The Gamecube was definately not known for its robust RPG library last generation. The PS2 did a good job of blowing both other systems (combined) out of the water in that category (I don't know enough about the Dreamcast to confindently add it to that remark). That said the Gamecube still has a surprisingly strong showing in the RPG arena if you look closely. Games like: Fire Emblem, Tales of Symphonia, Skies of Arcadia Legends, Paper Mario: The Thousand Year Door, Phantasy Star Online, X-Men Legends and Harvest Moon lead the pack. There are still a few other Cube RPGs that fell under the radar of most gamers.
[img width=256 height=359]http://i280.photobucket.com/albums/kk189/Crabmaster2000/z.jpg[/img]
Baten Kaitos: Eternal Wings and the Lost Ocean (henceforth known as BK) deserves a lot more attention then it gets. Lets take a closer look at its strengths and weaknesses, shall we?
STRENGHTS:
Story
This is "THE" most important factor of any RPG in my opinion. In most genres I'd say gameplay is key, but RPGs are the exception. If your going to be investing 20-40 hours of your life into a game it had better be darn interesting.
The game starts off with Kalas waking up in a small town after getting beaten up in the woods. After he regains his composure and figures out where he is he remembers his goal. Kill Giacomo the man who killed his family and burned his home down.
As you progress you find that the Empire is trying to ressurect the power of an ancient god that swalled the entire ocean leaving only a few islands left on the planet. Kalas eventually meets some others that join his party that are out to stop the emperor from suceeding in his plan. Kalas is reluctant to join, but because Giacomo is a higher up in the Empire he joins because their mission because it may eventually lead him to get the revenge he desires.
Visuals
[img width=570 height=449]http://i280.photobucket.com/albums/kk189/Crabmaster2000/00178236-photo-baten-kaitos.jpg[/img]
This is by far my favorite looking game on the Cube. While some games may be more graphically impressive such as Resident Evil 4 the art sytle of BK game really shines above. The entire world and all the characters in it are very bright and vibrant and full of life. The world really seems to be alive as you explore it. Simple things such as running through some bushes and spooking some birds to see them take off in a large group gives an extra amount of depth to the islands you explore.
Each Island you explore in this game has its own unique visual identity, wheather it be a lush green forest like enviroment or a hazy mountain top covered in clouds each place you visit is vastly different from the last.
Battle
This is another area in which this game really shines. At first the game just throws you into battle without much explanation and you slowly learn some tricks to help increase your skills over the next couple hours of game play through both experimentation and NPC tutorials.
You fight using a card based battle system. Each card belongs to an element and has at least 1 spirit number assigned to it. At first you can only attack with a couple cards, but as you level up and progress throughout the game the amount of cards you can lay down during battle increases.
Each Element type obviously damages enemies of opposite types more than those of the same time (such as Water hurts Fire based Enemies more than Dark would). But if you use a water based attack and a fire based attack in the same turn they partially cancel each other out (attack for 10 water and 6 fire in the same turn would result in a final attack of 4 water). This keeps you on your toes and quite aware of what cards to use and when to use them. It also involves quick thinking on your part because after you use your first card you have a very limited time to use your next few cards.
[img width=570 height=449]http://i280.photobucket.com/albums/kk189/Crabmaster2000/z2.jpg[/img]
As I mentioned above each card also has a spirit number. These numbers range from 1 to 8 and cards can have multiple numbers on them. If you manage to attack an enemy with a straight sequence of cards (such as 5-6-7) then a bonus percentage of damage is added to you final attack. As you become capable of playing more cards during battle later in the game you find more and more combinations become available to you (such as 2-2-2-3-3 or a full house) that will add more depth to your fights as you may choose to play less cards than you are capable of in order to receive a prize bonus to your final attack.
One more interesting note about battle combinations is that you can combine seemingly useless items (or useful items too) by using them together to create more helpful items. For example you can attack with a pot, some uncooked rice and charcoal to create a healing item of cooked rice.
Overworld Exploration
This is pretty standard as far as RPGs go, but if its not broken dont fix it right?
You explore the world as your main character Kalas (other party members only appear during non-playable areas such as cut sceens or NPC interactions). To enter a battle you simply touch an on screen enemy to initiate the battle.
Lots of items are hidden in ordinary scenery so make sure to check everything you come accross during your journey to collect a lot of helpful items and cards.
Puzzling
This is another one of my favorite parts of the game. Most of the puzzles in this game are not necessary to further the story so if you not all that into puzzling just skip most of them. You'll be out a few items that may help, but you can always grind your levels up a bit to make up for it if you prefer.
Throughout the game you get a limited number of Blank Magnus (Magnus is just a fancy name for cards). With these you can turn items, such as fire, into a card so that you can carry it to another location. So while your in town and you see someone has a roaring fire in their home you can take some of that flame with you into the forest and burn down a tree to gain access to a treasure chest.
Time Mechanic
This is something that is really cool to play around with and also a little frusterating at times. Lots of items change with time in BK.
For instance if you originally find a bunch of Bananas they might be Green Bananas. These are not good to eat yet and will function more as a weak weapon than anything else. After some time though they will ripen and become a useful healing item. After more time has passed then will rot and once again become a weapon.
This same mechanic has a few other functions such as puzzle solving. If an NPC is looking for a specific item such as yogurt or cheese and you only have access to milk, you simply have to wait until your milk has aged enough to turn into either item, just dont wait to long or it may not be they wanted when you get it to them!
One last fucntion the time mechanic plays is in gaining money. Instead of selling items in BK you take pictures of enemies during battle and sell those pictures to card shops. The pictures develop like a polaroid would. To get the most money for your picture you need to wait long enough for it to delevop properly, but dont wait to long or they will become damaged from your travels and the price you'll fetch will fall considerably.
Levelling up
Nothing ground breaking just something that I found quite unique and interesting.
Instead of simply gaining a level for a certain amount of experience, you hold onto that experience until you are able to visit a special "church". Once you are there you must pray in order to refect upon your past battles and only then can you increase in strength.
Along with this is the class increase which is treated much the same way as the level increase with the exception that a speical item is given to your character that you must pray with to unlock its potential. By increasing your class you are able to have more cards in your deck and increases the amount of cards you can use for each attack.
WEAKNESSES:
Characters
With the exception of Kalas I find the playable characters in this game quite annoying and stereotypical. Fortunately Kalas is the main character so it does oddly enough balance out. The reason for my annoyance isnt so much the characters themselves as it is the dialouge and voice acting.
