Nancy Drew: Message in a Haunted Mansion

Posted in by on Dec 8th, 2001 12:00 PM
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

Mario Kart Super Circuit

Posted in by on Sep 3rd, 2001 12:00 PM
Title  : Mario Kart Super Circuit
Platforms  : Game Boy Advance
Publisher  : Nintendo
ESRB Rating  : Everyone
Game Rating  : 8.3
Review by  : Ken Gagne

On your mark — get set — vroooom! 

Almost a decade ago, the racing genre was expanded and redefined by Nintendo's innocuous title, Super Mario Kart. The myriad racing courses, fanciful items, well-known characters, and an engrossing multiplayer mode combined into a sleeper hit that enjoyed a repeat performance on the Nintendo 64

Now you can go-kart on the go with the Game Boy Advance sequel, Mario Kart Super Circuit. 

This racer sends players on a light-hearted circuit of various racing kingdoms. Mario, Wario, Donkey Kong, and other Nintendo icons are behind the wheel in five racing cups of four courses each. These all-new tracks cover a lot of territory: beaches, deserts, clouds, and cheese. Items such as shells and mushrooms provide players with the capability for offensive strikes, turbo boosts, and more. 

This handheld kart game is akin to its Super Nintendo counterpart, with flat courses that lack hills or slopes. Coins decorate the landscape; picking them up increases a driver's speed and his tolerance for being sideswiped. 

Some Nintendo 64 features keeps things from getting too old-school. Triple shell and spiny shell items are present, and are acquired by driving over 3D rotating blocks. 

As good as Mario Kart 64 was, many people — myself included — preferred the original. With the Game Boy Advance version, Nintendo has done a perfect job of balancing the strengths and features of both previous games. 

But if you've grown accustomed to the analog steering of Mario Kart 64, or the high speed of F-Zero Maximum Velocity, you best take a few practice laps on this game. The steering is touchy and takes some learning, especially the jump-and-slide move necessary to take corners. The buttons cannot be remapped from their default setting, which some players will consider a crime; regular use of the shoulder buttons can be awkward on the Game Boy Advance, making effective item use difficult. 

Control isn't the game's only tough spot. With such a small, dark screen, it can sometimes be hard to spot the details of the courses; for example, coins can blend in with courses composed of cheese and desert sand. The game does forewarn racers of the course layout by flashing arrows indicating upcoming turns and curves. A player familiar with the track cannot disable these signs. 

The courses abound with sound effects. Each character crows or cries according to his progress, from Mario's "Let's-a-go!" to Wario's wicked laughter. Turtle shells, banana peels, and other gear are each also deployed with their own effects. It's more than just ear candy; these effects accompany the graphics to provide a better picture of what's happening, or about to (as with the tell-tale sound of the spiny shell). 

Mario Kart supports linking with up to four other Game Boy Advances. If only one person has a copy of the game, then only race mode is accessible with limited driver and course selection. If each person has their own Mario Kart, these restrictions are removed, and the Battle Mode becomes available. Up to four players can duke it out on four different courses. 

Link mode sports all the fun and challenge Mario Kart is known for, but occurs more rarely due to the hardware necessary for such a linkup. Multiplayer mode has often been the most popular aspect of the Mario Kart series, has has attributed greatly to its longevity. It's a shame that this entry in the series does not easily beckon players to gather in the name of kart battle. 

Any problems with Mario Kart Super Circuit are more the fault of the hardware than the software. These minor flaws do not diminish two overwhelming facts: we have a new Mario Kart game, and it's on a handheld system. Whether by yourself or by a friend, it's two great reasons to have your Game Boy a la kart.


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

Original publication: Sentinel & Enterprise, 03-Sep-01

F-Zero Maximum Velocity

Posted in by on Aug 6th, 2001 12:00 PM
Title  : F-Zero Maximum Velocity
Platforms  : Game Boy Advance
Publisher  : Nintendo
ESRB Rating  : Everyone
Game Rating  : 9.1
Review by  : Dain Neater

The original F-Zero hit the streets in 1991, and quickly became one of the best console racers ever, featuring incredible speed coupled with great game play. Now, almost ten years later, Nintendo has unleashed a new version, subtitled Maximum Velocity, for their new 32-bit Game Boy Advance. 

