GB ADVANCE

The most popular (and redesigned!)
handheld of all time.

HISTORY

The Game Boy line of handheld game systems ended its run in style with the Game Boy Advance.  First known only as "Project Atlantis," the Game Boy Advance was introduced in 2001 as a replacement for the underwhelming Game Boy Color.  Thanks to a powerful 32-bit processor and the efforts of Club Mario, Nintendo's quality assurance team, the Game Boy Advance was a big hit for the Pokemon crowd and even won over a few cynical adults.  Several models of the system were released, including the foldable Game Boy Advance SP and the remarkably tiny Game Boy Micro, until the torch was passed to the dual-screen Nintendo DS.

TECH SPECS
PROCESSOR ARM7TDMI 32-bit
CLOCK SPEED 16.8 MHz
SYSTEM RAM 288KB
MEDIA FORMAT cartridges, max 32MB
SOUND 4 channel + 2 DMA
GRAPHICS integrated
RESOLUTION 240 x 160
COLORS 32,768 max
MAX SPRITES 128 (at 64x64 pixels)
MAX POLYS n/a
I/O PORTS cartridge slot, headphone jack, link cable port

GAMES YOU'LL WANT

CASTLEVANIA: ARIA OF SORROW: Any of the system's Castlevania games are worth buying, but the variety offered here makes it especially hard to pass up.

CHU CHU ROCKET: Sega's puzzler, which plays like a faster paced Lemmings, just seems like it belongs here rather than on the Dreamcast.

FIRE PRO WRESTLING: Great wrestling games are hard to find, but fans of the sport can always count on Fire Pro for a complete and satisfying experience.

GURI GURI BLOCK CHAMP: Forget every puzzle game you've played before... this is a whole new animal. Instead of rotating the blocks, you turn the entire screen!

KONAMI ARCADE ADVANCE: Konami really aimed to please with this collection of six great games, all with added bonuses and new rounds.  They succeeded.

MARIO KART: SUPER CIRCUIT: Anyone who's played the previous Mario Kart games won't be surprised by the quality of this one.  If you like racers, you'll want this.

OLD AND NEW BUBBLE BOBBLE: Bubble Bobble was a childhood favorite of mine, and I'm relieved that MediaKite did such a great job with this conversion.

PAC-MAN COLLECTION: Namco's second collection for the Game Boy Advance introduced the world to the fun and addictive Pac-Man Arrangement.

SONIC ADVANCE: Sonic on the GameBoy... who'd have thunk it?  This is actually better than the Genesis games, with more characters and animation.

STREET FIGHTER ALPHA 3: Although there's some voice missing, this is the next best thing to playing one of the home versions.  Nicely done, Crawfish!

GAMES YOU WON'T

DEFENDER: Too bad Eugene Jarvis couldn't defend the good name of his classic shooter by preventing Midway from turning it into this unplayable mess.

EARTHWORM JIM 2: Could have been so beautiful, could have been so right.  The Genesis and Super NES versions were great, so why couldn't this be as well?

FLINTSTONES: BIG TROUBLE IN BEDROCK: The only trouble you'll have while playing this boring, generic platformer is staying awake.  It's yabba-dabba-doo-doo.

HOT POTATO: It's not a completely horrible puzzle game, but there's just something about those oversexed mutant spuds I find incredibly disturbing.

JIMMY NEUTRON: BOY GENIUS: I'll grudgingly admit that the show's not so bad, but Jimmy's games are almost as fun as passing kidney stones.  Almost.

JIMMY NEUTRON VS. JIMMY NEGATRON: He's 0 for 2, folks!  This time, Jimmy sets out to defeat his archrival in a clumsy, frustrating 3D platformer.

MIDWAY'S GREATEST ARCADE HITS: You could always count on Midway's classic collections to be terrific... until this was released.  A huge letdown.

MORTAL KOMBAT ADVANCE:  Midway once again crushed peoples' hopes into the dirt with this miserable conversion of Ultimate Mortal Kombat 3.

SHREK: SWAMP KART SPEEDWAY:  It's just like Mario Kart: Super Circuit.  Except the frame rate's been cut in half and the weapons make no sense at all.

TANG TANG: It may have been inspired by Solomon's Key, but it'll take the patience of Job to get through this banal action/puzzle hybrid.

 


Hit up Advance Theory for brief reviews of over one hundred Game Boy Advance titles, written by Jess Ragan along with contributor Russ Beleski.  That's a whole lot of games, but it's just a small fraction of what was available for this massively popular handheld!

CASTLEVANIA: ARIA OF SORROW

KONAMI

 

ACTION/RPG

 

GAME BOY ADVANCE

 

Pros: More like Symphony of the Night than ever, interesting plot twists, interesting gimmick
Cons: Still no max/min-ing of stats (yeah, I'm grasping at straws)

This is the third Castlevania game for the Game Boy Advance. The first one, Circle of the Moon, was pretty good, but it was very dark--making it the "perfect" match for the GBA's screen. The second, Harmony of Dissonance, was brighter and better-animated, but the music left something to be desired. This third one, on the other hand, seems to get it all right.

The plot begins at the Hakuba shrine, in the year 2035. You are Soma Cruz, an exchange student staying in Japan. You are at the shrine to witness a solar eclipse. When the eclipse occurs, you and the daughter of the shrine's caretaker, Mina Hakuba, wind up at the gate of Dracula's castle. You meet a mysterious man named Genya Arikado, who tells you that you must find a way out of the castle. As he says this, you are attacked by skeletons, but you actually absorb the soul of one of them. You find that you are able to take the souls of your enemies, using their abilities against them. With these abilities, you must find your way out.

The characters are quite well-animated, smoothly moving and attacking. Larger monsters will often fall apart upon dying. The music is pretty good, even if one would be hard-placed to find sound-alikes in the archive of the mind. Voices, as sparse as they are, also sound good; everything from an evil maid welcoming you (in Japanese, of course) to a succubus exclaiming as she charges you to a character actually saying "Hello" to you.

The system of the game is a lot like Symphony of the Night, giving you weapon, armor and accessory slots. But also, there are three soul slots: an attack soul (activated by up+B), a guardian soul (activated by hitting R), and a status soul (which can increase certain stats or prevent certain ailments). Less common are the "ability" slots, which let you double-jump, super-jump, slide, or even backdash.

The most impressive moment in the game, in my opinion, was the bossfight against Balore. You expect to meet the giant bat from the other Castlevania games, but a giant fist crushes it in a gout of blood.

My only problem with this masterpiece of a game was the inability to "min-max" your character. I know it sounds a bit crazy, but it would add a bit to the game if you could customize your character, perhaps making him into a "tank" or an engine of gathering rare items and souls. 
 

DRAGONBALL Z: SUPERSONIC

"ATARI"

BANPRESTO, ARC

FIGHTING

 

GAME BOY ADVANCE

 

Pros: It's a Dragonball Z game that's actually good, and it actually works around the "balance" issues in some ways.  The "what if" stories are nice, too.

Cons: The game seems to lend itself to cheapness (which, to be fair, can be said of just about any Dragonball Z fighting game), "purchasing" system to unlock fighters

Well, it was bound to happen sooner or later.  The wearers of Atari's tattered flesh brought to us a Dragon Ball Z game that's actually good. The game was actually published in Japan by Banpresto, the "evil" twin of Bandai (evil in the same sense of that "evil" Cartman from an episode of South Park).  But in a first in 2D DBZ fighting game history, they picked a development team that actually knew something about fighting games--Arc System Works, the developers of the Guilty Gear series.

