Quick Impressions: "Balloon Kid" (Game Boy)
As you know, if you've been following this blog for any amount of time, I have a strong fondness for Balloon Fight. It was a big part of my childhood, and I have many great memories of playing it with friends (it was, for more than half a decade, a constant presence in our day-long gaming marathons) and extracting enjoyment from it in fun and hilarious ways. It brought us together and provided us experiences that were rollicking, entertaining, and filled with good-natured banter, and thus it helped us strengthen our bond and become better friends.
For those reasons, I consider it to be one of the most important games in my gaming history.
So you would think, then, that I would have had an immediate interest in downloading and playing Balloon Kid, its sequel, when I discovered it in the early 2000s.
Sadly I didn't. I chose not to look into Balloon Kid because, I guess, I was too busy focusing on current-generation console games and all of the Castlevania games that were being released during that period. Consequently I probably didn't believe that some old Game Boy game was worthy of my time or attention. So I ignored it.
I didn't see the game in action until the mid-2010s, when it appeared in a video that I was watching (it was either a Balloon Fight-focused retrospective or one of those standard "Overlooked Game Boy Games" YouTube videos). At that moment, I instantly became interested in playing it, and that was the case not just because I was nostalgic for Balloon Fight but also because the idea of Balloon Fight being turned into a side-scrolling action game sounded really cool to me.
"This is a more ideal way to enjoy Balloon Fight's action as a single player," I thought to myself.
Unfortunately, though, I simply never got around to playing the game. At any time, there were always games on my mental list that I considered to be higher-priority.
And honestly, I probably would have put off playing Balloon Kid for at least another decade had a certain event not occurred. I'm of course talking about Nintendo's decision to add the game to its online service and specifically to its Game Boy application. That was what provided me the opportunity and the motivation to finally play the game.
And now that I've spent a few weeks with Balloon Kid and completed it a number of times, I'd like to share my thoughts on the game and tell you whether or not it's a worthy sequel to Balloon Fight.
Every stage has its own wonderfully unique visual theme, and there's always something delightful or smile-inducing going on in the current environment. In the opening stage, for instance, there's a cityscape background whose buildings are formed from giant pencils, erasers and matchsticks. Another stage is populated with expressive trees that smile at you early on but begin to glare angrily at you as you get close to the stage's boss (perhaps to convey to you that they're upset by his presence). One of them is filled with blimps and onlookers who are there to offer your encouragement. And there's even one in which you enter into an enthusiastic whale and fly through its blubbery innards while trying to avoid making contact with its dozens of sharp teeth.
Sometimes, sadly, it's actually difficult to observe the game's visuals because there's no time or opportunity to do so. In most instances, the action is so hectic or harrowing that you have to remain focused on the action lest you'll risk losing control of the heroine, Alice, or colliding with any enemies that suddenly appeared as you were looking away.
But if you can find time to observe and examine the game's visuals (like in instances when you're standing on solid ground and waiting for the screen to scroll to a certain point), you really should. Because there are a lot of cool and interesting things to see!
Though, it's Balloon Kid's music that I find to be the most appealing part of the package. It's what does the most to absorb you and influence how you feel about the game's visuals and environments and your gameplay experience in general.
The stages' tunes are all delightful variations of Balloon Fight's bonus-game and Balloon Trip-mode theme. They're cheerful, upbeat, and even ominous and mysterious when they need to be, but no matter what forms they take, they're always enlivening and inspiriting and able to infuse you with feelings of happiness and joy.
More than anything, they imbue the game with a powerfully alluring sense of vibrancy and the strongest of feel-good vibes. As I said: They make you feel happy to be playing video games!
In fact, I get happy just thinking about them! Doing so makes want to return to the game just to hear them and absorb their vibes.
And I was OK with that. Because to me, a slightly more evolved Balloon Trip still sounded like a good foundation for a game.
But it turns out that there's actually much more to Balloon Kid! It's not just about collecting balloons and maneuvering around obstacles, no. It has other types of gameplay elements.