In the original F-Zero, Captain Falcon battled for racing supremacy. It is now 25 years later; the racing greats of the past have long since retired, and it is now up to a new crop of F-Zero pilots to create their own legends. 

At first glance, Maximum Velocity looks to be nearly a carbon copy of the original SNES title. But if you look more closely, you will notice that F-Zero has been tweaked and improved in almost every way. It isn't a revolutionary upgrade, but it has evolved to become an even better gaming experience. 

The gameplay element received the most changes. Now, not only are you responsible for keeping your thumb on the gas, but you need to make use of the blast turn technique. This cornering method consists of tapping the gas button repeatedly while moving into and coming out of turns. Your F-Zero racer will gain traction, although you will lose some speed in the process. The only complaint that can be laid on the control scheme is the default button setup, as using it for a prolonged periods of time is tough on the hands and makes it difficult to use the shoulder buttons, which are used in turning. Fortunately, this setup can be easily reconfigured to a more comfortable setting. 

Besides great game play, every great racer also needs challenging set of well laid-out courses to race. F-Zero more than hits this mark. It has several race classes — Pawn, Knight and Bishop — available at the start of the game, with more to unlock after you have proved your worth. Each class consists of five courses that are filled with unique obstacles, including dash and jump plates, exploding mines that leave a mess of hot liquid metal on the course, magnetic fields that wreak havoc with your vehicle, and spin holes that send your F-Zero racer into a 180 degree turn. In other words, this game isn't a walk in the park. 

The graphics have been improved upon from the SNES title, though at first they seem almost identical. The scaling modes used in the Game Boy Advance hardware are smoother and clearer than we saw in the Super Nintendo, and F-Zero looks better because of it. The vehicles have been replaced with rendered models that smoothly animate in and out of the turns. 

Maximum Velocity's music tracks are decent, but they really aren't great. They have a nice racing tempo, but there aren't enough of them, and after a while they get old. But the sound effects are perfect and have made the translation from the SNES version perfectly. 

Like many Game Boy Advance games, F-Zero supports linking for 2-4 player games, with two different forms of linked action. You can play multiplayer if every player has their own cart, and you can even play a limited version of the game on only one cartridge with four players. The single cartridge multiplayer game, while novel, gets old quickly as you are limited to only one track and one car. The multi-cart linked game however lets you play on all the tracks and choose any car available, and is a much deeper and less repetitive experience. 

The results are in: Nintendo has yet another winner in their F-Zero line of racing games. They have again put together another title that is easy to pick up and play, but difficult to master. It's a fast, furious, and, most important, fun game that will be a welcome addition to anyone's Game Boy Advance library.


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

Original publication: Gamebits, 06-Aug-01

Dragon Warrior III

Posted in by on Jul 31st, 2001 12:00 PM
Title  : Dragon Warrior III
Platforms  : Game Boy Color
Publisher  : Enix
ESRB Rating  : Everyone
Game Rating  : 9.0
Review by  : Ken Gagne

Mention the name "Dragon Warrior" to any gaming veteran and his eyes will mist over with memories of exploring Alefgard, living up to the legacy of the hero Erdrick. 

This venerable series holds as much influence over role-playing gamers as Final Fantasy. The seventh and most recent installment of the Dragon Warrior games will arrive on the PlayStation this November. By the graces of Enix, American gamers everywhere can prepare for this new game and relive a classic with Dragon Warrior III, for the Game Boy Color. 

Previously available for the 8-bit Nintendo system, Dragon Warrior III completes the "Legend of Loto" trilogy on the Game Boy Color. The predecessors to DWIII, though also excellent games, are slow and simple in comparison. It's with this game that the series really picks up. 

Dragon Warrior III's quest begins with the creation of a custom party. Players have complete control over the names, sexes, attributes, and classes of their characters: from a romantic mage to a stubborn fighter, or less typical examples such as a diligent dealer or silly goof-off. Each town the party enters holds new weapons and armor to purchase, people to meet, and secrets to discover. Since time passes during gameplay, a town and its people can have very different faces from day to night. 

It may not sound as story-driven as today's cinematic games, but Dragon Warrior is a perfect fit on the Game Boy system. As an RPG, Dragon Warrior is suitable for long gameplay periods, whether you're passing time in the car or the office. As a less complicated RPG than much of today's fare, it's also appropriate for quick sessions of monster battles or dungeon exploration. You needn't return to town to save your game; a special Field Log permits progress to be temporarily saved absolutely anywhere. 

