Pokemon Trading Card Game

Posted in handheld by rrae on May 29th, 2000
Title  : Pokemon Trading Card Game
Platforms  : Game Boy Color
Publisher  : Nintendo of America
ESRB Rating  : Everyone
Game Rating  : 8.0
Review by  : Richard Rae

While Pokemon began as a Game Boy product in Japan three years ago, it seems that its real popularity here took off when the Pokemon Trading Card game that took Japan by storm did the same thing in America, thanks to Wizards of the Coast. Now the card game has essentially returned to its origins, with Nintendo's release of "Pokemon Trading Card Game" for the Game Boy Color and Game Boy. 

In this game, your main character "Mark" (or whatever you want to name him) is on a quest to be a Pokemon Card Game Grand Master. To do this, Mark must excel at the Pokemon Card game and not only win matches against other players he comes across, but beat the Masters at the eight "Clubs" and two Arenas that are on Pokemon Island. These include the Battle Club, Aqua Club, Stone Club and others, culminating at the Pokemon Dome. It's pretty obvious by the Club names as to the types of Pokemon deck mixes the members favor. 

Mark's first stop is at Dr. Mason's laboratory. Dr. Mason is a glasses-wearing card-expert counterpart to Professor Oak, and he'll give Mark an introduction to the cards, explain the basics, take you through a tutorial game, then let you pick your first 60 card Deck; as with standard Pokemon, you 'll have a choice of a Bulbasaur deck, a Charmander deck, or a Squirtle deck. Your choice determines the make-up of the deck; for example, the Bulbasaur deck is weighted towards grass and water Pokemon. 

Now armed with his new deck, Mark then begins his quest by visiting the different Clubs, which are very much like a Pokemon Center and Gym combined. The "Center" sections have PCs for card management, e-mail and play tips, receptionists who'll handle Game-link battles with a second player, and there are many Club Members around who are happy to take you on in a competition or trade you cards. When you win against an opponent, you get electronic "booster packs" and periodically will get special "Promo" cards which are unique to the game. Your overall goal will be to obtain the Eight "Medals" from the different Club Masters on your way to Ultimate Grand Master status yourself in the Pokemon Dome against the four Grand Masters and your Rival. Be aware, though, that many of your opponents are tough players and play is authentically dependent on skill and the "luck of the draw". 

Shuffling and dealing animation is nice, and all elements of the regular card game are present: the Prizes, the Bench, Active Pokemon, Trainer cards, Energy Cards, evolution cards, etc. There's even the coin toss whenever it's called for (it's a Pikachu coin!), and you instantly get feedback and markers placed when your Pokemon is asleep, damaged, or poisoned. 

Besides being able to save your game, you also can print your card lists and cards out with a Game Boy Printer. The Game Boy Color supports the "power off save" feature. If you're in the middle of a card duel and you have to turn the game off, you'll see a menu item that will let you pick the game up where you left off. You also can decline that option and pick up from your last manually-saved position. 

You also have the great capability to build up to 3 additional decks of 60 cards with different mixes and and name them for your use — thus, you can duplicate real decks you are familiar with. You also can trade cards or get special "Card-Pops" with a friend using the IR ports in the Color Game Boy, or do a 2-player battle with your GBC-equipped friends. 

The game is very addictive, perhaps as much, if not even more so than the original Pokemon game. It certainly is maddening to watch a carefully planned strategy taken apart by an CPU opponent who has the cards in his favor and whose Pokemon seem unbeatable — and you often find yourself slapping your forehead and saying things like "Man!! What was I THINKING by putting that Bulbasaur out there with no Grass Energy in my hand!" 

For me, though, the best part is that you don't have to mess with the different decks, cards and counters all over the place. For the cost of two pre-configured "real" Pokemon decks, you can have all the (older) cards, several unique cards, endless booster packs, and you'll never lack for someone to play against. 

Whether you're a fan of the Pokemon card game or of the Pokemon video games in general, this electronic version will give you the best of both worlds, and then some.


This article is copyright (c) 2000, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Gamebits, 29-May-00

Pokemon Stadium

Posted in n64 by rrae on Mar 20th, 2000
Title  : Pokemon Stadium
Platforms  : Nintendo 64
Publisher  : Nintendo of America
ESRB Rating  : Everyone
Game Rating  : 10.0
Review by  : Richard Rae

The Pokemon phenomenon has certainly taken America by storm as intensely as it did Japan, and another reason why it's so successful has just hit our shores. Nintendo's new release of Pokemon Stadium for the N64 lets you have unbelievably impressive Pokemon battles in full color, perfectly proportioned 3-D renderings with all 151 Pokemon (including Mew), and it's as addictive as any sporting event game. 

