POWER RANGERS, MEGAFORCE!.... doesn't work all that well without the music, huh.
As not to stop this Power Ranger gravy-train going, here we have Power Rangers Megaforce. I'm not familiar with either the original Sentai version nor the American Ranger adaptation, but in the grand scheme of things, it doesn't really matter.
Unlike Power Rangers Samurai, this game has more meat to itself, being made up of five chapters with five stages each, as well as 10 unlockable stages, so it should clock you about 4:30 hours. However, if you hate the game, that probably won't be a selling point. You get to play as all five Rangers and swap between them at will, as well as take control of Robo Knight in a few stages. Beating the game unlocks Might Morphin' skins for the main cast, which is a pretty neat bonus. On another note, the game is fully voice-acted, which is surprising for a low budget game like this one, but on the flip side, during stages the Power Rangers will refuse to shut up, often times repeating lines and cutting each other off. It's ridiculous how bad it is, or how nonsensical it gets with the Red Ranger claiming he can hear the birds every few seconds. They also LOVE to state the obvious, like telling you that if you destroy a box you can see what's inside. Every. Single. Time. A box enters your view.
The game is a simple go-to-the-right beat'em up, the standard fare for Power Rangers. You attack with the A button and use you useless blaster with B. L and R are used to change characters, but you can also tap their heads on the bottom screen. X allows you to use 2 cards and enter a Super Mode for a short time, while the cards themselves are used with the touchscreen. The cards are very weird, in that you find them throughout the game, but only a few of them are actually usable, only five of them actually. You can also scan real cards for in-game bonuses, but they are not necessary, thankfully. While all Rangers are basically the same, they have different attack combos and stats, so at least they look different, and play slightly different between each other. The Yellow Ranger is a bit weak, but covers wide areas, the Pink Ranger is great against single enemies and the Blue Ranger sucks.
While the game is a simple masher, it tries to shake things up by frequently stopping you on your tracks and force some kind of goal upon you. "Defeat every enemy", "Survive for a minute", "Collect every Medal", etc. These are repeated so often throughout the game that in an attempt to shake things up... it actually becomes fairly repetitive. Besides, there are, what, four different types of stage themes: Factory, Jungle, Ice Cave and Streets, and every single stage might be same for all that they are. As per usual, Zord battle stages are horrible, in these case, they are slow-paced battles in which you either perform a simple attack combo, shoot a projectile or block.
For such a rudimentary looking game, it sure has framerate issues! And you can tell it's a matter of optimization, since later in the game it gets really crowded... yet sometimes the framerate will be smooth, but then there'll be like only three enemies on-screen and the framerate will dip. On another note, the stage-select menu is painfully slow, it will take a while for you to get from stage 1-1 to 5-7.
Power Rangers MegaForce is exactly what Power Ranger have been getting on handhelds since like forever, a barebones beat'em up with awful MegaZord battles.
2.0 out of 10
A blog of Swords and Joysticks. And maybe comics, I like comics. Movies too, we can have movies right?
Thursday, February 6, 2020
Tuesday, February 4, 2020
Review #742: Super Duper Sumos
It's about time I cover this abomination.
If you're unlucky, you may remember an ages-old tv show about butt-obsessed Sumos called Super Duper Sumos. If you're even unluckier, you'll remember that it managed to get its very own Gameboy Advance game. And, as a lover of all things weird, here I am giving this thing a try!
The game is six stages short, and as far as I could tell, follows an original episode-divided story, each 'stage' begins either with the Sumos planning to do something, and then Evil Inc. botching things up for them or with Evil Inc. talking about their new plan, before you are thrust into your Sumo's thongs. You can play as any of the three Sumos, but they are pretty much identical. One may be stronger than the others, one might be faster, but the only real difference is the super move. The game is quite pretty, the animation might not be anything worth writing home about, but the characters sprites are a good representation of their animated counterparts.
The game is your average beat'em up, move from left to right while defeating enemies. B attacks, A jumps, R runs and L uses your super move, which you charge by picking up purple energy from fallen enemies. You can pick up enemies and throw them against each other, and you'll come across weapons every now and then. As you go through the game you'll unlock new moves, but your basic B attack and A jump is everything you really need. The later moves that enter your repertoire are a sliding attack, a belly tackle, a ballerina spin-dodge and, finally, a flying butt-tackle. It's pretty silly.
The game is what it is, an average beat'em up game. The show's premise is completely idiotic, but the game is a decent time for anyone that enjoys beat'em ups.
6.0 out of 10
If you're unlucky, you may remember an ages-old tv show about butt-obsessed Sumos called Super Duper Sumos. If you're even unluckier, you'll remember that it managed to get its very own Gameboy Advance game. And, as a lover of all things weird, here I am giving this thing a try!
The game is six stages short, and as far as I could tell, follows an original episode-divided story, each 'stage' begins either with the Sumos planning to do something, and then Evil Inc. botching things up for them or with Evil Inc. talking about their new plan, before you are thrust into your Sumo's thongs. You can play as any of the three Sumos, but they are pretty much identical. One may be stronger than the others, one might be faster, but the only real difference is the super move. The game is quite pretty, the animation might not be anything worth writing home about, but the characters sprites are a good representation of their animated counterparts.
