Snood

Posted in handheld by dneater on Apr 3rd, 2003
Title  : Snood
Platforms  : Game Boy Advance
Publisher  : Destination Software, Inc.
ESRB Rating  : Everyone
Game Rating  : 6.0
Review by  : Dain Neater

When the original Game Boy was released in 1989, it was an unprecedented success that owed much to the packed-in, fabulous version of Tetris. When Snood came along for personal computers, it had all the great hallmarks that Tetris had. It was both simple to play and addictive. Maybe of more importance, it appealed to not only men, but women as well, something the gaming industry doesn't pull off all that often. When it was announced that this great game was going to be delivered to Nintendo's handheld, I was excited. This game had all the right pieces, and seemed to be the perfect fit for the portable. 

Snood is a simple game, and like many simple games, the playing area consists of only one screen. This game board is filled with Snoods, which for the uninitiated, are faces of various shapes and colors. Your goal is to clear the board by firing other Snoods from a launcher located at the bottom of the board. Connecting three identical Snoods together will remove them from the board. The goal is to clear them all away using as few Snoods as possible as the board will gradually descend toward your post, reminiscent of the aliens from Space Invaders. Once a Snood reaches your level, you are done for. 

The move from the computer didn't sacrifice any of the four game play modes. Classic mode is where all you must do is clear a randomly generated level. Journey is where you gradually work your way through various boards as the difficulty level ramps up each board you pass. Time Attack and Puzzle both involve playing through 50 increasingly difficult levels that must be defeated, with the only real difference being the former limits the time allowed, and the latter limits the number of Snoods allowed. The Game Boy Advance version does differ in that there are two new Snoods that do not appear in other versions, "Wild Card" Snood, which becomes what you need at the time, and "Cutter" Snood, which explodes and takes out anything around it. Both seem unnecessary as the game is quite balanced without them. In another departure from the computer counterpart, the GBA version gives you three lives in which to play with until game over is declared. 

The visuals in the game are disappointing. Like Castlevania: Circle of the Moon, the screen is very dark and almost unplayable without a specialized lighting device. The colors are muddy and are dark, and even with an Afterburner light installed in the GBA, it still seems quite dim. The tiny GBA screen also makes for a confusing time, since the Snood you are currently firing and the one that is next seem to cause confusion in a way that doesn't happen on a large computer screen. I often found myself firing a blue one that I thought was a red one. The Snoods themselves are animated with a subtle touch, that could have easily become annoying, but thankfully does not. 

Much like the graphics, the audio is a mixed bag. While the sound effects are nearly perfect for this type of game, the audio track that plays by default during each level is just hideous. Fortunately, this is a puzzle game and music doesn't really play a big role anyway. It's amazing how much turning off the music improves the experience. 

Snood for the Game Boy Advance seemed like a great idea. Unfortunately, the developers at Rebellion couldn't put things together, and the game manages to achieve only mediocrity. The concept is great, but numerous flaws and cost cutting measures like no battery to save high scores doom this title to obscurity. The game is playable, and is still an okay puzzler; it just isn't the gem that the computer version is.


This article is copyright (c) 2003, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Gamebits, 03-Apr-03

Mega Man Zero

Posted in handheld by dneater on Nov 17th, 2002
Title  : Mega Man Zero
Platforms  : Game Boy Advance
Publisher  : Capcom
ESRB Rating  : Everyone
Game Rating  : 9.2
Review by  : Dain Neater

In the days of the Nintendo Entertainment System, one of the best and toughest game series was Mega Man from Capcom. One might think that, after years and years, this series might have grown stale, but nothing could be further from the truth. 

This time around, the player take on the role of a resurrected reploid named Zero brought back to life to save the rest of his kind from a government run amuck. While the story is standard video game fare, the game play is tight, polished, and outshines any deficiencies in the storyline. 