I do however find Kalas interesting, as unlike most main characters, he isnt interested in doing any good. He just wants his revenge and could care less who dies or what nation falls in the process. He often voices his objection to joining his teammates and is reluctantly dragged along for a large portion of the story.
Dialouge/Voice Acting
Some of the worst I've heard. The old characters (70 years +) sound like a 13 year old is trying to make their voice raspy. The main characters that speak the most (Kalas and Xelha) both have shrill annoying voices and poorly written dialouge that often just sounds weird.
[img width=520 height=390]http://i280.photobucket.com/albums/kk189/Crabmaster2000/z1.jpg[/img]
FINAL THOUGHTS:
BK is a great game for any RPG fan. The battles are a lot less boring than your typical grindfest because of the random element and depth added by the card based battle system. This game can also appeal to someone who loves puzzles/side quests or to someone who just loves an interesting story. It is also (in my opinion) one of the best looking Gamecube games. This game can easily be found for under $15 and I would highly recommend anyone interested in a new adventure to check it out if possible.
FINAL SCORE - 6.5/10
The Gamecube is sorely lacking in arcade style games and more specifically vertical scrolling shootem'ups. The two that it does have (in North America) are both quite well done. Ikaruga gets a lot of attention, and rightfully so. So I'm going to spend some time talking about Chaos Field, your only other choice for this style of game in the Americas.
Continue reading Unloved #1: Chaos Field
Sonic 3D Blast, also known as Sonic 3D: Flicky's Island, was released for the Sega Genesis in November 1996. In this game, Dr. Robotnik has discovered birds called Flickys, these birds are from a different dimension and have the ability to travel to different areas through large rings. Robotnik decides to turn the Flickys into robots and use these abilities to help him find the Chaos Emeralds so he can use their power to conquer the world. Later Sonic arrives on Flicky Island and is shocked to find that all the Flickys have been turned into robots, he then decides that he must stop Robotnik and rescue the Flickys.
Continue reading Retro Review: Sonic 3D Blast
![U-040-S-05340-A.jpg&sizex=275](http://www.rfgeneration.com/images/games/U-040/ss/ts/U-040-S-05340-A.jpg&sizex=275) Sonic the Hedgehog 2 was the turning point in Sega's history. Released roughly one year after it's predecessor, Sonic 1, on Nov 21, 1992 in Japan, and Nov 24, 1992 in North America and Europe, Sonic 2 can be designated as the spark that ignited the major console wars between Nintendo and Sega. Only mere months after its release, Sega's market share had skyrocketed to an astonishing 50+%. This review will tell you why.
In the beginning of the game, we are greeted with the familiar chorus of 'SEGA', followed by a Sonic Team logo. After this fades out, the Sonic 2 logo begins to fade in. But wait! What, or rather who is that?! It is none other than the latest addition to the then young Sonic franchise, Miles 'Tails' Prower. In this game, you are given the ability to play as Sonic, Sonic & Tails, or just Tails. Whether or not Tails was a good addition to the game is a matter of much debate. You will find out my opinion later.
Learning Curve: Come on... It's a Sonic game! Press A, B, or C to jump, and down A, B, or C to spindash. Easy to learn, difficult to master. 5/5
Gameplay: Gameplay in this game is great if you are playing as the Sonic & Tails duo, and brilliant if you are just Sonic. Why? Tails is just an idiot, plain and simple. He tends to botch up what you are doing, and when you actually need his help, he doesn't give it to you! However, the little 'Tails' problem will not detract from the gameplay. What makes the score rebound is what all Sonic fans know and love, Spindash. Introduced in Sonic 2, the Spindash is an iconic symbol of Sonic's speed. Overall, gameplay is quick, quirky, fun, and simple, just as a Sonic game should be. 5/5
Level Design/Replay Value: Sonic 2 greets you with all new levels that are more zany than his first installment. If we look ahead a few years, to Sonic CD, I personally say that if Sonic CD has THE best levels of a Sonic game, Sonic 2 is a close second. Twists and turns will get you lost instantaneously, and the fun just never quits. Hidden passages and more points will keeps you playing again and again. 5/5
Music: There are many songs in the video game world that you just can't forget. SMB: Overworld Theme, Metroid, Kirby, Legend of Zelda, the list goes on and on. Well, add Sonic 2 to that list. After a bout of Sonic 2 gaming, you will catch yourself humming these 'catchy' tunes! From Zone 1 to Zone 7, they're all great! 5/5
In conclusion, Sonic 2 is one of THE best Sonic games out there, and definatly deserves the official designation of a Classic Masterpiece.
20/20 or 100%
Random Review: Dead Rising
My last review was a Famicom game, this one is 20 years newer and a totally different experience, but still a blast. Dead Rising was released August 8th 2006 for the Xbox 360 and at the time, was an exclusive for that system. It has since been announced that it will be coming to the Wii as "Dead Rising: Chop 'til You Drop". This game is huge and as my reviewing skills are not top notch yet, I probably will be excluding portions, but I'm trying more for a overall experience review anyway. [img align=right]http://www.rfgeneration.com/PHP/watermark.php?type=bf;ID=U-115-S-00550-A&sizex=200[/img] The Plot: The plot of the game is essentially: you (an independent photojournalist, Frank West) come to a small isolated town via helicopter and after the US military forces your pilot to drop you off on the roof of the mall, you soon realize the town is infested with zombies. All you know is that you want to cover the story and the helicopter will return in 3 days. Through the game, you will uncover the mystery of the zombie outbreak if you do everything correctly, but if you don't finish a mission in time, the facts will be lost to you (and the rest of the world) forever. But, you can still finish the game and get a sub-par ending that inevitably ends in the destruction of the world. In addition to the regular missions, you can embark on numerous "side quests" rescuing survivors and killing psychopaths.