The result is a good, fairly-balanced game that is fun to play.  The graphics and sound are about as true to the series as a portable system could muster, and the control is simple-- B does a light attack, A does a strong attack, L tags out, R charges, R+A does a strong fireball, R+B does a weak fireball, and R+A+B does a context-sensitive super attack. The attack done by R+A+B depends on both the "power" of the character and the position relative to the opponent; for example, Freeza's Death Ball can only be done at 100% power above the opponent.

The system of balance is exhibited in that the characters each have three levels, denoting a particular level of power for the character.  For example, Level 1 Gohan is norman super-Saiyan, while Level 2 is super-Saiyan level 2, and Level 3 is "Mystic Gohan."  The system typically can have up to three characters on each side, but the levels of all the characters combined can only be up to 4.  So, it's sort of a mix between Marvel vs. Capcom 2 and Capcom v. SNK 2 in its balance system.

Another good feature here is the fact that you can go through each saga individually, as well as go through a "what if" scenario, in which you can explore the possibility of Freeza acquiring the Dragon Balls and of Majin Buu going through our heroes until he fights off his dark side and becomes a hero.

However, I said this was a good game; I didn't say it was great.  It still has its little bouts with cheapness... for example, some of the Androids in the game can fire light energy blasts ad nauseum, allowing them to pin down an opponent very effectively.  Also, the super attacks can sometimes be too easy to avoid.

Another problem can be the system whereby characters are unlocked.  One must purchase these characters with "Zenie" earned in the story mode and through challenges.  I understand that certain characters and levels may be too "powerful" to be available from the start, but it's a little strange to have to buy even goon-level guys like Ginyu.

With all this, we have a good-- but not great -- Dragonball Z game.  But all that puts it above most other DBZ games ever released.  I'd definitely recommend at least a rental for this game.
 

GUILTY GEAR X ADVANCE

SAMMY

ARC SYSTEMS

FIGHTING

 

GAME BOY ADVANCE

 

Arc System Works are the greatest company that most people have never even heard of.  These genii of gaming are responsible for the biggest shocker of the PSX's history--a well-animated 2-D fighting game, Guilty Gear.  The game was impressive, considering that it was on a console for which 2D was a distant afterthought.

Flash forward to 2000, where they, under the aegis of Sammy, create Guilty Gear X on the much more capable Naomi hardware, allowing for an easy port to the Dreamcast.  Among the features included were improved graphics running at an unprecedented 640x480 resolution, a tweaked engine, and two primary sources of cheapness removed ("win match by default" kills, multi-level special moves).

Flash forward--again--to 2001, where Sammy releases Guilty Gear games for Dreamcast, PS2, and Wonderswan Color, and announces a port of Guilty Gear X for Nintendo's wonder system... no, not the Gamecube, the Game Boy Advance! Many doubted their ability to do this, citing the lackluster KOF:EX as an example.

But Sammy succeeded where Marvelous Entertainment failed.  Sammy knew not to trust the task of porting over GGX to any company other than the one that made it--Arc System Works.  With this in mind, Sammy set Arc to the task at hand, ordering them to not come out until they had given their all to port the game over.

Did they succeed in recreating the GGX experience? (What, did you think I would purposely truncate it for the purpose of coolness?)  In my opinion, yes.  The characters have all their moves, even the "power-up" techniques of Johnny and Jam, as well as the "random" maneuvers of Faust, the "baldhead"ed doctor. The round-ending "instant" kills are present as well, and the effects of certain maneuvers, including Faultless Defense and Millia's hair slashes, are created as well as the GBA's 32-bit heart can pump them out.  The music is like a toned-down version of the original tracks, but you can still catch the fever created by the tunes.

The characters are smaller than usual (shades of Samurai Shodown SNES, anyone?), but they're still animated and detailed very well.  There is minimal slowdown during some of the more intense "instant" kills, but believe me, when one of the players is already doomed, it doesn't affect gameplay one iota. They even incorporated the "Heaven or Hell" from the original arcade game, with a somewhat subdued voice saying it as well.  Certain areas are toned down graphically, however: The select screen no longer seems to have the "Please select of [sic] a character" bars running along, and the win screen doesn't have the "endless in a victory of a [sic] yourself" text appearing almost HotD-like.  There also don't seem to be taunts, but if taunts are going to keep you from buying this game, I really have to warn you to hold on to those straws.

As an added bonus, the end text is in English, so you'll most likely be able to understand what you were fighting for. :)  This is definitely on par with SSFII Turbo Revival in terms of portable fighting games.  This is a Guilty Gear X-perience you shouldn't pass up.  There, I did it.  Happy?

FINAL FANTASY TACTICS ADV.

NINTENDO

SQUARE-ENIX

STRATEGY

 

GAME BOY ADVANCE

 

Pros: Lots of classes and abilities, great music, Laws, good number of quests.

Cons: Certain abilities are over-powered; music seems inappropriate at times, Laws, some classes seem superfluous, plot seems transparent, seems too easy

First off, we have the best known of the three games here, and most likely the most anticipated. In this game, a boy known as Marche and his friends find a mysterious book. After reading it, they all go home and sleep, after which they somehow wind up having their town turned into a fantasy world. Marche has to find out how this happened, and also how to change it back.

One of the interesting things in this game is that each fight is governed by "Laws." These laws affect what you can and cannot do in the fight; for example, one Law might prevent you from using Fire-based abilities, while another might prevent you from using projectile weapons. At first, the laws can feel frustrating and confining, but as you progress and can "change" laws, you can use them to your advantage. If you violate the laws, you’ll either get a yellow card or a red card, depending on the number of offenses and the nature of the offense (if you kill an enemy in the violation of a law, you’ll get a red card). Red cards will send you to prison, while yellow cards will earn you a mere warning. Both will issue you a fine, however, affecting your items, equipment, money, or stats. To get the cards removed, you will have to go to the prison and send the affected party member to jail for a set number of battles, as well as pay a token fine. This, however, is better than the alternative-higher and higher fines. Also, if Marche gets imprisoned, you get an automatic Game Over. So be careful.

The customization in this game is pretty good. Each character can use the abilities from up to two classes at once, which can occasionally benefit the "secondary" class with more beneficial stat growth. To learn new classes, you have to master a certain number of abilities (learned from weapons) from one or more classes. The different types of abilities are Action abilities, Reaction abilities (used as defenses, like "Counter," "Reflex," which can actually dodge an attack, or "Block Arrows"), Support abilities (like Maintenance, which can prevent equipment theft; or Immunity, which allows you to resist status ailments), and Combo abilities, which allow more than one character to attack an enemy at once for hefty damage. The problem with the abilities is that certain abilities seem unbalanced, like "Damage > MP," which causes an attacked character to lose MP instead of HP. Unless you have your characters swarm a character using this, he’ll effectively be invincible. Meanwhile, some of the classes seem to be mere "means to an end"-Beastmaster is only useful if you want to either a) teach a Blue Mage abilities, or b) build up to a Morpher or Sage.

The music in this game is very well done. The only complaint I have is that some of it seems inappropriate-when you’re fighting zombies, you don’t need to hear a light-hearted tune.

Meanwhile, the plot plays out with certain quests. The different quests are battle quests, negotiation quests, searching quests, and "clan battle" quests. All but the "clan battle" and battle quests require you to dispatch one character for either a set number of days, a set number of battles, or until a set number of enemies are defeated. If you’re not careful, you may find yourself short-handed, and the plot seems to only involve a small percentage of the quests.

