Sep 24, 2007 Chibi-Robo! Park Patrol for DS game reviews & Metacritic score: In the last Chibi-Robo adventure, our diminutive hero restored happiness to the Sanderson home, but in this DS sequel, he’s taking on the great outdoors. Playground equipment in the park is mysteriously disappearing and the flowers in the park have been transformed by evil monsters. It's up to Chibi-Robo to save. Juice jam game free download.
Chibi Robo debuted as a silent GameCube hero who went around a house performing tasks to make people happy. His move to the DS for his second outing in (in Japan, Sakasete Chibi Robo!) is, fittingly, accompanied by a move outside.Now made permanent resident of a public park, Chibi has a clear goal from the start: to develop the park and increase its visitor count. You begin with the simple task of growing some flowers. As a default ability, Chibi can dance to make existing flowers spread seed around the area. Once sprayed with a few bursts of water, these seeds turn into flowers.
Muddy patches of land that have been filled with flowers in just the right spots automatically transform into green patches, and your visitor count sees a sudden increase. Developing your park one flower at a time would be tough, especially considering that Chibi is just 15cm tall. Chibi's house, located in one corner of the park, offers some help. Here, you'll find a park builder computer (shaped like a Famicom!), which can be used to assign more substantial tasks to helper characters. You can modify sections of the park with walkways or streams, repair holes and other obstacles, and convert dry areas of land to green.
These actions tap into your reserve of happies, a form of currency that you build up as you perform tasks around the park. If you played the original, you'll recognize some of the helper characters. Sarge, the M&M-shaped army character who initially prevented you from going into the living room in the original, is back, although he's all alone this time around. He's joined by the penguin siblings Pen and Gin, the marionette Liberty, and a number of other personable characters. Most of these characters can be found in the small town beside the park, which you're free to explore (make sure and wait for a green light when crossing the road into the town!). While your overall goal is different, Park Patrol is still Chibi Robo at its core. The basic look and feel of Chibi hasn't changed, with the same walking animation, and that catchy effect of having musical notes accompanying each step.
Pick up an item, and Chibi will quickly store it under his hood, regardless of the item's size. The game is just as charming as it was on the GameCube. This time around, you're meant to play with one hand holding the DS and moving Chibi around while the other hand holds the stylus.
Sure enough, the stylus is used heavily. When watering plants, you slide the stylus up and down like a pump.
When dancing, you spin a turntable, making sure to spin at just the right rate to keep Chibi in synch. When riding a bike, you make circles with the stylus, as if you're pedaling.
Bike controls are fun, but I've been having some difficulty getting the timing of the dance controls. The basics of keeping Chibi powered up haven't changed much. Chibi starts off with a 120 tick battery. When outside of your home, the battery slowly drains, with more complex tasks taking up more energy.
Before your battery runs out, you have to either make it back to your home for recharging, or find a power outlet from which you can steal some juice. Once again, you can power up your battery by purchasing more powerful battery units using happies. There seems to be a whole lot to do in, with new possibilities opening up as Chibi gradually gains new abilities. As with the original, every time you play, something new seems to happens, so while the game is pretty open ended, there's always incentive to keep on playing.