The game is your average beat'em up, move from left to right while defeating enemies. B attacks, A jumps, R runs and L uses your super move, which you charge by picking up purple energy from fallen enemies. You can pick up enemies and throw them against each other, and you'll come across weapons every now and then. As you go through the game you'll unlock new moves, but your basic B attack and A jump is everything you really need. The later moves that enter your repertoire are a sliding attack, a belly tackle, a ballerina spin-dodge and, finally, a flying butt-tackle. It's pretty silly.
The game is what it is, an average beat'em up game. The show's premise is completely idiotic, but the game is a decent time for anyone that enjoys beat'em ups.
6.0 out of 10
Review #741: Power Rangers Samurai(Nintendo DS)
Leave no lone ranger left behind.
Let me tell you about my two favorite Sentai series, they are Gekiranger and Shinkenger. Lucky for me, it seems like the American version, Power Rangers Samurai, was popular enough to warrant a few games, this here being the DS version. It's pretty much what you'd expect from a Power Rangers game, no more, no less.
The game covers, I think, the first season of the American adaptation of Shinkenger, basically, it goes over the Rangers recruiting the Gold Ranger and ends with the Red Ranger dueling the Demon Dekar. It's 10 missions short, the game lasts 2 hours and there's nothing to unlock, not by traditional means anyways. Every unlock is tied to a password and not to a collectible or feat, and among these extras are Mega versions of the rangers. They look different, but they play exactly the same, and it seems like they even have the same stats as their basic versions, but at least they look different. The five original rangers play exactly the same but with different stats, the only thing setting them apart is their Strong special move, once the Gold Ranger joins, on mission 7 or so, he plays exactly the same, but has different animations and special moves, making him extra special. By the by, the Gold Shinkenger is one of my favorite rangers of all time since he fights with his very unique Iaido-sheathing style, and his in-game animations accurately captured his fighting style, which is something I adored.
Gameplay is very simple, you get a 3-hit weak attack combo, a strong attack that changes properties depending on when you use it during your weak attack string, a jump, a block and two special moves, done by pressing Block plus either strong or weak attack, that consume energy. The only difference between characters, besides their stats, is their Block+Strong special moves. Stages are your standard left to right 2-D beat'em up, although you can swap characters on designated spots. There are collectible discs waiting to be found, usually gated behind barriers only a specific Ranger can break, but they appear to add nothing but points to your total. There's a dumb touchscreen minigame before each mission, get it right and you get unlimited energy for a few seconds. There's also a disc on the bottom screen that you can spin around, keep it spinning and you'll be stronger and your attack string will extend to five. It's pretty dumb. Each stage ends with a boss battle, which then turns into a Megazord battle.
There's something that most Ranger games get wrong every single time: Zord battles. Instead of making these battles an extension of the main game, they always try to turn it into a minigame of sorts, and they always fail spectacularly, being the worst part about most Ranger games. This game is no exception. Firstly, a dumb minigame before each battle, get it wrong and you lose half your health bar. Fun times. As for the battle itself, you have to use the touchscreen to slide across a disc in order to spin it a fill a gauge. Once full you have to touch the Attack button with proper timing in order to deal damage. When the enemy fills their gauge, you have to block, which is done by touching the BLOCK buttons on the touchscreen. These battles are lame, and are needlessly boring.
Power Rangers Samurai is your average, run of the mill Power Rangers game that have been plaguing the handhelds since times immemorial. It's not bad. It's not good either. It's just a shelf filler. Fans of the franchise, like me, might get a few kicks out of it, everyone else shouldn't even bother.
5.0 out of 10
Let me tell you about my two favorite Sentai series, they are Gekiranger and Shinkenger. Lucky for me, it seems like the American version, Power Rangers Samurai, was popular enough to warrant a few games, this here being the DS version. It's pretty much what you'd expect from a Power Rangers game, no more, no less.
The game covers, I think, the first season of the American adaptation of Shinkenger, basically, it goes over the Rangers recruiting the Gold Ranger and ends with the Red Ranger dueling the Demon Dekar. It's 10 missions short, the game lasts 2 hours and there's nothing to unlock, not by traditional means anyways. Every unlock is tied to a password and not to a collectible or feat, and among these extras are Mega versions of the rangers. They look different, but they play exactly the same, and it seems like they even have the same stats as their basic versions, but at least they look different. The five original rangers play exactly the same but with different stats, the only thing setting them apart is their Strong special move, once the Gold Ranger joins, on mission 7 or so, he plays exactly the same, but has different animations and special moves, making him extra special. By the by, the Gold Shinkenger is one of my favorite rangers of all time since he fights with his very unique Iaido-sheathing style, and his in-game animations accurately captured his fighting style, which is something I adored.