Yet another problem lies in the Laws. They are governed by a judge, who seems to keep any fallen members of your party from dying permanently. You don’t have to be as careful in this game as in other games, unless there’s no judge, in which case the battle is anarchy. Also, some of the laws are really a pain, like the "Dmg 2" laws, which prevent you from doing damage to a certain race, or even to monsters.

This game is pretty good overall, but it’s not the best game out there. A lot of the value of the game lies in the Final Fantasy name. That said, the upcoming FFXII seems to borrow from it, using its races and universe. Overall, the game, in my opinion, deserves a 7 out of 10.

FIRE PRO WRESTLING

BAY AREA MARKETING

SPIKE

WRESTLING

 

GAME BOY ADVANCE

 

The Fire Pro Wrestling series is legendary in Japan.  The depth of the game engine, along with the amazing customization possible, have been acclaimed the world over.  Each game in the series has seemingly myriad characters to choose from, each with several dozen maneuvers.  And all this without a license from any major US or Japanese federation.

It was only a matter of time before one of these games came over here, and in fact, Fire Pro Wrestling A for the Game Boy Advance was brought over for the system's US launch.  And again, there is nary a license to be had.  But that's not a bad thing... it's a GOOD thing.  I'm sure most of you remember many licensed wrestling games--ECW Hardcore Revolution, anyone?--that don't really capture the atmosphere of the federation in question.  And let's not get started on WCW Backstage Assault.  My point is, without a license, Spike was able--nay, forced--to make the game shine on its own merits, rather than just try to make it sell based on its association with the WWF.  And boy, does this game shine.

First of all, the characters all look and act enough like their real-world doppelgangers to overlook the nagging lack of license.  And the gameplay is scaled back (consider that the FirePro games have been made for every system from the Super Famicom to the Saturn to the Dreamcast) just enough to accomodate the layout of the GBA, but not so much that it's too simplistic: B does light attacks, A does medium, B+A does strong, R runs, and L allows your superstar to catch his/her breath.  And to grapple, you just walk into the opponent--a FirePro staple.

About that breath thing... Another hallmark of the FPW series is its realism. The characters will actually get tired over the course of the match, and if you hit them right, they'll even "bleed."  There's a slight redness on the character then, and at the moment of bloodletting, you can hear a scream.  In fact, if you overexert yourself, even if you have the upper hand in a match, you'll barely be able to move!  And if you see "CRITICAL!"--well, suffice it to say that the match is over.

There are a diverse amount of matches available, as well.  1-on-1, tag team, handicap (2-1), 4-way matches (normal elimination, last man standing, or over-the-top), exploding electric cage matches (you don't win, you survive), and even a UFC-style octagon brawl.

The superstars seem to represent virtually every federation in existence (at the time of the game's release, anyway :P)--WWF, WCW, New Japan, All Japan, NOAH, FMW, as well as several shootfighting organizations such as PRIDE and UFC (the whole Gracie family seems to be in full effect), and even guys who aren't in any fed (at the time, including Rob Van Dam, Abdullah the Butcher and Sabu) or even wrestling anymore (Andre the Giant, Bob Backlund).

Also, there are "audience matches," in which you have to progress through various tiers of matches, getting a certain level of approval.  But in each mode, the audience favors a different approach:  One audience might favor 2-minute squashes, while another might go for 30-minute classics, and another might favor dirty tactics such as low blows and forks to the head.  If you manage to get through the mode in question, you'll unlock secret superstars, including Ric Flair, Johnny Ace, and Shawn Michaels.

With a total of over 200 superstars, you'd think there would be no need for more, though.   However, Spike know what their audience wants, and they put in a create-a-wrestler feature that's actually pretty damned meaty.  You can change the skin tone of your fighter, the head, the size of the clothes (small, medium, large or fat), and even decide how he double-teams his opponents.  And there's even some fairly good entrance music in this game--including a dead ringer for Stone Cold Steve Austin's music.  And of course, you can pick three taunts--one for your entrance into the ring, one for the match, and one after your hard-fought victory.  This stands in stark (VERY stark) contrast to THQ's Road to Wrestlemania, which only has about 20 or so stars and has no create mode.

In short, this is probably the single best portable wrestling game ever made--and like SNK vs. Capcom for NGPC, it will be the standard by which all others in its genre will be judged.  If I had one complaint, it's that they don't have proper hardcore or cage matches--and would it kill them to put in a ladder match?  (Maybe it would, in which case, I apologize ;)  If you have a GBA, and even remotely enjoy wrestling (even in the "guilty pleasure" vein), buy this game.
 

KING OF FIGHTERS EX NEOBLOOD

MARVELOUS

ARTOON

FIGHTING

 

GAME BOY ADVANCE

 


Solid SNK died.  But they came back.  Either they survived, or there are two of them...

Sorry, wrong game.  Anyway, about six months ago, I heard about a King of Fighters game being released for the Game Boy Advance.  The game was actually being done by a company called Marvelous Entertainment, a company that also does such things as anime dating games and distribution of an anime called Medarot (Medabots in US).  I was pretty psyched to get this game--it was supposed to fill in the gap between KOF'97 and KOF'99.

Now that I've played it, I'm not so sure it's THE game.

Don't get me wrong, it's a good game.  The graphics are good, and the only real trouble I had with the controls were doing qcf, hcb motions and doing SDM's.  To do SDM's in this game, you have to hit both attack strengths. However, the strong attack buttons are the triggers, and getting the timing off consistently requires mastery of the Force or a third arm.  Also, there's a significant lack of frames here.  Not so much that it's unplayable, but there's definitely a noticeable lack of animation.  Also, the collision on the command throws is very picky--you have to be right next to the guy to land a Super Argentine Backbreaker by Clark.

From the get-go, there are 18 characters to play as here.  Six others are designated strikers, and there are also "extra strikers" from KOF Evolution.  The designated strikers are Shingo (Kyo's team), Joe (Fatal Fury), Yuri (Art of Fighting), Whip (Ikari), Chin (Psycho Soldier) and Jhun (Korea).  The "protagonist" team in this game is made up of Kyo Kusanagi (of course), Benimaru "Polnareff" Nikaido, and a newcomer by the name of Moe (that's Mo-eh) Habana, Kyo's caretaker of American origin (her parents are Japanese).  Her attacks seem to give off cherry blossoms the same way that Kyo's give off flames.

The plot seems to be the same: KOF tournament, invitations go out, secret goings-on revealed.  Some of the designated strikers are actually explained out of the game by the storyline (Yuri has the mumps, Joe is entertaining the king of Thailand).  Of course, Iori can't be too far behind Kyo; indeed, he serves as the game's sub-boss.  When you beat him, the organizer of the tournament, our old sky(scraper)diving friend, Geese Howard, makes his appearance.  Apparently, he enlisted Iori to help him attain the Orochi power, or something like that.  The endings seem a bit "sparse;" they entail Geese saying something, then his background exploding, then your team standing outside Geese Tower saying something, then Iori standing outside Geese Tower saying something, then the credits.  Hmmph.

The music seems to be pretty well-done, representing an approximation of some of the KOF2000 themes, including the Psycho Soldier team's 2000 theme.

In short, it's a good game that could have been much better.  Marvelous is good, but they're no SNK.  Just as well, because there's only room enough for one SNK and one Big Boss!  Wait, what are you doing with that dart full of horse tranquilizers?

<phoot>

So sleepeeeeee zzzzz...

KING OF FIGHTERS EX 2

ATLUS

SUN-TEC

FIGHTING

 

GAME BOY ADVANCE

 

Pros: Much improved over original, great new characters, incentive to excel
Cons: The sound leaves something to be desired

The first King of Fighters EX game was not particularly good. It played as some approximation of the KOF series, but the collision was worse than the Game Boy games, the sound was inconsistent, and the animation was horrible. That, and the buttons couldn't be configured other than 3-button/4-button.

