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Topics - Aussie Ben PGC

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1
TalkBack / IMPRESSIONS: Game & Watch Collection
« on: August 24, 2006, 06:50:18 PM »
Learn more about this rare DS collection of classic dual-screen Game & Watch software.

Nintendo's handheld game history goes further back than the Game Boy.  First created in 1980, the Game & Watch systems were simple but easy to play handheld games that used basic LCD sprites to create gameplay.  In addition to the standard single-screen Game & Watches, the design evolved to dual-screen handhelds, which folded in half (a precursor to the Nintendo DS).    


So, it's not suprising that the Japanese Club Nintendo exclusive, Game & Watch Collection, contains three of the best multi-screen Game & Watch games: Oil Panic, Donkey Kong, and Green House.  If you don't own the original systems themselves, they've also previously been recreated in Game & Watch Gallery, Game & Watch Gallery 2, and Game & Watch Gallery 3, respectively.    


However, the recreation of these Game & Watch games is incredibly faithful in Game & Watch Collection.  With two screens, the games can finally be properly displayed, rather than having one of the screens squished in a smaller format.  Sound is also dead-on, with all the respective effects and jingles accurate to their original counterparts.  And, similar to Game & Watch Gallery 4, both screens feature the 'ghosted' LCD sprites that you could see if you played the original systems.    


Due to the the system clock of the Nintendo DS, the watch and alarm functions of each Game & Watch are also emulated in Game & Watch collection.  Surprisingly, this is the first time ever that this feature has been emulated!  You can set the Game & Watch of your choice in "Time" mode, which allows the DS to function like a regular Game & Watch, displaying the time.  Interestingly, the alarm will not sound if you have your DS in sleep mode - effectively making the feature completely useless!  However, it's a nice touch to see the alarm sprites anyway.    


As 'Game & Watch Collection' is a promotional item, there are only three games to play, each with a 'Game A' and 'Game B' mode.  There are no modern re-creations of the games, and there do not appear to be any unlockable games or features.  When compared to the Game & Watch Gallery games, Collection really is a bare bones homage to three of the better multi-screen games.  If you're after a fleshed out collection of Game & Watch titles, one of the previous Gallery series would be your best bet.  Collection is quite honestly not worth the $150+ that you can see it going for on eBay.  Hopefully though, these three games, along with a lot more, will be compiled for a proper commercial Game & Watch Gallery game for the DS.


2
TalkBack / REVIEWS: That's So Raven 2: Supernatural Style
« on: August 12, 2005, 01:24:31 AM »
Did you know: "Absolutely Psychic" was the original name of the show?  Oh sorry, I just spoiled one of the unlockables.

Discuss it in Talkback!    


Alas, Raven's perfume-spraying antics are over.  In the original game, Raven, "popular" "star" of the "hit" "Disney" "show" was armed to the teeth with Bottled Spring Water, her deflector handbag, and perfume, which she used to spray people in the face with.  It looks like Vicarious Visions got sick of Raven's antics (and honestly, who wouldn't be), as Disney Interactive has passed the development reins over to A2M, creators of the surprisingly good "Kim Possible 2: Drakken's Demise" for GBA.    


In that's SO Raven 2: Supernatural Style, A2M has forgone the perfume for pies.  That's right; Raven is now armed with cream pies, complete with the cherry.  The game's subtitle alludes to fashion of a phantasmagorical nature, and this is indeed the case.  In addition to her pernicious pastries, Raven fleeces a flock of frippery -- in other words, she steals clothes.  When Raven switches into the "borrowed" outfit, there is a whirlwind of purple and pink, and voila -- the crime is complete.  Raven has a different outfit for each level (once she swipes it, that is), including:    


  • A cheerleader's outfit with a pom-pom attack  
  • Janitor duds which include the ever-so-deadly "slippery when wet" safety sign  
  • A zookeeper uniform, complete with Gator Chow  
  • A sci-fi costume that makes Raven look like the female captain from that Star Trek series that no-one liked; and  
  • A rock star outfit, complete with a talentless singing attack that deafens foes.    


    The game's main villain is an evil band manager that wants to break up some band that Raven likes.  You don't actually discover that this gentleman even exists until the end of the second to last level - perhaps they were aiming for a plot twist, because his existence certainly surprised me.  He also gives a great Scooby Doo parody involving the words "would have gotten away with it" and "meddling kids" before hastily heading for the nearest exit at the start of the last level.    


    Supernatural Style also features all of your favourite characters from the show, including Chelsea, Cory, Devon (why the poor guy is named after lunchmeat I'll never understand), and the irksome little brother of Raven's that probably is comic relief and gets all the one liners and flatulence jokes.    


    Raven's tomfoolery throughout the game once again seems to revolve around her endless amount of vanity, having her concert tickets stolen by a monkey, finding toy robots, and avoiding the Great Wizard Gandalf's Magic Missiles with a 1d20 hit.  Raven also seems to converse with "hip" "street" "talk", peppered with the word "Snap!".  This indicates that either this is her TV show catch phrase, or that Raven has rheumatoid arthritis at a very early age.    


    The game isn't all bad -- A2M has given players an incentive to explore the ten levels.  There are assorted outfit pieces and colour tints for your outfits, along with special items that can be combined to make super secret outfit pieces (like the turban made from a garden hose and a necklace!).  At the end of each level, you can dress up Raven, and depending on how stylish she is, you can earn even more money.  Sadly, everyone hated my turban.  In addition to the hidden level items, there are coins scattered throughout the levels which can be used to purchase any remaining photos, outfit pieces and character factoids, including this unintentionally hilarious gem:    


    Raven enjoys jet skiing and painting and has a flare for cooking.    


    You know, so that she can alert everyone within a fifteen mile radius when the tacos are done.    


    The game also features a clever photography mini-game.  In this game, the timer is ticking down, and you have to take three photos.  A slider randomly slides left and right at a random speed, focusing and unfocusing the picture as it does so.  Your task is to take three photos as the slider is perfectly in the middle, so that you get a beautifully focused photo every time.    


    The game still is, quite frankly, atrocious for a couple of reasons.  Raven can only jump half of her height, but this is probably a license-forced limitation, and it's clear that the game hasn't been tested solidly, as there are sound distortion glitches, as well as one unfortunate bug where the screen turned black but the sound kept playing. Nonetheless, it provides about two hours of gameplay if you play it solidly.  There's also the option to go back and search for more outfit pieces and coins to unlock the rest of the extras, although most gamers probably won't do that unless they're fans of the show -- and let's be realistic for a minute, this is the target audience.  Is the game better than the first?  Oh yes.  Is this a good game?  Not by a long shot.

    Pros:
           

  • Photography mini-game is clever and fun  
  • Raven's resourceful Garden Hose Turban  
  • It's over very quickly

           Cons:
           
  • A bug that caused the game to display a black screen and play sound but not show any gameplay  
  • Raven isn't getting any less annoying  
  • It's over very quickly

                   Graphics:  5.0
           Average graphics with Raven still having the most effeminate walk cycle in video game history.  Visit delightfully bland locations like the school, the mall, the zoo, the sci-fi convention centre that looks like a school, and the backstage concert that kind of looks like the mall.

                   Sound:  6.0
           Although the game does have the generic R&B/Hip-Hop soundtrack that Raven seems to be associated with (not stereotypical in any way AT ALL), there are also varying themes for the zoo, convention centre and shopping mall, to shake things up.  The mall's elevator muzak is topped only by Earthworm Jim's What the Heck theme, because that included shrieks of terror.

                   Control:  4.0
           Not nearly as clunky as the previous Raven game, but the incredibly restrictive jump height and walking speed doesn't help to make this an easy-to-play game.

                          Gameplay:  3.0
           Raven busybodies her way through her friends' lives, goes to the mall, has her concert tickets stolen by a monkey, and foils an evil manager's plans.  You'd think that the monkey would spice things up, especially as he appears in three different levels, but sadly this is not the case.

     


           Lastability:  6.0
           The lastability varies directly on whether you're a fan of Raven or not.  That said, A2M has tried to include a fair amount of unlockables to keep you interested if you like Raven and the show.

     


           Final:  4.5
           Better than the last game, but only by a smidge.  It's still yet to be proven that Raven is a worthwhile character to make a video game out of.  Please don't try again.      


  • 3
    TalkBack / REVIEWS: SBK: Snowboard Kids DS
    « on: February 14, 2006, 11:27:36 PM »
    Well, you can't really call them kids if they're past the age of eleven.

    When I heard that Snowboard Kids was coming to Nintendo DS, I was very excited.  I played the original to death on the Nintendo 64, and unlocked absolutely everything.  The game boasted that it was "a game without brakes".  It was a little wackier than Mario Kart, as it featured squat little kids snowboarding down mountainsides and using weapons that turned you into snowmen or made frying pans fall out of the sky and squash you flat.  In short, it was my kind of game.    


    So it's just a little bit depressing that my favourite character, the tubby Tommy who was eating hamburgers all the time, grew up to become a bullying jerk.    


    The new Snowboard Kids game features a totally revamped artistic style.  Instead of the cute little midget children previously seen, we now have a set of anime-style 16 to 18 year olds who look like what marketing would call "edgy", or perhaps "extreme".  The lighthearted feel is gone, and replaced with a no-holds-barred, I'm-better-than-everyone vibe from these teenagers who all seem to be out to prove that they're number one.    


    However, this is merely an artistic style.  As much as I'd like to tell you that I dislike it, this new direction is simply not for me.  It's for the target audience of kids aged 14 to 18.  Besides, if the game itself is good, then the art becomes less of a problem.  But the game, while not perfect, is merely average.    


    Snowboard Kids plays somewhat like the Mario Kart series.  However, instead of racing laps of a track, you must make your way down a mountain and enter a narrow doorway at the end of each lap to take the helicopter back to the top.  Players can also perform tricks which increase the special trick meter, as well as earn projectile shots which can be used to attack opponents.  There are also weapon boxes that can be grabbed to score alternate weapons such as invisibility, mines, and turbo boosts.  The game also features multiple modes of play, as follows:    


    World Tour
     Amusement Rating: Moderately Xtreme
     A combination of regular races, slalom events, and boss battles. Comes in three cups of quickly increasing difficulty.    