Gameplay is very simple, you get a 3-hit weak attack combo, a strong attack that changes properties depending on when you use it during your weak attack string, a jump, a block and two special moves, done by pressing Block plus either strong or weak attack, that consume energy. The only difference between characters, besides their stats, is their Block+Strong special moves. Stages are your standard left to right 2-D beat'em up, although you can swap characters on designated spots. There are collectible discs waiting to be found, usually gated behind barriers only a specific Ranger can break, but they appear to add nothing but points to your total. There's a dumb touchscreen minigame before each mission, get it right and you get unlimited energy for a few seconds. There's also a disc on the bottom screen that you can spin around, keep it spinning and you'll be stronger and your attack string will extend to five. It's pretty dumb. Each stage ends with a boss battle, which then turns into a Megazord battle.
There's something that most Ranger games get wrong every single time: Zord battles. Instead of making these battles an extension of the main game, they always try to turn it into a minigame of sorts, and they always fail spectacularly, being the worst part about most Ranger games. This game is no exception. Firstly, a dumb minigame before each battle, get it wrong and you lose half your health bar. Fun times. As for the battle itself, you have to use the touchscreen to slide across a disc in order to spin it a fill a gauge. Once full you have to touch the Attack button with proper timing in order to deal damage. When the enemy fills their gauge, you have to block, which is done by touching the BLOCK buttons on the touchscreen. These battles are lame, and are needlessly boring.
Power Rangers Samurai is your average, run of the mill Power Rangers game that have been plaguing the handhelds since times immemorial. It's not bad. It's not good either. It's just a shelf filler. Fans of the franchise, like me, might get a few kicks out of it, everyone else shouldn't even bother.
5.0 out of 10
Review #740: Professor Layton and the Miracle Mask
The miracle maker
Professor Layton and the Miracle Mask marks an important moment for the series, the moment it went 3-D. Graphics never mattered for games like the Layton series, but trust me, the new dimension breathes new life into its world, and it's gonna be hard to go back.
The story picks up sometime after The Last Specter, with Layton travelling alongside Emmy and Luke. Their dynamic is as engaging as ever, although I felt like Luke and Emmy took a backseat to Layton and his antics. And there's a good reason for that, since this game delves even deeper into Layton's younger years, long before he met Claire. Half of the games chapters are spent with Layton joining up with people from his past as he tries to uncover the mystery behind the Masked gentlemen, while the other half of the chapters retell how Layton lost his best friend and drifted apart from his other friends. It's an interesting narrative, although I can't help but feel like I would've liked to see more of Emmy and Luke. This is the longest Layton game yet, although it only contains 150 puzzles. There are also 364 downloadable puzzles, but they are divided into 20 or so different types of puzzles.
As mentioned before, the new graphics are gorgeous, featuring well-made, colorful character models against beautiful hand-drawn environments made up of multiple layers for an added feel of depth. The backgrounds and characters are very sharp, making it a pleasure to look at. The exploration interface has been tweaked for the better, now you enter and exit examination mode, while you travel between areas by tapping on the bottom screen. It's very simple and intuitive. Sadly, the Puzzle interface has been made a bit less helpful. Puzzles now default to the "submit" section on the bottom screen, while the upper screen holds an image that, most of the time, must be examined to solve the puzzle or riddle. So where's the actual text for the riddles? Well, you have to tap a button to display it or hide it. And it might be a while before you notice that you can place it on the upper or lower screen. Regardless, no place feels comfortable. Put it up, in order to take notes as you read and you'll miss out on the image. Put it on the bottom screen and you can't take notes. It really highlights the elegant simplicity of how the previous games managed to place everything you needed in a comfortable, accessible way. It's not something you can't get used to, but it's something that worked much better in previous games.
The puzzles themselves felt a bit more forgettable than the ones from previous offerings. I can't exactly speak for everyone, but I felt like these puzzles weren't very memorable. Sometimes, after you successfully clear a puzzle, there won't be an explanation for the solution, which means that you could get the answer by accident and not get a proper explanation on how you were supposed to figure it out. It's rare, but it's something that put me off the few instances it happened. The final past-chapter is a mini dungeon-like minigame that has no place in Layton. You must dig for puzzles and coins, while dealing with simple boulder-pushing puzzles. What makes it unbearable is that pretty much every time you enter a new room, Young Layton and his pal Randall will take a few seconds to state the obvious. I just wanted this entire chapter to end.
As for the minigames, we have a Robot-grid movement puzzle set that was alright, a Shop minigame in which you must arrange items following a set of rules in order to get a customer to buy everything, which was incredibly fun, and, lastly a Rabbit Theater minigame, that has a dumb rabbit-petting system in order to teach the rabbit tricks so that you can then pick for him to use in a play. It was pretty boring.
Layton's jump into 3-D was a total success, the game is gorgeous, and despite it being a launch game in Japan, it still is one of the best looking games in the system, from both an artistic side and a technical side. That said, Professor Layton and the Miracle Mask feels like one of the weakest entries yet, with forgettable puzzles and a poor puzzle UI when compared to previous games. Come what may, I'm rooting for Azran Legacy to make the most from this new engine while tweaking what didn't work from this one. Reception for that game was mixed, but....
6.5 out of 10
Professor Layton and the Miracle Mask marks an important moment for the series, the moment it went 3-D. Graphics never mattered for games like the Layton series, but trust me, the new dimension breathes new life into its world, and it's gonna be hard to go back.