Gameplay: The gameplay is simple; finish the missions and kill as many of the seemingly infinite zombies as you can before your 72 hours is up. But, there are a few aspects of the game that make it unique. The first is the RPG elements the game uses. As you gain "Prestige Points" in the game (by killing zombies, taking photos, killing psychopaths, rescuing survivors, or the other numerous ways) you gain abilities like increased health capacity, increased storage capacity and new fighting moves. These gained abilities are kept once you finish the game and start again, so you can go through the 72 hour mode as many times as you need to get the abilities to finish with the best ending. The second feature that sets Dead Rising apart, is the weapons. Of course, there is the standard handgun, rifle and shotgun of any good zombie game, but there are also items like Molotov cocktails, katanas, swords and battle axes. But, that's not all, basically anything you can pick up is a weapon, whether it's a trash can, potted plant, 2' x 4', lead pipe or one of the other 250 items in the mall. Using everyday items to kill zombies is a blast, there's nothing like slicing a zombie down the middle with one fell swoop of your Katana or using a hole digger to skewer and zombie and use his spinning body to kill more zombies. This is definitely the best part of the game for me, on my first playthrough I didn't bother with the missions, I was having too much fun slamming faucets into zombies and watching them bleed out through it and cutting up hoards of them with chainsaws and lawn mowers. [img align=left]http://www.rfgeneration.com/PHP/watermark.php?type=bf;ID=E-115-S-00180-A&sizex=200[/img] Sound and Graphics: The sound effects of the game are top notch. Zombies groans and moans seem to be all around you and the screams of distant survivors make it seem more real. The weapons all have their own sounds and they all sound pretty realistic.
This was my first Xbox 360 game, so the graphics blew me away at first, but after playing more games on the system, the graphics are pretty standard. Nothing super awesome, but everything is smooth and I didn't notice any kind of glitches in the game. There are numerous zombies which is nice (especially if you compare it to a game like RE4 where it seems there are only 5 different "zombies") and at first you may think they are all unique, but after a few hours into the game you'll start recognizing zombies by their appearance.
In conclusion, this is a very, very fun game and is definitely worth a pick up. I got my copy for $20 and it was well worth it. For me, it got a little boring and redundant after my 2nd playthrough, but I can see myself coming back to the game after a while. I'm giving this game a 95% as it really is worth the money and if you've got a 360, you really do need this game. It's not a game you'll devote your life to playing, but it's good for many hours of play time.
![](http://www.rfgeneration.com/PHP/watermark.php?ID=U-005-H-00010-C;type=hw;number=00;sizex=250) Back in the 1970s, in a time when video games began to increase in popularity after the success of games such as Pong, companies, such as Atari and Magnavox released home versions of the game. Then, Atari's engineers designed a way to play video games at home via cartridges, making it possible for home gamers to own one system, but play many different games. Finally, in October 1977, Atari released the Atari Video Computer System, or Atari 2600. The system didnt become an instant success until around 1978, when Atari gained the rights to the game Space Invaders, and ported it to the 2600, becoming the world's first ever ported arcade game.
Now, like many of you on the site, along with me, consider the Atari 2600 to be one of your favorite video game systems. Many of you may remember the hours you spent in front of your tv playing favorites such as Missile Command, Asteroids, Pitfall!, Berzerk, Combat, Centipede, and Ms. Pac-Man.
Looking at the system, you see that the system is very simple, despite the number of switches on it. Originally, the first run of Video Computer Systems came from the Sunnyvale, California plant with black plastic, a woodgrain front, and six switches. The weight of the system and the number of switches on the front, the early run of the systems became known as the "Heavy Sixer." As time went on, Atari continued to downsize the system. Some revisions were a 6 switch with less weight (Light Sixer), woodgrain front with 4 switches (4 switch woody), and an all-black 4 switch model (the Darth Vader model).
Another good point of the system was the controller. It remains today as one of the simplest controllers for a video game system. The controller is simply a joystick and one button. The other controllers made for the system are the paddle controllers and the driving controller. The paddle controller is a simple spinning knob made for pong and breakout style games. The driving controller was the same as the paddle controller, but the paddle is a continuous 360 degree spin. On top of this, literally hundreds of third party controllers were designed and released for the system.
As the 80s came around, more arcade games made more possibilities of ports for the 2600. Unfortunately, these were also the years when the 2 worst 2600 games were released. First off was the 2600 port of Pac-Man. The biggest problem with the game was the fact that it looked nothing like the original arcade game. This was because of the fact that when Todd Frye, programmer in charge of the game, presented the prototype, Atari released the prototype. Millions bought the game and were extremely disappointed. The other game is the infamous E.T. The Extra-Terrestrial. The game was so bad that the 5 million unsold copies were buried in the New Mexico desert.
In the mid 1980s, fierce competition came from companies such as Nintendo, causing people to begin to abandon the 2600. At this time, Atari redesigned the 2600 as the new Atari 2600 (called the Atari 2600 Jr.), with a new "The Fun Is Back" campaign. This boosted sales of the 2600 for a few years. Finally, Atari discontinued the Atari 2600 in around 1992
As you can see from this review, the Atari 2600 has had a very long and exciting history. As of late, popularity of the 2600 has exploded, and fandom of the system is alive and well. Recently, homebrewers have began creating and releasing brand new Atari 2600 games, via Atariage. http://www.atariage.com/store/ (link to the atariage store)
Even though I wasn't even born when the system was out, it has become one of my highest rated video game systems. This one deserves a perfect 10/10.
DISCLAIMER: This is a work of satire. Enjoy this off the wall review, and take it to be lighthearted. I mean, it's funny. Cory in the House... amazing game? Ha. -TJ
Cory in the House "Probably the Greatest Game You'll Ever Play"
Cory in the House is just fantastic. There is no way around it. Cory has been entertaining us for years on the Disney Channel, and finally he can entertain us on the Nintendo DS. I don't know about you but when I heard of Cory on the DS I was as giddy as when I go to church (I'm a Catholic schoolboy so I love to go to church). Cory is just, amazing. This game is amazing. This game is perfect.
Cory in the House may seem like your typical platformer but oh no, it is far from it. Cory is out to save the world from an evil scientist who has decided to turn Cory's bobble-head doll of the president, or as Cory likes to say 'the prez,' into a destructive force capable of destroying destructive things such as the world which is destructible.
Cory runs, Cory jumps, and Cory uses his kung-fu action to blast his way through 9 levels of platforming/action goodness reminiscent of a good Jackie Chan meets That's So Raven meets Cory in the House show. Players utilize the touchscreen in such was as to slide their finger across the screen horizontally in order to make Cory karate chop or slide their finger across the screen vertically in order to make Cory do a kung-fu kick. Furthermore, players can blow into the mic and make Cory shoot fireballs from his mouth. Talk about awesome.
The enemies in Cory in the House are extremely varied and well thought out. Typical enemies include ninjas and Russian scientist, but later in the game Cory begins fighting against people he initially thought were his allies. Probably the most impressive boss was the giant robot Raven in which players had to run up to her feet and breath fireballs at her chest. Being a relatively early on boss this heightened players expectations immediately and brought about the sense that this is one of the greatest games ever.