Though a straight port of this quintessential RPG would have been sufficient, Enix didn't stop there. New weapons, items, and accessories have been added for players to incorporate into their strategies. 

Extra fun is added by side quests and mini games, including a Pachisi board game and a Monster Stadium in which to wager. Another new pastime is collecting Monster Medals, earned from defeating each of the hundreds of foes the hero's party will encounter. These medals are closer to stamps than Pokemon: collecting them serves no purpose, but is fun, and friends can trade by linking two Game Boys together. Unfortunately, it is not possible for two players' parties to duke it out. 

The presentation has also been updated slightly. Battles are set against a blank landscape, but are enhanced by animation in the form of enemy movement, weapon attacks, and spellcasting — another improvement over the 8-bit original. The music, though simple, is memorable. Unique sound effects accompany battle movements, but are minimal elsewhere. 

Don't let yourself examine this game too closely, or you might find it routine: visit a town, buy equipment, clear out a nearby dungeon, repeat. The locations have unique designs and the weaponry inspires adventurers to constantly adapt to new threats with new battle tactics. 

Dragon Warrior III is a throwback to yesteryear, but it appears on a platform that makes it work today. There's enough new material here to make the game appealing to a new audience, and fresh to those familiar with the series. Be the hero you've always wanted to be: it's never been simpler.


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

Original publication: Sentinel & Enterprise, 31-Jul-01

Commander Keen

Posted in by on Jul 16th, 2001 12:00 PM
Title  : Commander Keen
Platforms  : Game Boy Color
Publisher  : Activision
ESRB Rating  : Everyone
Game Rating  : 4.5
Review by  : Richard Rae

In 1990, Apogee Software released a series of shareware games for the PC detailing the adventures of the young 8-year old genius Billy Blaze, who builds a spaceship, his Megarocket, out of various pieces of junk to defend the Earth against the threat of the alien Vorticons. When danger looms, Billy dons his brother's football helmet and becomes his alter ego, Commander Keen, rocketing off to save the Earth! 

Commander Keen's various adventures against the Vorticons, Shikadi, Bloogs, and his rival Mortimer McMire were extremely popular, to the tune of 6 episodes and a couple of follow-ups (it became commercial software around 1991). Ultimately, Commander Keen became a property of id software. 

Now, after a long absence of many years, Commander Keen flies again in a new adventure for the Game Boy Color (Game Boy Advance compatible), published by Activision and developed by id software and David A. Palmer Productions. 

In this game, Billy must again become Commander Keen to retrieve three Plasma Crystals from the clutches of all the space aliens he's encountered in his previous games, and on three different worlds: the robot planet Droidiccus Prime, the world of Fribbulus Xax, and Shikadi. Aside from running, jumping, and climbing various objects and platforms and working through some puzzling situations, Keen must also fight many alien enemies (many of which all derive from earlier incarnations of the series) and the alien bosses using his wits and his Neural Ray Blaster. He also must deal with Mortimer, who is up to his old anti-Universe tricks and looking to thwart Billy's every move. 

Commander Keen for the Game Boy Color takes the form of a multi-direction scrolling 2D platform game similar in style to the Super Mario Bros. series. After the introductory screens in which Billy boards his Megarocket and heads into space, the player chooses which world he wishes to visit first by moving to the appropriate teleporter in the Hub area. Once there, the player must clear three stages, being allowed to move to the next only after the current one has been cleared. 

Each stage consists of multi-level complexes of platforms and islands (some off-screen or hinted at). The player is frequently faced with determining the best solution to gain access to key items required to move on or unlock the remaining paths. Switches in various locations must be activated, sometimes requiring Keen to teleport to different areas to complete a level successfully. The player also must decide how best to obtain extra lives or various point-producing items, such as candy and pizza, that can be found throughout the stages. Avoiding or eliminating various alien creatures that obstruct Billy's progress also falls within his job description. 

The player can move, jump, and climb easily, but frequently the player must reach considerable heights and distances. Fortunately, Commander Keen is equipped with his famous pogo stick for that purpose, activated by pressing 'Down' when jumping. Pressing the jump button when he lands while on the stick results in a higher jump. 

