After playing Bomboy for a while, I wondered if it had any kind of intro or anything, so I left the title screen running to see what happened. There wasn't an intro, but there was a rolling demo, featuring a completely different Stage 1-1 than the one ingame. Some further research online reveals that there is an entire different set of levels to the ones I played. So are there two different ROMs floating about? Or the same ROM that somehow plays different stages depending on whether it's being played on an emulator or real hardware? Maybe there's Action Replay codes that might allow players to play both sets of stages? We might never know.

I conclusion, the version of Bomboy I played was awful. But there might be a better one out there somewhere, maybe?

Friday, 2 May 2014

The Last Tempest (X68000)

This is a game that was almost, thanks to the short-sightedness of its developer, lost to the ages. It's only down to a helpful poster at the Tokugawa Corp forums, who found a way round the game's copy protection that it can now be emulated, played and written about.
On to the game itself, it's an action game taking place on floating isometric islands, and on each stage, the player must find and kill all the enemies therein. The hook is that the player is some kind of evil skull-
worm-thing, and the enemies are angels, saints, apostles and other biblical figures. Enemies are killed simply by repeatedly ramming them with your face. The game delights in being disrespectful and irreverant, too: cherub enemies are labelled "angelic scum", the good samaritan is pointed out with a big red arrow instructing "KILL HIM!", and the homing shots fired by the Archangel Gabriel are "angelic sperm".
The game is a lot of fun, and though the stages all have the same basic goal (kill every enemy), there's still a lot of variety in them, and another nice touch is that though each stage has a boss (usually an archangel, though I've also encountered a bronze serpent summoned by Moses and Aaron, who also float around on their own little island summoning explosions and rains of holy water to further annoy you), they don't have to be killed last, and will often roam about the stages attacking at will.
Another interesting point is that the player character is technically invulnerable to direct attacks, with death only coming from falling off the islands, which actually serves to make it more annoying, especially when, as is often the case, death comes from the player's own clumsiness, without even needing any enemy
intervention.
Despite this frustration, this is a game I'm going to be sticking with for a few reasons. Firstly, the charm of its adolescent blasphemous trappings (as an aside: though it came out in the same year as Neon Genesis Evangelion, since that series debuted in October, it's probably just a coincidence), contrasted with the high quality of the graphics and music and how well put together the game is in general is nice, and secondly, as I said, every stage is unique and full of nice little ideas, and I want to see more of what the game has to offer.
Special thanks to Japanese PC Compendium for helping me get the disc images and the save state needed to run them.

Wednesday, 19 June 2013

Option Monster (PC)

This was going to be a post about all the stuff on volume thirteen of the PC Disc Station series, but for some reason, after searching all my hard drives and storage devices, I could only find an incomplete set of files for it, from whence this game was the only one i could get working. Nor could I go and re-download the disc image, since some malodourous vermin has seen fit to conspire against Underground Gamer, probably the most important resource there has ever been in preserving obscure games and their related ephemera. Luckily, I do seem to have most of the later volumes in their entirety.
Anyway, on to the game itself. There are three main qualities the PC Disc Station games tend to have in common: they're often very short, feature a score system centred around defeating multiple enemies at once and they also tend to have beautifully crafted pixel graphics.
The game takes place over three worlds, each of which contains five or six stages. The stages are all top-down mazes full of enemies, who must be dispatched by throwing your titular option monster at them.
The monster bounces off the walls (but not enemies), and after a few seconds will return to you. Obviously, the way to play is to ensure that the monster bounces around as much of the screen and hits as many enemies as possible with each throw, ensuring the maximum score.
There are power-ups on each stage, revealed when the option monster travels over them. The two main types of power-up are "non-stop", which temporarily exends the amount of time your monster can spend bouncing around the screen, and "+1", which gives you an extra monster to throw around.
As I've said before about Disc Station games, Option Monster is a lot of fun to play, the only problem being its extreme shortness, leaving interesting mechanics and ideas never to be expanded on.

Friday, 6 July 2012

XESS - The New Revolution (Arcade)

This is a Korean arcade game, that's actually a compilation of three games, two of which had been previously released seperately. Okay, then.
So, the first game is Cookie and Bibi. It's Puzzle Bobble. It has puzzle and versus modes like Puzzle Bobble, the same mechanics as Puzzle Bobble, it is Puzzle Bobble, but with different graphics. I guess the fact that it has different sport-related balls instead of different coloured bubbles is a nice touch, though? It's also a part of a series of three games, all of which appear to be Puzzle Bobble clones. I suspect it might be the second in the series, but I have no idea why.
The next game is Hyper Man, which was originally called Hyper Pac-Man. It's a Pac-Man ripoff, of course. A really good one, though! It seems like the makers wanted to rip off Pac-Man, but then they had a bunch of other ideas and stuck them all in, too. There's different kinds of enemies, boss fights, destructible walls and a bunch of power-ups including (but not limited to) jump shoes, speed-up shoes and a helmet that shoots lasers! Also, unlike the original Pac-Man, each stage has a different layout, and there's room in there for odd gimmicky stages, like a stage that is just dots and ghosts, with no walls. I seem to remember there being a homebrew amiga game, also called Hyper Pac-Man, that also featured the addition of a bunch of power ups and gimmicks. I doubt the two are related, though.
The final game, and the only one that is completely new for this compilation is New Hyper Man! It re-uses a lot of sprites from Hyper Man, but it isn't a Pac-Man clone, it's a single screen top down shooter! On each stage, kill all the blue enemies to go on to the next stage. Dead enemies constantly respawn after death as red enemies, though you only have to kill all the blue ones to advance. There are items strewn about the stages, too, including the points-giving food items from Hyper Man, as well some of the power ups from Hyper Man. Getting points is very important in this game, since your score also acts as an RPG-esque experience system, with your weapon becoming more powerful as your score increases. New Hyper Man is a really fun and fast game, and could really have been released on its own, especially since the other two, weaker games already had been. Maybe they though such a move would be too cheeky, considering all the re-used graphics in NHM? Never stopped bigger, more "legitimate" companies, though, did it?

Saturday, 24 March 2012

Jammin' (C64)

It's been a long time since the last post, hasn't it? The usual excuse applies: I was spending a lot of time playing games that do not fit this blog's remit. I still am spending a lot of time playing those games, in fact! So, in the hopes that it will stop you forgetting about me, I will write about a game I already knew about.
In Jammin', you go about the place collecting musical instruments and taking them to triangles. The world i made up of four colours, and you can only walk on either the colour you're standing on, or the multicoloured diamonds that are on the conveyor belts. If you're stood on one of those diamonds, you can step off onto any colour you like. So, each stage has four musical instruments and for triangle things. You have to go about, using the conveyor belts as transport, and fetch each instrument back to the triangle that's on the same coloured ground as you found the instrument. (What a terribly written sentence!) While you're doing this, musical notes and strange, bow-legged men wander about trying to take the instrument off you. If the musical notes touch you while you're carrying an instrument, it goes back to where you got it. If the bow-legged men touch you while you're carrying an instrument, they run off with it and you have to chase them. If either of them touch you while you're not holding an instrument, they disappear and you get points.
The game is fairly fun to play, but the real reason I like it is that it just has a really nice, friendly atmosphere. While mechanically it's a bit fiddly (though not enough that playing ever feels like a chore), it's best quality is that kind of intangible feeling. I can't say whether that's just me, or if anyone else will have similar feelings while playing it, or even if that's what the designers intended.
Try it, I guess. If you do, tell me how it went. I'm interested.