    Time Attack
     Amusement Rating: Barely Xtreme At All
     You can race!  Against the clock!  It's like travelling through time, except not like that in any way at all.    


    Boss Battles
     Amusement Rating: Moderately Xtreme
     Destroy the boss before he gets to the finish line (or you can try to beat him).  There are no powerups to help, so you need to perform tricks to earn projectiles here.    


    Slalom
     Amusement Rating: Delightfully Xtreme
     Easily better than the slopes of Mount Nasty. Perform tricks and collect diamonds to increase your score while navigating through the hoops to extend your time.    


    And yet, in the transition from C-Buttons to touch screen, the control has become more difficult.  If you hit a wall or something similar that causes you to come to a grinding halt, you must rapidly tap the screen to gain momentum.  Which is, quite frankly, stupid.  You must reach over from the face buttons with your thumb and hammer the touch screen until your character moves, which is decidedly awkward, and could have instead been done with another button.  Pulling off 'special' tricks requires you to clumsily thumb at certain parts of the screen while you're attempting to steer through the air.    


    Sound is another area where Snowboard Kids is fairly average.  The music is not assigned to any particular level - instead, you get a random music track when you start a race.  This track will change if you decide to restart, or retry after failing, which causes the levels to lose a sense of individuality that they get when they have specific music assigned to them.  One level could quite as easily be another.    


    And then there are the voices.  Along with the art style, the 'kids' are frequently shouting out irritating quips, such as "I totally meant to do that.  NOT!", "Hahaha, it's called talent!" and the just plain wrong: "You like to watch, don't you?".  (Although, the Princess Bride reference is pretty cool.)  Turning down the voice volume makes the game much more bearable.    


    Snowboard Kids is a decent title.  While the new character look may not appeal to everyone, the game itself is okay.  There are some issues with using the touch screen for in-game tricks and acceleration, but aside from that, it's a fairly average kart-like racing game.  Snowboard Kids would probably best suit those looking for an alternative to Mario Kart or a wackier approach to extreme sport games.

    Pros:
           

  • Decent alternative to Mario Kart DS  
  • Main game is still basically the same as previous Snowboard Kids games  
  • Nancy says "Inconceivable!" just like Vizzini

           Cons:
           
  • The "in-your-face" attitude is far too "in-your-face"  
  • Incredibly difficult to dodge enemy attacks  
  • Having to hammer the touch screen when you've stopped completely and need to gain momentum  
  • Shop prices seem to be very high and unvaried

                   Graphics:  7.0
           The graphics appear technically sound for a DS game, with good models for the characters and locations. However, the art style seems to scream "LOOK AT ME!  I'M EXTREME!  REALLY!"  Every teen (kid?) appears to be either smirking, scowling, or grimacing at you.

                   Sound:  5.0
           The voice samples are obnoxious from the moment you hear a teen boy shout "ATLUS!" as though he's annoyed at you for turning on your DS.  It doesn't get much better from there.  Music is randomly rotated for each course, even if you restart, so it loses the opportunity to give the courses some individuality.

                   Control:  6.0
           The snowboarding and regular trick controls are fine, but the decision to add touch screen functionality and mic usage feels shoehorned in, just so that the back of the game's box can boast usage of the DS's features.

                   Lastability:  7.0
           The game does have a sufficient amount of replayability.  There are multiple tours to unlock, as well as snowboards, characters, cheats and skins to purchase from the game's store.  However, the game could have benefited by having the store prices set a little lower, or at least more varied, as nearly all items start from 50,000 points.

                   Gameplay:  6.0
           The game has a variety of different modes for you to play, ranging from World Tour, Time Attack, Boss Battles, and Slalom.  The difficulty level in World Tour mode ramps up rather unfairly, with opponents wailing on you much more frequently as you get to the higher cups.

                   Final:  6.5
           Design-wise, Snowboard Kids is a solid title.  Some clunky use of the touch screen and mic aside, gameplay is essentially the same as the previous games in the series, except that the kids...well, they aren't.  And this may put off fans who previously enjoyed these games.  It's certainly no Mario Kart, but the previous games weren't either.      


  • 4
    TalkBack / REVIEWS: DK King of Swing
    « on: April 16, 2005, 05:30:12 PM »
    "You want some more?  Because I'll spank you every time!"  
     - King K. Rool


    When I first heard about DK: King of Swing last year at E3, I thought 'What a stupid title!  And what a ridiculous idea for a game!'  Fortunately, I was proven very wrong (although I still think the title is pretty silly) -- I can tell you right now that this GBA game is a winner.    


    The Jungle Jam Tournament is about to be held, the winner of which will ne named the Jungle Hero!  However, before the tournament can take place, King K. Rool comes crashing down and swipes all the medals!  With a "Don't even THINK about following me, monkey-brains!", he jets off, and a furious DK goes after him to claim back the medals.    


    Before you begin the game, Cranky (who isn't anymore, sadly) will teach you the basics.  DK is controlled with the shoulder buttons.  L and R are used to walk left and right on the ground (although you can use the Control Pad for this if you prefer) and pressing both down, then letting go will make DK leap straight up into the air.  There are pegs and other climbable objects -- use L to grab one with DK's left hand, and R to grab one with his right.  Holding down L or R while on a peg will rotate you anticlockwise and clockwise, respectively.  To make your way through levels, you alternate between L and R to simulate a climbing motion (and it really does feel like DK is climbing as you do it).    


    DK has three "hits" before he dies and you get game over.  There are no invincibility or health pickups in this game.  Instead, you collect bananas, which are counted at the bottom.  At any time during the game, if you press B, you'll restore one hit at the cost of 10 bananas.  If you press A at any time during the game, you'll activate "Going Bananas", which will make your attacks stronger and allow you to jump higher (at the cost of 20 bananas).  This makes for some really clever strategy - do you restore all your health now?  Or do you save it and use invincibility instead?  It's all up to the player to decide.    


    The object of the game is to find the medals throughout the stage - early on, they're obviously placed, but later, they become more hidden.  Also hidden in the game (and a nod to DK64) are Crystal Coconuts, which are optional, but add to your percentage and cause 'something special' to happen.    


    The great thing about King of Swing is that it keeps introducing new gameplay mechanics in each level to keep the game fresh and exciting.  Early on you learn about pegs and boards, but later you find: wheels (which you have to hold with one hand to make them rotate); levers, including ones that you need to hold with both hands and ones that you need to repeatedly pull down to trigger briefly before they reset; rocks, which you hold and then let go to throw; bombs, which are like rocks but can explode in your face if you're not careful; and cannons, which fire out pegs in arcs that you must quickly climb and let go of.  There are also special levels like one set in a twister, where you're constantly being pulled to the left and you'll see yourself falling in the background as you get sucked around.  Other special environments include water levels which have low gravity, and icy levels which have incredibly slippery climbing blocks, to name a few.    


    The game's graphics have a nice charm to them.  Although nearly all the characters in the game have previously appeared in other Donkey Kong Country games, here they are given a different, sprite-based look which works really well.  There are also nice little touches, like seeing DK's tie fly up in the air as he falls back down, having DK beat his chest and slap the ground when he's idling, and seeing his legs react as you swing in a direction.  The levels have a pretty, pastel look to them, with a nice selection of muted colours being used in the backgrounds.  The game also uses the GBA's rotation effects heavily throughout the game (most characters and enemies rotate to turn around), while there is also some use of scaling effects on the map screen.    


    In addition to the Adventure Mode, there is also a "Jungle Jam" mode, which can be played either single-player or single- or multi-cart multiplayer.  Various events are unlocked for every set of Gold, Silver, and Bronze medals you find in Adventure Mode.  There are assorted types of events, including a simple race to the finish, obstacle courses, battles, a race to break the most barrels, and a 'claim the most area' event.  Earning Gold Medals for them in Single-Player mode is to your advantage, because when you reach a certain amount of Gold Medals, you'll be rewarded.    


    Music and sound for the game varies.  Sound is pretty good, with some clear voice samples from DK, Diddy, Dixie and Funky (they are all playable in Jungle Jam), and there are some nice jingles for collecting items like medals and Crystal Coconuts.  King of Swing also has one of the most hilarious 'cancel' noises for a game ever.  It sounds kind of like a duck making a loud "MMMWAA" sound, and you hear it every time you back out of a menu.  It's priceless.  There are some nice renditions of a couple of Donkey Kong Country songs, but the game features mostly new songs.  While some are merely okay, there are some great songs too, like K. Rool's theme and the slow, steady aquatic theme.    


    As mentioned earlier, King of Swing is a great game, and not one that you should miss if you own a Game Boy Advance.  It's so good, in fact, that even if you stripped away the DK license and made it, oh, I don't know, "Raven's That's SO Swinging", you'd still have a great game.  Donkey Kong is just the icing on the cake.  You want innovation, but still want a full game?  It's right here.    


    NOA currently has DK: King of Swing set for the ever-so-vague '2005' date.  If you're can't wait for King of Swing, but can't get the European version, our partners at Lik-Sang have the Japanese version, which will be released on the 19th of May.

    Pros:
           

  • BRILLIANT gameplay mechanic, which keeps adding new challenges  
  • Heaps of unlockables and secrets  
  • Donkey Kong Country references everywhere  
  • Get ready to lose!  This game is TOUGH!

           Cons:
           
  • Those raised on watered-down difficulty games will find this hard!  
  • Probably not best to use on SP due to its small shoulder buttons.

                   Graphics:  8.5
           Whoa!  The pre-rendered Donkey Kong Country characters have been all sprite-ified!  And they look pretty cute, too.  The game has a nice pastel colour palette, which is easy on the eyes.

                   Sound:  7.0
           The weakest part of the package, but still pretty good.  The sounds are clear and don't distort, while the music is a mix of original DKC and new themes, most of which are pretty cool.

                   Control: 10.0
           An ingenious method of controlling a character, and it works beautifully.  It all comes down to timing and reaction.  The strategy of always being able to heal or become invincible (provided you have enough bananas) is a great idea.  However, a DS or GBA is recommended due to the extensive use of the shoulder buttons.