You don't need to even own Game Boy versions of Pokemon to enjoy this game on the N64, but where it truly shines is in its ability to let you download your own trained Pokemon into the game from your Red, Blue, or Yellow Pokemon GB cartridges. This is accomplished via the included N64 Transfer Pack that snaps into in the controller's connector slot. This amazing feature also lets you access unprecedented management tools that let you control every aspect of your Game Boy cartridge's Pokemon inventory and items and lets you play your Pokemon games right on a simulated Game Boy on your TV. If you have access to extra N64 Transfer Packs, each player can access their own cartridges and saved Pokemon, and you can even make Pokemon trades through the N64 connections. 

The game is itself wonderfully structured, and it accommodates up to 4 players. You can have a quick "free" battle with six of the most popular Pokemon preselected for you against a computer player with six other Pokemon, enter the "Stadium" mode, have an Event battle against a human opponent, tinker with the Options, or enter Gallery mode. The latter lets you snap "pictures" of your own or "Rental" Pokemon, which you can use to make sticker sheets via Pokemon Snap stations at retail outlets. 

In the Stadium, you compete in a series of different arenas against rival trainers for Pokemon League championship trophies, using either your own downloaded Pokemon or in-game "rentals." There are 4 circuits in the US version, the "Poke Cup," "Prime Cup," "Pika Cup," and "Petit Cup." which are run by the official US Pokemon League rules. Depending on the situation, sometimes you won't be allowed to use certain Pokemon (whether yours or rental), especially those that don't meet level criteria. 

In a battle, you make your selection of 6 basic Pokemon from either your available stock or from the massive Rental inventory, but can only choose 3 of them for each Trainer battle you compete in as you ascend the bracket. You'll see what Pokemon the opponent has in his line-up and you must make choices that will stand up against whichever three he or she selects. The battles are conducted in turns- you can retreat, attack, or switch Pokemon, and choose one of up to four attacks available using the four C buttons on the right side of your controller. 

One of the most appealing things about Pokemon Stadium is that battles are conducted as if you're watching an actual sporting event. The camera's always moving and focusing on the active Pokemon as it executes its attacks, and you always get to see the outcome. During the contest, there's also running spoken play-by-play commentary by an announcer who almost makes you cheer yourself when your Pokemon is victorious. 

Pokemon are of proper proportion to each other and have amazing animation. They posture, bait each other, make faces, and when they're defeated, they stagger and collapse spectacularly (sometimes humorously, too). All the different attacks are beautifully animated and have special effects that have to be seen to be believed. 

Graphics here show off the best features of the N64 and artwork and rendering is superb, especially of the different arena settings. Sound is wonderful, and the musical scores are almost orchestral in quality. 

In addition to the fun of League battles at the Stadium, "Pokemon Stadium" is jam-packed with 6 other amazingly deep areas to visit and enjoy. These include a "Free Battle" area for non-league Trainer battles and practice, the "Gym Leader Castle" where you take on the 8 Gym leaders to win badges, the "Pokemon Lab" where Pokemon and item management are performed, the "GB Tower," where you can play your Pokemon games (only) on a virtual Game Boy on screen, a "Hall of Fame," and the "Kids Club," which features nine outrageously fun mini-games that are themselves almost worth the price of the cartridge. 

All-in-all, Pokemon Stadium is a truly great gaming value, and is one of the few games that more than lives up to the hype. It's full of fun, amazingly flexible and powerful, and if any game justifies the existence of the N64, it's this one.


This article is copyright (c) 2000, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 20-Mar-00

The Legend of Zelda: Ocarina of Time

Posted in n64 by kgagne on Nov 30th, 1998
Title  : The Legend of Zelda: Ocarina of Time
Platforms  : Nintendo 64
Publisher  : Nintendo of America
Game Rating  : 9.9
Review by  : Ken Gagne

Everything Shigeru Miyamoto touches is golden. The mind of this Nintendo designer has borne Mario, Metroid, and uncountable other best-selling titles. After three years in the making, one of his most popular characters returns in The Legend of Zelda: Ocarina of Time, for the Nintendo 64. 

The first Zelda helped revive the video gaming industry in the late 1980's, but the game has not enjoyed sequels since its last appearances on the Super NES and Game Boy in 1992 and '93. It is soon apparent that the wait was worth it. 

Set chronologically before the previous titles, the story is of Link, a young lad who sets out to save the land of Hyrule, and its Princess Zelda, from the evil thief Ganondorf. He'll cross valleys, mountains, deserts, and lakes, to challenge the many dungeons that hold the keys of power, and the legendary artifact, the Triforce. 

Like many Zelda games, there is a duality to the quest. The child hero suddenly finds himself seven years in the future as an adult, battling Ganon across space and time. 

Miyamoto's world is fully 3D, and pulls players in unlike any other game, compelling them to explore every nook and cranny. That mountain in the background is not just eye candy: keep walking and you can climb it. While you're up there at night, look down at the lights from a nearby village: you can go there, too. Although the main quest is linear, there are many side quests which can be completed in any order, at the gamer's leisure. 