The graphics and music are phenomenal. Cory is detailed brilliantly. Every little detail of Cory's beautiful and masculine body is clearly visible and downright pleasing to look at. When Cory sweats, the sweat drips down his pecs and glistens against his tight abdominals. The music which accompanies the various action is epic and mindblowing. The score is fully orchestrated with cellos, violins, and the clashing of cymbals.
Overall, Cory in the House is a must play. Simply put, you must play this game if you enjoy videogames or enjoy having fun. With a fantastic story, insanely innovative gameplay, amazing graphics, and an unparalleled score, Cory in the House stands leagues above the competition. This game isn't a game; it is an experience, it is an art.
And who can argue? Cory in the House is one of the greatest games ever.
Reviewing is something completely new to me, so this will be a learning process for me, so feel free to critique my reviewing style. My reviews are based on what I like and dislike about the games, not what I think the general public will like or dislike about the game. Since I'm not a big gamer as most other reviewers, my reviews will be based on the first few levels of games instead of the entire game, so keep that in mind when reading. I'm going to try and start reviewing games that are a little less talked about and maybe even games that you've never heard of. I'm going to start with some NES and Famicom games because I've got this really cool 76-in-1 pirate cart that is full of great (and not so great) NES and Famicom games.
B-Wings [img align=right]http://www.rfgeneration.com/images/games/J-027/ss/ts/J-027-S-02780-A.jpg[/img]
The first game I'm going to review is B-Wings for the Nintendo Famicom. B-Wings was released in 1986 and is a Japan only game, so good luck finding it if you're in the US or Europe, there isn't even a copy of it on eBay right now, but there was one on GameGavel not too long ago, so they are out there, it just may be a bit pricey.
Gameplay: The game plays about the same as any generic vertical shooter, but it does have one thing that sets it apart from others that I have played. At the start of the game, you have your choice of weapons. There are ten different weapons for you to choose from. The cannon fires three shots that shoot straight in front of you, they are quite powerful, but lack any ability to shoot in other directions. "Wide" fires 5 shots that progressively spread further from each other, they are powerful and the path of destruction is great. "Multi" fires three shots, sometimes they all go straight ahead, other times one goes straight, one goes to the left and one goes to the right, and other times they fire at an angle so they all go forward, but progressively get further form each other. "Van" fires six very powerful shots that go a very short distance, but spread around you in a fan shape. "Side" fires seven shots, one that goes straight ahead, and three on each side that fire to the sides in a fan shape. "Anti" fires two shots straight ahead and two shots straight behind. "Hammer" is my personal favorite weapon and fires two very powerful shots straight ahead and also has two "orbs" that circle your ship for extra protection. "Jump" is essentially the same as Cannon, but one of the shots explodes, but it doesn't really seem to help things much. "Dyna" is an extremely power single shot that is very wide and can destroy several smaller enemies in the one shot. "Fire" is the last weapon option and is a wave of energy that is quite powerful but has a small range, and it allows you to almost continuously fire.
Once you have selected your weapon, your ship attaches to it and you're sent into space to destroy anything that comes at you. There are several different types of flying enemies to destroy as well as stationary objects to destroy. If an enemy drives into you or hits you with a weapon, you lose your main weapon and have to rely on a very small, weak cannon. If you drive into one of the stationary objects, your ship explodes and you're dead.
Throughout the game, you have the option to pick up another weapon, you can pick it up by simply driving into it if you have already lost your main weapon or you drop your current weapon and then pick up the new one. The weapons all have a different shape, but with 8-bit graphics, it's quite hard trying to distinguish and memorize what each weapon looks like.
There is also the option for 2 players, which sadly isn't co-op, but you alternate turns when one person dies the other picks up where that person dies. It's better than no second player support, but co-op would have been even better.
Graphics & Sound: The graphics aren't bad for 1986, but nothing spectacular either. I've only played through the first two levels, but the enemies all seem to be unique, so it's not as repetitive as some games in this genre are.
The sound effects and music are very nice. The sound effects are basically your average 8-bit sound effects, but the music is great. Though it is hard to hear when you're constantly blasting away.
In conclusion, this game is great, if you like vertical shooters at least. I could definitely see myself playing this game for hours on end if I had the time. If you're looking for a deep game to lose yourself in the story, well, this isn't for you then. It's more of a pick up play when you've got some spare time type game. I gave this game a 90% because it is a blast to play, but there really isn't anything memorable about it.
In 1989, at a time when the NES was increasing even more in popularity, Sega, who already had some popularity in the United States with the 8-Bit Master System, and Arcade games such as Altered Beast and After Burner II, released a video game console that was meant to take on Nintendo's NES, the Genesis, which became one of the greatest 16-Bit consoles of all time.
At the time of it's release, Sega's main success was in the arcades, and overseas in the UK, where the Master System was extremely popular. On October 29, 1988, Sega release the MegaDrive in Japan. About a year later, on August 14, 1989, Sega release the Genesis in the United States. Sega pushed the Genesis on American consumers with the classic "Genesis does what Nintendon't" commercials. Those who paid the money for the system got the system, controllers, hookups, and the arcade port of Altered Beast. Many of the games released at launch were arcade ports and sports games. These include: Strider, Pat Riley Basketball, James "Buster" Douglas K.O. Boxing, and Michael Jackson's Moonwalker. The graphics of the system made people question why they were still playing on the old 8-Bit NES. Some kept their Nintendo's, and some took the leap into the 16-Bit era. Early in the Genesis' lifetime, Sega released a peripheral for the system called the Sega Power Base Converter. This peripheral slid into the cartridge port of the system an allowed the user to insert Sega Master System games into the converter, giving it backwards compatibility with practically all Master System games, and game Cards.
As the years went on, the Genesis saw some fierce competition coming from Nintendo, with their Super Nintendo Entertainment System, and NEC's TurboGrafx-16. Sega held on, however, and gained even greater popularity with the release of the game Sonic the Hedgehog. Sonic was, as most today know, a blue, bad ass, in-your-face hedgehog, and was much more fierce when compared to Nintendo's little Italian plumber, Mario. Also, Sega was able to beat out Nintendo with one fighting game, Mortal Kombat. While the Genesis version of the game didn't look as good or sound as good as the SNES version, the Genesis version had full blood, and no censored fatalities.
