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Urban Yeti - Gameboy Advance (2002)
And yet, I would go so far as to say there should be
more games like it.
Urban Yeti seems like the kind of game that was
designed and programmed by some drunken computer
science students who had nothing better to do over
their spring break. Upon doing some research, the game
was developed by Cavebarn Studios, a small Canadian
outfit that was part of another small company named
RUNANDGUN. Like many Gameboy developers, they were stuck
churning out the typical licensed crap that we all
know and hate, games like "Animorphs" and some game
called "Wicked Surfing". Urban Yeti was one of their
few "original" games, and was funded entirely inhouse.
Urban Yeti is a labor of love, and it shows.
The goofy sense of humor is something that would have
never flown with corporate suits and their focus
groups. I can imagine Cavebarn Studios trying to sell
them idea to a company like Electronic Arts, only to
be met by a disheveled Larry Probst at the door, with
his finger hovering over a large red button that says
"Release The Hounds". Yet somehow they got a
publishing deal with British game retailer Telegames,
who also published anti-classics like Soccer Kid.
Urban Yeti can be appreciated because it's goofy and
crazy, in the same way that Earthworm Jim was back in
the 16-bit era. The "game" is merely a deliverance
method of this silliness. The game opens with pounding guitars, impressive for
the GBA - the opening titles tell us the libraries
were licensed from Factor 7, who have done some
amazing things with however the GBA produces sound.
This is important in regards to the "Great Urban Yeti
Freak-Out", but we'll get to that later. The opening
text in the intro tells this epic far better than I
ever could:
And thusly, Urban Yeti sets off on his whimsical tale to find
a mate. Most of the game is played with an overhead view
similar to the original Grand Theft Auto games. The
three-dimensional buildings are pretty impressive, but
the little system can't quite handle it, as the game
slows down more often than it runs at standard speed.
Almost everything on the screen, including your yeti,
is displayed as a mass of pixels that kinda sorta look
like discernable objects. Your destination is hinted
at by an arrow, which indicates from time to time what
direction to go, and while it seems innocuous enough,
it's here that the problems begin.
There's no map, and your navigation arrow only appears
sporadically. Not only that, but sometimes your goals
are moving, so tracking them around with a compass
that doesn't really work is not really all that fun.
While you're stumbling around, you need to avoid cars,
which is not easy since the viewpoint is quite zoomed
in, and occasionally avoid getting crapped on by
birds. Considering you're a gigantic beast, you can't
really cause much damage. Apart from your fists, your
only other method of attack comes in the form of a
boombox. Turning one of these one will drop a phat
dance beat, causing Urban Yeti and everything on the
screen to engage in some hardcore disco dancing.
This is the "Freakout" I was talking about before - these haven't been seen since Michael
Jackson's Moonwalker, and is the number one feature
I'd like to see in more video games.
Yet, the very situaton is bizarre enough to elicit
interest, enough to ignore all of these noted
complaints. After all, Urban Yeti NEEDS loving. Are
you going to let him down? I would hope not. You
heartless bastard. So, the first arrow tells Urban
Yeti to go north, so you take him north, in hopes that
this will be his first step towards carnal bliss.
His exhuberance is quickly cut short when he tries to
leave his island, only to be met with the following message of doom:
Lacking any semblance of
cash, Urban Yeti follows the little indictator above
his head, that points towards a newspaper article
floating on a building rooftop. Apparently, the local
soup kitchen is hiring! So, Urban Yeti finds his
future place of employment, waits for it to open, and
begins his first day of gainful employment.
And thus begins the first mini-game. Which is exactly
the same as Midway's classic arcade game Tapper. Earn
enough money and you're off to cross the bridge like
the rich yeti you've become. Most of the game follows this structure - follow the
arrow on the screen, getting new objectives, and
repeat, until you come across one of the other
minigames. The second minigame is a Yeti ultimate
frisbee tournament that plays vaguely like Discs of
Tron. The third one is a tribute to the Midway classic
Toobin'. The fourth is a completely original game
called "The Chicken Toss", which is exactly as it
sounds - you need to hurl various fowl into a grinder,
all while avoiding the wrath of a particularly furious
rooster. These minigames are undoutedly the best part of Urban
Yeti - they mimic the classics they're patterned after
fairly well, and can be accessed at any time through a
cheat code.
So yes, Urban Yeti is sloppy. Apart from the enjoyable
minigames, it's barely playable. But it also displays
an off-the-wall sense of humor that's all too rare in
video gaming. Assuming you can find a boxed copy, it
also comes with a poster, which you can hang on your
wall to confuse your friends. It's wacky, it's unique,
and it has that intangible thing called soul.
The fact that it isn't particularly good shouldn't
matter - everyone should play and appreciate Urban
Yeti. I say that with a totally straight face.
Seriously. Shortly after Urban Yeti was released,
Cavebarn Studios closed down. Yes, they died
to bring you this game. You gonna pass that up?
Didn't think so.
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