Mega Man veterans will immediately notice that the standard area select screen is gone. It has been replaced by a side scrolling area where you speak with various characters in much the same way that you would in a console RPG. It's a great touch. It seemed at first that the non-linear nature of the Mega Man series was gone, but after finishing the first couple of levels, you get to choose one of several missions; depending on the success or failure of your previous missions, your new ones may change. 

To go with the new RPG elements, advancement is now an important part of the Mega Man series. You don't, however, level up your character, but each weapon that you wield will gain abilities the more you use them. For instance, your initial Buster shot will progress from a weapon that fires only three shots at a time to one that can fire four times, and even have different levels of charging so that you can fire a more intense blast. The Z-saber and other weapons are also found along the way and can be powered up similarly. It's a welcome feature that adds more depth to the game. Another new RPG element Capcom added to the mix, are Cyber Elves. The name is misleading as they are actually programs that, when found, can be downloaded and used in battle to aid with powers of healing, climbing, and various other skills. 

You can tell that the artists at Capcom weren't slouching; they should be quite proud of the work they have done. The character sprites are well drawn and the animation is top notch. Some of the special effects in boss battles reminded me of times when playing the Super Nintendo, when a clever developer would employ some nifty scaling tricks and leave you stunned. Sonically, Mega Man Zero holds it's own with most of the Game Boy Advance titles out there. The tunes are catchy, and fit perfectly into the mix. 

If I had to name one flaw in this title, it would have to be the difficultly level. The levels are really well done and balanced, but the end of stage bosses are too tough for the casual gamer, who will find it difficult to get very far in this game. Experienced gamers will welcome the challenge, but it would be nice to have a difficultly setting to ease the burden for others. To be fair, the back of the box does say "The most challenging Mega Man game yet!" 

Capcom has done it again, and has created yet another Mega Man game worth owning. While the years have worn the shine off many franchises, Mega Man, like Mario, keeps fighting back the forces of darkness.


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Gamebits, 17-Nov-02

Castlevania: Harmony of Dissonance

Posted in handheld by kgagne on Sep 30th, 2002
Title  : Castlevania: Harmony of Dissonance
Platforms  : Game Boy Advance
Publisher  : Konami
ESRB Rating  : Teen
Game Rating  : 8.8
Review by  : Ken Gagne

What was supposed to be a once-in-a-lifetime event wasn't enough for rabid gamers, who find the curse of Dracula their blessing. Castlevania: Harmony of Dissonance is a Game Boy Advance game by Konami that returns players to the deadly realm of the dark lord's castle. Juste Belmont, descendant of the original vampire killer Simon, must plumb the keep's depths to rescue his childhood friend, Lydia. But is Dracula the true evil at work here? 

Players explore the castle as Juste in this 2D adventure title. The path of the hero is not set, allowing free exploration to wherever Juste can access. There are locked doors, unscalable walls, and fearsome guardians, but the castle in its entirety is the only stage to overcome. 

Our whip wielder begins with a limited repertoire of jump and strike, with the shoulder buttons executing rather useless dash maneuvers. Juste can find equipment that will grant new skills, such as sliding, higher jumps, and whip accessories, used to smite enemies and further access the castle. 

Veterans of the Castlevania series will recognize sub-weapons such as the axe and holy water. New in this game are spell books which augment with these tools to create powerful new effects. These combinations are less plentiful and imaginative than the spells found in Castlevania: Circle of the Moon, but do give Juste a necessary offensive boost while also adding the strategy of carrying only one sub-weapon at a time. 

The graphics are noticeably improved since Castlevania's last handheld outing. The dark screen of the Game Boy Advance has been accommodated with brighter graphics, making the game easier to see. The camera is also closer to the action, resulting in larger sprites and faster action. 

In addition to the contrast and palette, the difficulty has also been upped. Juste can grow in strength as he defeats enemies, but the denizens of Dracula's castle are no weaklings. A few blows landed just so can send the young Belmont to an early grave. One's saving grace is the new quick save option, which backs up one's progress, but not position in the castle, reverting to the most recently used save point. 

