0
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z




Dreamcast : Samba de Amigo Reviews

Gas Gauge: 86
Gas Gauge 86
Below are user reviews of Samba de Amigo and on the right are links to professionally written reviews. The summary of review scores shows the distribution of scores given by the professional reviewers for Samba de Amigo. Column height indicates the number of reviews with a score within the range shown at the bottom of the column. Higher scores (columns further towards the right) are better.

Summary of Review Scores
0's10's20's30's40's50's60's70's80's90's


ReviewsScore
Game Spot 90
Game FAQs
IGN 95
Game Revolution 75






User Reviews (11 - 18 of 18)

Show these reviews first:

Highest Rated
Lowest Rated
Newest
Oldest
Most Helpful
Least Helpful



Definately worth the price.

5 Rating: 5, Useful: 1 / 1
Date: December 30, 2000
Author: Amazon User

Okay... the game itself is cheap .... But you WILL need Maracas to have any kind of fun (2 sets recommended). In the end you will have spent ..., but you will also have the best party game ever invented and I guarantee you'll forget about the two bills you just threw away on plastic maracas and a silver disc.

The basic premise is to match the beat and the height of the balls with your maracas (or your controller if you haven't taken the plunge) to some popular latin and other music. It sounds simple but it's can be quite trying at times. You'll also look like a complete idiot. But who cares. Never has a game brought laughter and joy to a room full of people in house before... EVEN non-gamers.

A few negatives. It's easy for people to just shake the maraca endlessly to score a hit in that zone instead of timing the beat (it doesn't fault for overshaking) although it may come back to haunt them in the end since they may be too busy shaking to move to another height. The graphics are beautiful but only those who are observing the game can get any kind of enjoyment out of them since the player will spend all his or her time watching the balls. Oh... and the price of those controllers. Let's just hope Sega releases a slew of Samba De Amigo games to justify the purchase price of these maracas more.

Nah, heck with that... it's justified more than enough with the laughs we've been having with this clever game. Best [money] ever spent! Buy it now.

A Great Game That Was Destained To Fail!

5 Rating: 5, Useful: 1 / 1
Date: August 07, 2001
Author: Amazon User

Samba de Amigo is, to say it best, one of the best games I played in the last 10 years, it was one of my favorite games of 2000, and it's one of the most addictive games I've EVER played!!! This game is very fun, yet I could see it was destained to fail right from the start. Mainly because of the price. The game cost $40, and the special marraca controllers used for the game were $80! And if you want to play 2 players you'd have to buy a set of 2 marraca sets!?! After all that the game would cost you...about $200! That's more than the cost of the Dreamcast itself (However I HAVE herd that the DC will be $50 before the end of the year)! Then there was the fact that Sega only shipped 10,000 pairs of marraca's while they shipped 50,000 copies of games! In the end this game ws destained to fail. And I think Sega knew that too.

I think Sega knew that they wouldn't make any money off this game, but they brought it here anyway! They lost alot of money to bring us gamers a fun, addictive, and very expensive game, and they didn't make any proffit off it! Man I love those guys! Always thinking for the fans! It's a shame this game will never see the light of day on any other counsel, but mabye in some strange way that's for the best! I gusse we don't want Sega to loose anymore money then they need to. But if you have a Dreamcast do yourself a favor and pick uo this game! You won't regret it!

GREAT FUN!

4 Rating: 4, Useful: 1 / 1
Date: December 29, 2001
Author: Amazon User

This game is a blast, highly addictive, very challenging. Fun with or without the maracas, so don't worry about those 80 bucks if uf don't wanna spend it. Its a bit easier too w/o them. Its a fun game, and the music was surprising and a great laugh to hear all the famous songs they included. Coulda used a Story Mode, BUT the challenge mode makes up for it. ~=) WAY TO GO SEGA!