                   Lastability:  9.0
           "Thanks for finishing the game!  OH HERE HAVE THIS ASSAULT OF UNLOCKABLES TO KEEP YOU BUSY!"  Thanks, King of Swing!  There's also a good selection of multiplayer modes that can be played either single-cart or multi-cart.

                   Gameplay: 10.0
           This L and R swinging method isn't just a novelty -- there's some deep gameplay in here.  Each level brings in a new hook or trick to keep you on your toes.  Or should that be fingers?

                   Final:  9.5
           An excellent first GBA game from PAON, which proves that there's still plenty of life in this system yet.  It's also quite refreshing to see a creative game that DOESN'T require an e-Reader, a microphone, or a pair of bongos to be plugged in.      


  • 5
    TalkBack / REVIEWS: Trace Memory
    « on: August 01, 2005, 12:33:47 AM »
    Our theme for today's story is "memory".

    A boy watches his father get killed.  A small child watches her mother's murder.  A silhouette of two adults.  And then you are presented with the title screen.    


    Another Code: Two Memories (or "Trace Memory", as it will be called in the States) begins in this mysterious way.  You assume the role of a thirteen year old girl named Ashley Robins, who receives a mysterious package containing a DS-like system called a "DAS".  The package also comes with a note from her father, previously presumed deceased, asking her to come to Blood Edward Island for her fourteenth birthday.    


    Upon reaching the island, Ashley begins to search for her father.  She encounters a ghost, known only as 'D', who explains to Ashley that he cannot remember anything about his past, including his death, and thus cannot pass from this life to the next.  Together, the pair of them explore the monstrous mansion on the island to find clues about Ashley's father and D's past.    


    Another Code is all about slow-paced exploration, discovery, and revelation.  Solving puzzles and finding character back-story are what will help you in this type of game, rather than having a quick trigger finger.  Because of this, the story is crucial to the game, and if it was poor, it would cause the whole thing to collapse in a heap.  Luckily, the story is engaging, and while it may not have a whole lot of plot twists, it is full of suspense and intrigue as you uncover more details about Ashley's family, as well as the history of the Edward Mansion and the island itself.    


    The graphics are a blend of three different styles - a pre-rendered look for close-ups of the various locations you visit, a polygonal world for you to navigate through in real-time, and a cel-shaded style for the images of various characters.  These three different styles blend together to give a refreshingly different look which contrasts the realism of the pre-rendered scenes with the cartoon-style of the characters quite well.  The only problem with the pre-rendered scenes is that because they are pre-rendered, when you solve certain puzzles, the image is not updated on-screen.  For example, while reconstructing a sign allows you to see it assembled close-up, if you are looking at the gate where the sign is, the sign still appears to be broken.    


    Music and sound are fairly subdued, with the music being a subtle set of songs that can be forgettable, but not annoying.  The game uses mostly natural sounds like waves splashing, dripping caves, howling wind, footsteps on creaking floorboards, and other things that you'd hear in real life.  The various sound effects for the DAS system sound suspiciously like the Nintendo DS itself.    


    Because Another Code has been designed from the ground up for the Nintendo DS, it uses the system in incredibly clever ways.  Except for the wireless multiplayer feature of the DS, every aspect of the system is used in a puzzle of some kind, with two puzzles in particular being so ingenious that I don't want to tell you about them, so that you can figure them out for yourself.  The game does give you hints for nearly all of the puzzles, but some of them are a little too vague, meaning that they don't actually make sense until after you've solved the puzzle.    


    One little quirk of the game is that, unlike every other adventure game in existence, you can't pick up everything that isn't nailed down immediately.  Ashley needs a reason to use an item before she can pick it up.  To be fair, this makes logical sense -- I know that I don't pick up everything I see on my way to work every day -- and it's not really too difficult to figure out what you need, because you'll usually have seen it before, or it will have been implied by Ashley or D that you need it.  Another problem with the game is that it's often difficult to know if you've checked everything in an area.  It would have been helpful if there were a button that showed all the things you can interact with in the current screen.  Oh.  And there's a sliding tile puzzle in the game.  I hate those.    


    The game's control is quite clever, and easy to use.  You can navigate Ashley either with the Control Pad, or the easier method of holding the stylus down, and she will automatically walk to the stylus point.  She'll keep walking until you let go, so you can navigate easily by moving the stylus around the screen.  (I will be very surprised if this control method doesn't get ripped off for at least one other DS game.)  When Ashley reaches something she can examine, a magnifying glass icon appears.  Simply tap on it and you'll see a close-up view of the area on the touch screen.  You can then examine pretty much everything on-screen, either by double tapping, or by placing the pointer on the object you want to examine, then tapping the magnifying glass icon.  Throughout the Mansion, there are also special data cards that contain little memos from Richard, Ashley's father.  During the second play-through, the information in these cards changes to history about the Edward family, giving you a reason to explore the game again.    


    Cing has done a great job on creating an easy-to-play, unique, and most importantly, entertaining DS game.  Anyone who's played a PC game with "Quest" in the title will enjoy this, as will those who don't particularly like to see a Game Over screen when they play games.  There's nothing like Another Code on the DS at the moment, but hopefully, other developers will be inspired by this game, and we'll get to see more adventure games on the system.

    Pros:
           

  • Great artwork  
  • Interesting story  
  • Excellent use of various DS features  
  • Replayability in an Adventure Game!

           Cons:
           
  • Inability to get items until you need them may be confusing  
  • Some puzzle hints are a bit too vague  
  • Some scenes don't update when items are changed or removed  
  • A damned slide-the-tiles-around puzzle

                   Graphics:  9.0
           A visually refreshing mixture of cel-shading, pre-rendered, and polygonal styles creates a style that you've never seen before.  Certain cut-scenes use both screens to tell their story with a graphical flair.

                   Sound:  7.0
           Not the most interesting part of the game, but okay, nonetheless.  The use of sound to show anger and thought in the conversations is a neat idea.

                   Control:  9.0
           Excellent use of the touch screen for guiding Ashley around Blood Edward Island and through the mansion.  Everything is straightforward to use, and there's also a nice double-tap shortcut to examine for the impatient like me, although it doesn't always work.  Something to show hotspots would have been nice.

                   Lastability:  6.0
           My first play-through ended at just under six hours, which was actually a lot more than I was expecting.  By my second play-through, the total play time had clocked up to nine hours, fifty minutes, which is really impressive.  Although, if you find the story doesn't interest you, this will probably lower significantly.

                   Gameplay: 10.0
           Without a doubt, gameplay is Another Code’s highlight.  There are some brilliant uses of the system's functions, including the stylus, the microphone, and many different uses for the dual screens.

                   Final:  9.0
           Although I finished Another Code in less than six hours the first time through, I can honestly say that I enjoyed every second of it.  There are only two puzzles that will really stump you and bring your game to a grinding halt -- but when you solve them, you'll be stunned at how clever they are.  I look forward to seeing what Cing comes up with next.      


  • 6
    TalkBack / IMPRESSIONS: Drill Dozer
    « on: May 19, 2005, 08:15:25 AM »
    A little girl rides a giant drilling machine as she hunts for a family heirloom in this easily overlooked game.

    Screw Breaker is definitely one of the hidden gems on the Nintendo show floor.  The game has you playing as a young girl who is the head of a gang of thieves.  Armed with a giant drilling machine called the Breakall Drillbot, she is trying to infiltrate the Skull Roller's enemy base and reclaim her stolen family treasure.  Controls for the game are pretty easy to get the hang of -- you'll mainly be using the A Button to jump and the L and R Buttons to rotate your drill anti-clockwise and clockwise, respectively.  The game focuses on using the drill bit to accomplish all sorts of different goals.  Initially, you won't be able to drill for very long as your Drillbot only has a single gear.  As you make your way through the level, you'll be able to power up the drill by finding red cogs -- these will let you shift your drill up a gear to keep it running longer and drill through tougher bricks.  When you have the third gear, you can keep the drill running continuously and break through barriers that are self-repairing.    


    The Breakall Drillbot has other uses besides breaking through solid walls.  There are sockets running along on rails -- if you drill upwards into these, you'll hold onto them for as long as the drill keeps running.  There are also hidden jacks that you can plug your drill into.  These come in handy to open giant roller doors that block your path.  The one I encountered also needed to be closed again to remove the counterweight from blocking my path.  The drill can also be used to plough into enemies for as long as it keeps rotating.  It can even be used to deflect bullets and missiles, but you don't want to run into the missiles because they'll explode instead of deflect!    


    There is also a cool mini-boss encounter before the demo is over.  There is a fairly large pig-like tank which keeps shooting missiles straight at you.  The key to success is to wait for the missiles to come out, then plug your drill straight into the missile hatch -- not as easy as it sounds, as the missiles come at you thick and fast!  Once the tank is defeated, you'll finish the level and be picked up by your fellow thieves.  You'll also see a cutscene that shows your Drillbot completely destroyed.  Your handyman repairs it for you, but wouldn't you know it, he can't repair those extra gears you found, so you'll have to start the next level with one gear again.    


    Screw Breaker is a fantastic game with a really clever game mechanic.  It's a combination of action, platforming, and puzzle, and the cart on the show floor even has built-in rumble!  Here's hoping that it gets released, because it's a really fun little game that's easy to pick up and play.


    7
    TalkBack / REVIEWS: Drill Dozer
    « on: November 06, 2005, 09:45:33 PM »
    Game Freak brings a sleeper hit with tight control and a great concept to the Game Boy Advance.

    http://www.planetgamecube.com/forums/messageview.cfm?catid=7&threadid=13701>Discuss it in Talkback!    


    There aren't many games where you get to play as an eight year old girl who becomes the leader of a gang of thieves when her dad is severely beaten up by guys who wear skull masks and use rollerblades.  There also aren't many games where young girls drive gigantic mechanical machines to cause severe property damage while reclaiming stolen treasure.    


    Game Freak's Screw Breaker (or Drill Dozer everywhere else) features both of these things.  And not surprisingly, thieves + property damage = fun.    