Accompanying this journey is music that's more harmonious than dissonant, but which still cannot compare to the soundtrack of its ancestor, Symphony of the Night. In contrast to the improved graphics, the music has taken a small step backward, reminding gamers of the handheld nature of this title. Sound effects ring out more effectively as Juste brings down enemies with a variety of spells and weaponry. 

Though "harmony of dissonance" may be an oxymoron, there are no jarring qualities to this Castlevania. There is little to make it stand out, either, and it falls in the shadow of its predecessor, Circle of the Moon. Regardless, Harmony is a shining example of 2D gameplay that refuses to be hindered by the compact nature of the Game Boy, proving that Castlevania just can't be whipped.


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 30-Sep-02

Konami Collector'S Series: Arcade Advanced

Posted in handheld by kgagne on May 6th, 2002
Title  : Konami Collector'S Series: Arcade Advanced
Platforms  : Game Boy Advance
Publisher  : Konami
ESRB Rating  : Everyone
Game Rating  : 8.0
Review by  : Ken Gagne

Though the titular adjective may be "Advance", the new Game Boy is proving popular for reissues of older, classic titles. Konami throws their hat into the ring with Arcade Advanced, a collection of six legacy games. 

Unlike other collector editions which hide a gem or two among otherwise unheard-of games, Arcade Advanced compiles six relatively well-known games into one package: Frogger, Rush'n Attack, Gyruss, Time Pilot, Scramble, and Yie Ar Kung-Fu. 

Frogger answers the age-old question, "Why did the frog cross the road?" The screen scrolls vertically as players impel an amphibian to a safe haven across a busy freeway and danger-filled river. 

Rush'n Attack, an artifact of the Cold War, pits a lone solider against rushing armies. This game is similar to another Konami classic, Contra, except the heroes are armed with only hand-to-hand knives. Limited-use special weapons can be procured from enemy soldiers. 

Gyruss is a space shooter that doesn't restrict the player to the bottom of the screen, a la Space Invaders, but gives free range around all 360 degrees of the perimeter. The controls to spin from one compass position to another are not immediately intuitive, but players learn quickly. 

Time Pilot gives similar freedom of movement, but with the player locked into the middle of the screen. The not-very-futuristic fighter ship roams the endless skies in search of enemy aircraft, filling its quota of downed planes. 

Scramble, also known as Super Cobra, is a side-scrolling shooter with plenty of land-based enemies to bomb. Squeezing through tight corridors at the game's relentless pace can be the greatest challenge. 

Finally, Yie Ar Kung-Fu is a simple and forgettable 2D fighting game — a distant ancestor to Street Fighter and its kin — in which you punch and kick your way through a dozen opponents to claim ultimate victory. 

These games are essentially identical with their original appearances two decades ago. Konami has added a few bonus levels and additional features, but these extras do not affect the games' cores. 

One of the best new features is the ready availability of two-player modes. Four of the six games can be played with a friend by connecting two Game Boy Advance units. Only one game cartridge is necessary to access most of what these modes offer. Though the competition is sometimes as simplistic as aiming for a high score, it's still a fun way to share classic gameplay with a friend. 

Presentation has changed as little as the gameplay. Due to the dimensions of the handheld screen, the right portion is often distinct from the gameplay and is occupied with scores and other statistics, lending a more arcade-like feel to the presentation. 

Though the title themes may be familiar, several games have no background music, leaving the simple sound effects to fill the void. 

Games such as these six are ideal for quick gaming sessions. Though it's a sin to not be able to save each player's high scores and initials (this being a driving force for many gamers of the Eighties), the games themselves are easily renewed in round after round. If Konami had tried to bundle fewer or lesser games into this package, it may not have worked, but Arcade Advanced proves to be a satisfying step back.