Hyrule has never been smoother and more colorful. The graphics take the basic 3D engine of today's games and up it several notches. Whether Link in riding his horse along a shore, dodging fireballs in the pit of a volcano or watching the sun set and the moon rise over Castle Hyrule, the line between fantasy and reality blurs majestically. There are a few prerendered backdrops, ala Final Fantasy VII, that appear blurry in typical N64 fashion. The bosses are some of the biggest and meanest ever! 

The music is a delightful mix of old and new. The game knows when to set a action pace, and when to let the silence speak for itself. There is almost no digitized speech, but the sound effects of screaming monsters and clashing steel help draw the player in. 

None of this daring exploration would be possible without a finely-tuned control configuration; in this, as in all other categories, Zelda takes the cake. Three buttons can be set for quick access of any items in Link's inventory. There is a general-purpose action button, which changes according to the situation, and an attack button. These are labeled on-screen for easy reference. Link automatically climbs walls and jumps gaps he comes across, eliminating a timing factor that otherwise might dissuade the less veteran action gamers. Auto-targeting keeps Link pointed at the enemy no matter what direction he moves in, but it's easy to miss the initial lock-on. 

During his journey, Link will come across many puzzles and locked doors. Sometimes the solutions are simple, such as lighting all the torches in the room. Other times they are not, and sentence the player to hours of frustrated wandering. Only those with patience will prevail. The depth of the game and the number of such enigmas contribute to a reasonable minimum gameplay time of 40 hours. 

Players with the Rumble Pak will experience enhanced gameplay, as the controller will shake with every hit and fall. Players who acquire a magical stone will be able to determine the proximity of hidden items by the vibrations. 

More than just "Mario with a sword," Ocarina of Time captures the spirit of the series while bringing it into a modern perspective. Words do not do this game justice; it must be experienced. Only the rare control problem and puzzle solutions more obscure than they need be keep the game from being perfect, but no other game has come this close. The legend continues!


This article is copyright (c) 1998, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 30-Nov-98

Star Fox 64

Posted in n64 by kgagne on Jul 7th, 1997
Title  : Star Fox 64
Platforms  : Nintendo 64
Publisher  : Nintendo of America
Game Rating  : 9.1
Review by  : Ken Gagne

One of the best methods of cementing a new system's popularity is by introducing sequels to long-established classics. Nintendo does this quite successfully with Star Fox 64, for the Nintendo 64. 

This game is more a remake of the Super Nintendo original than a sequel, since the plot is identical: the exiled mad scientist Andross has returned to threaten his home world of Corneria and the rest of the Lylat system. Most of the stage names remain unchanged, and even a few of the boss enemies are the same. It is for the most part, though, an entirely new challenge. 

Star Fox 64 puts players in the cockpit of the Arwing fighter as Fox McCloud. This will be the main method of travel throughout twelve stages; two stages use the Landmaster tank, and one other goes deep under the sea in a submarine. Fortunately, all three vehicles operate almost identically. The Arwing usually moves along a tunnel-like path, although occasionally free-range mode will be equipped, giving gamers the ability to fly in any direction at any speed. 

Despite there being fifteen stages, only seven will be encountered during any given gaming session. The route to the next area is determined by the level of success in the present one, leading players through a variety of difficulty settings. 

Three modes of play are available; aside from the normal one-player mode, there is a training stage, as well as a competitive battle mode for two to four players. As with any game, the more players, the better; the action can really heat up during some dogfights, presuming all players are similarly skilled. 

The graphics in Star Fox are exceptional. The game takes place in a variety of worlds, from asteroid belts to sun surfaces to desert planets and more. Most everything is polygonal, but so smooth and texture-mapped that it's hard to notice. The Arwing can be flown from two views, but the screen spins with the ship from inside the cockpit, making control from this perspective cumbersome, almost to the point of uselessness. 

The music is a notch above decent for an action title, although not worthy of spending $9.99 on the soundtrack CD, available separately. Space stages take on a quiet, echoing feel, waiting for the enemy to appear for the tone to quicken. But, where Star Fox really shines is the sound department. Over twenty different characters have their own digitized voices with which to interact during battle. From the cries of a fallen wingmate to the taunts of a new foe, it adds a level of personality unaccustomed to a shooter-type game, making it more fun to be flying the not-so- friendly skies. 

Star Fox has much replay value, since the exact stages experienced vary from game to game, and even the same stage can be played differently each time. Once a grasp of the basic controls is learned, though, it's not hard to blast through the enemy lines. Very few players will perform a perfect-scoring game, but many will defeat Andross in a day or two. 

If you're ready to rumble, then plug in the new Rumble Pak, which comes with every copy of Star Fox 64. As the Arwing takes hits or explosions rock the screen — and there are plenty of both — the Rumble Pak will vibrate the controller to provide force feedback in varying degrees. The accessory makes the controller a bit heavier, and the strongest jolts are not too strong. Overall, the Pak is a fun little gimmick that adds a bit to the play experience, but not much. 

Star Fox 64 is an action enthusiast's dream come true. While some players will fly their way through it somewhat quickly, most will find it a welcome addition to their game library.


This article is copyright (c) 1997, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 07-Jul-97