The second one is much better. They no longer have "designated strikers" in this game, and the animation is much better. They also have a 2-button control scheme in which you can play like KOF R-2.

The plot is as follows: Something is affecting the seal placed on Orochi in 1997. Children are being abducted. This can only mean one thing: It's time for another King of Fighters tournament. However, Chizuru Kagura can't attend, because she has to keep an eye on the seal. So, she sends her servant, Reiji, in her stead. Meanwhile, Iori has a new team made up of Jun, a supermodel, and Miu, a schoolgirl who attacks with crow feathers. The other teams are as follows: Korea team (Kim, Chang, Choi), Ikari team (Ralf, Clark, Leona), Psycho Soldier team (Athena, Kensou, Bao), Fatal Fury team (Terry, Andy, Mai), Art of Fighting team (Ryo, Yuri, Takuma), and Kyo's team (Kyo, Moe, Reiji).

The game controls just like the normal KOF games, and you can customize the button assignments, even right down to the combinations for rolling and striker calls. The graphics look remarkably like KOF, right down to the backgrounds from KOF2000.

Meanwhile, the sound is a mixed bag. The music is pretty good, coming from KOF2000, but the voice is a mixed bag. There are some of the classic quotes, like "Hey, c'mon c'mon!" and the entire Maiden Masher dialogue, right from the start to the end. But some of it isn't there.

Meanwhile, there's a rating system that ranks your performance according to how well you fight (perfects, straights, hyper finishes), and as you unlock the "Master Orochi" rank for each character, you'll unlock options like more difficulty levels and secret characters, as well as a "counter mode" like in KOF EX.

The boss is vintage KOF... a boss that is cheap as hell, but that can be beaten with the right strategy. Also, the way the striker system works here is as follows: First round, your second guy is the striker and you have three striker calls. Second round, third guy is the striker and you get four calls. Third round, no striker.

In all, this game deserves a 9/10 for not just being a good game, but a much-improved game.
 

KINGDOM HEARTS: CHAIN...

SQUARE-ENIX

JUPITER

ACTION RPG

 

GAME BOY ADVANCE

 


I'm sure that many Playstation 2 gamers out there remember the game Kingdom Hearts, which brought together Square characters, Disney characters, and original characters, topping the mix off with famous voice actors including David Boreanaz, Haley Joel Osment, and even Lance Bass. With the second Kingdom Hearts game to be released soon for the PS2, Square Enix and Disney Interactive- realizing that there will be a gap in the story- have released a Game Boy Advance interlude in the series.

In this new game, Sora, Donald, and Goofy happen upon a robed figure who offers to grant Sora something he holds dear... but he must lose something first. This takes our heroes to Castle Oblivion, where they expect to find King Mickey, but lose many of their memories. As they go through the castle, they encounter old friends, and come face to face with a mysterious organization that seeks to gain the power of Sora's Keyblade for itself.

To put it simply, the graphics and sound are nothing less than you would expect from either Disney or Square: if nothing else, this is the one "sure thing" that both companies can be expected to get right without any problems. Also, you will hear Sora calling for various characters, as well as the voices of said characters, throughout the battle. Even some full-motion video sequences, as well as a surprisingly high-quality rendition of Utada Hikaru's "Simple and Clean" from the first Kingdom Hearts, have made the cut here.

The story is interesting... without any major spoilers, the main theme seems to be that memories are important, and some memories that seem lost are just buried deep within our minds. Also, the dialogue is pretty good, making sure that everything is tied together tightly (on a side note, somehow, the word "hell" got past Standards and Practices- and apparently the ESRB, since the game got rated "E" regardless of its inclusion).

The gameplay combines isometric dungeon-crawling with elements from Paper Mario-  attacking enemies on the main map will give you the initiative, letting you attack stunned opponents on the battlefield. The battles seem to be a more free-roaming version of the Megaman Battle Network system... your attacks, spells, items and summons are done using cards, and high cards will "break" low cards, negating the move and leaving the victim open for counterattack.  Also, you have "sleights" that function like the Advance Programs in MMBN, allowing for devastating combos or just stronger versions of spells or summons. Also, certain monsters, including bosses, yield "enemy cards" that can do anything from increase the value of all your cards by 1 to prevent your attack cards from being broken.

Also, this game continues Square's "world-building" obsession that seems to have started with Legend of Mana. Each floor of the castle has you picking a world card that provides the motif, and each room is determined by a particular map card. The map cards can do anything from lessen the values of your enemies' cards to stunning every enemy in a battle when you get the initiative. Also, there are cards for save points and shops, which are essential to improving your deck.

The deck is limited by the number of "Card Points" you have. Cards have a certain CP cost based on 1) the type of card (for example, spell cards may cost more CP than some weapon cards) and 2) the number on the card (the 1 will be cheapest, while the 0--which can break any other card, or even a sleight--is the most expensive). However, it is possible, either through a reward earned in a fight or a shop purchase, to get a "Premium" card, whose cost will always equal the "1" card. However, premium cards will not be reloaded when you reload your deck. Also, reloading your deck will take more time each time you do it, so at least in the early goings of the game, you may want to try to get as many attack cards in your deck as you can, rather than the more expensive spells and summons.

Kingdom Hearts: Chain of Memories should take the average player about twenty hours to finish on the first run-through. Some of the bosses are pretty hard, but each one has a particular weakness- either a susceptibility to a particular type of attack or a hole in its strategy- that can make the fight easier. Also, even after the game is over, there's more to do, including fight versus battles.

The game could probably have been longer, and there could have been more stuff in the game (why not have Leon- Squall's incarnation from the original Kingdom Hearts- as a summon, or why not have some other big Square villain as a secret boss?). However, the game is very well done overall, even with its flaws, and a must-play for Kingdom Hearts fans, if for no other reason than to get some background on the next game for the Playstation 2.

KINNIKUMAN II

BANPRESTO

 

WRESTLING

 

GAME BOY ADVANCE

 

Good: It's based on the series known as Ultimate Muscle in the US, it has commentary, a diverse array of characters.
Bad: Not your conventional wrestling game (aka no pins)

Bandai has a split personality. On the one hand is its horrible shovelware games and its ill-conceived attempt to compete with Nintendo in its element. On the other hand is its other side, Banpresto, which makes the critically-acclaimed Super Robot Wars series and the game here, Kinnikuman II.

The game involves Kinniku Mantaro's (Kid Muscle) journeys against such opponents as the dMp (Demon [making] Plant), the second-year students of the Herakles Factory, and No Respect. The modes are pretty interesting: There's the classic story mode, the tournament mode (basic arcade mode set-up), 3-on-3 (in which you pick one of 5 groups--New Muscle League, dMp, 2nd-year students, No Respect, and old Muscle League), exhibition, and training (in which you can learn the intricacies of the engine against Ramen Man and test them against Terry the Kid).

B is a light attack, A is a medium attack, and AB is a heavy attack. R grapples, and in a grapple, B does weak grapple attacks, A does strong grapple attacks, L whips an opponent into the ropes, and R throws him into the air for a high-impact move. The timing gauge affects your ability to do certain moves: You can whip an opponent into the ropes or do a weak grapple attack when the bar is in the yellow, but only when you're in the blue can you do a strong grapple attack or throw an opponent into the air.