As the Genesis passed into the 32-Bit era, Sega tried to keep up with the graphics of the more advanced systems. They began to push the games to their graphical limits, and even released a couple of add-ons to make the system more powerful. The first of the two was the Sega Mega CD, released in Japan in 1991, and released in the United States in 1992 as the Sega CD. As the name states, this add-on was a disc drive that attached to either the bottom of the model 1 Genesis or on the side of the model 2. The add-on also enabled the Genesis to play audio CDs. Most of the games on the Sega CD were crappy FMV (full motion video) games. Some of the better ones, however, were Sonic CD, Snatcher, The Terminator, and Mortal Kombat. Mortal Kombat on the Sega CD featured the same Genesis graphics, but arcade sounds, speech, and music. Later on, in 1994, Sega released the Sega 32X, which was inserted into the cartridge port of the Genesis, could play all of the regular 16-Bit games, and also had its own line of 32-Bit games such as Mortal Kombat II, Knuckle's Chaotix, Star Wars Arcade, Doom, and Virtua Fighter. These add-ons are infamous for their low amounts of killer titles, and extremely high prices at launch.
In closing, Sega made their greatest benchmark on the video game industry with the Genesis, and many gamers of today swear by the old Blast Processor. This system gets a 8/10.
[img align=right width=200]http://upload.wikimedia.org/wikipedia/en/b/b6/RaCbox.jpg[/img]Just like fellow Playstation platform developer Naughty Dog did with Crash Bandicoot, Insomniac Games decided to sell their PSone franchise Spyro and start with a fresh game on the PS2. Furthermore, Ratchet & Clank (2002), too, features a main character and a side companion that stay together during most of the games. Coincidence? Not really, because both studios used to be located in the same building on a Universal Studios backlot and continue to have a close relationship.
In Ratchet & Clank, you play as Ratchet, a creature that doesn't really fall under a specific animal-category, but can be best described as a sort of cross between a lynx and a human. Ratchet lives on the planet Veldin, where he spends most of his time working on his spaceship, dreaming of leaving Veldin in search of galactic adventures. One day, a little robot named Clank crashes near Ratchet's home. Clank comes form a robot factory on the planet Quartu, where he discovered an infobot that revealed that Chairman Drek, leader of the Blarg race has decided to start building a new planet for his race, made up from pieces of other planets. When Ratchet finds Clank, Clank shows him the infobot and says he fears that Drek is going to destroy the universe. After some compromises, the odd duo sets of to rescue the galaxy from Drek's madness.
The rest of the story is brought to the player in a similar fashion: after reaching a certain point in each level, a new infobot plays another cutscene and gives the coordinates for a next planet. The game makes handful use of this concept to make each planet/level completely different in terms of environment, backgrounds and "feel", thus making the game varied from start to finish. Along the way you'll find yourself on space stations, polluted planets, tropical planets, urban-themed planets and more. As you can expect, the story is very light-hearted and the well written cutscenes are often hilarious, making the game enjoyable for both young and old.
When arriving at a new planet there's usually several directions you can go in, each leading to a different objective. Pressing start will reveal a map of the planet you're on, along with the objectives you've found so far. You can also watch the corresponding infobot again in case you missed out on anything. To keep frustrations on a low, backtracking is kept to a minimum with the ability to teleport back to your ship after reaching the end of a certain path. There's also plenty of invisible checkpoints on each planet so gamers won't have to replay most of a level because they died right before the end.
Compared to other platform games, Ratchet & Clank's focus mainly lies on the many different weapons and gadgets in the game than on jumping about from platform to platform. At the start of the game, Ratchet is equiped with his Omniwrench 3000, your main melee weapon that you can smash or throw at enemies or boxes. Still on Veldin, Ratchet receives the free Bomb Glove, a glove that, you've guessed it, throws out bombs at unsuspecting enemies. The more progress you make, the bigger your weapons assortment will become. Some weapons have to be bought at the Gadgetron vendor, which can be found at each planet, others are prizes for completing objectives. Besides the first two, you'll be able to have fun with the Blaster, Pyrociter, Devastator or the more exotic Glove of Doom, Suck Cannon and Morph-o-Ray. All weapons are fun to use, although you'll find yourself using two/three of them most of the time. To change weapons, you can display a quick-select menu on screen by pressing the triangle button. Sadly enough, the game doesn't pause when you're changing weapons, something that was only added in Ratchet & Clank 2 (= Ratchet & Clank: Going Commando in North America) Not all weapons can fit in the quick-select menu at once, but you can select which ones you want it to contain in the main menu. The Gadgetron vendors also serve as ammunition shops for the weapons you've aquired.
Despite being more combat-orientated than most games in the genre, there's still a fair bit of platforming and puzzle-solving to be done. For these puzzles you'll need to use certain Gadgets, similar in use to the weapons. Gadgets are devided into 4 subcategories: hand items include things like a Trespasser (to open sealed doors in a mini game), Hydrodisplacer (a device that can store highly compressed water) and Swingshot (a hook shot that latches on special floating balls, which you can swing from). Then there's backpacks: modifications for Clank that let you glide through the air or swim faster under water. Third are head items for Ratchet like an O2-mask or Pilot Helmet. Lastly there's foot items which include the awesome Grindboots. With these boots you can grind on rails which is something you'll have to do on several ocassions.
The gameplay itself is a lot of fun. After defeating an enemy with your weapon of choice, he'll burst out into Bolts, the game's main currency. You can also collect Bolts by smashing crates that are placed on all levels. For those who can't get enough of the game there's also a select number of Golden Bolts to be found on each planet, usually in hidden areas. These are then tradable for rare goodies. To keep the game exciting at all times, there's also mini games in which you'll have to fly in your spaceship in a 3D-style shooter or stages that you play with Clank. Those are particulary fun because you'll get to control tiny robots than will follow Clank's instructions such as "Follow", "Wait" or "Attack". The controls are good and even the camera adjustment has been done right (a rare thing in 3D Platform games) with a camera that stays where the player wants it. I do have to admit that I missed the possibility to strafe as seen in the game's sequels but then again, this never bothered me when I first played the game in 2002.
At the time of its release, Ratchet & Clank gained much praise for its fantastic graphics. Although not as good as later games for the PS2, Ratchet & Clank's graphics are still very much enjoyable. The levels are big, there's no load times (except when moving from one planet to another) and textures are detailed and colorful. There's very little glitches and the frame rate is constant at all times. Animations are very well done, especially in cutscenes. Speaking of the cutscenes, despite them being funny, some of the jokes between Ratchet and Clank are a bit lame compared to those in Jak and Daxter. The game's sound is on par with its graphics with a funky up-tempo beat on each planet, good voice acting and solid sound effects. Nothing felt out of place to me, usually a good sign that the audio is good.