    The game is a platformer with a clever hook -- you control a robot called the Breakall Drillbot, which has two massive drills for arms.  As you'd expect with any platformer, you can use the A Button to jump, but Screw Breaker lets you attack and interact by using the L Button to drill anti-clockwise, and the R Button to drill clockwise.  Whenever you drill, a big gear and a time bar overlay on top of the whole screen (it sounds very intrusive, but it's actually fairly subtle).    


    Initially, you'll only be able to drill until the bar has filled up and drained down again, but you can increase your drill time by collecting gears.  Once you have another gear, you can switch up by letting go and quickly pressing the current drill button you're using to switch up.  This is made very intuitive by seeing the words "DRILL UP!" when you're able to switch a gear.  Because of this, you'll be able to increase your drill time to allow you to drill through tougher bricks and attack enemies for longer periods of time.  Unfortunately, any gears you earn break when you finish the level, so you must get them again in each level.    


    You wouldn't think that you could do all that much with a drill, but there's a surprising amount of creative uses for it in Screw Breaker.  If you push forward when drilling a brick, for example, once you've finished drilling, you'll get a little 'boost' forward.  This boost can be used to let you hook onto a brick in front of you that would otherwise be out of reach.  The drill can also be used to wall jump by drilling into a brick, then reversing the rotation in mid-drill.  A mid-air dash can also be performed by ducking and then pressing jump.  These little tricks become particularly crucial in latter stages of the game, especially in the secret levels where the difficulty becomes particularly devious.    


    The levels in Screw Breaker are well-designed -- there's no place you can really get 'stuck.'  It's clear that a lot of creativity has gone into the design, and that the levels have been tested thoroughly.  There are assorted drill-specific obstacles for you to get through.  Some of these include air ducts (red-coloured ones require you to drill with R to go forward, and blue ones require you to use L), boulders which hurtle towards you (you can't drill these if they're rolling down a slope, only flat ground will do), and clamps which hold onto your drill, let you gain speed and launch you into the air.    


    Boss battles are an absolute pleasure, with at least one in every level.  From the possessed tree stump that grows a cactus tail to the grandma twins that pilot a submarine to the large police mech that throws a giant pair of handcuffs at you to the insanely large missile-hurling robot that takes up the entire screen and you must sabotage from the inside to destroy, each one is a real treat to battle.  There are also mini-battles where the screen locks you in place and swarms of Skull Rollers or cops come charging at you until you manage to drill 'em all.    


    The game's soundtrack is excellent, featuring plenty of guitar and a suitably industrial feel for the majority of the game, which is appropriate as it mostly takes place in buildings and factories.  Variations in the music including a spooky theme for a temple in the jungle, and an aquatic theme accentuated by bubbling noises.  The game also features a fair bit of vocal effects - not speech, necessarily, but assorted grunts, cackles and chuckles from the supporting cast, which all help to give the game a bit more personality.    


    Although the Japanese version is entirely in Japanese, there's only two points in the game that are a little difficult due to the inability to read Japanese.  The first is that you need to look for hints in an immediate area to a safe combination (although you can just read everything and look out for numbers in the text), and the second is that the game only explains instructions in Japanese, meaning that you mightn't know that you can hover by holding L when using the flying powerup in one level, which is essential for beating that level's boss.  Aside from these two issues, it's all fairly straightforward.    


    Screw Breaker, simply put, is a fantastic game.  It's the kind of creativity that can only escape from Japan, and yet with such a quirky design, it's surprisingly easy to pick up and play.  The rumble cart is not overused, and enhances the experience.  If you can't wait for the English release -- and that's perfectly understandable -- then pick it up from our partners at http://www.lik-sang.com/info.php?category=117&products_id=7256&>Lik-Sang.  The Japanese version comes with a bonus mini-comic that tells the game's opening story!

    Pros:
           

  • Innovative style of gameplay allows for plenty of creative puzzles  
  • Every boss is a delight to experience  
  • Rumble cart is used to accentuate drilling and delicious BOSS EXPLOSIONS  
  • Secret levels are ingeniously difficult

           Cons:
           
  • "Power-up" song when all gears are collected is too short for a song used so often  
  • Not a lot of levels to play through, with quite a few story missions being easy

                   Graphics:  9.0
           Not only are the graphics clear and crisp, with great character designs, but there's also a wonderfully subtle attention to detail.  Biting into walls with the drill will produce little flecks of debris, upgrading the Drillbot causes it to shoot more powerful-looking sparks when drilling, and small cracks or band-aids on the walls let you know which walls hide hidden goodies.

                   Sound:  8.0
           Screw Breaker boasts a great selection of tunes for its soundtrack, with each one sounding appropriate for the level.  Unfortunately, the song you hear most often, which is one that plays when you have all three gears, is far too short so it can get repetitive fairly quickly.  Sound effects are nicely done with a large variety of effects and vocals.

                   Control:  8.0
           Controlling the drillbot is simple to pick up, even without in-game instructions.  A to jump, R for clockwise drilling and L for anti-clockwise drilling.  The rumble cart also gives a bit more rumble when you need to drill up.  My only gripe is that it's not very lenient if your finger happens to slip or accidentally let go when drilling, which can mean the difference between life and death in later stages.

                   Lastability:  8.0
           Although the main game is of medium length (six worlds with two levels per world, but they are pretty big levels), replay is extended through purchasing harder drill bits, which let you explore new areas.  You can also purchase access to secret worlds (giving you another six levels) which are much more difficult than the standard story missions.  Secreted away in all the levels there are also thirty-one hidden treasures to find.  And for the masochists out there, there's a hidden Hard Mode, where all the health pickups are removed and you only have one hit point in total.

                   Gameplay: 10.0
           The gameplay is, quite simply, exceptional.  Game Freak has taken the idea of drilling something, and applied it to so many different puzzles and situations that it's mind-boggling.  Players can smash things, grab onto walls, wall kick, dash in mid-air, hitch a ride, speed through tunnels, open doors, crack open safe locks and more!  The amazing thing is that this is all done with the same basic mechanic - using L and R to rotate the drill in alternating directions.

                   Final:  9.0
           A brilliant game which is genuinely fun to play from start to finish.  The rumble cart is used as a hint for when you need to drill up, not just a gimmick.  Great sound and art round out the package, making for an excellent addition to your Game Boy Advance library.  Pick it up now, if not sooner.      


  • 8
    Podcast Discussion / Planet Trivia Results for 12/16/2005
    « on: December 16, 2005, 06:11:20 PM »
    QUESTION WRITERS
    Michael "TYP" Cole: 1-7 (7)
    Ben Kosmina: 8-23 (16)
    Stan Ferguson: 24-27 (4)
    Jonathan Metts: 28-30 (3)

    QUESTIONS
    Practice Q
    What is the name of the main character in the cult hit, Super Mario Bros.?
    Wayne Gretzky

    Q1] What hard-to-find power-up in Sword of Mana upgrades all stats by 55 points?
    <Rimmer> Brownie Ring

    Q2] Who is CEO of Vicarious Visions? (FULL NAME, SPELLING COUNTS)
    <MegaByte> Karthik Bala

    Q3] Who created Waluigi?
    <NT> Fumihide Aoki

    Q4] Which star (BY NAME) in Bob-omb Battlefield can be earned an "alternate" way thanks to the addition of Luigi in Super Mario 64 DS?
    <TKnHappyNess> Behind Chain Chomp's Gate

    Q5] Who is the king of the crows in Fire Emblem: Path of Radiance? (SPELLING COUNTS)
    <Rimmer> Naesala

    Q6] Who created Pac-Man, again?
    <MegaByte> Toru Iwatani

    Q7] What is the name of the durable crab from Yoshi's Island?
    <MegaByte> Clawdaddy

    Q8] What Supergrass cover songs are in the UK version of Donkey Konga 2?
    <MegaByte> Mansize Rooster, Pumping on Your Stereo

    Q9] What does the display say when you turn the Panasonic Q off?
    <fudge> GOODBYE

    Q10] According to the story in the manual, which character is missing at the start of Mega Man Network Transmission?
    <Sharparoni> Roll

    Q11] What two things can Kim do with the glue lipstick in Kim Possible 2: Drakken's Demise?
    <NT> trampolines, stun

    Q12] What are the flying, wind-up hint birds from Klonoa 2: Dream Champ Tournament called? (SPELLING COUNTS)
    <MegaByte> Nagapokos

    Q13] The Tiny Chao Garden in Sonic Pinball Party features two mini-games.  One is Memory Game, but what is the other one called?
    <MegaByte> CC Shoot

    Q14] Who 'treats Uncle Scrooge to a delicious surprise' according to the manual for Ducktales for the Game Boy?
    <MegaByte> Mrs. Beakly <- He wrote the first name too, what a trooper!