The characters look like something out of the cartoon, right from Kinniku Mantaro to Dead Signal, a wrestler made out of road signs. The sound is excellent as well, including voices from the anime, and the control is spot-on. On the other hand, I was disappointed that a wrestling-style game with wrestling-style controls lacked the ability to pin an opponent. But, it's nothing major. It's still good.

LEGENDS OF WRESTLING II

ACCLAIM

 

WRESTLING

 

GAME BOY ADVANCE

 

Games have been made based on classic baseball players, classic basketball players (Jordan vs. Bird) and classic boxers (Legends of the Ring). So, Acclaim made a game called Legends of Wrestling some time back. The game wasn't that bad; it had some interesting ideas, such as all moves starting from a few basic positions, like the "head between legs" position of a piledriver; and the ability to control a classic superstar carving a path of destruction through the US. Also, it had Hulk Hogan as the frontman of the game.

The Game Boy Advance version seems to have a total of 40 superstars in it, out of the 60+ in its bigger brothers on consoles. The game has a career mode, in which you are either managed by Jimmy Hart or Lou Albano through five different US regions, the entire US, and then the world (consisting primarily of Mexico City, Montreal, and Tokyo). Depending on your ability to excite the crowd, it can take any number of matches to get the title shot for each region. Every time you go all the way through the game, you can unlock a secret character. Considering that there are 20 secret characters (out of 40 total), it would have most likely been more prudent to unlock one guy with each "region."

The controls are fairly simple, with all of the strikes and attacks (irreversible grapple maneuvers like backbreakers and jawbreakers) being done with combinations of the D-Pad and the A button, grapples being done with the B button, the R button performing defense and counters, and the L button switching focus, whipping the opponent into the ropes, and entering/exiting the ring. The problem with the control is that the collision is iffy--it can take several tries to get a tie-up, and you have to be at a precise distance from the opponent for a strike to hit. However, the less collision-sensitive areas, like timing the combos and reversals, are fairly easy to get.

The graphics can be described by Ranier Wolfcastle from the Simpsons: "My eyes! The goggles--they do nothing!" Pixellation is not your friend, Acclaim. Also, try to put some emotion into your characters' motion. As for the sound, there's not too much music in there, and it's very forgettable.

I actually had some hopes that this game would at least be fun, but it got to be a chore after a while.
 

LORD OF THE RINGS: FELLOWSHIP...

UNIVERSAL

BLACK LABEL

RPG

 

GAME BOY ADVANCE

 


Good: Better than warm milk for getting you to sleep.
Bad: Where to begin...

From Two Towers, I got the illusion that Fellowship of the Ring would be a good game.  For fucking with my mind, I will punish this game with many kicks to the groin to match the pain I endured.

The first time I booted this game up, it wouldn't load up properly.  Five kicks to the groin.

In the beginning of the game, I had to sit through a long intro involving Bilbo's goodbye to his fellow hobbits.  Two more kicks to the groin for not cutting to the chase.

The entire first part of the game served as a massive fetch quest series.  Ten kicks to the groin for sending me on a scavenger hunt.

The battles take too long, especially considering that in the beginning, you can only do 1 damage per hit and you miss 99.99% of the time.  Fifteen kicks to the groin for making battles a drawn-out exercise in futility.

To make matters even worse, there's a bug in the game that prevents you from getting past a certain point if you don't save the game AT EXACTLY THE RIGHT POINT IN TIME.  Twenty kicks to the groin for not getting all the bugs out prior to shipping.  Five more because it's bad enough that we have to put up with this bull in PC games.

Finally, because I'm fed up, fifty kicks to the groin for going back to the main menu after saving your game.

All I can say to Black Label (other than "you guys suck") is that this game is a horrible abuse upon all.  I thought Acclaim was bad.  I thought Bandai was worse.  But now, there's a new king of Hell.  Its name is Black Label Games.

To paraphrase the principal in Billy Madison, "I actually feel dumber for playing this game.  I give it 0/10, and may God have mercy on your soul."
 

LORD OF THE RINGS: TWO TOWERS

ELECTRONIC ARTS

GRIPTONITE

ACTION RPG

 

GAME BOY ADVANCE

 


Pros: It's Lord of the Rings, it's like Diablo (if you like that style)
Cons: It's like Diablo (if you don't like that style)

The Lord of the Rings is one of the greatest works of fantasy ever written. The recent release of the second part of the saga in theaters, as well as of the game for PS2 and GBA, has been well-received. The game itself is interesting, as it's not the same conventional licensed crap game.

The gameplay is very much like Diablo, which means that you'll be doing quite a bit of attacking and exploring. The button layout is pretty good: B attacks, A uses an ability, L switches between abilities, and R picks up items and opens treasure chests. The game itself allows you to play as one of five characters: Frodo, the Hobbit keeper of the One Ring which must be destroyed; Gandalf, the wizard who has commissioned the task of destroying the Ring to Frodo; Aragorn, lost prince of Gondor and master Ranger; Legolas, brave Elf and archer; and Eowyn, human princess.

There are three main gauges in this game: HP, represented by a red sphere in the lower left corner (like Diablo); MP, represented by a blue sphere in the lower right corner (again, like Diablo); and Corruption, represented by an "Eye of Sauron" in the upper-right. Certain actions will raise the Corruption total, and when it gets to look like a giant eye, a Ringwraith will come after you and attempt to kill you. You'll have to find fire to stop them.

My only real complaint is that you can only hold eight items at a time other than items equipped. Other than that, you can sell items in forges and shrines; also, forges can enhance your weapons and give you random items, and shrines can give you status and ability points. There are two types of abilities: Active, which are activated by selecting them (with L) and using them (with A); and Passive, which are with you at all times and range from resistance to Corruption to the ability to use two swords.

In short, check this game out. It's pretty good for a licensed game.
 

MEGA MAN ZERO 4

CAPCOM

INTICREATES

ACTION/ADVENTURE

 

GAME BOY ADVANCE

 


PROS: Not quite as frustrating as previous MMZ games, interesting Zero Knuckle system, new customizable Cyber Elf system
CONS: Too short, somewhat gimmicky new Cyber Elf system

The Mega Man Zero series known for its frustrating difficulty along with its impressive graphics, sounds, and gameplay.  Megaman Zero 4 is no exception to this rule.

The graphics are up to par with those in the previous Mega Man Zero games, with the victims of your Z-Saber falling apart like meat sliced from a bone, and shadows trailing behind Zero as he dashes.  Similarly, the music is up to the standards of the other games in the the series.

The gameplay is just as familiar, except with four major changes.  First, the Zero Knuckle replaces the various Rods and the Shield Boomerang, and allows you to "borrow" minor enemy weapons such as a flamethrower, an axe, or even a tongue (yes, a tongue).  Secondly, a weather system affects the design of each level.  Next, the new Cyber Elf system allows you to customize your character.  Finally, you can now enhance Zero with parts assembled from the scraps of your fallen foes.  The Cyber Elf system now features only one elf with three different stat-building attributes... Nurse (healing), Animal (support), and Hacker (other, including everything from customized combination attacks to simplified attack commands).  You can change the level of each attribute by feeding the elf energy crystals.  However, if you want the highest score possible, the level of these three attributes cannot be above a set amount (which will increase as the game progresses).

The weather system also adds a fresh new spin to the familiar gameplay.  Each of the eight "robot master" levels has two different types of weather, one of which is ideal.  The four total types of weather are sunny, cloudy, snowy, and stormy; and in the ideal type, the level is more difficult and the boss uses its EX skill (which could be anything from a time-stopping blast to ball lightning covered in scrap metal).  Luckily, you only have to beat the boss under the ideal weather conditions to acquire its EX skill.  You can only equip one buster EX skill, but you can equip all of the saber skills at the same time.  Sadly, there aren't any knuckle skills.  Since one of the bosses uses a flaming uppercut, this seems kind of odd.