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 06-May-02

Breath of Fire II

Posted in handheld by kgagne on Apr 29th, 2002
Title  : Breath of Fire II
Platforms  : Game Boy Advance, Super NES
Publisher  : Capcom
ESRB Rating  : Everyone
Game Rating  : 8.4
Review by  : Ken Gagne

Role-playing games are possibly the most perfect genre for a handheld system. RPGs offer lengthy gameplay that can be enjoyed in stretches of hours, or moments at a time. 

Capcom, publisher of the classic RPG series Breath of Fire, continues to make the Game Boy Advance an excellent RPG system with the release of Breath of Fire II. 

Ryu, a young boy with an idyllic life, awakens alone one day in a world in which he and his family never existed, and a mysterious new deity holds a powerful sway on the world's faith. 

Though the story then fast-forwards ten years and progresses at a slower and more normal pace, this nightmarish, Silent Hill-type opening is a startling introduction that immediately piques the player's interest. 

BoFII is a classic, turn-based RPG. Ryu lives in a 2D world filled with caves, castles, and coliseums. He is joined by a cast of friends, each with unique skills, who will help Ryu discover his own dragon heritage and save the world. His party of fighters constantly changes as heroes come and go with their own problems and quests. A unique feature is the ability to fuse individual party members into more powerful combinations. Players can also build their own town and populate it with the people Ryu meets, creating a custom community (a feature also found in Dragon Warrior VII). 

Both Breath of Fire games for Game Boy Advance were originally released nearly a decade ago for the Super Nintendo. Though BoFII is an inherently good game, Capcom seemed disinterested in making it a great one. The handheld edition of this classic RPG uses the same text translation that was criticized on the Super NES. The game and manual exhibit unusual wording and punctuation that isn't exactly wrong, but is also neither natural nor clear. Dialogue scrolls slowly, but the characters themselves zip along — a boon for gamers anxious to get from one place to another. A quick-save option allows temporary abandonment of a quest, whether in the midst of a dangerous dungeon or just out in the field. 

The 32-bit handheld does an impressive job of replicating the presentation of the original 16-bit experience. The sprites are small on the GBA screen, but exhibit more detail and special effects than on the SNES. Magical spells will consider their environment, such as a wind-based attack that kicks up a storm when cast in a desert. The music is occasionally dramatic, but more often somnolent. 

It's disappointing that Capcom didn't take advantage of this reissue to tweak a good game into a great one. Regardless, Breath of Fire II remains the same game it was seven years ago: not scalding hot, but at least worth warming up to.


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 29-Apr-02

Motocross Maniacs Advance

Posted in handheld by kgagne on Apr 15th, 2002
Title  : Motocross Maniacs Advance
Platforms  : Game Boy Advance
Publisher  : Konami
ESRB Rating  : Everyone
Game Rating  : 6.5
Review by  : Ken Gagne

I remember when the first Motocross Maniacs game was released for the Game Boy more than a decade ago. It was a simple but fun game, somewhat similar to Nintendo's own classic, Excitebike. 

Konami hasn't released many Maniacs games, but the new one, Motocross Maniacs Advance for Game Boy Advance, makes me wonder if it's the series or my memory that has not matured well. Regardless, MMA is a simple and unexciting game, with only unnecessary complications. 

This side-scrolling game races dirt bikes on tracks that include ramps, jumps, obstacles, and power-ups. The gas button moves you continuously left to right, while the nitro button turns jumps into minor hang time, necessary to reach new routes and platforms. Naturally, physics are flexible here. 

But should you travel the loop-de-loops in search of items, or make a direct path to the finish line? The items are primarily offensive, but your position is likely to be so far ahead or behind of the competition that weapons are seldom useful. The greatest threat to your wellbeing is an empty gas tank. Since Maniacs isn't a free-range game, you can't go exploring for the item you need. You'll just have to hope one of the items you stumble across is more fuel. Get that, and you're golden. Items reappear with every lap, so it's often productive to perform some impossible flips to reach them. 