    Q15] Which Diddy Kong Racing level made a cameo in Jet Force Gemini for the N64?
    <MegaByte> Greenwood Village

    Q16] What vegetable would one find at the top of a mountain if they were an Ice Climber?
    <MegaByte> Eggplant

    Q17] If Alfred gets enough speed when you hold down while falling in Alfred Chicken (NES, SNES, GB), what does he turn into?
    <MegaByte> rocket

    Q18] What is the name of the plane that Mario flies at the end of Super Mario Land?
    <MegaByte> Sky Pop

    Q19] In which NES game would you find the amusing Engrish "I'm Eskimo. There's nothing here."?
    <Sharparoni> Goonies 2

    Q20] Which Micro VS System Game and Watch has not yet been featured in a Game and Watch Gallery game?
    <MegaByte> Donkey Kong Hockey

    Q21] Waterworld for the Virtual Boy was (ironically) developed by which company?
    <Incognito> Ocean

    Q22] What awful NES game begins with "DOCTOR MORBIS IS BACK WITH A NEW SUB HUMAN!  HE WANTS TO STOP THE CHEETAMEN FROM RUINING HIS EVIL PLANS!"?
    <Rimmer> Cheetahmen II

    Q23] Zim is the main villain in which Nickelodeon GBA game?
    <ulanshad> Freeze Frame Frenzy

    Q24] What was the name of the first Nintendo handheld that had a backlit screen?
    <NightsB> Game Boy Light

    Q25] Who designed the Nintendo Ultra Hand?
    <NightsB> Gunpei Yokoi

    Q26] On what format was the original Legend of Zelda sold in Japan?
    <MegaByte> Famicom Disk

    Q27] What was Rare’s first game for the NES?
    <Sharparoni> Slalom

    Q28] If you're in the mood for pizza, or at least an NES game about pizza, what catchphrase/game title should you yell out?
    <TKnHappyNess> Yo, Noid

    Q29] Adventures in the Magic Kingdom let you experience Disneyland through mini-games.  What trivia-based game, a near-launch title for a later system, provides a similar experience for a different tourist trap?
    <Sharparoni> Universal Studios

    Q30] In Final Fantasy II (or FFIV Advance), what are carrots used for?
    <NightsB> To call the Big/Fat Chocobo

    RESULTS
    Megabyte - 13

    Sharparoni - 4
    Rimmer - 3
    NightsB - 3
    NT - 2
    TKnHappyNess - 2
    Incognito - 1
    ulanshad - 1
    fudge - 1

    9
    TalkBack / Totally Spies! is Totally Out!
    « on: November 22, 2005, 09:58:53 PM »
    These girls are awesome, they once saved a rave party from shrinking clothes.

    totally SPIES!(tm) FOR THE GAME BOY(r) ADVANCE  

     now available nationwide  

     Butt-Kicking Animated Series on the Cartoon Network, Now Available as Video Game for the First Time Ever  

     NEW YORK, NY, November 22, 2005 - Atari, Inc. (Nasdaq: ATAR) and Marathon Animation today announced that Totally Spies!(tm) is available in stores nationwide for the Game Boy(r) Advance.  Totally Spies! is the hit animated TV series that stars three teen super-spies from Beverly Hills, who fight international crime.  On air since 2001, Totally Spies! is seen in more than 100 markets worldwide, including the Cartoon Network in the USA.  Totally Spies! is rated 'E' for Everyone and available at a suggested retail price of $29.99.    

     "Atari recognizes brands with specific appeal and converts them into mainstream interactive entertainment," said Steve Tucker, Director of Global Brand Management, Atari, Inc.  "The Totally Spies! franchise is one that will continue to grow globally, and we are excited to release the first Totally Spies! video game."  

     "Fans across the U.S. can now fully immerse themselves in the non-stop thrills and excitement of Totally Spies! with a truly interactive gaming experience," said Marathon Animation President Vincent Chalvon-Demersay.  "With its engaging, fast-paced action and widespread appeal among both boys and girls, Totally Spies! perfectly lends itself to interactive games, which invite fans to be part of the non-stop adventure that is the series' hallmark."    

     Totally Spies! features three hip Beverly Hills girls - Clover, Alex and Sam  - who all share a flair for fashion and live double lives as they become international secret agents for the World Organization of Human Protection (WOOHP). The series aims to empower girls, while celebrating their tech-savvy lifestyles, as the irrepressible "spy girl" stars use all manner of techno gadgets to inadvertently stop world crises...while still managing to get their homework done!  Gamers will follow five story-based levels, which combine fun and fast-paced puzzles, racing and fighting.


    10
    Podcast Discussion / Prize Radio Trivia Results for 11/11/2005
    « on: November 11, 2005, 07:48:27 PM »
    Action, excitement and gnashing of teeth abound, as songs were played from Link's Awakening, Wario Ware Twisted, and...er, Men in Black II: Alien Escape.

    Game 1: Wario Ware Twisted (Game Boy Advance)

    Q] What other two 'words' can you change the title screen to?
    A] Twirped, Tweeder

    Game 2: Beyond Good and Evil (GameCube)

    Q] Ubi Soft's 'Darkroom' website is no longer up.  What game item does this prevent you from getting?
    A] MDisk #13

    Game 3: Legend of Zelda: Link's Awakening (Game Boy)

    Q] How do you get the alternate Legend of Zelda theme to play on the File Select screen?
    A] Enter ZELDA as your name

    Half-Time
    Ball Game - Wario Ware Twisted
    Fortress Boss Remix - Super Mario Bros. 3

    Game 4: Men in Black II: Alien Escape (GameCube)

    Q] Which voice actor with ties to Nintendo is in the Men in Black II credits?
    A] Charles Martinet

    Game 5: Feel the Magic: XY/XX (Nintendo DS)

    Q] What was Feel the Magic: XY/XX called in Europe?
    A] Project Rub

    TY Breaker: F-Zero X (Nintendo 64)

    -----RESULTS-----
    MCP: 4

    Mumbo: 3

    dest: 3

    ulanshad: 3

    MegaByte: 2

    Lizard_Dude: 2

    GeneralTraag: 1

    fudge: 1

    TKnHappyNess: 1

    console: 1

    Doeer: 1

    Chupperson: 1  

    11
    General Chat / Big Brother Is Watching
    « on: November 11, 2005, 01:31:00 AM »
    Check it out.

    Those harmless surveys sure find a lot of information about their subscribers, eh?  And they can sum up Nintendo Power readers quite nicely:

    Nintendo Power readers....
    - Are primarily fanboys between the ages of 12 and 18 years old.
    - Love getting the edge on the game.
    - Love news about upcoming titles and they want it as early as possible.
    - Like the big games, franchise games, Nintendo games.
    - Buy a lot of video games per year....about an average of 15, in fact.
    - Love high-tech stuff.
    - Are early adopters of new Nintendo game systems.
    - Pass it around to other gamers....but they want it back!

    Bloody hell - they even know what cereal, lollies and soft drink you consume.

    12
    NWR Forums Discord / Lindsay Lohan totally eats caterpillars
    « on: November 10, 2005, 10:47:50 PM »
    That's like totally what I heard.

    13
    TalkBack / Screw Breaker Review
    « on: November 06, 2005, 09:55:28 PM »
    Feel free to talk about killer elderly twins that pilot submarines in here.  Oh, and also the review for the awesome game Screw Breaker.

    14
    TalkBack / Nintendogs GameStop Giveaway This Weekend
    « on: October 27, 2005, 05:30:23 AM »
    Make your dog a star with this promotion running at GameStop.

    Nintendo and GameStop Give Nintendogs Fans Something to Howl About for Halloween    


    Free Virtual Gift and Message From Haylie Duff Mark Donation to ASPCA    


    REDMOND, Wash., Oct. 26 /PRNewswire/ -- As if Halloween weekend didn't offer enough things to scream about, Nintendo and GameStop will offer owners of the wildly popular Nintendogs(TM) puppy communication program a free virtual gift.  More than 3,600 GameStops across the country will play host to the Nintendogs Tricks and Treats Weekend event, which runs Oct. 28 through Oct. 30.    


    People who bring a Nintendo DS(TM) and a copy of Nintendogs to a GameStop location during the weekend can receive a virtual pair of star-shaped sunglasses for their puppies to wear in the game, along with a voice greeting   from Napoleon Dynamite star Haylie Duff.  The exclusive sunglasses will be delivered using Nintendogs' Bark Mode, and cannot be accessed in the game any other way.    


    And to demonstrate that virtual dogs can help out real-life ones, Nintendo and GameStop will donate $50,000 to the American Society for the Prevention of Cruelty to Animals.    


    "Nintendogs represents just one of the many ways that we're building communities and bringing people together through video games," said George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "Through our partnership with GameStop, we can reward our countless fans for their loyalty and enthusiasm, which have made Nintendogs such a phenomenon."    


    "We are very excited about the promotion with Nintendogs, the ASPCA and GameStop," says Jack Beuttell, GameStop's senior vice president of marketing.   "When Nintendo launched Nintendogs, the product was an immediate hit, as it appealed to a broad audience. Now we have an opportunity to give back to our animal friends to help make sure they are well cared for. We are delighted we can give something extra to our consumers in our stores."    


    "Animal shelters around the country are full of dogs of all shapes and sizes, and the process of adopting a dog is a tremendous decision that should not be taken lightly," said Matthew Bershadker, vice president of development for the ASPCA. "Nintendogs is a great way for people to test whether they are   ready to handle the real thing.  The ASPCA is grateful for the generous donation by Nintendo and GameStop."    


    The Nintendogs events takes place just after the Oct. 24 launch of the "Best Friends" Nintendogs bundle, which sells at an MSRP of $149.99.  The special bundle comes with a new Teal or Pearl Pink DS and lets owners start   with the six most popular breeds chosen from the three Nintendogs editions: Labrador retriever, golden retriever, German shepherd, beagle, Yorkshire terrier and miniature dachshund.  As with the other editions, all 18 breeds are unlockable as owners progress.  The bundle also includes a Nintendogs-branded Nintendo DS skin and a bone-shaped screen cleaner.    


    Nintendogs, Rated E for Everyone, launched in the United States on Aug. 22 and has sold more than 1.5 million units worldwide.  Made exclusively for Nintendo DS, it lets owners train, care for and play with lifelike puppies.  For downloads, images, video diaries and more information about Nintendogs, please visit www.nintendogs.com.


    15
    TalkBack / Ready, Steady, Atomic Betty
    « on: October 27, 2005, 05:23:37 AM »
    Namco's Game Boy Advance title rockets makes its way to stores around the country.

    "ATOMIC BETTY(TM)" REPORTS FOR DUTY AT RETAIL    


    The Animated Galactic Guardian Saves the Galaxy and Still Makes the Grade at School in Fun Adventure for Game Boy(R) Advance    


    SANTA CLARA, Ca., (October  26, 2005) – Leading video games developer and publisher Namco Hometek Inc. today announced that "ATOMIC BETTY," for the Game Boy(R) Advance, has begun shipping to retail outlets throughout North America. Based on the hit animated series airing on Cartoon Network, the game features a unique character gameplay system, allowing players to easily control three characters at one time to take advantage of their unique abilities and save the galaxy from the diabolical Maximus I.Q. Developed exclusively for the Game Boy Advance, "ATOMIC BETTY" is rated E for Everyone and carries a suggested retail price of $19.99.    