The story picks up sometime after The Last Specter, with Layton travelling alongside Emmy and Luke. Their dynamic is as engaging as ever, although I felt like Luke and Emmy took a backseat to Layton and his antics. And there's a good reason for that, since this game delves even deeper into Layton's younger years, long before he met Claire. Half of the games chapters are spent with Layton joining up with people from his past as he tries to uncover the mystery behind the Masked gentlemen, while the other half of the chapters retell how Layton lost his best friend and drifted apart from his other friends. It's an interesting narrative, although I can't help but feel like I would've liked to see more of Emmy and Luke. This is the longest Layton game yet, although it only contains 150 puzzles. There are also 364 downloadable puzzles, but they are divided into 20 or so different types of puzzles.
As mentioned before, the new graphics are gorgeous, featuring well-made, colorful character models against beautiful hand-drawn environments made up of multiple layers for an added feel of depth. The backgrounds and characters are very sharp, making it a pleasure to look at. The exploration interface has been tweaked for the better, now you enter and exit examination mode, while you travel between areas by tapping on the bottom screen. It's very simple and intuitive. Sadly, the Puzzle interface has been made a bit less helpful. Puzzles now default to the "submit" section on the bottom screen, while the upper screen holds an image that, most of the time, must be examined to solve the puzzle or riddle. So where's the actual text for the riddles? Well, you have to tap a button to display it or hide it. And it might be a while before you notice that you can place it on the upper or lower screen. Regardless, no place feels comfortable. Put it up, in order to take notes as you read and you'll miss out on the image. Put it on the bottom screen and you can't take notes. It really highlights the elegant simplicity of how the previous games managed to place everything you needed in a comfortable, accessible way. It's not something you can't get used to, but it's something that worked much better in previous games.
The puzzles themselves felt a bit more forgettable than the ones from previous offerings. I can't exactly speak for everyone, but I felt like these puzzles weren't very memorable. Sometimes, after you successfully clear a puzzle, there won't be an explanation for the solution, which means that you could get the answer by accident and not get a proper explanation on how you were supposed to figure it out. It's rare, but it's something that put me off the few instances it happened. The final past-chapter is a mini dungeon-like minigame that has no place in Layton. You must dig for puzzles and coins, while dealing with simple boulder-pushing puzzles. What makes it unbearable is that pretty much every time you enter a new room, Young Layton and his pal Randall will take a few seconds to state the obvious. I just wanted this entire chapter to end.
As for the minigames, we have a Robot-grid movement puzzle set that was alright, a Shop minigame in which you must arrange items following a set of rules in order to get a customer to buy everything, which was incredibly fun, and, lastly a Rabbit Theater minigame, that has a dumb rabbit-petting system in order to teach the rabbit tricks so that you can then pick for him to use in a play. It was pretty boring.
Layton's jump into 3-D was a total success, the game is gorgeous, and despite it being a launch game in Japan, it still is one of the best looking games in the system, from both an artistic side and a technical side. That said, Professor Layton and the Miracle Mask feels like one of the weakest entries yet, with forgettable puzzles and a poor puzzle UI when compared to previous games. Come what may, I'm rooting for Azran Legacy to make the most from this new engine while tweaking what didn't work from this one. Reception for that game was mixed, but....
6.5 out of 10
Saturday, February 1, 2020
Review #739: Professor Layton and the Last Specter
Ain't no stopping the Layton steam train!
I thought that Unwound Future couldn't be topped. I also expected that a prequel series would fail to match the previous games. Turns out I was wrong, Professor Layton and the Last Specter is a fantastic follow up to Unwound Future, and may very well be a contender for best Layton game.
Set years before the original series, The Last Specter deals with Layton and Luke's first meeting. A giant specter is wrecking havoc in Luke's hometown, and his father Clark, a good friend of the professor, asks Layton for help. In what's a completely different set up from previous games, Luke is a precocious child that spends most of his time shut inside his own room and Layton has to slowly earn his trust. It's actually quite endearing. I always liked Flora, but Level 5 didn't know what to do with her, so now we've got Emmy, the professor's current assistant, and she's great. She's not as bright as Layton, and probably not as bright as Luke would eventually become, but she's the muscle of the group. The three of them make for a fantastic group of characters, and throughout the course of the game I grew quite fond of their dynamic. They also added more flavor text to items you can examine on the environments, always leading to all three characters interacting with each other. Charming! Overall, I think the story is not as interesting or as good as the one in the previous game, but they made up for that by giving us a more interesting cast.
The game features the most amount of puzzles in a Layton game yet, at 170, two more than Unwound Future. Ironically, the storyline felt shorter than previous games, the previous game was at least an hour longer. The minigames felt a bit uninspired this time around. The train mini-game is an alternate take on the toy car from Unwound Future, the Fish Tank is very similar to the Parrot minigame and the new Puppet Theater works exactly like the previous game's sticker book but with verbs instead of stickers. It doesn't work as well either, since many verbs could work well enough with the context you're provided, such as 'moved' or 'placed', 'covered' and 'wrapped', etc.