Keen also has a Neural Ray Blaster that, when fired at an enemy, temporarily paralyzes it. To eliminate an enemy completely, Keen must jump on the immobilized enemy with the pogo stick to knock it out. However, enemies are only disabled if he's on the same screen as the player is. If a player zaps an enemy that he sees near the screen's edge, and Keen's movements then cause the enemy to scroll off the screen, when he sees that enemy again it will not still be paralyzed. 

Once Keen gets through three stages in the world he's chosen, he'll then fight the boss of the level for the required Plasma Crystal. When successful, Keen returns it to his spaceship and then moves to one of the remaining two levels to encounter a new set of enemies and a new challenge. 

This all sounds fairly straightforward, and potentially lots of fun, yet Commander Keen quickly becomes an exercise in frustration as opposed to one of fun and enjoyment. 

The graphics are whimsical and cartoonish, and much improved over those in the original PC games (except Billy isn't as good-looking), but the complexity of the graphics can make discerning the enemies or the "safe" collectible objects difficult from the background elements. It's also not easy to determine sometimes if a vertical object is a barrier, or just an element that the player sprite can pass behind or in front of, until you bump into it. Some objects and platforms lie either above or below the player's main screen, and though you can look up or down (by pressing the 'Up' or 'Down' direction and not moving), it becomes very frustrating when Billy gets dumped into an abyss or on top of a set of spikes that you couldn't readily anticipate being there. 

The game does offer a choice of three difficulty settings, but regardless of the setting, the game tends to become difficult quickly. The player may find himself quitting in frustration rather than feeling challenged enough to persevere. A situation that comes to mind is one where the player must hop over an abyss by precisely landing on bricks that move in and out of a castle wall according to a rhythmic pattern — and there's no safe place to land if you miss. This stage alone tests your patience, and control of the character in mid-jump becomes so frustrating that you may go through all your lives and continues before you finally get to a stable platform. Even then, one false move may drop you right back into the same mess all over again, and you may find yourself (as I did) with the powerful urge to hurl your Game Boy into a wall. 

When a player loses a life, Keen will start at the last point before the mishap that caused his demise, even if an enemy is "right on top of him." The player has a few seconds to orient himself after he reappears, but may have to act quickly lest he get knocked out again. 

One of the most unforgivable aspects of this incarnation of Commander Keen is its outdated and terribly annoying game save/restore system, which resorts to 16-character password entry every time you want to pick up where you left off. The game does not have a battery backup and does not have save/restore files, and issues a password only when you've completed a stage. The game does give the player a generous supply of lives and continues depending on difficulty level, but once they're exhausted, you must either choose "New Game" and start over, or tediously enter the password of your choice to begin the stage you left off at all over again. 

Commander Keen does offer some good challenges and teases your brain, but it's also a very frustrating game requiring pin-point jumping dexterity when you least expect it and the character is frequently difficult to control in a fashion for which the Game Boy Color's control scheme isn't really suited. Overall, there wasn't the satisfaction I expected to get for overcoming certain obstacles, and I never felt the hook that makes me keep wanting to play and meet the next challenge — or lose sleep trying to figure out solutions. Most importantly, I didn't find this game particularly fun, nor as nostalgic as I'd have hoped. 

Overall, the Game Boy Color incarnation of Commander Keen left me more frustrated than satisfied. For my part, I didn't find anything special about this new game to warrant interest by either newcomers or old fans of Billy Blaze's adventures. 

Fans of Commander Keen who are nostalgic for the young hero might find this game worth a peek just to see him in action again; however, I think the average Game Boy player won't find anything in Commander Keen for GBC worth raising a fuss over.


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

Original publication: Gamebits, 16-Jul-01

X-Men: Wolverine's Rage

Posted in by on Jul 2nd, 2001 12:00 PM
Title  : X-Men: Wolverine's Rage
Platforms  : Game Boy Color
Publisher  : Activision
ESRB Rating  : Everyone
Game Rating  : 7.8
Review by  : Dain Neater

The X-Men are always ready to go the distance to bring the criminals down and save the world. This time out, things get personal when Wolverine, alone on the streets of New York, stumbles across a plot against his life. Thus begins, X-Men: Wolverine's Rage, a journey that will take our hero across the globe to battle his way through everything from gun-wielding mercenaries to killer-grenade launching robots in order to confront and destroy the mastermind behind the plan, Lady Deathstrike. 