Near the top of the music genre

5 Rating: 5, Useful: 1 / 2
Date: April 21, 2005
Author: Amazon User

I loves me some music games and I've got no problem with fessing up to that fact, although you'd better believe I'll always close the blinds before I lay down the dance pads and embark on a game of DDRMax in my living room. Pa Rappa the Rappa and Um Jammer Lammy (Lammy in particular) hooked me on the genre, and each installation / revision of the Dance Dance Revolution series has all but confirmed it. Along the way, I've become something of a self-proclaimed connoisseur of the genre, very similar to the way I'm sure a wino in a dirty alley somewhere considers himself an expert on the many varieties of Mad Dog 20/20. I've played some musically-themed games that I've really enjoyed, (Space Channel Five and Beatmania spring to mind) some I've despised (stay away from Pa Rappa 2 and Donkey Konga if you know what's good for you) and some I've had trouble forming the first opinion about, (Para Para Paradise and Cool Cool Toon... both released only in Japan, go figure!) but one thing they've all got in common is an almost desperate need to innovate. Whether it's a bizarre new controller, a different on-screen display, a new style of music or something totally out of left field, almost every game in the genre is trying to stand out from the pack by introducing a bizarre new method of gameplay. On one hand, it's refreshing to see such a drive for innovation, but on the other... well, let's just say it's incredibly difficult to jump from one game to another. There's a reason platformers are typically very easy to play, right out of the box, and it's because nearly every one of them functions exactly the same as its peers. One button jumps, the other attacks. Got it. The music gaming genre isn't known for allowing such luxuries.

Samba de Amigo is no different. Not only does it introduce a completely different type of controller to the market, (a ridiculous set of maracas that couldn't possibly be used effectively with any other game on the system) but the on-screen functions are entirely original and the gameplay itself features some unique, maraca-based actions. Like most of its peers, Samba borrows some ideas from the competition, but on the whole it's among the more unique titles in the genre.

Fortunately enough, one can enjoy this game without first investing close to a hundred bucks on a set of specially-designed controllers. Actually, from the way the controls have been optimized for the Dreamcast's regular game pad and the availability of the standalone disc sans maracas, it would seem like the developers never really expected anybody to buy them in the first place. I'm sure using those bizarre, brightly-colored, electronicized musical instruments adds a whole new dimension to the game, (just like the dance pads in DDR or the movement detectors in Para Para Paradise) but Samba remains completely enjoyable in their absence. Truth be told, I've never even tried the maracas and this isn't just one of my favorite music games... it's one of my favorite games, period.

The gameplay takes a little getting used to, because it's so different than anything else out there and requires nearly exact precision at all times, not to mention a better-than-average sense of rhythm. Like other games in the genre, your ultimate goal is to press specific buttons in time with the music, earning points as your string of unblemished beats grows longer and longer. Samba's interface is simple in action, but somewhat difficult to describe. Basically, the on-screen display is meant to reflect six different zones of the human body, (thigh-level, midsection-level and head-level for both the right and left hands) and players are meant to shake their maracas in those specific areas in time with the music when indicated. It's not quite as easy as "When the 'up' arrow hits the top of the screen, step forward," but it's simple enough to grasp all the same. And, since the directional indicators are shot from the center of the play area, rather than slowly dragged from the bottom of the screen to the top, the experience is a little more frenzied and exciting than that of Konami's DDR titles. It's incredibly easy to completely zone out and let your subconscious take over for you with this control scheme, which is when I've found I'm most successful at rhythm-based games anyway. Once mastered, a session with Amigo can become a bizzarrely soothing experience, something that totally mellows you out. And, if you're already mellow coming in, more power to ya. Samba is one of my first choices when I'm drunk out of my mind and want to play a game, not to mention one of the few I can play decently in such a state.

Where the Dance Dance Revolution games use both the D-Pad and the four main buttons as mirrors of one another for gamers lacking a dance pad, (up and the triangle button perform the same function, as do right and O, etc.) Amigo puts the D-Pad and buttons to work as six completely independent inputs, matching the three available positions with both your right and left arm. The right and yellow (X) buttons are never used, and the remaining inputs are relatively self-explanatory. Is the screen telling you to hit the upper region with your right arm and the middle region with your left? Hit left on the D-Pad and the green (Y) button. Both arms need to be pointed down? Press down on the D-Pad and the blue (A) button. The three leftmost directions on the D-Pad correspond with each of the three left arm positions and the three rightmost buttons correspond with, you guessed it, the same positions with your right hand. I know it sounds a little complicated, but trust me, after you've suffered through your first couple of games you'll have it mastered. There's also an alternate control scheme, but it went completely over my head and never made nearly as much sense as this one. Anyway... as your score grows, you move your way up to different scholastic "grades," starting at a C and either working up to a B or A, or dropping down to a D or F. Naturally, if you hit the "F" level, the game's over and your life is hell. Like its musical peers, Samba makes it much easier to lose levels than it does to gain them, and it's not uncommon to get through two thirds of a song without missing a beat, screw up once and ultimately lose the rhythm, resulting in a quick nose-dive to defeat.