There is, however, one extra that makes up for that. An extra that was cut from the European version(Bastards!). Said extra is.... London Life! It's a 2-D slice-of-life game, not unlike Animal Crossing, in which you create a simple 2-D avatar and take on simple requests from civilians. Civilians being characters from every previous game in the series! Your objective is to amass Wealth and Happiness, the former being your means to buy objects to decorate your room with as well as clothes or what have you, the latter being a health-gauge of sorts, since scary stuff like touching bats or picking up a bug instead of a flower saps your happiness.
Every time you go to sleep in your bed you advance time, and every in-game day you get new quests from civilians to fulfill. They start repeating eventually, but they are simple so as not to become too tedious. You can also do all sorts of jobs and activities to get money, like Taxi Driving, Bus Driving, getting luggage to the correct rooms in a hotel, juggling and a few others. It's not a '100 hour rpg' as they call it, but it's a surprisingly fun time waster. And it really adds up to the game, you could easily lose a few hours in this little "extra".
Professor Layton and the Last Specter is a fantastic entry into the series, one of the best actually. Being the beginning of a prequel trilogy means that you don't need to have played any previous game in the series to get the most out of the story, it has the largest amount of puzzles in the series and it also has an extra that could pretty much be its own game, and it has nothing to do with puzzles or riddles, so it's pretty much like having two great games in a single cart. Know what? I'm no longer doubtful, this IS the best Layton game yet.
8.0 out of 10
I thought that Unwound Future couldn't be topped. I also expected that a prequel series would fail to match the previous games. Turns out I was wrong, Professor Layton and the Last Specter is a fantastic follow up to Unwound Future, and may very well be a contender for best Layton game.
Set years before the original series, The Last Specter deals with Layton and Luke's first meeting. A giant specter is wrecking havoc in Luke's hometown, and his father Clark, a good friend of the professor, asks Layton for help. In what's a completely different set up from previous games, Luke is a precocious child that spends most of his time shut inside his own room and Layton has to slowly earn his trust. It's actually quite endearing. I always liked Flora, but Level 5 didn't know what to do with her, so now we've got Emmy, the professor's current assistant, and she's great. She's not as bright as Layton, and probably not as bright as Luke would eventually become, but she's the muscle of the group. The three of them make for a fantastic group of characters, and throughout the course of the game I grew quite fond of their dynamic. They also added more flavor text to items you can examine on the environments, always leading to all three characters interacting with each other. Charming! Overall, I think the story is not as interesting or as good as the one in the previous game, but they made up for that by giving us a more interesting cast.
The game features the most amount of puzzles in a Layton game yet, at 170, two more than Unwound Future. Ironically, the storyline felt shorter than previous games, the previous game was at least an hour longer. The minigames felt a bit uninspired this time around. The train mini-game is an alternate take on the toy car from Unwound Future, the Fish Tank is very similar to the Parrot minigame and the new Puppet Theater works exactly like the previous game's sticker book but with verbs instead of stickers. It doesn't work as well either, since many verbs could work well enough with the context you're provided, such as 'moved' or 'placed', 'covered' and 'wrapped', etc.
There is, however, one extra that makes up for that. An extra that was cut from the European version(Bastards!). Said extra is.... London Life! It's a 2-D slice-of-life game, not unlike Animal Crossing, in which you create a simple 2-D avatar and take on simple requests from civilians. Civilians being characters from every previous game in the series! Your objective is to amass Wealth and Happiness, the former being your means to buy objects to decorate your room with as well as clothes or what have you, the latter being a health-gauge of sorts, since scary stuff like touching bats or picking up a bug instead of a flower saps your happiness.
Every time you go to sleep in your bed you advance time, and every in-game day you get new quests from civilians to fulfill. They start repeating eventually, but they are simple so as not to become too tedious. You can also do all sorts of jobs and activities to get money, like Taxi Driving, Bus Driving, getting luggage to the correct rooms in a hotel, juggling and a few others. It's not a '100 hour rpg' as they call it, but it's a surprisingly fun time waster. And it really adds up to the game, you could easily lose a few hours in this little "extra".
Professor Layton and the Last Specter is a fantastic entry into the series, one of the best actually. Being the beginning of a prequel trilogy means that you don't need to have played any previous game in the series to get the most out of the story, it has the largest amount of puzzles in the series and it also has an extra that could pretty much be its own game, and it has nothing to do with puzzles or riddles, so it's pretty much like having two great games in a single cart. Know what? I'm no longer doubtful, this IS the best Layton game yet.
8.0 out of 10
Friday, January 31, 2020
Review #738: Konami Collector's Series - Arcade Advanced
These games offer no-quarter!
Not looking to be left out of the rerelease fever, Konami brought a few of their Arcade classics to the GBA with Konami Collector's Series - Arcade Advanced. It's a six-game compilation that features a couple of true classics as well as a few forgotten little games.
The games are presented as is, with no way to tweak the difficulty, amount of lives or continues which... really sucks. Arcade games were designed with one thing in mind and one thing only: Take your quarters, and they really gave no-quarter when doing so, so that makes these games feel quite cheap and getting far on any game will require quite a bit trial-and-error alongside having to learn how they work in-and-out.