Wolverine's Rage for the Nintendo Game Boy Color is an old school action platform game from Activision. It isn't going to win any awards for gameplay design and innovation, but it does offer a fun, portable gaming experience. 

The boys and girls at Digital Eclipse have put together a game that consists of four main areas split into five levels, including a final boss area. To help proceed through the game, every two levels a password is given that you can use to start at the last level you cleared. While this is a handy feature, it will shorten the lifetime of the game if used. 

It must be said that Digital Eclipse did get the most important element of the game correct. Wolverine's controls are right on, and this alone saves the game from becoming just another poorly done action title with a great license. The standard controls are the 'A' button to jump and the 'B' button to punch and claw. Repeatedly tapping the B button while pushing either left or right on the control pad will unleash Wolverine's deadly Bestial Rage. Few enemies can stand up to this fury, and even Wolverine himself will take damage from its use. 

This game has a large amount of jumping in it; it is imperative, in this type of game that the controls are precise and fortunately they are. Anything less and the game would have quickly become tedious and overly difficult. Even grabbing ledges and swinging Wolverine up to a platform is done intuitively and with ease. 

There are plenty of enemies to dispose of, but unfortunately, each area has only two different ones. A little more variety in enemies would have been appreciated. Scattered throughout each level there are hidden various items such as extra lives, bonus points, and healing items. While there are also some items strung about the levels that you can destroy, doing so rewards only points. It would have been better if the things Wolverine got to smash with his claws revealed something of value. 

One interesting twist in this game is that, as in the comics, Wolverine has the mutant ability to heal. Provided that he does nothing else, our heros health will regenerate. This ability can change the tide of the battle in each level if used properly. Fortunately, the time limit set on each level keeps this ability from completely unbalancing the game and making it far too easy. 

Rage is a bit schizophrenic in the graphics department. The levels look quite boring, almost as though the designers tried to do too much on the Game Boy Color hardware. The results look muddy and confusing to the gamer. Contrary to the world around him, our hero Wolverine looks great. In fact, this is the part of the game that really shines. The animation of Wolverine is as good as I have ever seen on any 8-bit system. He fluidly stalks across the screen, looking quite menacing. 

As good as Wolverine looks, he also sounds great. Digitized samples used for his claw attacks are impressive, as are the grunting sounds he makes as he jump attacks an enemy. It would have been nice if his enemies were given the same treatment. The background music in this game isn't exactly bad, but it is repetitive and quickly wears a bit thin. Luckily, you can turn off the background music in the options menu. 

Overall, Wolverine's Rage is a decent addition to the Game Boy Color library. The game's great controls and impressive animation are enough to keep the game fun despite unimaginative level design and boring enemies.


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

Original publication: Gamebits, 02-Jul-01

Pinobee: Wings of Adventure

Posted in by on Jul 1st, 2001 12:00 PM
Title  : Pinobee: Wings of Adventure
Platforms  : Game Boy Advance
Publisher  : Activision
ESRB Rating  : Everyone
Game Rating  : 7.
Review by  : Will White

Pinobee: Wings of Adventure is one of the first 2D platformers to grace the Game Boy Advance. Originally released in Japan by Hudson, it was brought to this side of the planet by Activision. The grandfather and developer of our robotic hero, Pinobee, has been kidnapped, and it is up to players as the piecemeal protagonist to rescue him so that work on Pinobee can be completed. 

The story unfolds after you complete each level, 22 altogether, with a diary entry from Pinobee about what has been happening. As you progress, these diary entries will also give you clues regarding items or other things that you may have missed along your journey. 

With an ESRB rating of Everyone, the game is suitable for all ages. You could also take this 'E' to mean 'Easy' as the game is not difficult to play. The hardest skill to master is jumping, and when you do jump the distances are never that great. However, to beat the game fully and to get the best ending possible, you must invest several hours into the title and master your jumping and dashing skills. 

Your jump and dash skills are almost one in the same. As you progress through the title, you meet a fairy that will increment the number of dashes possible. After jumping once, Pinobee will hover in the air for a moment waiting for you to execute a dash. Once this dash has been executed, the total remaining decreases by one; if there are more dashes remaining, Pinobee will once again hover in the air. If all the dash moves have been used, Pinobee will plummet back to the ground. This gameplay element is intriguing, and when you have a greater number of dashes you can return to an earlier level to reach new heights and unlock secrets that were previously unavailable. 