The single-player mode is a little deeper than you'd think, offering a few mini games and a difficult goal-based challenge mode to accompany the standard, mindless "play whatever song you feel like and shoot for a high score" mode that seems to be standard issue with entries to the musical genre. The mini games are, admittedly, really weak and feel more like a digital translation of the token chomping physical challenge-style games you'll see all over the place at Chuck-E-Cheese, but the challenge mode is a hidden gold mine, a great opportunity to refine your skills. It's basically twenty two challenges of increasing difficulty and variety, ranging from the simple (complete "La Bamba" with a score of B or better on the Super Easy difficulty setting) to the confidence-crushing (Complete "Take on Me" with a perfect score on the Super Hard difficulty setting) with a little variety thrown in to keep things interesting. As you polish off each challenge, you'll also unlock hidden songs for use in the traditional and multiplayer modes.

Yep, you read that correctly. There's a multiplayer mode. But, before you find yourself joyously overwhelmed by the thought of two goons standing side by side with a pair of maracas in their hands, gyrating like a toddler in front of the epileptic episode of Pokemon, I've gotta warn you... it's extremely limited. There's no real point based head-to-head mode, and no four-player support, although I have a hard time believing anybody would be willing to drop nearly half a grand on four sets of maracas anyway. The entire multiplayer experience is limited to three options; couples mode, battle mode and a translation of the mini-games from the single player game. Couples mode works like a twisted version of those standalone love detector machines you'll find within every mall in the history of modern civilization. The two players work their way through an entire song, and when they both hit a beat at precisely the same time, a fruity "WOOOP" blasts across the speakers and their "love rating" goes up a notch. At the end of the song, you're informed just how compatible you are romantically with the other player. No, I'm serious. Battle mode is similar, in that both players work their way through a song at the same time, but the goal here is to develop the highest possible combo. As your score ascends, a bomb on your side of the screen slowly fills with power. Naturally, when your bomb is full, it's heaved over onto the opponent and they lose a little bit of life. The victory goes to the last monkey standing. While it's cool to see some ingenuity in this aspect of the game, it's really strange that there's no gimmickless heads-up multiplayer function.

Like most other titles in the musical genre, there's no real underlying story to Samba, and what little character interaction you get is abstract at best. Amigo, a sombrero-adorned, maraca-bearing monkey, is the main character (who's never named, and I've only dubbed 'Amigo' because I'm thinking the game was titled after him) and the closest thing you're gonna get to an on-screen representative of your actions, in that he's always there, dancing to the music and shakin' his fists. When you do well he's hailed as a maraca god, and when you suck he's abandoned and left alone in the street after dark. You'll also see some recurring figures from level to level, presumably Amigo's various Latin friends, since they're always dancing up a storm as well, but there's no rhyme or reason to their appearances and you're never given much motivation aside from "don't lose the rhythm or you'll make the monkey cry." The character designs are elaborate and cartoony, ranging from hepcat hyena bass players to scantily-clad showgirl birds to an obviously trans-gender, trumpet-playing brown cat in leopard print pants. These characters have, for lack of a better word, character. They go a long ways toward successfully establishing the light-hearted tone Sega was going for here, although their movements and dances are relatively stiff and repetitive.

The visuals are charmingly low-budget, which gives them a great comedic touch and an interesting credibility. The blindingly bright shades of red, yellow and green, along with the hilarious discount graphics give the impression that you're either watching an episode of Sabado Gigante or the last sequence of opening credits from Monty Python and the Search for the Holy Grail. The sad little illustration and haphazard text that rolls onto the screen when you advance to the next song (or the "special stage" at the end of a cycle of songs) is simultaneously terrible and perfect. This game looks like it was broadcast directly from Mexico, which fits the lighthearted theme that sets this game apart from the pack. The in-game visuals aren't anything special, but fit the art direction and flavor of the promotional materials and box art. The characters look as you'd imagine they were meant to look, and that's good enough for me.