    A seemingly ordinary little girl, Betty has a big secret – she is really Atomic Betty, Galactic Guardian and Defender of the Cosmos. As if keeping up in school weren’t hard enough, Betty must also fight off the scheming Maximus I.Q. and his legion of baddies.  Fortunately, Betty’s friends are always there to help her with her mission, whether it’s finishing her homework on time or defending the galaxy.    


    “'ATOMIC BETTY' brings the adventures of the galaxy guarding heroine to life through vibrant graphics, a multi-character gameplay system and an original storyline,” said Jeff Lujan, business director at Namco Hometek Inc. “Younger players will appreciate the game’s faithfulness to the hit cartoon series and accessible controls, while more experienced games will find a lot of depth in utilizing three characters at once to solve puzzles and ultimately save the galaxy.”    


    "ATOMIC BETTY" follows Betty and her band of friends as they attempt to   thwart Maximus I.Q. once and for all. In addition to Betty, players can   choose to play as Sparky, X-5, Noah and Paloma in a unique three character   gameplay system. Players can easily switch between any of the three   characters in their group, utilizing each member’s special abilities, such   as jet packs, grappling hooks and kung fu strikes, to fulfill objectives and   take on Maximus I.Q.’s fearsome minions. In between missions, players can   hurtle through the cosmos in Betty’s Hyper-Galactic Star Cruiser, blasting   any asteroids and enemies that stand in Betty’s way.


    16
    TalkBack / Teen Titans for GBA Ships
    « on: October 12, 2005, 12:50:54 AM »
    Robin and his obscure teen superhero friends are on their way to a shelf near you!

    MAJESCO ENTERTAINMENT SHIPS "TEEN TITANS" FOR GAME BOY® ADVANCE    


    Warner Bros. Animation's Popular Teen Super Heroes Make First Interactive Debut In Time For The Holidays
       


    EDISON, N.J., October 11, 2005 - Majesco Entertainment, an innovative provider of digital entertainment products and content, and Warner Bros. Interactive Entertainment today shipped Teen Titans for Nintendo Game Boy® Advance.  Based on DC Comics characters and the highly popular Warner Bros. Animation television series that airs on Cartoon Network, Teen Titans is available in stores now for $29.99.  Console versions are planned for release in early 2006.    


    "The unique dynamic of five teen super heroes makes Teen Titans the perfect property to translate into a video game," said Ken Gold, vice president of Marketing at Majesco.  "Combining elements from the show and the Teen Titans Go! comic, the Teen Titans game captures the personality and abilities of each of the characters in a compelling interactive experience."    


    "The energy and humor of the Teen Titans make them an ideal group of characters for a video game adventure," Philippe Erwin, Vice President of Production for Warner Bros. Interactive Entertainment. "In the games, players will get to extend their experience by playing each of the characters from the show and the comic."    


    "The Teen Titans are one of the most popular super hero teams in the history of comic books and will make great characters for video games," said John Nee, vice president of Business Development at DC Comics. "Now fans of these classic characters will be able to experience the Teen Titans mythology as never before."    


    Developed by Artificial Mind & Movement, Teen Titans lets players switch control in real time between Robin™, Starfire™, Beast Boy™, Cyborg™ and Raven™ so they can capitalize on each Teen Titan's trademark moves and abilities.  All of the action takes place in a crime-ridden city featuring the notorious villains Brother Blood, Jinx, Gizmo, and Mammoth.  As players advance from Titan Tower to the Hive's headquarters they'll uncover a nefarious plot designed to stop the Titans in their tracks and shake the team to its core.    


    Additional game play highlights include:  

  • Fight more than 30 formidable foes of the Hive Academy, including Gizmo, Jinx and Mammoth;  
  • Navigate environmental hazards, explosions and various traps  set throughout levels;  
  • Unleash devastating attacks with power-ups;  
  • Thrash enemies and break interactive objects hidden throughout the game to collect bonus points!    


    Teen Titans is planned for release on the Xbox® video game and entertainment system from Microsoft, PlayStation®2 computer entertainment system, and Nintendo GameCube™ early next year.  More information about Teen Titans can be found online at www.teentitansvideogame.com>www.TeenTitansVideoGame.com.


  • 17
    TalkBack / Famitsu Unveils New DS Titles
    « on: October 05, 2005, 01:48:23 AM »
    Including a TINGLE RPG.  If that hasn't got your attention, then I don't know what will.

    The latest issue of Famitsu has revealed more than thirty new Nintendo DS titles, including quite a few first party ones.  You can check out some screens on these new titles (including the aforementioned TINGLE RPG) at Famitsu.  Without further delay, here's what titles were featured in the magazine (please note that any release dates are Japanese):  
       
    • Adult Brain Training 2  
    • Seiken Densetsu DS [Secret of Mana DS]  
    • Rainbow Island DS (Jan 5)  
    • Gyakuten Saiban 4 [Phoenix Wright Ace Attorney] (2006)  
    • Tales DS  
    • Daikoukaijidai DS  
    • Magical Vacation: When the 5 Stars Line Up  
    • ASH (Archaic Sealed Heat - Mistwalker RPG)  
    • Wishroom  
    • Kaitou Wario (Kaitou means 'Mysterious/Phantom Thief')  
    • Custom Robo DS  
    • English Training DS  
    • Tingle RPG  
    • Detect Hacker  
    • Densetsu no Starfi 4 [Legend of Starfi 4]  
    • Puzzloop DS  
    • Mario Basket 3 vs 3 [Mario Basketball]  
    • Crossword  
    • Jigsaw Puzzle  
    • Sudoku  
    • Bomberman Story  
    • SD Gundam game  
    • Stylebook series (Bandai)  
    • Ocha Inu no Heya  
    • San-X Dreamland  
    • Dangerous Jiisan  
    • Nobunaga's Ambition DS  
    • Dracula [New Castlevania Game]  
    • Yu-Gi-Oh!  
    • Tenchu  
    • Vs. Puzzle Papi Inu Vector Wan!!
       


    Titles of Note    


    Tingle RPG  
     The top screen shows Tingle holding a bomb with the number "9", while the bottom screen has a gigantic insect crawling around with what appears to be a big red target on it.  You can also see a bomb with many little balloons attatched to it near the insect.  Perhaps the game will play out similarly to the Tingle Tuner in Wind Waker, where players did not control Tingle directly?    


    Densetsu no Starfi 4  
     The fourth game in the Starfi series of games - the previous three were available for Game Boy Advance in Japan.  In this game, the top screen shows the action while the touch screen displays a map.  Starfi (as you may or may not have guessed) is a starfish.    


    Mario Basket 3 vs 3  
     Basketball with a Mario flavour.  The top screen shows the action, the touch screen shows a layout of the court.  Confirmed characters include Mario, Luigi, Peach, Wario, Bowser and Paratroopa.  There are also Question Mark boxes scattered on the court, including one with coins spewing out of it.  Looks like you have to hit those boxes when you have the basketball.  Turtle shells are also displayed on the touch screen, suggesting Mario Kart item mischief as well.  Finally, this game is Nintendo Wi-Fi compatible!    


    Kaitou Wario  
     Not sure what to make of this platform game.  The top screen shows a Metroid-like map, as well as what appear to be power-ups.  There's also a clock shown - could this be timed, similar to Metroid?  It's definitely Wario, though - that Wario hat shown in the touch screen is enough of a clue!    


    Thanks to Mario from our forums for the initial heads up, and TYP for assistance with this article.


    18
    TalkBack / Lizzie McGuire 3: Homecoming Havoc Review
    « on: October 03, 2005, 06:49:40 PM »
    Because I know you're all positively ITCHING to, you can discuss the Lizzie McGuire 3: Homecoming Havoc review, which can be found by clicking on that link over there.

    Have fun!

    19
    TalkBack / Nintendo Australia Drops DS Price
    « on: September 14, 2005, 01:19:47 AM »
    Also included are some updated release dates for upcoming Nintendo DS titles.

    Dual screen, voice recognition, touch screen, two new colours, most innovative games – now only $179.95!    


    Australia, Melbourne, September 14th 2005 – Nintendo Australia is excited to announce a new price point for Nintendo DS™ of $179.95 SRP.    


    The price drop will take place on September 22nd, just in time for the launch of the widely anticipated Nintendogs™. Nintendogs, which is now a cultural phenomenon in Japan, has just launched in the United States with sales of a quarter of a million units in its first week. This makes it America's hottest-selling video game and the best-selling new game franchise ever for a portable system.    


    “This is an exciting move for the already popular Nintendo DS, particularly aimed at making the unit more affordable and accessible to the new audiences we hope to be opening up with the release of Nintendogs” said Rose Lappin, Director of Sales and Marketing. “The new price point of $179.95 coincides with the launch of two new hardware colours of Cosmic Blue and Mystic Pink. Add to this the amazing new experiences with Nintendogs at the fantastic price of $49.95, making September 22nd a very big day for the Nintendo DS.”    


    With an onslaught of brilliant games coming for the rest of the year, there is something for everyone on the Nintendo DS. October 6th sees the release of the very unique Kirby™: Canvas Curse, and for the hardcore audience, the critically acclaimed Advance Wars®: Dual Strike. A new Pac Man adventure, Pac’n Roll™ is due November 3rd. The popular Mario Kart® series returns in November with Mario Kart® DS. Nintendo will also be releasing Meteos™ and Metroid® Prime Pinball in December. Metroid Prime Pinball will come bundled with the new DS Rumble Pak accessory that lets players feel all the rolling, bumping and tilting motions.    


    With around 30 new titles by the end of the year from other video game distributors, including King Kong: The Official Game of the Movie from Ubisoft, this promises to be an exciting holiday period for all Nintendo DS owners.


    20
    TalkBack / Bargain price for Nintendogs in Australia
    « on: August 30, 2005, 03:01:12 PM »
    The popular puppy sim is going to be available for an extremely tempting price on September 22nd.