There are also a few land mines and other obstacles to watch for, though the game's rapid pace makes their avoidance a nigh-impossible task. 

If championship racing isn't your speed, there are additional play modes, though they have little purpose. Each mode features one new course for players to race across, with challenges such as smashing into zombies, hopping obstacles, passing bombs, and collecting coins. Completion of these tracks offers no rewards, new courses, or even high score records. 

Despite these extra modes and hidden drivers, Maniacs can be played beginning to end in a relatively brief time. The courses begin simply, to the point that victory is possible without even using the directional pad; proper use of gas and nitro is all that's necessary. Later courses may call for a few retries, but the ample extra chances the game offers will have players crossing the finish line in no time. I don't remember previous Maniacs games passing this quickly or easily. 

Of course, earlier games were in black-and-white, too. Maniacs Advance's backgrounds are colorful, depicting idyllic settings that don't betray the lethality of the course. More important, the foregrounds scroll smoothly, which is important in this fast a game. 

The sound effects are effective and amusing, with revving engines and launching missiles. The music varies to fit the environment, with the aural atmosphere of a beach and a frozen tundra being very different. 

Though the titular "Advance" refers to the Game Boy, it definitely does not do double-duty in describing the gameplay. It's a simple and fun title, best enjoyed by a younger audience. Older gamers will find little worth getting maniacal over.


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 15-Apr-02

Sonic Advance

Posted in handheld by kgagne on Feb 11th, 2002
Title  : Sonic Advance
Platforms  : Game Boy Advance
Publisher  : THQ & Sega
ESRB Rating  : Everyone
Game Rating  : 6.7
Review by  : Ken Gagne

When I was younger, brand loyalty was strong (or at least more obvious) among my video gaming peers. Our imaginations made constant adversaries of Mario and Sonic, pitting Nintendo's plumber and Sega's hedgehog at each other's virtual throats. We'd dream of the final victory where one company subjugated another, and we'd have all their games on one system. 

That was then; this is now. The first appearance of Sega's mascot on a Nintendo system is Sonic Advance for Game Boy Advance, and we find reality not quite living up to the dreams of our youth. 

Unlike its Dreamcast predecessors, this incarnation of Sonic is a 2D platform game, akin to its Genesis ancestors. As either Sonic, Tails, Knuckles, or Amy, players must navigate 12 levels of dastardly devices, ultimately facing off against the evil Dr. Robotnik. To open the final stage, all four characters must conduct themselves through the repetitive task of defeating the same 12 levels. 

For those unfamiliar with our insect-eating protagonist, Sonic's trademark is his speed. Unlike Mario, whose world is filled with hidden items and opportunities to explore, Sonic never fails to blast through enemies with all due haste. Hurrying is the goal of the Time Attack mode, but even in normal gameplay, each level's design will prompt players to not stop and smell the roses. Some characters are more suited to this pace than others, but any hero can probably finish all the levels in an hour or two. 

The gravity in Sonic's world is strong, greatly hampering players' upward mobility. Any item Sonic and friends speed past is troublesome to go back and get, yet may be necessary to unlock all the game's levels. 

If you do choose to race along, you'll find that Sonic Advance makes little distinction between the quick and the dead. The many ramps, curves, and loop-de-loops beckon players to melt the hedgehog's sneakers in a frantic dash. This approach often produces a steady stream of rings, but an unexpected spike pit or errant fireball can scatter the player's golden collection. By holding onto at least one ring, gamers can continue to survive such assaults, but the damage to their score will have already been levied. 

Despite the "Advance" in the title, Sonic's controls are simple. The shoulder buttons are ignored, leaving the 'A' (jump) and 'B' (dash) buttons responsible for the action. Each hero has slightly different abilities, but are no less capable of handling the obstacles they face. 