To start, it has a platforming element. At specific points (mostly stage sections that contain series of narrow passages), it forces you to release your balloons and rely on your running and jumping abilities to get around. Other times, you can voluntarily release your balloons and do so with the intention of entering into item-containing side paths that only a balloon-less Alice can access.
These segments are among the game's most interesting, and my only disappointment is that there are only a handful of them in the game.
Also, there are boss fights that require you to tactically alternate between flying and platforming modes. It's easy to intuit how do deal with bosses, but actually landing strikes on them can prove to be tricky (mostly because of a certain control issue that I'll talk about in a bit).
Still, though, the boss fights are nice additions, and they do a lot to help Balloon Kid feel like a full-fledged video game.
And I love that the game includes bonus games that are modeled after Balloon Fight's (you can access them by entering into the Game Boy-styled portals that appear at certain points in stages)! They create what I feel is an important connection to the original game. They evoke strong memories of one of its best elements.
It's nice, also, that they're accompanied by a faithful replication of the original bonus-game theme!
My only complaint is that you can't travel through the screen's edges and wrap around to the other side, like you could in Balloon Fight's bonus game. Not being able to do so makes it harder to collect balloons in the later rounds, when the balloons fly upwards at high speeds and often emerge from the far-left and far-right pipes in alteration. Instead you have to try to bounce off the screen's edges and generate enough motion to speedily sail to the screen's opposite side, which is way easier said than done.
Additionally, Balloon Kid has other modes of play: It brings back Balloon Trip, which is more challenging in this game because of the looser and more frenetic flying controls, and it has a VS mode in which two players can compete in a special competition.
I haven't been able to sample the VS mode, because I don't have someone to play the game with, but from what I've researched, it entails traveling through the mode's single autoscrolling stage and trying to win by being the first to either collect the majority of the stage's 10 balloons or pop your opponent's balloons and resultantly knock him or her into a watery death pit (you can also KO yourself by accidentally flying or jumping into a death pit).
It is, from all accounts, a very limited mode and thus not a particularly exciting addition to the game.
The problem is that Balloon Kid's flying controls are much looser and more frenetic than Balloon Fight's, and consequently it's much easier for Alice to get out of control. As I fly along, I always feel as though I'm fighting against my forward momentum and struggling to maintain my current speed and height. And it doesn't help that if I react to an unintended movement with anything more than the slightest amount of button-depression, I wind up rocketing across the screen and entering into a state in which I can't easily reverse my momentum and regain full control over Alice.
The result is that the action feels more harrowing than it should be.
Also, Alice is always moving forward slightly by default, and because the controls are so sensitive, it's difficult to stop her from doing so and attain neutral positioning. This becomes a problem when all you want to do is hover directly above an enemy or a boss character and drop straight down onto it. You'll likely get frustrated as you try to get Alice to hold her position and decide to just give up and drop at an angle and hope that you don't wildly bounce left or right in an unintended way.
I'm not saying that I wasn't able to adjust to the different controls and physics and gain a strong grasp on them, no. I just feel as though I wouldn't have had as much trouble dealing with certain segments and beating the game had the controls and physics worked identically to Balloon Fight's.
The balloon-less/platforming controls and physics have their own quirks.
Alice moves speedily when she's running along the ground, but that's not a problem because she's able to basically stop on a dime. The problem, rather, is her aerial movement: Her jumps are a combination of stiff and floaty, so it's difficult to exert a high degree of control over them or be precise with them.
This is especially true for horizontal jumps, which have different degrees of rigidness to them. The longer a jump is, the less chance you have to halt it and redirect it. So there's little room for error. And there's no room for error in the case of your longest jump, which can't be redirect at all. When you execute it, you have to hope to land in the intended location.
So the jumping controls and physics can cause you major trouble if you don't gain a strong grasp on them.