    SPREAD THE PUPPY LOVE!  WITH 18 POPULAR BREEDS    


    Australia, Melbourne, August 30th 2005 – nintendogs™, for Nintendo DS™, has become a pop-culture phenomenon in Japan and will now be available in Australia on September 22nd 2005, for the fantastic suggested retail price of $49.95.    


    nintendogs lets owners choose a puppy from one of 18 breeds, then raise and train the pup. The pet simulation uses sophisticated artificial intelligence to produce incredibly realistic and adorably cute puppies that respond to voice commands and petting on the touch screen. Owners can teach their puppies new tricks, compete in obedience trials and agility trials or compete in flying disk competitions. Successful trainers earn money and trainer points to use to buy additional breeds, new toys and accessories. nintendogs is the pet for people who can't have the real thing.    


    The Australian version of the smash-hit pet simulator nintendogs will come in three different packages, each with six different breeds of puppies to begin with, including three breeds – Golden Retriever, Siberian Husky and Boxer – not available in the Japanese version. Owners will be able to choose from the most popular breeds to train on their Nintendo DS systems.    


    The package of nintendogs featuring the Labrador retriever on the cover also will have breeds like Miniature Schnauzer, Toy Poodle, Pembroke Welsh Corgi, Miniature Pinscher and Shiba Inu.    


    The package with the Chihuahua on the cover also will have breeds like a German Shepherd Dog, Boxer, Cavalier King Charles Spaniel, Yorkshire Terrier and Shetland Sheepdog.    


    And the Miniature Dachshund edition also will have breeds like Golden Retriever, Beagle, Pug, Siberian Husky and Shih Tzu.    


    nintendogs is rated G by the Office of Film and Literature Classification and has a suggested retail price of $49.95.


    21
    TalkBack / Kim Possible 3: Team Possible Review
    « on: August 28, 2005, 03:10:09 PM »
    Feel free to talk about the Kim Possible 3 review here.

    22
    TalkBack / Game Boy Micro Australian Details
    « on: August 19, 2005, 03:05:18 AM »
    Including a local release date and a price in Australian dollars.

    Small - Sleek – Stylish
     Introducing the Game Boy micro    


    Australia, Melbourne, August 18th 2005
    – Nintendo is pleased to introduce the Game Boy micro. We have taken the widely successful Game Boy Advance SP™, retooled it and added a dash of chic. The result? The Game Boy micro system, quite simply the smallest and sleekest Game Boy® product that Nintendo has ever created.    


    The Game Boy micro will be available across Australia on November 3rd 2005, for a suggested retail price of $149.95. The Game Boy micro will be available in five colours at launch. The Platinum silver version will be available everywhere, with four other special colours being individually released through specific retailers. Other than the standard face plate, every unit sold will come with an alternative face plate that can be used to switch the style of your unit.  It's thinner than a mobile phone, as attractive as an MP3 player and as fun as a Game Boy.    


    The metallic Game Boy micro measures a mere 10cm wide, 5cm tall and 1.75cm deep, allowing it to sit comfortably alongside today's coolest tech gear. Amazingly, it weighs less than 80 grams, or about the weight of 80 paper clips. Yet Game Boy micro has the same processing power and plays the same games as Game Boy Advance SP models, complete with standard face controls and gleaming shoulder and Start/Select buttons that literally shine.    


    With Game Boy micro, everyone plays in style. The removable face plate gives owners the option to customise the look of their systems again and again with new colours and designs. Most notably, its 5cm backlit screen shines with incredible power, rendering games in startling clarity with fantastic colours on the best screen ever developed for a Nintendo handheld.    


    "Game Boy micro is really going to appeal to the image-conscious gamers. This is a unit that anyone will be comfortable pulling out at a bus stop, in a train or at the cafe,” says Rose Lappin, Director of Sales and Marketing. "Its so seductively small that once you fit one in your jeans pocket, you will hardly notice it’s there."    


    Game Boy micro represents the latest evolution in the image of the Game Boy Advance line, but it is not a successor to any current system. Game Boy micro will sell alongside the Game Boy Advance SP. The system comes with a built-in, rechargeable lithium-ion battery and supports standard headphones.    


    The Game Boy micro will have a suggested retail price of $149.95.


    23
    TalkBack / that's SO Raven 2: Supernatural Style Review
    « on: August 12, 2005, 01:32:37 AM »
    Did you know: "Absolutely Psychic" was the original name of the show?  Oh sorry, I just spoiled one of the unlockables.

    Alas, Raven's perfume-spraying antics are over.  In the original game, Raven, "popular" "star" of the "hit" "Disney" "show" was armed to the teeth with Bottled Spring Water, her deflector handbag, and perfume, which she used to spray people in the face with.  It looks like Vicarious Visions got sick of Raven's antics (and honestly, who wouldn't be), as Disney Interactive has passed the development reins over to A2M, creators of the surprisingly good "Kim Possible 2: Drakken's Demise" for GBA.

    In that's SO Raven 2: Supernatural Style, A2M has forgone the perfume for pies.  That's right; Raven is now armed with cream pies, complete with the cherry.  The game's subtitle alludes to fashion of a phantasmagorical nature, and this is indeed the case.  In addition to her pernicious pastries, Raven fleeces a flock of frippery -- in other words, she steals clothes.  When Raven switches into the "borrowed" outfit, there is a whirlwind of purple and pink, and voila -- the crime is complete.  Raven has a different outfit for each level (once she swipes it, that is), including:

    - A cheerleader's outfit with a pom-pom attack
    - Janitor duds which include the ever-so-deadly "slippery when wet" safety sign
    - A zookeeper uniform, complete with Gator Chow
    - A sci-fi costume that makes Raven look like the female captain from that Star Trek series that no-one liked; and
    - A rock star outfit, complete with a talentless singing attack that deafens foes.

    The game's main villain is an evil band manager that wants to break up some band that Raven likes.  You don't actually discover that this gentleman even exists until the end of the second to last level - perhaps they were aiming for a plot twist, because his existence certainly surprised me.  He also gives a great Scooby Doo parody involving the words "would have gotten away with it" and "meddling kids" before hastily heading for the nearest exit at the start of the last level.

    Supernatural Style also features all of your favourite characters from the show, including Chelsea, Cory, Devon (why the poor guy is named after lunchmeat I'll never understand), and the irksome little brother of Raven's that probably is comic relief and gets all the one liners and flatulence jokes.

    Raven's tomfoolery throughout the game once again seems to revolve around her endless amount of vanity, having her concert tickets stolen by a monkey, finding toy robots, and avoiding the Great Wizard Gandalf's Magic Missiles with a 1d20 hit.  Raven also seems to converse with "hip" "street" "talk", peppered with the word "Snap!".  This indicates that either this is her TV show catch phrase, or that Raven has rheumatoid arthritis at a very early age.

    The game isn't all bad -- A2M has given players an incentive to explore the ten levels.  There are assorted outfit pieces and colour tints for your outfits, along with special items that can be combined to make super secret outfit pieces (like the turban made from a garden hose and a necklace!).  At the end of each level, you can dress up Raven, and depending on how stylish she is, you can earn even more money.  Sadly, everyone hated my turban.  In addition to the hidden level items, there are coins scattered throughout the levels which can be used to purchase any remaining photos, outfit pieces and character factoids, including this unintentionally hilarious gem:

    Raven enjoys jet skiing and painting and has a flare for cooking.

    You know, so that she can alert everyone within a fifteen mile radius when the tacos are done.

    The game also features a clever photography mini-game.  In this game, the timer is ticking down, and you have to take three photos.  A slider randomly slides left and right at a random speed, focusing and unfocusing the picture as it does so.  Your task is to take three photos as the slider is perfectly in the middle, so that you get a beautifully focused photo every time.

    The game still is, quite frankly, atrocious for a couple of reasons.  Raven can only jump half of her height, but this is probably a license-forced limitation, and it's clear that the game hasn't been tested solidly, as there are sound distortion glitches, as well as one unfortunate bug where the screen turned black but the sound kept playing. Nonetheless, it provides about two hours of gameplay if you play it solidly.  There's also the option to go back and search for more outfit pieces and coins to unlock the rest of the extras, although most gamers probably won't do that unless they're fans of the show -- and let's be realistic for a minute, this is the target audience.  Is the game better than the first?  Oh yes.  Is this a good game?  Not by a long shot.

    -PROS-
    - Photography mini-game is clever and fun
    - Raven's resourceful Garden Hose Turban
    - It's over very quickly

    -CONS-
    - A bug that caused the game to display a black screen and play sound but not show any gameplay
    - Raven isn't getting any less annoying
    - It's over very quickly

    GRAPHICS 5
    Average graphics with Raven still having the most effeminate walk cycle in video game history.  Visit delightfully bland locations like the school, the mall, the zoo, the sci-fi convention centre that looks like a school, and the backstage concert that kind of looks like the mall.

    SOUND 6
    Although the game does have the generic R&B/Hip-Hop soundtrack that Raven seems to be associated with (not stereotypical in any way AT ALL), there are also varying themes for the zoo, convention centre and shopping mall, to shake things up.  The mall's elevator muzak is topped only by Earthworm Jim's What the Heck theme, because that included shrieks of terror.

    CONTROL 4
    Not nearly as clunky as the previous Raven game, but the incredibly restrictive jump height and walking speed doesn't help to make this an easy-to-play game.

    GAMEPLAY 3
    Raven busybodies her way through her friends' lives, goes to the mall, has her concert tickets stolen by a monkey, and foils an evil manager's plans.  You'd think that the monkey would spice things up, especially as he appears in three different levels, but sadly this is not the case.

    LASTABILITY 6
    The lastability varies directly on whether you're a fan of Raven or not.  That said, A2M has tried to include a fair amount of unlockables to keep you interested if you like Raven and the show.

    FINAL SCORE 4.5
    Better than the last game, but only by a smidge.  It's still yet to be proven that Raven is a worthwhile character to make a video game out of.  Please don't try again.

    24
    TalkBack / Nintendogs Non-Review
    « on: July 13, 2005, 05:42:15 AM »
    I can't read Japanese, and I think I'm feeding my dogs poison.

    The idea of having a puppy that never grows up and can be owned without the mess and fuss is certainly appealing - indeed, the RSPCA or your country's local equivalent would most likely be thrilled by the idea, as it might even result in less abandoned animals.  However, the whole idea would fall flat if the dogs aren't appealing.