For comparison purposes, I dusted off the original Sonic the Hedgehog, a 16-bit Sega Genesis game published in 1991. Though the older title is slower and easier by comparison, it has better control and level design than its handheld counterpart. The graphics are roughly equal, but a large, colorful television screen does the series more favors than the small, dark GBA screen. 

Sonic Advance is the first Game Boy Advance game to interact with the Nintendo GameCube. Pet Chaos (the plural of Chao) can be transferred between this game and Sonic Adventure 2 Battle, to be raised in virtual pet fashion on either system. Multiple GBAs can also be connected for four-player races using a single Sonic cartridge. 

These connectivity features and multiple playable characters are smart extras for Sega to have added to this venerable franchise. But the old-school gameplay is too frustrating and uninspired to bring much enjoyment. After a disappointing Sonic Adventure 2, and now this game, it seems our speedster series may be going downhill.


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 11-Feb-02

Nancy Drew: Message in a Haunted Mansion

Posted in handheld by kgagne on Dec 8th, 2001
Title  : Nancy Drew: Message in a Haunted Mansion
Platforms  : Game Boy Advance, Windows
Publisher  : DreamCatcher
ESRB Rating  : Everyone
Game Rating  : 6.9
Review by  : Ken Gagne

This Victorian Mansion could make a lovely bed and breakfast — if only it wasn't haunted. But ghosts aren't real… are they? Or is the threat something more mundane, but no less sinister? Players can help solve the mansion's riddles in Nancy Drew: Message in a Haunted Mansion, a Game Boy Advance and PC title developed by Her Interactive and published by DreamCatcher. [GBA version reviewed here] 

This handheld mystery takes the form of a point-and-click adventure, similar to older games such as Shadowgate or Deja Vu. Players are presented with a still image representing a room of the mansion. Using the 'L' and 'R' buttons, Nancy can turn around to view each room in its entirety, and pointing the cursor at doors or stairs will move to that location. Moving the cursor over the screen reveals parts of the room that can be investigated or manipulated. For example, place the cursor over the bedpost in the bedroom and you'll find it's loose; maybe something's hidden inside? The mansion is full of such secrets for young sleuths to discover. 

Nancy isn't above a bit of manual labor, though. She's there to help, after all, and some puzzles consist of paneling walls or stripping paint - not all which advance her investigation. 

There's more than bedknobs and paint chips with which for Nancy to interact. The house has its share of suspects, from the shifty handyman to the woman who holds seances. Gamers choose from lists of conversation topics, which may either reveal useful information or lead to an abrupt dismissal. 

Nancy can also use her cell phone to call friends, such as Hannah Gruen or Bess and George, familiar characters from the Nancy Drew stories. These off-site characters rarely offer meaningful advice, though. 

Once Nancy has explored enough of the mansion, a story event occurs, signaling the end of that "chapter". A password system allows players to resume play at the beginning of each chapter. The flaws in this system are many: progress cannot be saved directly to the game cartridge, nor can passwords be granted in mid-chapter. Should players do something wrong, they'll need to restart from the beginning of the chapter. And always when starting a new chapter, Nancy's inventory is emptied of items she's collected. 

The graphics are colorful, but small; were it not for the captions, it'd be difficult to determine what items a room holds. Expect to revisit rooms, looking for missed details. 

The music is persistent throughout each chapter, sounding as though it was lifted from an old computer version of the game "Clue". Sound effects are minimal; in fact, I didn't notice any, despite setting the volume high. 

Message in a Haunted Mansion doesn't quite capture the essence of either a Nancy Drew book or a Shadowgate adventure. It's a bit too mundane for a video game, and the bookish "chapter" and password systems just don't work. There's some minimal appeal — the method of talking to people in person or on the phone is innovative — but what long-term value gamers might find is a mystery.


This article is copyright (c) 2001, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Gamebits, 08-Dec-01