Keep in mind, though, that the platforming segments are short in length and never very tricky (some individual platforming challenges look as though they require calculated, precise jumps, but they can likely be easily cleared with simple maximum-distance horizontal jumps), so it's likely that you'll be able to adequately deal with them even if you don't have a particularly strong grasp on the controls and physics.
In general, Balloon Kid is a really challenging game, but it doesn't attain that status because of how difficult its later stages get, no. It does so, rather, because it has a small handful of very rough segments that will wipe you out if you don't know how to handle them.
The most infamous of these segments is found in Stage 7, the cave, near the stage's end portion. In this segment, you have to descend down a 45-degree passage and do so while avoiding falling stalactites, which kill you in one hit. To successfully clear this segment, you have to fly down in a very particular motion while moving at just the right speed. It's hard to discover and execute the required combination of movement qualities, and if you're unable to do so, you could wind up dumping all of your lives and continues (you only get two of these) and coming away with the feeling that this segment is just plain unfair.
If you're going to be forced to replay the game from the start, it'll probably be this particular segment that puts you in that position.
Really, how you perform is contingent on whether or not you possess any Balloon Fight (or Joust) skills and understand the nuances of this game type's controls and physics. If you do, you'll have a head start and an easier time maneuvering your way around stages and their obstacles. But if you don't, it might take you a while to fully acclimate yourself to the game's style of movement. And if you fail to do so to an adequate degree, you'll probably wind up having a very rough, very stressful experience.
Admittedly it loses some of its replayability because of how stressful its action gets at times (this game can do a number on your heart). And it doesn't help that the screen scrolls really slowly in the early stages, which becomes a problem when you're in a position in which you've just Game Overed, in frustrating fashion, and all you desire to do is quickly get back to the stage that did you in. That process can be physically and mentally fatiguing, and you may not care to undergo it more than one or two times.
But at the same time, the game's other elements--particularly its wonderfully enchanting visuals and music--will probably be so appealing to you that you'll want to continue playing, anyway, just to immerse yourself in them.
They're that alluring.
Some will probably say that Balloon Kid is "short" at only 8 stages, but I would disagree with them and argue that its length is ideal. Games are at their best when they make their point and end when the time is right, and Balloon Kid absolutely does that. It ends right at the point in which it feels as though it has done just about everything that it could with its particular formula. It ends right before the point in which it would have been necessary for it to start recycling ideas and becoming repetitive.
So I say that Balloon Kid's length is exactly what it needs to be.
And it is a portable game, after all. It was designed to provide entertainment in a bite-sized, short-yet-satisfying manner, and that's what it does. Its ability to do so is what makes it such a highly replayable game.
And in the end, I came away with the feeling that Balloon Kid was a very good game that was worth replaying regularly. And that feeling only intensified after each of my subsequent play-throughs.
So yeah--I really like this game!
Also, Balloon Kid does especially well to help me scratch my Balloon Fight itch, which I'm never able to really do because the original's single-player mode isn't able to offer me the type of stimulating action that I'm looking for. It's a game that allows me to enjoy Balloon Fight's action in an exciting, satisfying way. And that's another big reason why it's so appealing to me.
Balloon Kid just works very well as a concept, and I enthusiastically recommend it to anyone who's a big fan of Balloon Fight or Joust. I recommend it to everyone else, too, but I advise those of you who are new to this sub-genre to practice playing either of the latter games before picking up Balloon Kid, because the specialized skill-set that you'll attain by doing so will help to start understanding and enjoying this game immediately.
Balloon Kid is a fine little action game, and I'm happy to have played it. Its fun and interesting, creative, and charming as hell, and I'm sure that I'm going to extract a lot more enjoyment from it in the future--especially in the summer months, which will, I'm certain, feel like the perfect time to be playing such an exuberant, inspiriting game.
























First I have to talk about Fester's Quest's reputation, which, I've found, is well-earned.


