    Nintendogs, while having a toy-like approach, limits what you can do at the beginning, instead of giving you access to everything at once like a true toy would.  You start out with a set amount of money to buy your first puppy, which you take to your virtual home to play with.  I selected a Beagle and called him "Guybrush" (or rather, "Gybrush", thanks to the character limit).  From here, you can buy food, water, brushes. and toys for your pup at the local shop.  You can also discover rarer stuff if you take your dog for a walk -- however, your dog may decide to rifle through garbage occasionally left on the street if you don't pull it away, which can make it sick.  More items can be unlocked through the shop by spending time playing with your puppy.

    You can personalize how your puppy looks with the items you find or buy -- it's all up to you (and the amount of money you have).  Currently, Guybrush is wearing a dominatrix-style spiked collar, while my other puppy, a black Labrador who is naturally called "LeChuck" (incidentally LeChuck seems to bite Guybrush ALL THE TIME) is wearing a red beret.  However, there's plenty more, including dark glasses and Mario's hat.

    As with a real dog, you can train your virtual puppy to learn voice commands.  All that's required is to get it to do what you want it to with a bit of coaxing from the stylus, then press an icon to record your voice command.  Language is not an issue here; you just need to speak clearly.  Yes, you can teach your puppy to backflip when you insult it, but you will be repeating these commands a LOT, especially the puppy's name, so the joke will probably wear thin quickly.  This also brings us to the big problem with Nintendogs -- due to its heavy reliance on vocal commands, it's impossible for this game to be portable.  This is simply not the kind of game you should be taking on the train because:

    1.) You're going to be getting some really strange looks as you desperately cry out "SIT!" for the seventh time to no avail; and
    2.) Your futile attempts to issue vocal commands probably won't register in an environment with loud background noise anyway.

    Then of course, there's the issue of dignity -- unless that's not a problem for you, then go right ahead and screech out BACKFLIP in a train.  But ideally, this game needs to be played in a quiet room, free from external noise, which severely limits most of the places where you can play it.

    The reason you'll need to teach your dogs commands (aside from your own personal entertainment) is for the Trick Competition.  Competitions earn you a lot more money than selling stuff you find on the street (you need money to buy more puppies and toys), but they can be more difficult.  The Trick Competition in particular requires that you perform the tricks you're asked to (they're also written on a banner in Japanese), and then finish with Free Performance mode, which lets you do as many tricks as you like.  There's also a Frisbee Catching Competition and an Obstacle Course Competition where you navigate your puppy around poles, over hurdles, through tubes and so on.

    In addition to the problem with all the vocal commands, Nintendogs is very text-heavy, which poses a problem for those who can't read the language.  How hungry your dog is, whether it's dirty or not, if it's happy -- all of these details are written as words rather than being represented by graphics or bars.  There are also lots and lots of text prompts, especially at the beginning where you're asked to teach your dog its name, then later to teach it to sit.  There are no visual indicators here, so you'll need to know Japanese, bluff your way through, or sit in your quiet room with a FAQ up all the time.  One other problem is for the often forgotten left-handed players, who will notice that their hand will block the screen in some sections, such as walking the dog and the obstacle course.

    Nintendogs is definitely unique, and it certainly fills the "adorable puppy" requirement.  But how much entertainment you get out of it depends on how long the novelty of owning an admittedly adorable virtual dog will last.  I'd say that my experience was probably less enjoyable due to the fact that I had to wade through all the Japanese text -- if this doesn't faze you, and you absolutely need ADORABLE PUPPY ACTION right now, then grab Shiba and Friends, Dachshund and Friends, or Chihuahua and Friends from Lik-Sang.

    25
    TalkBack / Herbie: Fully Loaded Review
    « on: July 09, 2005, 03:54:49 PM »
    Images of Lindsay Lohan are included in the game!  She's also featured on the box.

    C'mon Herbie!  Let's go the distance!  We can do it!

    When slotting Herbie: Fully Loaded into my GBA, I must admit that I was secretly hoping the game would be a 2D platformer where the player would control Herbie, who would be walking on his two rear wheels hopping from platform to platform while collecting oil cans peppered throughout the levels.  Sadly, developer Climax has instead gone for the more predictable racing game.  Let's see how that fares instead.

    It's us against them, let's show them what we've got.

    Herbie is a racing game that uses a Mode-7 style engine, and... oh, forget it.  I'm not going to sugar-coat it.  This game is awful.  It has three modes: "Story" Mode, Free Race Mode, and Championship Mode.  They are all bad, because they are all the same thing.  Story Mode has you racing through eight various courses, including the desert, a mountain, and an amusement park.  Now, I must admit, I haven't seen the film, but I don't remember seeing a desert in the trailer.  As for the amusement park, it must be one of those NASCAR-approved amusement parks that I've been hearing so much about lately.  Free Race lets you race in one of the tracks you've unlocked in Story Mode.  Championship insists that you play through every single track that you've unlocked, one after the other, scoring you after each race depending on how you place.  Here's what happens when you beat each mode:

    - Story = Picture of Lindsay Lohan with text: "Herbie, I knew we could take the trophy!" Roll credits.
    - Free Race = Screen with text: "Congratulations you have won! GAME OVER"
    - Championship = Screen with text: "Congratulations you have won! GAME OVER"

    Apparently, Herbie hasn't had a tune-up since 1968, because he controls like the shopping trolley I always seem to get at the supermarket with the wobbly rear wheel, the child seat broken off, and leftover lettuce leaves plastered to the bottom of the basket.  He also seems to have the same amount of acceleration as said shopping trolley -- and I'm not talking about when you give it a huge push and then ride on the back, either.

    C'mon Herbie, let's keep them in the rear view mirror.

    Herbie, like other novelty racing games, includes "wacky" and "zany" powerups.  These include the ability to shoot a tyre out of the hood, the ability to make Herbie jump, a turbo boost where Herbie does a wheelie, and, for some inexplicable reason, a turbo that reverses the car around.  Now, I don't know about you, but making the car turn around so it looks like it's driving backwards doesn't sound like a good idea for a powerup to me.  There were multiple times when I tried to actually 'correct' this, before realising that's what the powerup was supposed to do.  Novel?  Yes.  Practical?  Hell no.

    We might not have the pole position, but let's go for the checkered flag.

    Herbie also has a "unique" feature called 'Herbie's Mood'.  Most of you know that when the word unique is written in quotes, it doesn't bode well, but I'll let the manual do the talking this time:

    Herbie's Mood - Herbie is happiest when he is leading the pack.  Taking damage or falling behind will change his mood.  If Herbie is in a bad mood, his performance will suffer.

    So basically, if you suck at this game, your chances of winning will be even lower.  What audience is Disney aiming for, exactly?  "Oh!  Let's make it so that if Herbie is losing, he'll slow down and get upset!"  "Um...okay, you see the problem with that is that it will make it unnecessarily unfair for novice players, who in this case are most of our audience."  "You will do as I say!  Now put a sponge cake on your head!  Oh, I love being an executive."

    Let's burn rubber Herbie!

    The menus for Herbie: Fully Loaded are clean, simple and easy to navigate through -- well, except for that bug where if you try to back out of story mode after having just won a race, you can't get back to the main menu.  Aside from that though, they're nice.  They go for a simple presentation, and it does the job quite well.  The in-game Herbie car model looks lovely.  It is a pre-rendered sprite that has lots of detail for the various animations.  This would be expected, though, as the game is based around Herbie.  Opponent cars, on the other hand, look as though they have come from the Lego Rally.  They are all the same blocky model with different colour schemes.  The assorted locations, including the Pro Racing Oval and the Waterfront, all look quite nice and are reasonably varied.

    It's victory lane or bust.

    Sound for the game is pretty stock-standard, what with all the tyres squealing, engines revving, and so on.  It's what you'd expect from a racing game, and gives the impression of driving a car, which is what it's meant to do, so this is good.  The music has a surprisingly varied amount of tracks, which is impressive.  They all seem to be a bizarre combination of thrash metal and Eurovision, which is quite worrying, as it means that more people will discover what Eurovision actually is.  I must admit that I am partly to blame for this, and I sincerely apologize.

    Herbie, Kevin totally tricked you out.  Let's get to the winner's circle!

    By the way, these apparently random pieces of italicised text are the "story" in the "Story" Mode.  If you can decipher a story out of that, then my nonexistent hat is off to you, good sir or madam.  It's okay, Climax -- you could have called it "Lindsay Lohan Mode".  We all know that's the only reason it's there anyway.

    In summary, Herbie: Fully Loaded is a mediocre powerup-driven racing game that has one mode of play disguised as three.  The "Story" Mode, probably the least painful of the three, can be finished in under an hour of solid play.  The game also comes with a poster!  Perhaps my Herbie platformer would have been the better choice after all.

    -PROS-
    - Comes with a free Lindsay Lohan mini poster!
    - Our good old friend Mr. Battery Save
    - The Herbie car model looks really nice!

    -CONS-
    - ...the non-Herbie car models do not.
    - Shopping trolley Herbie is not remotely exciting
    - Herbie is a freaking Tamagotchi

    GRAPHICS 6
    The Herbie model looks really good, most likely at Disney's insistence.  Everything else stands out because of the lesser quality compared to Herbie.

    SOUND 7
    Well, the music could be classed as enjoyable or horrendous, depending on your taste.  My taste is probably bad, but I liked it anyway.  Besides, you're given the option to turn it off if you don't like it, which is better than in some games.

    CONTROL 3
    No really, it's terrible.

    GAMEPLAY 4
    It's the same mode of play, but with three different menu choices for it!  Admittedly, some of the powerups are entertaining, but the shocking controls negate some of that enjoyment.  If Free Race had only been a Time Trial Mode, there could have been a little more entertainment extracted out of the game.

    LASTABILITY 2
    You can finish Story Mode in under an hour of solid play.

    FINAL SCORE 4
    Actually, I've got a challenge for you, should you ever get this game.  While playing the game, see how long it takes before your attention meanders somewhere else and you crash into a wall.  My shortest time was five seconds.

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