With its light-hearted story and humor, wide range of weapons and gadgets and beautiful graphics and sound, I think Ratchet & Clank is what you could call a "perfect" game that'll interest a broad range of gamers, not just platform fans. Recommended to all. 9.0/10
On August 13, 1991, 4 years before the discontinuation of the NES, Nintendo released the new 16-bit Super Nintendo Entertainment System, in North America. The system was already widely available in Japan under the name Super Famicom, when it was released there on November 21, 1990. This system promised to further Nintendo's domination and popularity in the video game market.
Because the system came after the NES, it was launched with the sequel to Super Mario Bros. 3. Of course, that game was Super Mario World. The game itself practically sold the system. The SNES also offered continuations of NES favorites such as The Legend of Zelda, Mega Man, Double Dragon, Battletoads, etc. Also, some sets of the SNES came packaged with Super Mario All-Stars, which was a compilation cartridge that had the NES games Super Mario Bros., Super Mario Bros. 2, Super Mario Bros. 3, and Super Mario Lost Levels in better 16-bit graphics and sound.
The console itself is pretty plain-jane. It was very boxy, with a standard Power, and Reset button. The console does, however, have an eject lever on it allowing the player to simply press down on the lever to pop the cartridge out of the console, as it is a top loading system. That is good because the games get firmly seated onto the pins and would just about always boot right up. On the front of the console, there are the standard 2 controller ports. The bottom has an expansion port on it, but was very rarely used, and the back, of course, has the AC, RF, and AV ports.
The controllers, are a huge step op from the NES controllers. They have rounded sides, a d-pad, 4 face buttons, and 2 shoulder buttons. The shoulder buttons were a new thing back then, but are now a standard on video game controllers. The 4 face buttons were arranged in a fashion like this: X
Y A
B
The controllers are very comfortable, and very responsive. The buttons are arrange perfectly for games like Mortal Kombat.
In 1994, Nintendo release a new SNES game that kicked the Super Nintendo's popularity into overdrive. That game was Donkey Kong Country. This game had some of the greatest graphics and gameplay of any SNES game. The game sold more consoles and millions of cartridges. In the last 45 days of 1994, the game sold 6.1 million copies, making it the fastest selling video game to date. There were even 2,500 competition cartridges released. The game was followed up with Donkey Kong Country 2: Diddy's Kong Quest, and Donkey Kong Country 3: Dixie Kong's Double Trouble.
As with the NES, in October 1997, Nintendo released the SNES 2, a smaller and lighter version of the SNES, with Super Mario World 2: Yoshi's Island packed in with the system for only $100. The things removed were the expansion port, RF port, and eject button. The power and reset buttons were confined to the left side of the system. Finally, on November 27, 1997, the last first-party SNES game, Kirby's Dreamland 3 was released and the SNES was discontinued in 1999.
Games from the SNES library continue to live on through different systems. Many of the games, such as Super Mario World, and Donkey Kong Country, were ported to the Game Boy Advance, and many of the Super Nintendo's games are available for download on the Wii's Virtual Console. The SNES also has a huge emulation scene, as virtually every game is available for download to be used on an emulator.
As you have seen, this console was a favorite of 1990s era gamers, and was the first game console that i ever played. I can remember the countless hours that I spent playing Super Mario World, Super Mario All-Stars, and Donkey Kong Country. Many gamers probably have those fond memories, too. Well, again, this one deserves a 10/10.
[img align=right width=200]http://img18.yukle.tc/images/215Colin_McRae_Rally_04.jpg[/img]Colin Mcrae Rally 04 (2003) is the fourth installment in the succesful Colin McRae Rally series. Whether the title alludes to the fact the game was released in 2004 in North America or simply to the fact it's the fourth game in the series, I'm not really sure. Looking at the titles of the series there certainly has been a lack of continuity on the developer front: 2.0, 3, 04, 2005 and DiRT; it's almost as if they couldn't make up there mind how to label their games. No matter though, because I'm here to pay homage to the great Colin Mcrae by reviewing this game, not complain about at the series' titles.
I'll start of with the main menu which is kept simply, easy to navigate and straightforward. There's the championship, quick-race, single race and single rally modes. In the option menu you can make graphics and sound adjustments aswell as select what controller you'd like to use. Next to the keyboard, you can use an analog controller or a driving wheel. The last obviously being the best choice for a realistic experience but since I don't own one nor a PC controller, I have to limit myself to my keyboard.
In the championship mode there are actually six championships that can be completed. One for each of the game's difficulties (normal and advanced) and each of the different vehicle categories (three). There's the standard 4WD category with cars like the Mitsubishi Lancer or the Subaru Impreza WRX, a 2WD category with smaller cars like the Citroen Saxo or Ford RallyeSport Puma and the "B-group" category which consists of high-powered older vehicles such as a Lancia 037 or Peugeot 205 T16. B Group cars are forbidden in current-day rally because these faster, harder to control machines too often led to accidents. Luckily for us gamers, Codemasters has included these fun cars in Colin Mcrae Rally 04 for us to ride with as much as we want!
Every of these categories feel thoroughly different to drive with and even specific cars within a category handle differently. My favorite car is the 2WD Ford Puma because it is a nimble, lightweight car that can take consecutive corners rather fast. But no matter what car you choose to drive, it doesn't take long to get used to its handling and you'll be driving like a pro in no time. That's probably the most fun aspect of this game: the fact that it feels like realistic driving yet isn't too realistic so it doesn't become extremely difficult to control your car without smashing into the scenery.
The championship mode will take you to all of the game's locations which range from snowy Sweden to wet Brittain, or tropical Australia. All countries have a different dominant surface that you'll be faced with: tarmac in Spain, wet gravel in the UK, snow in Sweden, rough gravel in Greece, wet tarmac in Japan, fine gravel in the US, pea gravel in Australia and gravel in Finland. Plenty of variation in other words and just like with the cars, driving on different surfaces really feels differently.
The key to success in Colin Mcrae Rally 04 is: A. Carefully listening to your co-pilot and B. Selecting the right settings between stages. Although this might sound logical, paying attention to your co-driver's instructions really makes all the difference. Unless you'll play the game a lot, you won't be able to memorize what the different stages are like, so you're really up to his instructions. Especially in narrow sections, it's important not to get of track, because once you're between trees, it can easily cost you 10 seconds to get out again. Once every two stages you can set up your car in the service station for the next two stages. You get a little map which shows you the course layout and gives you a stats table that shows how much of a type of surface you may expect. It's important to check what surface type appears most in the next two stages combined and choose tires accordingly. Besides tire types you can also adjust your brake bias, steering speed, gear ratio, ride height, spring tension and anti-roll.