As is the case with just about any musically-themed game, Amigo lives and dies by its selection of tunes and their application within the game. If the title hadn't already given you any kind of previous inclination, nearly every song in use has a modern southwestern Latin vibe about it, and even the few tracks without a trace of Menudo, maraca or mariachi hardly seem out of place. I don't think there's ever been a collection of music in a game quite like this one, both in terms of the big names involved, and in the way Samba can take a song you've developed a deep, emotional, passionate distaste for and turn it into something you're not only contorting your body to, but singing along with. This may be the one and only forgiveable use remaining on this planet for "The Macarana" or "Tubthumping," both songs for which I've held years of contempt, and both songs with which I've fallen deeply in love while playing this game. The music of Ricky Martin makes more than one appearance on the soundtrack, although it isn't the big man himself on vocals, and (god help me) I love hearing each one of them when that damned monkey is on my television. "Soul Bossa Nova," known a bit more commonly as the theme to Austin Powers is here, and provides one of the most difficult challenges in the game. Ska band Reel Big Fish makes an appearance with their cover of the A'ha classic "Take on Me," and Spanish dance troupe Bellini makes an impact with an unmistakably catchy tune dubbed "Samba de Janeiro," which is significantly sped up, remixed and renamed in later levels of the game as "Samba de Amigo." Once everything's been unlocked, you've got probably twenty or twenty five songs, and I don't think I could part with more than one or two of them. After playing through the hideous song selection of Donkey Konga, which featured children singing "Old McDonald Had a Farm" and studio musicians' covers of "We Will Rock You" that made me embarassed to be playing, it's refreshing to hear licensed, relatively recent music performed by the original artists. Ricky Martin's the sole exception to this rule, as apparently Sony (who owns the right's to Martin's music) had a problem with his hits being used to aid the competition, (at the time, the Dreamcast was battling the PlayStation head-on) so a soundalike was brought in to perform "Livin' La Vida Loca," among others, and I honestly didn't notice the difference. It's far from an original soundtrack, obviously, since every last one of these tunes is available commercially elsewhere, but it's an amazing compilation of sound nonetheless. You wouldn't believe how easily you can be coerced into enjoying "Love Lease."

I can't even put into words why this game is such a success, why it's one of my all-time favorites. It's truly something you must experience for yourself, either with maracas or without. It's a fresh gameplay experience, alone or with friends, and one of your few chances to fess up to listening to Chumbawumba and Los Del Rio without instantly sacrificing every shred of self-respect you've accumulated through the years. Samba de Amigo is more than a game, it's an experience. It's really unfortunate that this game didn't take off, since it was released right around the time DDR was gaining a foothold and Amigo stands up very well with Konami's banner-wielding music games of the day. In the end, the Dreamcast's ultimate fate capped the potential of this one, similar to console brethren Shenmue, Jet Grind Radio and Crazy Taxi, although those three DC success stories have since been granted next-gen sequels. I'm itchin' for a modern dose of Samba even today, years after the original's release, which should speak to its incredible lasting appeal. If you have even a passing interest in the musical genre, it don't get much better than this.

The best game you've never heard of. BUY IT!

5 Rating: 5, Useful: 1 / 3
Date: November 13, 2000
Author: Amazon User

This has to be the greatest game ever created. Nothing is more fun than shaking maracas at a furious pace, trying to keep up with those funky Latin beats. Don't bother trying to play without the maracas controllers because half the fun is having people laugh at each other while they Samba their butts off. Trust me, you need this game.

Not worth the price, only 3 levels of play

3 Rating: 3, Useful: 0 / 1
Date: December 15, 2004
Author: Amazon User

This game is nice, but it is extremely short. There are only 3 stage arenas.

Stage 1 you are in a street parade.
Stage 2 you are in a movie studio.
Stage 3 you are at a concert in a park. Then that's it, the game ends!!!

There are also 7 songs, but not all of those songs sound great.

Another complaint is that the characters do not react to your button inputs. They dance automatically, you do not have any control over their movements.

I also own SPACE CHANNEL 5. That is a much better game (5 stars). You have complete control over the character's movements, and there is a long storyline to follow in order to beat the game.



Eh.. not that great

3 Rating: 3, Useful: 0 / 2
Date: February 24, 2007
Author: Amazon User

I read all these "great" reviews about Samba de amigo saying how fun it was. You want fun? Get a nintendo wii instead.. that's real fun. Samba de amigo is apparently the same thing as DDR only you use maracas? Original idea but sorry, no. The maracas are very easy to set up but it's very very hard to make them work.. you have to shake them all over the place in the right spot and sometimes if you shake them in the right spot, the game doesn't pick up on it. This was a creative idea, but now with all the new technology coming out I highly reccomend you don't buy this unless you're into collecting dreamcast games.

Samba de Amigo: Is it worth it?

5 Rating: 5, Useful: 0 / 0
Date: September 19, 2001
Author: Amazon User

In three easy letters, YES. As a FAN of all music genre games Sambe de Amigo is worth the price. If you are lucky enough as I was to find the rare Saga Maracas, GET THEM! The third party Maracas have a lot of downfalls and problems, However, the great thing about this game is you can play it with the standard dreamcast controller, and it's just as much fun. It is a terrific party game, muck like DDR (Dance Dance Revelution) and the Mario Party series. I recomend this game highly for anyone who is tired of blowing up zombies, and blood and gore video games. Want a nice, G rated, upbeat, chalenging, and fun change? Samba de Amigo is it!!!!!!!


Review Page: 1 2 



Actions