Yie Ar Kung-Fu
Yier Ar Kung-Fu is a very simple, very cheap 1 on 1 fighting game in which you, as Oolong ,must fight various martial artists and their individual styles, some even use projectiles. There are plenty of moves you can use with A and B, while inputting different directions on the d-pad, but it's mostly a masher. Might be nostalgia, but I liked it a lot and had a lot of fun playing it.
This game was the reason I bought this cart, and I don't regret it one bit.
7.0 out of 10
Rush'n Attack
Rush'n Attack is a sidescrolling action game in which you must move from left to right while killing endless amounts of enemy waves with your knife. Defeating blue enemies will grant you weapons such as a bazooka or a flamethrower which can make easy work of enemies.
Simple, to the point, surprisingly fun.
6.0 out of 10
Gyruss
I was ready to hate this game, because I dislike shooters, but lo and behold, it wound it up being quite fun! Think Galaxian but on a cylinder.You can roll all over the screen while enemies take turns coming towards you with their attacks. It's quite a decent time waster.
6.0 out of 10
Time Pilot
Time Pilot plays a bit like Asteroids, with the whole 360 degree turn-movement, but you have to bring down enemy planes instead of rocks and rescue allies. It's hard to the point of cheapness, where it feels like enemy bombs track you, but the difficulty is also what makes it exciting.
5.0 out of 10
Scramble
This was the game I liked the least on this collection, but it's still rather fun, for what it is, a sidescrolling shooter in which you play as an invader and must bring down ships and towers with bombs and lasers. As straightforward as it gets.
5.0 out of 10
Frogger
You can fight me on this, but Frogger is an all-time classic and it's fun to this day. You must help frogs cross streets and rivers to make it to the pond at the end of the screen. It's as simple as that, except that you must avoid traffic and cross the river by jumping over logs and turtles. The biggest issue is the purple frog bonus, since it's hard to see on the GBA's screen, making it for a handicap instead of a bonus!
7.5 out of 10
That's all fine and dandy, but what if I told you that the game houses a few bonuses and secrets? Using the Konami code on any game will produce different results. Rush'n Attack and Time Pilot get a few new levels, which is OK I guess, but Gyruss gets a bonus X level with slightly enhanced graphics. Pretty nifty, right? Yie Ar Kung-Fu gets bonus characters for the multiplayer mode, which is fine, but I can't play it by myself. But what about Scramble and Frogger? Well...
Complete and total graphical overhauls. This is quite probably one of the best looking Frogger versions out there, and it's almost criminal that it's hidden behind a code so that a lot of people won't find out that their games contain this neat little extras. Having clearer graphics, different ships and an easier to read HUD makes Scramble a bit more fun, and the new graphics make Frogger seem like a new game. These extras should've been extra options on the menu!
Konami Collector's Series - Arcade Advanced is a decent way to pass the time, and the Konami-Code extras are brilliant, but Arcade games shouldn't be rereleased without infinite continues. I wish the game would've had less shooters, and maybe put Castlevania Arcade instead of Time Patrol, but Frogger is worth the price of admission alone, and the other games are worth a look or two.
7.0 out of 10
Not looking to be left out of the rerelease fever, Konami brought a few of their Arcade classics to the GBA with Konami Collector's Series - Arcade Advanced. It's a six-game compilation that features a couple of true classics as well as a few forgotten little games.
The games are presented as is, with no way to tweak the difficulty, amount of lives or continues which... really sucks. Arcade games were designed with one thing in mind and one thing only: Take your quarters, and they really gave no-quarter when doing so, so that makes these games feel quite cheap and getting far on any game will require quite a bit trial-and-error alongside having to learn how they work in-and-out.
Yie Ar Kung-Fu

This game was the reason I bought this cart, and I don't regret it one bit.
7.0 out of 10
Rush'n Attack
Rush'n Attack is a sidescrolling action game in which you must move from left to right while killing endless amounts of enemy waves with your knife. Defeating blue enemies will grant you weapons such as a bazooka or a flamethrower which can make easy work of enemies.
Simple, to the point, surprisingly fun.
6.0 out of 10
Gyruss
I was ready to hate this game, because I dislike shooters, but lo and behold, it wound it up being quite fun! Think Galaxian but on a cylinder.You can roll all over the screen while enemies take turns coming towards you with their attacks. It's quite a decent time waster.
6.0 out of 10
Time Pilot
Time Pilot plays a bit like Asteroids, with the whole 360 degree turn-movement, but you have to bring down enemy planes instead of rocks and rescue allies. It's hard to the point of cheapness, where it feels like enemy bombs track you, but the difficulty is also what makes it exciting.
5.0 out of 10
Scramble
This was the game I liked the least on this collection, but it's still rather fun, for what it is, a sidescrolling shooter in which you play as an invader and must bring down ships and towers with bombs and lasers. As straightforward as it gets.
5.0 out of 10
Frogger
You can fight me on this, but Frogger is an all-time classic and it's fun to this day. You must help frogs cross streets and rivers to make it to the pond at the end of the screen. It's as simple as that, except that you must avoid traffic and cross the river by jumping over logs and turtles. The biggest issue is the purple frog bonus, since it's hard to see on the GBA's screen, making it for a handicap instead of a bonus!