Second function of the service station is to repair damage done to your car in previous stages. Depending on how big the damage on, say, your turbo might be, it'll take anywhere from only a few minutes to almost half an hour of repair time. You get a maximum of 60 minutes at every service station so it's best not to trash your car on the way there. Besides visual damage there's also alot of internal damage that can seriously affect your car's performance. You have the option to set the car damage on "normal" or "hard" depending on your skill level. At the normal setting the occasional jump in the scenary doesn't mean catastrophy but at the hard setting it's vital to avoid crashes at all costs.
In the championship mode you'll have to drive a series of normal stages in each country and end with a special "face-off" stage where you have to drive faster than another driver in an arena-track. Between rallies, you'll be able to attempt to win new/upgraded car parts in constructor challenge mini-games. This can range from sliding enough to wear down tires on a selected course to staying within a small RPM-range while switching gears. Goal of the championship mode is to win each individual rally (obviously) aswell as having your manufacturer win the overal championship. After finishing one of the championships, you unlock a few cars.
The PC version of the game features online or LAN multiplayer for 2-8 players. Despite all players driving at the same time, you can only see ghosts of your opponents' cars instead of the actual cars. I haven't had the chance to check the multiplayer out just yet, so I can't really say anything about it.
Visually, Colin Mcrae Rally 04 is great. The PC version has improved graphics over the original Xbox version, with more detailed and sharper looking cars, roads and foliage, aswell as improved weather conditions. The game was always smooth to play, with a minimum of framedrops and glitches. Textures are generally good but some foliage and trees are rather low-res; this is especially apparent when you go of-course. the damage model looks pretty realistic with broken windows, loose bumpers and parts that completely fall of your vehicle. Colin Mcrae Rally 04 doesn't have the DX10 graphics of DiRT, but that's only natural considering the game's age.
There is no music in the game except for the random techno tune of the menus, but that doesn't mean Colin Mcrae Rally 04 sounds bad. In fact, this game sounds as realistic as I can imagine rally sounding like. Engines roar, gearboxes rattle, exhausts scream, windows shatter, ... it's all there. Derek Ringer does an excellent job as co-pilot and never bored or annoyed me at any time. Every sound gets a extra dimension when switching to the cockpit view where everything looks and sounds just a bit more dramatic. I never made much use of this view though, because it limits your view greatly.
If you happen to see Colin Mcrae Rally 04 somewhere and it isn't too expensive, get it. It's pretty much everything a good rally game should be and I had a great time playing this game. 8.0/10
Ahh, what can be said about the original Game Boy, that hasn't been said a million times before? This one handheld, released in 1989, completely revolutionized the handheld video game market. Before the Game Boy was released, there were literally hundreds of different kinds of handhelds, but they were the cheap, lcd screened systems that you would find in small discount stores.
At first glance, the Game Boy does not seem like much, but when you pop in that Game Pak and boot on the system, you know that it is more than you expected. The Game Boy is vastly more powerful than lcd handhelds, and will probably last longer (which is true, seeing as how there are some from '89 that are still working flawlessly). The system is instantly easy to use for any gamer who grew up playing the NES, as the controls are exactly the same as those on the NES controllers. Another thing, the system has a screen, but is green for some reason. This was also the first handheld that was able to link up to multiple Game Boys to play multiplayer games.
Nintendo made the perfect choice to secure the rights to Tetris as the system's pack in game. This meant that anyone that bought a Game Boy had a game that they could play right away. Tetris was obviously not the only game on the system, as Nintendo made sure that all of the NES favorites were available to be in your pocket (game such as Super Mario, Donkey Kong, Metroid, Tetris, Mega Man, TMNT, and newcomers such as Kirby).
As you can see, this is only a brief overview/review of the game boy. It may seem very old and very outdated by today's standards, but will always live on in the hearts of classic gamers as one of their favorite systems of all time. This one gets a perfect 10/10
[img align=right width=200]http://www.rfgeneration.com/images/games/E-072/bf/E-072-S-00730-A.jpg[/img]What would happen if we put many of Disney's famous characters, some random evil guys, a couple of Final Fantasy's greatest heroes and some new spike-haired kids all in one game? That must've been the question Squaresoft and Disney were asking themselves when they were creating the concept of Kingdom Hearts. What made them came up with such a crazy question? I have no idea. Does it make for an enjoyable RPG? It sure does.
No matter which way you look at it, Kingdom Hearts (2002) is a pretty unique game. It shares some common points with the Final Fantasy series, but it's profoundly different otherwise. At the start of the game we meet Sora, Riku and Kairi. These three friends are simply enjoying the little tropical world they live in and spend their days playing, talking or staring at the ocean. One day changes everything when the Heartless, a purple army of toy-like bad guys, attack the island. Both Kari and Riku disappear and Sora decides to go and look for his friends, with the help of his magical Keyblade.
Before the main story takes off, you're placed in a church-like darkness, with only glass windows displaying sleeping princesses to walk on. This area serves as a tutorial for basic combat action as well as facing you with a choice that'll decide your "destiny". Destiny may be a big word, but it comes down to you having to choose a strength and weakness with "attack", "defense" and "magic" as your options. This will later influence the way your character (Sora) levels up, what abilities he'll get first and even how fast he'll level.
Soon after embarking on his quest, Sora will meet up with Donald and Goofy, who will accompany you throughout the rest of the game. You stumbled upon the hilarious duo because they are on a quest of themselves: to find King Mickey, who has given them instructions to assist the Keyblade wearer, which just happens to be Sora. Although the plot may seem quite heavy, it is treated pretty lightly during most of the game, mainly because you'll be working to get all the sub-plots in the different Disney worlds settled out. There's more to say about the main plot but revealing any more story feels like spoiling to me, so I won't. I'll just say that even though the story has its depth, it's clear to see that Square wanted to make this a lighter digestible plot than the average Final Fantasy; a decision that's also reflected in Kingdom Heart's gameplay - but more about that in a minute.
You'll meet many famous Disney characters on your quest to find Riku and Kairi, all living in their specific world based upon their movie counterparts. Funny is how these Disney characters (except Donald and Goofy) don't know anything about the major story, but are preoccupied with their own little problems. Along the way you'll find yourself playing alongside characters like Alladin and Jack Skellington in worlds such as Wonderland, Agrabah, the Hundred Acre Wood, Halloween Town, etc... Next to that there are some new worlds designed specifically for this game such as Traverse Town and Hollow Bastion.
