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Sakura Kinomoto's in class with the rest of the crew when a new exchange student is introduced to everyone. Once introductions are made, Sakura and friends go on a flick-screen story adventure that is broken up by a large number of mini-games. The first mini-game is one where Sakura must defeat a water elemental and repel streams of water that fall from the top of the screen with blasts of fire. There are four positions where Sakura may stand and she'll have to block 30 streams of water in order to proceed to the next challenge. Once Sakurai beats the elemental, she'll do a little jumpy dance and receive a special card called the Firey. The next mini-game is a rhythm action sort where three characters - Sakura, Tomoya and Cerberos stand on the bottom of the screen. Cues scroll across and the player pounds the corresponding buttons (A or B) or the directions on the D-Pad as the cues cross the center of a targeting marker. The cues roll down one at a time in the beginning but if you're adept enough to keep up, they'll start flowing heavily once you're in the swing of things. Mess up thrice and the mini-game ends. One unfortunate problem in Sakura de Mini Game is that every scenario storyline is told over and over again if you fail at a mini-game. We define this as harsh punishment since you'll have to hammer at buttons and slog through the introduction every time in order to get another try at the mini-game.
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