Even with all the enhancements made to the gameplay, Mega Man Zero 4 is not perfect.  The new cyber elf system is more restrictive than before, allowing you to equip only one ability of each type at a time.  Also, the game seems significantly shorter than previous entries in the series.  Perhaps this has more to do with the decreased difficulty than anything else, but it only took me three hours to finish the game.  Considering the average cost per hour, this would make Mega Man Zero 4 a better rental than a purchase.
 

METAL SLUG ADVANCE

SNK PLAYMORE

 

ACTION

 

GAME BOY ADVANCE

 

Pros: Metal Slug on the GBA, special "card system" to enhance play
Cons: No "trademark death animations," sometimes difficult to collect cards

The Metal Slug series is notorious for pitting one or two lone soldiers against everybody from Nazis to a Saddam Hussein body double to zombies, aliens and mummies. This game, naturally, is no different. However, instead of the usual gang of hardened soldiers, you have to send one of two recruits through a survival course so that they can become the latest members of the Peregrine Falcon Squad.

In Metal Slug Advance, you have to go through five levels of heavy action, shooting enemy soldiers, rescuing hostages and driving around in the eponymous supervehicle. Being able to do this without having to pay a triple-digit price is a definite perk.

The game contains well-animated characters and vehicles, and the playable characters even have their idle animations. However, unlike other Metal Slug games, the characters simply slump over and die when they get attacked. The enemy soldiers don't disappear in a gust of bones from a shotgun blast, or lurch around ablaze from the flamethrower. This was one of the "touches" that the series has typically had, and while understandable, it's a little unfortunate that this couldn't be worked in, just for old times.

Unlike most of the Metal Slug games, you have a life bar, but just one life.  If you die, you can choose to start at the beginning of the "stage" within the mission or choose another stage. This can make the game easier in some ways and more difficult in others, since while you don't have to worry about one-shot kills, but pits are a bit more perilous.

A new addition to the game is the card system. By collecting cards throughout the stages, you can upgrade your weapons and ammunition drops, get other vehicles, or even unlock secret rooms and levels.  However, any cards you get in the mission disappear upon death; even if you have already completed the mission, you can't simply skip out of the mission to collect the cards.

In short, the game is very good, despite the flaws it may have. And at about 10% the cost of most other Metal Slug games, it's a definite recommendation for Metal Slug fans.
 

METROID FUSION

NINTENDO

 

ACTION/ADVENTURE

 

GAME BOY ADVANCE

 

Perhaps the greatest improvement this Metroid has over the SNES and NES versions (I've not played the others for comparison) would be the fact that it has actual plot and goals. In the other two versions mentioned, basically you wandered around aimlessly gathering items until finally you were able to find and defeat the final boss. Personally, any game where you wander around aimlessly is lacking something. After all, if such were a bonus, then SaGa Frontier would have done well.

Granted, some will criticize the mission system, saying the specific tasks and lack of free exploration ruins something of the Metroid flavor. Having never been a true die-hard Metroid fan to begin with, I don't miss the aimless wandering. On the other hand, there are times in Fusion when I've just received some nifty new power-up that I noted I needed three levels back, but I can't go back to try it out because that area is inaccessible for plot reasons. So in these sorts of cases, some amount of free exploration can be argued for. Still, I won't complain about the computer's mission briefings that actually give you goals to strive for and a meaning for your existence (and, consequently, for your playing the game).

One other possible gripe that some old fans may have is that most of Samus' upgrades in this game are in fact, well, old. You spend much of the game simply re-gathering abilities that Samus had in previous games. This is explained well in the plot, but some might say it would have been a lot more interesting had most or all of the power-ups been new. Then again, it wouldn't really be Metroid if Samus couldn't roll up into a little ball and drop bombs. And requiring you to gather these abilities rather than just starting the game with them gives you more to do.

So now that I've covered any possible negatives, let me touch briefly on the positives. The graphics are quite nice, better than the screen shots on the back of the box would lead you to believe. (I'm amused by whoever took that screen shot with SA-X in it, as the person had to commit suicide to get that shot. True dedication.) One nice touch is that Samus' sprite is actually not in fact x-flipped; her cannon is always on her right arm no matter which way she is facing. My only complaint with the graphics is they are overall too dark. I know this is supposed to be a gritty sci-fi game, but on the GBA screen, most of the areas are nearly impossible to see in anything less than optimal lighting conditions. Running around blind in areas where you aren't really supposed to be running around blind loses something. It's just a shame that game developers too often forget to take this into account.

The play control is top-notch. There are a few issues where you find yourself fighting with the controls, mostly when trying to jump correctly off ladders, but still, overall it works well. The developers were thoughtful enough to give you the L button for diagonal aiming, so you don't have to worry about accidentally moving while trying to shoot. And Samus has a lot of moves, more than it might at first appear. Among other things, she can duck, morph, jump, dash, high-jump, shoot in eight directions, climb certain walls, stick to certain ceilings, and grab onto the edges of ledges. It's also no longer necessary to use bombs to jump while in the morph ball form, which, while not as challenging, makes navigation easier. Samus can aim in nearly any practical direction regardless of her current position--she can shoot straight up and down while on a ladder for example, which allows her to dispatch enemies sharing the ladder with her while she climbs. Coupling her aiming abilities with various positions such as standing versus ducking and so forth leads to a lot of maneuverability.

Finally, the game even has a little bit of the "survival horror" genre thrown in, which mostly takes the form of one SA-X who likes to pop in at unexpected times with the ominous sound of footsteps. SA-X can really make your adrenaline level shoot through the roof when it suddenly decides to walk in the door behind you...

Overall: A very solid action game with the Metroid feel, sans the aimless wandering.

ONIMUSHA TACTICS

CAPCOM

 

STRATEGY/RPG

 

GAME BOY ADVANCE

 


Pros: Actually grades your performance, interesting play mechanics, can skip cutscenes

Cons: Not your typical strategy RPG, no real penalty for failure, limited customization, too "idiot-proofed"

Onimusha has become a fairly successful franchise for Capcom-the premise of killing the undead in a Japanese setting has been intriguing to many gamers, and the ability to customize certain aspects of your character has been a pretty good idea as well. How well, however, will this translate to a strategy RPG?

The game is actually not that bad, despite the average rating. It has many features that most games of its type do not- you can actually skip cutscenes, and you don’t regenerate SP in the game, so you have to make each special attack count.

The game takes place around the time of the real downfall of Oda Nobunaga, an infamous Japanese tyrant. This leads me to believe that the game may be a prequel to the main Onimusha series, as from what I’ve gathered, you seem to be fighting an undead army led by Nobunaga.

This game is very simple. You can attack, perform one of up to three or four specials (one of which is learned from an enhanced weapon, the other of which are learned as you progress in levels or reach a certain part of the game), use an item, check your status or stay where you are with each turn. Sometimes, you will have an option called "Issn" available, which will automatically kill one opponent who uses a normal attack. This will earn you many souls, which can be used to enhance your weapons.

The game also eschews certain aspects of the strategic RPG. For instance, there is no real exploration. The game is mostly in a straight line, and there are no stores. Instead, you earn certain stones from enemies, which can be refined into weapons, armor, items, or accessories as you pick up the recipes for them. This can be an interesting gimmick, but you can only use it before a fight.