Now for one of the most irritating aspects of the game: travelling between all these worlds. Rather than just having your party "teleport" to a world, you'll have to play a minigame each time you'll travel to a new world. Your ship, called a Gummi ship, travels along a determined path until you reach the next world. While flying around you'll have to shoot (often unidentifiable) enemies. This is clearly a Star Fox rip-off, and a bad one at that. By defeating enemies you'll receive "Gummi blocks" which you can use to upgrade your ship. Instead of making this easy, Square decided to put in an awkward ship editor in the game that allows you to make your ship stronger by adding parts or even create a new one. This sounds better than it actually is because there isn't any point in doing so. The Gummi levels are so easy, you'll just want to get them over with quickly to advance to the next world; so what's the point of upgrading the basic ship? The whole feature could have been left out of the game for me, but I guess Square found it necessary to let players "experience" how the party travels between worlds.
Luckily, the game is a whole lot better when inside one of the worlds. Unlike the (until then) Final Fantasy series, Kingdom hearts is an Action RPG. This means all combat happens directly in the main environments, without "going" into a turn-based combat area. Your main weapon is Sora's Keyblade, with which you can use to hit the enemies one time or in combo's (depending on the abilities you have). You can also cast traditional FF-style magic such as fire, blizzard, thunder, slow, etc... These can be selected in the "Command menu" in the lower left corner of the screen with either the D-pad or the right analog stick. You can also assign up to three magics to the cross, triangle and square buttons that allow for easy-casting in combination with L1. Lastly, you can summon Disney characters that'll temporarily help Sora out, giving Donald and Goofy a break. The camera can be moved only to the left and right by holding down either L2 or R2, which feels quite restricted. In fact, it's the main thing that bothered me while playing Kingdom Hearts; I find the camera much too close to Sora's back to give a overall perspective of your environment. Oftentimes you won't even see the enemies you're fighting, with the camera struggling to get them into view. If it wasn't for the lock-on function (activated with R1), Kingdom Hearts would be almost unplayable.
Combat happens frequently, with enemies spawning almost everywhere on the map. Sadly enough the limited tactical options will make fighting the hordes of Heartless a rather boring venture, and feels like "something you have to do" instead of being a source of fun. It isn't so irritating that it'll make you stop playing, but it could've been done a lot better. As I said earlier, Donald and Goofy will accompany you on your quest, so they're also with you during combat; helping out by attacking enemies, using magic or throwing a potion your way when your health is low. You can also opt to temporarily exchange one of the two by an optional character, depending on the world you're in. On a positive note I can say that the boss fights are much more fun than the random battles and can be quite challenging, too. (if you haven't leveled up your characters too much, that is)
Besides the fighting, there's the traditional RPG action to be done such as talking to characters, buying items and weapons in stores and saving your game at save points. There's also a bit of platforming included, which is a nice distraction from the combat but suffers from the same camera problems as well as the not-so-fluid jumping animation. Kingdom Hearts clearly is an RPG with some platform elements rather than a platform game with RPG elements.
In the main menu there are the traditional "item", "equipment", "status" and "abilities" menus as well as a "customize" and "journal" menu. In the customize menu you can set the quick-access magics for Sora and determine Donald and Goofy's combat behavior by selecting if they have to do certain things "constantly", "frequently" or "occasionally". The journal menu serves as a log in which a summary of the story is kept, next to character and world descriptions.
Graphically, Kingdom Hearts is a feast for the eyes, especially if you're a Disney fan. Both the worlds and characters accurately resemble their traditional animation counterparts, something Square can be proud of. You can also enjoy the colorful scenery in first-person view when pressing the select button. Once again, the restricted camera is the only thing that keeps this game from being a sightseers' dream.
Vocally, Square has done their best with much of the dialog being voiced over by an excellent cast of voice actors. Most of the actual Disney voice actors have lent their voices to their respective characters and Haley Joel "I see dead people" Osment gave his voice to Sora. Sound effects are average but just like in most of Square's RPG's, music is excellent. Each world is accompanied by its own theme (often a variation or adaptation of the famous Disney themes) that either sets a happy tone (in the Disney worlds) or a more serious tone (in the non-Disney worlds).
Despite its flaws, Kingdom Hearts is a unique game that successfully merges the worlds of Disney and Square into a unique experience. Whether you're an RPG fan, Square fan, Disney fan or action fan; there's a little for everybody in Kingdom Hearts. 8.4/10
Well, any classic Nintendo NES fan will know that, like other consoles, the NES has its own number of sports games, such as Slalom, and 10 - Yard Fight by Nintendo. There are even games from third parties such as Tecmo's Tecmo Bowl and Super Bowl. One in particular, Ice Hockey, is the one that I will be reviewing here. Starting off, you will notice the cartridge and box art are different than most Nintendo sports titles. Most come in the black boxes that we've all seen at one time or another. Strangely, Ice Hockey comes in a bright blue box with a picture of some random ice hockey player. This is the only Nintendo sports title that hasn't had the cartoony style characters on the box and cart.
Now, as you first boot up the game, you are treated to some quite cheerful music and some small hockey players on the screen. Like most NES games, Ice Hockey has the option of either 1 or 2 players. As you press start on the controller, you get a screen of several options. On this screen, you get to choose your team (USA, Canada, Russia, Czechoslovakia, Sweden, and Poland), your opponent's team, the speed of the game, and the length of the game, ranging from 7, 10, and 15 minutes. The last thing that you will set up before the game begins, is the setup of your team. You choose which type of players will be on your team. Once all of the options are selected, the match can begin.
As the game begins, you will start out at center ice to battle for the puck. The gameplay mostly relies on being able to pass the puck, shoot, and how you selected your team. From the get-go, none of the teams have a statistical advantage over the others. Before the game, each team has five players (a stocky player, 2 average players, and a skinny player). The stocky players are the best at shooting and bowling over other players (which is pretty entertaining), the average players are average all around, and finally, the skinny ones are the fastest but tend to be the ones that get bowled over the most often. Also, each team has a goaltender as well. The controller only controls the player that is selected, but it will also control the goaltender no matter which one is selected. Fights can also ensue, and will continue until the ref stops it and sends the starter to the penalty box. Goals can be kind of hard to achieve at times, but when you do score one, it is damn satisfying! One other thing to note is that, when the game is paused, the pause sound is the same pause sound from Super Mario Bros.!
As you can see, this is one of the greatest sports titles to be released on the NES, and is personally one of my favorite nes games of all time. I'll give this game a 9/10
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