Features
- 15 different mini-game challenges
- Unlockable Free-play mode
- Cartridge save (one player slot)
- Link cable support
- Wireless Adapter support
Anyone who dug Mario & Luigi: Superstar Saga should take note: Hamtaro: Ham-Ham Games was designed and developed by the same team. And the Alphadream influence is clear when you see game in motion, with Hamtaro featuring the same skillful simplistic pixelart-based style that definitely benefits the GBA's graphical capabilities. Though the game does look a heck of a lot like Hamtaro: Ham-Ham Heartbreak, it's pretty obvious that it's not a recycled engine -- Hamtaro and crew are drawn and animated as much larger sprites this time around, and...oh yeah, the sport challenges themselves are totally unique to the franchise.
I'm a Track & Field nut, so it's pretty apparent why I appreciate the direction the development team went with the latest Hamtaro game. But even I can see that the handheld market isn't suited for the rapid-fire button gameplay; it's impossible to hold the system and tap those buttons as fast as possible, and still be able to see the screen clearly through the violent hand shaking. Which is why it's a good thing that not a single one of the fifteen games in Hamtaro: Ham-Ham Games is based around button-mashing speed. Oh, sure, quick buttonmashing's a skill, too...but on handheld systems, it just doesn't work, and these challenges aren't missed -- leave the rapidfire gameplay on the console and in the arcade.
All of the decathlon and Track & Field inspired games in Hamtaro: Ham-Ham Games are actually timing based, and in most cases, the control creations for these events are very clever and successful challenges. In the 100 HM dash, for example, players must time the button press to a quickly moving powerbar, hitting the command at the right point on the indicator. Successfully hit the mark and the character's speed will increase, but so will the speed of the timing bar...so to keep the speed up, a quicker reaction time is required. The diving portion is a tough button-recognition challenge where players have to hit the button sequence as the character jumps into the pool. And, probably the most clever timing design is the Marathon, where players must play a rhythm game where the measure's beat changes at each relay point. And the music gets faster as the player does better, making it tougher to time the button presses to the tune's beat.
There are also a couple of impressive sports games, including Tennis and Volleyball, that are much better designed than you may expect a mini-game compilation to have. Tennis, for example, despite having hamsters in the athlete's roles, is quite possibly better than the original Tennis game on the black and white Game Boy. And Volleyball features nearly the same amount of control as the classic Super Spike V'Ball on the NES system. Not bad for hamster sports.
As cool as most of the challenges are in the compilation pack, there are a couple of design duds in Hamtaro Ham-Ham Sports. Sailing, for example, is a mess, requiring players to cruise on choppily animating Mode 7 waters as the wind mysteriously changes during the race. And the Chicken Race, a take on reallife Equestrian horse jumping, just isn't a whole lot of fun due to its clunky control.
Though skilled players can romp through the tournament mode in a couple of hours, the "adventure" design keeps the game going well after the first tournament ends. There are at least three different tournament flags to score, which means players will have to go through the multi-day structure three times to win it all. And it wouldn't be a Hamtaro game with out silly little collectibles, including costumes players can discover and purchase, and assign to their own personal "player card" that can be transmitted, either via link cable or Wireless Adapter, to other players of Hamtaro: Ham-Ham Games.
But even with the heavy emphasis on the link aspect, they completely missed the boat: Ham-Ham Games features connectivity between two GBA systems, sure, but there's no multiplayer support in any of the challenges. Most of these challenges are simultaneously team competitive, and they would have seriously benefited from multiplayer options. Simple data transfer between games just doesn't cut it.