Also, you can save in mid-fight. You don't just "suspend" the game data until you play next; you actually save. This is an interesting idea, but it can make the game even easier than it would be otherwise.

As I mentioned previously, this game can be really easy. When a character dies, he can be used in the next battle, but he/she will have zero experience points, without losing his experience level. Also, for some reason, you can only earn 48 experience points at a time. This "trial-and-error" style of gameplay hurts Onimusha Tactics.

Also, there is next to no customization available. You can change the weapons and armor on your characters, but they will remain in the class they started out in until the day they die (and then they’ll come back for the next battle as the same class). There is also a dearth of secrets-the only real hidden extra is that you can get a secret character by going through the "Phantom Tower," a sixteen floor marathon of increasing difficulty.

The notable thing about this game is that it’s the first tactical RPG I’ve seen where enemies can have more than 999 HP. However, the game will show a maximum of 999 hit points. This is somewhat unusual, as towards the end, you’ll hit opponents with devastating attacks which appear to have no apparent effect.

One of the most frustrating things about this game is its extreme friendliness. If your character has a gun, you can’t aim past your allies, and you can’t aim a technique at an empty square on the field. This can be frustrating if all enemies are just out of the range of the spell.

For all the flaws, it’s still an entertaining game, and there seem to be some interesting missions in Onimusha Tactics, like having to defeat the enemy within a certain number of turns or kill two enemies in the same turn. But I can’t in good conscience give it more than a 6/10, because I expect more from Capcom than this.
 

PAC-MAN COLLECTION

NAMCO

MASS MEDIA

CLASSIC COLLECTION

 

GAME BOY ADVANCE

 

Pac-Man has become like the doorknob of the video-game world--every system under the sun seems to have gotten a turn.  There's even a section on this site that has every known version and port of the game.  So, it was only a matter of time before Nintendo's follow-up to their most successful system of all time got its chance at the game.  But before you write it off as another hastily thrown-together deal, hear me out.  This one has something the others don't.

The game is a collection of four Pac-Man games... superficially, it seems to be par for the supposed course.  The four games are the original Pac-Man, Pac-Mania (the isometric "noble experiment" that never really panned out), Pac-Attack/-Panic, and Pac-Man Arrangement.

Did you read those last few words? I hope so, because they make up the most significant thing about this new compliation.  The "Arrangement" version of Pac-Man has never before been released outside of an arcade, which makes this the first, best, and only chance (so far, at least) most people will have to experience this game.

Some people might know about this game, but they brought back Clyde for the first time in a long time, as well as bringing in a fifth monster named "Kinky."  This bespectacled beastie has a penchant for fusing with the other monsters, with interesting results; for example, Pinky turns into a bunny-monster who can hop across the maze with incredible ease; Clyde sets down "slow-down" pellets to trip you up, etc.  It seems as though Pac-Man may have his hands full... or he would, if he had hands. ^_^'  However, Kinky seems to scare quite easily, and eating him in his "frightened" phase will in turn frighten the other monsters.

But wait!  There's more!  Certain levels have "zip" arrows that can allow you to go through monsters, stunning them (unless they're frightened).  There are also powerups that appear along with the fruit--speed-up, mirror (a shadow Pac-Man appears opposite you on the maze, mimicking your movements), and capture (traps the monsters in a pot temporarily).  It's nice to know that Namco made this effort to balance the combined extra challenge of 1) an extra monster and 2) the prospect of "super-monsters" in this game.

But that's not all!  There's one more challenge--a final boss.  That's right, this game actually has an "endgame" stage, with a giant robot monster.  Beat this guy, and you win.  It's not very easy; it involves going about the usual business of eating dots and avoiding the monsters, including the ones manning the gigantic robot.

As for the other games on the cartridge, there seems to be the classic treatment given to each.  Pac-Man Classic has the full-screen (but small) and zoomed-in modes (the trigger buttons are used to scroll up and down), complete with the sound and intermissions.  Pac-Mania is pretty good, with decent resolution and graphics, as well as music (the Lego-esque first two levels and intermissions seem to be here in full effect).  And Pac-Attack is... well, Pac-Attack.  Not much to be said about this particular title... screwing this one up would be a task that would make Hercules blanch.  Make of that what you will.  And as an added bonus, you can tweak certain features of the games (lives, difficulty, and "bonus" conditions) and get tips on each game.

The only two things I would change are 1) two-player support, as far as I could see, there was none; and 2) maybe more games (Pac & Pal or Super Pac-Man, maybe--imagine Super Pac-Man in "scroll" mode O_O').

Mass Media actually did a decent job on this one, as opposed to the abomination that was the DC Namco Museum.  If you have a GBA, check it out. 
 

SAMURAI DEEPER KYO

MARVELOUS

 

ACTION

 

GAME BOY ADVANCE

 

Pros: Interesting characters, attention to detail
Cons: Repetitive. Very Repetitive.

In the year 1600, at the bloodied and misty battlefield of Sekigahara, two swordsmen square off. In one corner, the samurai Mibu Kyoshiro. In the other, the feared assassin Onime no Kyo (or Demon-Eyes Kyo), the slayer of a thousand men. Both men fight viciously, but Kyoshiro's sword is broken. As the battle goes on, three warriors sent by the Sakuya clan--Sanada Yukimura, a drunken samurai; Saizou, a ninja, and Sasuke, a yound magician-type boy, set the plan to eliminate Kyo into motion. Saizou maintains the mist in the field, Yukimura keeps Kyo busy, and Sasuke summons a meteor to the area. As the meteor hits, Sasuke, Saizou and Yukimura escape. But Kyoshiro and Kyo seem to be killed in the blast...

Four years later, Mibu Kyoshiro is disguised as a pharmacist, Onime no Kyo is wanted for 1,000,000 Yen, and the three aforementioned warriors are searching for them both. Meanwhile, Shiina Yuya, a young female bounty hunter, lures Kyoshiro into a trap by pretending to be sick--it appears that he is also wanted (for eating food and not paying for it). And so, she uses the old "I'm cold--would you please warm me up?" strategy to trick him. He soon finds himself with a triple-barreled pistol in his face.

Later, as Yuya has Kyoshiro tied up, a snake-like swordsman comes by, looking to kill some people. Yuya attempts to shoot him, but he catches the shots with his tongue and mutates into a horrible monster. He lays waste to both Yuya and Kyoshiro. As he's about to bring the killing blow to the druggist, something... or someone... happens. Onime no Kyo appears where Kyoshiro once was...

Sorry for the long set-up, but that's a rough summary of the first episode of the anime series that this game is based on. The game seems to play like a Dynasty Warriors-type game (from the second one in the series on, that is)--go through an area, cutting through as many enemies as necessary between points A and B, eventually face a boss. Somewhat formulaic and tedious, but it's still fun to an extent.  As you progress, you'll face the same three or four types of goons, which basically are as follows:

--swordsman
--swordsman who occasionally explodes
--swordsman who occasionally spews smoke that does strange things to you
--Black-cloaked wizard-type

Each character seems to have a different style of play--Kyoshiro/Kyo being the well-rounded character of the bunch, Yuya being the ranged character, Yukimura being the defensive type and Benitora, I believe, filling the "power" area. 

The graphics are surprisingly impressive. There doesn't seem to be any slowdown, and the attention to detail is impressive. Characters leave footprints, and the supers tend to leave dust trails where they go through. The sound includes voices from the anime, as well as approximation of the music.

The only complaint I really have about this game is that it's really repetitive. Other than that, the game is a lot of fun, and the difficulty is brought the old-fashioned way--by force of numbers. I give this an 8.
 