7.5 out of 10
That's all fine and dandy, but what if I told you that the game houses a few bonuses and secrets? Using the Konami code on any game will produce different results. Rush'n Attack and Time Pilot get a few new levels, which is OK I guess, but Gyruss gets a bonus X level with slightly enhanced graphics. Pretty nifty, right? Yie Ar Kung-Fu gets bonus characters for the multiplayer mode, which is fine, but I can't play it by myself. But what about Scramble and Frogger? Well...
Complete and total graphical overhauls. This is quite probably one of the best looking Frogger versions out there, and it's almost criminal that it's hidden behind a code so that a lot of people won't find out that their games contain this neat little extras. Having clearer graphics, different ships and an easier to read HUD makes Scramble a bit more fun, and the new graphics make Frogger seem like a new game. These extras should've been extra options on the menu!
Konami Collector's Series - Arcade Advanced is a decent way to pass the time, and the Konami-Code extras are brilliant, but Arcade games shouldn't be rereleased without infinite continues. I wish the game would've had less shooters, and maybe put Castlevania Arcade instead of Time Patrol, but Frogger is worth the price of admission alone, and the other games are worth a look or two.
7.0 out of 10
Thursday, January 30, 2020
Review #737: Capcom Classics - Mini Mix
I would never say no to Capcom classics.
About a decade ago Capcom saw fit to release their two-volume Capcom Classics collections on the PS2, PSP and the like, but not being one to leave the GBA hanging(or to say no to easy money), Capcom also released Capcom Classics Mini Mix on the GBA, but instead of containing their cheap Arcade games, it instead contained a few of their cheap NES games! Yes, this games are tough because this was the norm at the time, and the games contained in this cart are straight-up ports, no bells and whistles, no savestates, no cheats, nothing to make the experience any more pleasant in our modern times. Included in this game we get: Mighty Final Fight, Strider and Bionic Commando, classics of the yesteryear in every sense of the word, but they certainly show their age.
Mighty Final Fight
While I grew up with a NES of sorts, I never played this game, nor the other two for that matter, but I remember the day I discovered this game existed. It was one of my first goes at NES emulation, and I couldn't believe that Final Fight had a NES version I didn't know about!
This is a 5-stage alternate take on Final Fight. Cody, Guy and Haggar team up to rescue Jessica, throughout 5 stages that may share a few similar backdrops to the Arcade game, but very different all in all. There's no multiplayer, not even on the NES original, but now we've got a few barebones RPG elements, namely, the fact that characters level up as you defeat enemies, enlarging their lifebar and getting new moves.
Each character plays slightly different from one another, which is surprising, even more so the fact that by the end of the game these versions of the characters have more moves than their arcade counterparts! Sadly, there are no weapons to be found, well, except on a single stage, but it's not too bad.
While games during this era were unfairly hard, Mighty Final Fight feels pretty fair. That said, it's a bit boring, since enemies take too long too kill. About 4-5 full combos each, at least when playing as Guy. Once I lost all my lives by level 5 I quickly swapped to Cody and it felt like he was a bit stronger, even if his left-right+A+A+A+A attack wasn't as useful as Guy's.
7.0 out of 10
Strider(NES)
I don't care what anybody says, this is a Metroidvania. Kinda. This game plays nothing like the Arcade original, which was pretty off putting at first, I mean, after 'finishing' the first level I was dumbfounded to figure out that I actually had to walk all the way back to the start of the level. And it turns out that you'll visit Stage 1 a few more times throughout your playthrough. And it sounds kinda annoying until you make peace with the fact that this is a Metroidvania.
That's right, a big part of the game is exploring levels, as you unlock them, finding abilities or keys that will let you advance further on other stages. You might want a guide in tow to cut on your stage visits, but it's not necessary since you can figure out everything on your own. As for basic gameplay, A jumps and B attacks, simple, but you also have access to ninja spells to aid you in battle or heal you, which use energy from your energy points. After rescuing or finding certain NPCs you'll also get levelled up, increasing your HP and EP. Pretty nifty, and pretty interesting, since this makes sure that you'll always be as strong as you need to for the next part of the game.
It's a bit on the short-side, but long enough that you'll want to take a break, luckily we get a password system. Savestates would've been neat, but what can you do? The only thing that keeps this game from greatness is how spotty the platforming is. Triangle-jumping is a pain in the butt, jumping out of platforms sometimes doesn't work very well, and sometimes touching a piece of a go-through platform will ruin your jump. In the end, jumping and THEN moving sideways seemed to work best.
7.5 out of 10
Bionic Commando(NES)
Call me a heretic if you want, I didn't like Bionic Commando. Mind you, not being able to jump and having to rely on the hook for any and every vertical movement you want to perform was actually really fun, but the game is a bit unnecessarily tough, and leveling up, which grants you bonus hit points, takes too long. Doesn't help the fact that it's about as long as Strider, but harder, and with not a single way to save the game, not even a password system.
The game's charm comes in the way of how you tackle the levels, for you see, you get an overworld and you could visit any stage in any order that you want, but there's actually a proper order that'll guarantee you getting the items and weapons on your first, and hopefully only, visit. This entire system is pretty novel, so I'll give it props for that.