Graphically, Pinobee is impressive for a tiny portable system. All the backgrounds are vibrantly colored, and have an even better look to them when you're in a good light source. Some hand-drawn backgrounds have a certain 3D aspect to them, but the game is solely 2D in play. 

The quality of sound through the one speaker on the GBA is lacking, as well as the musical score for the game. It's adequate, but not as impressive as some games. Then again, how often do you find yourself listening to Game Boy music beyond playing a Game Boy game? 

Overall, Pinobee is a fun title, but not enough so to be worth $39.99 or even $29.99. I suggest picking up the title for around $20 or less.


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

Original publication: Video Gaming Central (CompuServe), 01-Jul-01

Castlevania: Circle of the Moon

Posted in by on Jun 18th, 2001 12:00 PM
Title  : Castlevania: Circle of the Moon
Platforms  : Game Boy Advance
Publisher  : Konami
ESRB Rating  : Teen
Game Rating  : 9.1
Review by  : Ken Gagne

A few antagonists have become video games legends: infamous foes that will always return, calling upon good-hearted gamers for vanquishing. Bowser, Robotnik, Ganon, Wily… Perhaps the most archetypal incarnation of malevolence is Dracula. And with Castlevania: Circle of the Moon, Konami's launch title for the Game Boy Advance, evil has never been so good. 

Set in 1830, this new Castlevania features the best of both classic and contemporary games in the series. Our hero is Nathan Graves, a whip-wielding young man who must not only destroy the vampire lord, but also save his mentor, Morris Baldwin. In his journey, Nathan will encounter other characters, including Morris' egotistical son, Hugh, and the evil Camilla. 

Instead of progressing through defined stages, Nathan can explore Dracula's castle freely, similar to the gameplay in Castlevania: Symphony of the Night for PlayStation, or even the older Castlevania II: Simon's Quest. A map shows where Nathan has been, and marks the locations of warps and save points. 

Players should save often, as the castle is full of powerful fiends of all sizes. Bosses are refreshingly difficult and may require multiple attempts to defeat — but vincible they are. Castlevania's play is balanced, avoiding the extremes of boringly easy and frustratingly difficult, unlike too many other games. 

This balance is partly provided by the progressive nature of the game. As Nathan explores the castle, he gains experience and strength. New items also enable him with new maneuvers with which to reach previously inaccessible areas. 

A new gameplay feature is the Dual Set-up System (DSS). Nathan can find and combine two kinds of ten magical playing cards each with varying results, from temporary invincibility to an electrified whip. Players must collect the cards and experiment with 100 different combinations to learn their effects. Not all results have expected effects; for example, an ice whip does not inflict extra damage on a fire demon. 

The Game Boy's buttons are small but responsive. Given a player with sufficient reflexes, Nathan can sprint through the castle, making perfectly-timed leaps and strikes. Attack and jump are performed with the 'B' and 'A' buttons, which can be held down for a spinning whip or longer jump. DSS combinations are enabled with a press of the 'L' trigger, while the 'R' trigger employs the occasional special maneuvers. 

The graphics on Nintendo's new handheld do not leave the dead turning in their graves. Castlevania's visuals include scrolling backgrounds with the occasional window to let the moonlight cast its circle, while detailed foregrounds depict libraries, chapels, and dungeons. Some sprites are dark and difficult to see on the Game Boy's shiny surface; proper lighting is essential to good gameplay. 

The music is appropriate for a handheld: though the Game Boy Advance is a 32-bit system, it's still just a handheld. Circle of the Moon does not live up to the name and legacy of its predecessor, Symphony of the Night. But on its own, the game has a great soundtrack, full of new and familiar tunes. There are sound effects aplenty, though not a single word of digitized speech. After the great voice acting of SotN, it takes some adjusting to regress to printed dialogue balloons. 

Not only does Circle of the Moon successfully carry on the tradition of the Castlevania series, it does so while being innovative. The free-range style of gameplay is still relatively new to the series, but has again been pulled off with finesse. The classic whip has returned as the main weapon, but is enhanced by the DSS. A game like this comes out once in a blue moon, so stake your claim on this must-have Game Boy Advance title.


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

Original publication: Sentinel & Enterprise, 18-Jun-01

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