TACTICS OGRE

ATLUS

 

STRATEGY

 

GAME BOY ADVANCE

 


Pros: Actual difficulty, incentives to be thorough in clearing out foes, more secret characters, able to recruit characters, compelling story.

Cons: Might be a bit obscure for some, certain "configurations" of characters may be arbitrary.

Here we have a game in another famous saga (at least in Japan). The Ogre Battle saga is not quite as comprehensive as the Final Fantasy series (in fact, the first four chapters have not yet even been made), and the gameplay in most of them has not been as involved (you mostly pick your army and let them go at it). However, this series has one thing Final Fantasy doesn’t-continuity. All the games are actually connected, and not just in the sense of sharing characters with similar names.

In this game, you play Alphonse, a young nobleboy sent on behalf of the Holy Lodis Empire (ostensibly) to investigate a conflict between two regions of the island of Ovis. He and his friends are attacked by bandits, and Alphonse is knocked out to sea while intercepting an arrow meant for his commanding officer. Upon coming to, he meets up with a knight named Ivanna Batraal, who offers to help you reunite with your friends. However, along the way you meet up with the troops of the lord who sent the bandits, and get captured. You wind up getting saved by a mysterious woman from a secret society and caught in an intricate plot involving land wars, family betrayal, deep-seated jealousy, and fallen angels. Yes… fallen angels.

The game seems to be a lot like Final Fantasy Tactics Advance. But in FFTA, the characters attack according to speed, while in TO, each side takes turns (all your guys go, then all my guys go, etc.).

The game doesn’t seem to be as customizable as FFTA, but certain traits have more impact on your characters’ development. Each character has two special alignments: element and law. Element can be Earth, Air, Water or Fire, while law can be Lawful, Neutral or Chaotic. The element of a character can affect both his skill with certain elements (an earth character can use earth spells or weapons more effectively) and with attacking enemies (an earth character can more effectively attack an air character, and vice versa). The legal alignment can affect the classes open to a character. Also, certain "emblems," earned by achieving given feats, like hitting two enemies at once with a spear or performing a certain number of "head-on" attacks, can change certain abilities or open up classes.

You can also recruit new fighters regularly, either by "buying" them at a store or by persuading them mid-fight. The effectiveness of persuasion can be affected by the class of both characters, as well as any "emblems" one might have.

Also, in battle, you have a "support" system, which affects your abilities. Each character’s confidence is affected by both allies and enemies in close proximity. For instance, a "beast tamer" will provide +1 (support) to allied beasts within three panels, while a character with an "exorcism" emblem will cause -1 (fear) to undead enemies within three panels. This affects your attack strength and accuracy.

Furthermore, each class has a different type of movement both on land and in water. Certain characters can only hop up one level or down two, others might be able to move in snow without penalties, others still might be able to walk across water. Also related to terrain is the elemental influence of the terrain. Snow will enhance water attacks performed on it, while lave may affect fire attacks.

There are actually very many classes and races to control in this game. In addition to the more than dozen classes available to each gender (though there are liberal amounts of overlapping), there are "demi-humans," beasts, dragons, undead, fiends (gremlins, gorgons, etc.) and transmigrated beings (Angel Knights, Liches). Only humans can equip spells for the most part, but most creatures can learn abilities as they level up, such as "breath" attacks for dragons and healing abilities for fairies.

As the story unfolds, you’ll find your main character questioning not only his new allies, but also his old friends. In the end, the decision will be yours to make, but it depends on how far you’re willing to go to achieve certain goals. Also, certain battles will be changed according to which path you take, as well as the ending (of which there are five).

The only problem I can really think of in this game is that the "setup" of your character seems to be arbitrary. This can be more problematic for the legal alignment, but that can be remedied with the right items. Overall, this game earns a 9/10, and I look forward to any other games of this nature Atlus may want to make in the future.
 

TOUKON RETSUDEN ADVANCE

TOMY

 

WRESTLING

 

GAME BOY ADVANCE

 


Toukon Retsuden is another great wrestling series. It's enjoyed great success on such platforms as the Playstation, the N64, the Dreamcast, and even The Little Engine That Not Only Couldn't, but Had No Business Even Trying, the WonderSwan. Now, the Game Boy Advance gets its turn. Not particularly noteworthy in the annals of history, except for the fact that this is a 3-D to 2-D conversion.

The Toukon Retsuden series deals with the Japanese promotion New Japan Pro Wrestling, a federation which is very much like our World Championship Wrestling, right down to doing interpromotional deals and having their own New World Order. Hulk Hogan even won his first title there--and he was the first to win the title! Certainly, a promotion with a good amount of history. But since most people haven't played this game, I'll give a quick rundown of how this particular installment works.

The game follows a simple, intuitive grapple system: B does striking attacks (punches, kicks, chops), A does suplex-type moves (suplexes, slams, drivers and bombs), and R does submission holds (and the odd pinning combination). The moves you can do depend on 1) your position relative to the opponent (front, back, etc.), 2) your opponent's position relative to you (on the ground, standing up, in the corner), and 3) your opponent's state of consciousness (normal, groggy, very groggy). It's easy to pick up, but hard to master, as the CPU can reverse with relative ease; however, the cheapness doesn't quite get out of hand.

The characters are pretty interesting, but most people might not have heard of most of them. The ones you may be familiar with if you followed WCW pretty closely are: Masahiro Chono (nWo member), Hiroyoshi Tenzan (also nWo), Scott Norton (nWo), Super-J (aka nWo Sting), and of course, the papa of the Palm Strike, Jushin "Thunder" Lyger, who headlined the first Nitro with the late Brian Pillman). Also, followers of PRIDE, the MMA promotion in Japan, may be familiar with Don Frye, who seems to be an unstoppable force in the league--he's here, too. Finally, luchador fans might have heard of a doctor by the name of Dr. Wagner, Jr., hailing form Mexico.

The career mode seems to put you through a good number of matches, gauntlet runs, and even the odd tournament (G1 Climax, King of the Jr. Heavyweights). You'll also get to join or reject membership from Team 2000 (the Japanese nWo as it stands now) and BATT (some faction that talks about "puroresu* LOVE"). By going through this mode with a created superstar, you can unlock new moves and characters (who seem to be either templates or unlicensed wrestlers). I've seen the Stunner and the Last Ride in here, among other famous finishers.

The create-a-wrestler mode is pretty neat in this one. You can change so many details about your character--the sleeves, the shirt, the gloves, the pads, the pants, the skin tone, the head, the stance, and even the date of birth and nationality. You can set up to four specials and one finisher.

As for the presentation of the game. The characters are large and animated very well, even "selling" injuries to limbs by limping and clutching their arm. The music is fairly generic, and there's only one ring--but it has an walkway instead of the ramp seen in most US promotions. They even have something of an entrance, but it's not much--stand in the gate, taunt, walk, do another taunt, get in the ring, taunt some more. I wish that at least they could have had something like custom ring entry, like luchadores leapfrogging the ropes and big guys stepping over them. But you can't win 'em all.

The game even has the "Critical Combos" from the series that will more or less devastate your opponent and get the crowd roaring. This was an interesting touch.

I have to give this one a 9 as well. It could have been better (why hasn't a GBA wrestling game had steel chairs or tables yet? >_<) but not by much. And it's better than Road to Wrestlemania or *shudder* WCW/nWo Thunder. A quick caveat, though--this game is very much in Japanese. Including the extensive text in the career mode. However, for the moves, you can check what they do in the move edit mode by hitting right on the d-pad to figure out what you want for your instrument of destruction.