All in all, I think it can be enjoyed by people that haven't outgrown their retro roots. As for me? I think the only way I'd enjoy this game would be with either savestates or at least unlimited lives or continues, as not to make the grinding process such a chore and, well, a grind. Regardless, I think the stage-layout is pretty original, and the hook is fun to use. That said, it's hard to have fun with it when enemies keep dropping down on top of your head as you try to make progress, making you take unfair damage.
5.0 out of 10
Capcom Classics - Mini Mix on the Gameboy Advance is a fun little collection of games. They are pretty old so your mileage may vary on how much you enjoy each game, but there's sure to be at least something here that you'll enjoy.
7.5 out of 10
About a decade ago Capcom saw fit to release their two-volume Capcom Classics collections on the PS2, PSP and the like, but not being one to leave the GBA hanging(or to say no to easy money), Capcom also released Capcom Classics Mini Mix on the GBA, but instead of containing their cheap Arcade games, it instead contained a few of their cheap NES games! Yes, this games are tough because this was the norm at the time, and the games contained in this cart are straight-up ports, no bells and whistles, no savestates, no cheats, nothing to make the experience any more pleasant in our modern times. Included in this game we get: Mighty Final Fight, Strider and Bionic Commando, classics of the yesteryear in every sense of the word, but they certainly show their age.
Mighty Final Fight
While I grew up with a NES of sorts, I never played this game, nor the other two for that matter, but I remember the day I discovered this game existed. It was one of my first goes at NES emulation, and I couldn't believe that Final Fight had a NES version I didn't know about!
This is a 5-stage alternate take on Final Fight. Cody, Guy and Haggar team up to rescue Jessica, throughout 5 stages that may share a few similar backdrops to the Arcade game, but very different all in all. There's no multiplayer, not even on the NES original, but now we've got a few barebones RPG elements, namely, the fact that characters level up as you defeat enemies, enlarging their lifebar and getting new moves.
Each character plays slightly different from one another, which is surprising, even more so the fact that by the end of the game these versions of the characters have more moves than their arcade counterparts! Sadly, there are no weapons to be found, well, except on a single stage, but it's not too bad.
While games during this era were unfairly hard, Mighty Final Fight feels pretty fair. That said, it's a bit boring, since enemies take too long too kill. About 4-5 full combos each, at least when playing as Guy. Once I lost all my lives by level 5 I quickly swapped to Cody and it felt like he was a bit stronger, even if his left-right+A+A+A+A attack wasn't as useful as Guy's.
7.0 out of 10
Strider(NES)
I don't care what anybody says, this is a Metroidvania. Kinda. This game plays nothing like the Arcade original, which was pretty off putting at first, I mean, after 'finishing' the first level I was dumbfounded to figure out that I actually had to walk all the way back to the start of the level. And it turns out that you'll visit Stage 1 a few more times throughout your playthrough. And it sounds kinda annoying until you make peace with the fact that this is a Metroidvania.
That's right, a big part of the game is exploring levels, as you unlock them, finding abilities or keys that will let you advance further on other stages. You might want a guide in tow to cut on your stage visits, but it's not necessary since you can figure out everything on your own. As for basic gameplay, A jumps and B attacks, simple, but you also have access to ninja spells to aid you in battle or heal you, which use energy from your energy points. After rescuing or finding certain NPCs you'll also get levelled up, increasing your HP and EP. Pretty nifty, and pretty interesting, since this makes sure that you'll always be as strong as you need to for the next part of the game.
It's a bit on the short-side, but long enough that you'll want to take a break, luckily we get a password system. Savestates would've been neat, but what can you do? The only thing that keeps this game from greatness is how spotty the platforming is. Triangle-jumping is a pain in the butt, jumping out of platforms sometimes doesn't work very well, and sometimes touching a piece of a go-through platform will ruin your jump. In the end, jumping and THEN moving sideways seemed to work best.
7.5 out of 10
Bionic Commando(NES)
Call me a heretic if you want, I didn't like Bionic Commando. Mind you, not being able to jump and having to rely on the hook for any and every vertical movement you want to perform was actually really fun, but the game is a bit unnecessarily tough, and leveling up, which grants you bonus hit points, takes too long. Doesn't help the fact that it's about as long as Strider, but harder, and with not a single way to save the game, not even a password system.
The game's charm comes in the way of how you tackle the levels, for you see, you get an overworld and you could visit any stage in any order that you want, but there's actually a proper order that'll guarantee you getting the items and weapons on your first, and hopefully only, visit. This entire system is pretty novel, so I'll give it props for that.
All in all, I think it can be enjoyed by people that haven't outgrown their retro roots. As for me? I think the only way I'd enjoy this game would be with either savestates or at least unlimited lives or continues, as not to make the grinding process such a chore and, well, a grind. Regardless, I think the stage-layout is pretty original, and the hook is fun to use. That said, it's hard to have fun with it when enemies keep dropping down on top of your head as you try to make progress, making you take unfair damage.
5.0 out of 10
Capcom Classics - Mini Mix on the Gameboy Advance is a fun little collection of games. They are pretty old so your mileage may vary on how much you enjoy each game, but there's sure to be at least something here that you'll enjoy.
7.5 out of 10
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