GB ADVANCE

The most popular (and redesigned!)
handheld of all time.

HISTORY

The Game Boy line of handheld game systems ended its run in style with the Game Boy Advance.  First known only as "Project Atlantis," the Game Boy Advance was introduced in 2001 as a replacement for the underwhelming Game Boy Color.  Thanks to a powerful 32-bit processor and the efforts of Club Mario, Nintendo's quality assurance team, the Game Boy Advance was a big hit for the Pokemon crowd and even won over a few cynical adults.  Several models of the system were released, including the foldable Game Boy Advance SP and the remarkably tiny Game Boy Micro, until the torch was passed to the dual-screen Nintendo DS.

TECH SPECS
PROCESSOR ARM7TDMI 32-bit
CLOCK SPEED 16.8 MHz
SYSTEM RAM 288KB
MEDIA FORMAT cartridges, max 32MB
SOUND 4 channel + 2 DMA
GRAPHICS integrated
RESOLUTION 240 x 160
COLORS 32,768 max
MAX SPRITES 128 (at 64x64 pixels)
MAX POLYS n/a
I/O PORTS cartridge slot, headphone jack, link cable port

GAMES YOU'LL WANT

CASTLEVANIA: ARIA OF SORROW: Any of the system's Castlevania games are worth buying, but the variety offered here makes it especially hard to pass up.

CHU CHU ROCKET: Sega's puzzler, which plays like a faster paced Lemmings, just seems like it belongs here rather than on the Dreamcast.

FIRE PRO WRESTLING: Great wrestling games are hard to find, but fans of the sport can always count on Fire Pro for a complete and satisfying experience.

GURI GURI BLOCK CHAMP: Forget every puzzle game you've played before... this is a whole new animal. Instead of rotating the blocks, you turn the entire screen!

KONAMI ARCADE ADVANCE: Konami really aimed to please with this collection of six great games, all with added bonuses and new rounds.  They succeeded.

MARIO KART: SUPER CIRCUIT: Anyone who's played the previous Mario Kart games won't be surprised by the quality of this one.  If you like racers, you'll want this.

OLD AND NEW BUBBLE BOBBLE: Bubble Bobble was a childhood favorite of mine, and I'm relieved that MediaKite did such a great job with this conversion.

PAC-MAN COLLECTION: Namco's second collection for the Game Boy Advance introduced the world to the fun and addictive Pac-Man Arrangement.

SONIC ADVANCE: Sonic on the GameBoy... who'd have thunk it?  This is actually better than the Genesis games, with more characters and animation.

STREET FIGHTER ALPHA 3: Although there's some voice missing, this is the next best thing to playing one of the home versions.  Nicely done, Crawfish!

GAMES YOU WON'T

DEFENDER: Too bad Eugene Jarvis couldn't defend the good name of his classic shooter by preventing Midway from turning it into this unplayable mess.

EARTHWORM JIM 2: Could have been so beautiful, could have been so right.  The Genesis and Super NES versions were great, so why couldn't this be as well?

FLINTSTONES: BIG TROUBLE IN BEDROCK: The only trouble you'll have while playing this boring, generic platformer is staying awake.  It's yabba-dabba-doo-doo.

HOT POTATO: It's not a completely horrible puzzle game, but there's just something about those oversexed mutant spuds I find incredibly disturbing.

JIMMY NEUTRON: BOY GENIUS: I'll grudgingly admit that the show's not so bad, but Jimmy's games are almost as fun as passing kidney stones.  Almost.

JIMMY NEUTRON VS. JIMMY NEGATRON: He's 0 for 2, folks!  This time, Jimmy sets out to defeat his archrival in a clumsy, frustrating 3D platformer.

MIDWAY'S GREATEST ARCADE HITS: You could always count on Midway's classic collections to be terrific... until this was released.  A huge letdown.

MORTAL KOMBAT ADVANCE:  Midway once again crushed peoples' hopes into the dirt with this miserable conversion of Ultimate Mortal Kombat 3.

SHREK: SWAMP KART SPEEDWAY:  It's just like Mario Kart: Super Circuit.  Except the frame rate's been cut in half and the weapons make no sense at all.

TANG TANG: It may have been inspired by Solomon's Key, but it'll take the patience of Job to get through this banal action/puzzle hybrid.

 


Hit up Advance Theory for brief reviews of over one hundred Game Boy Advance titles, written by Jess Ragan along with contributor Russ Beleski.  That's a whole lot of games, but it's just a small fraction of what was available for this massively popular handheld!

CASTLEVANIA: ARIA OF SORROW

KONAMI

 

ACTION/RPG

 

GAME BOY ADVANCE

 

Pros: More like Symphony of the Night than ever, interesting plot twists, interesting gimmick
Cons: Still no max/min-ing of stats (yeah, I'm grasping at straws)

This is the third Castlevania game for the Game Boy Advance. The first one, Circle of the Moon, was pretty good, but it was very dark--making it the "perfect" match for the GBA's screen. The second, Harmony of Dissonance, was brighter and better-animated, but the music left something to be desired. This third one, on the other hand, seems to get it all right.

The plot begins at the Hakuba shrine, in the year 2035. You are Soma Cruz, an exchange student staying in Japan. You are at the shrine to witness a solar eclipse. When the eclipse occurs, you and the daughter of the shrine's caretaker, Mina Hakuba, wind up at the gate of Dracula's castle. You meet a mysterious man named Genya Arikado, who tells you that you must find a way out of the castle. As he says this, you are attacked by skeletons, but you actually absorb the soul of one of them. You find that you are able to take the souls of your enemies, using their abilities against them. With these abilities, you must find your way out.

The characters are quite well-animated, smoothly moving and attacking. Larger monsters will often fall apart upon dying. The music is pretty good, even if one would be hard-placed to find sound-alikes in the archive of the mind. Voices, as sparse as they are, also sound good; everything from an evil maid welcoming you (in Japanese, of course) to a succubus exclaiming as she charges you to a character actually saying "Hello" to you.

The system of the game is a lot like Symphony of the Night, giving you weapon, armor and accessory slots. But also, there are three soul slots: an attack soul (activated by up+B), a guardian soul (activated by hitting R), and a status soul (which can increase certain stats or prevent certain ailments). Less common are the "ability" slots, which let you double-jump, super-jump, slide, or even backdash.

The most impressive moment in the game, in my opinion, was the bossfight against Balore. You expect to meet the giant bat from the other Castlevania games, but a giant fist crushes it in a gout of blood.

My only problem with this masterpiece of a game was the inability to "min-max" your character. I know it sounds a bit crazy, but it would add a bit to the game if you could customize your character, perhaps making him into a "tank" or an engine of gathering rare items and souls. 
 

DRAGONBALL Z: SUPERSONIC

"ATARI"

BANPRESTO, ARC

FIGHTING

 

GAME BOY ADVANCE

 

Pros: It's a Dragonball Z game that's actually good, and it actually works around the "balance" issues in some ways.  The "what if" stories are nice, too.

Cons: The game seems to lend itself to cheapness (which, to be fair, can be said of just about any Dragonball Z fighting game), "purchasing" system to unlock fighters

Well, it was bound to happen sooner or later.  The wearers of Atari's tattered flesh brought to us a Dragon Ball Z game that's actually good. The game was actually published in Japan by Banpresto, the "evil" twin of Bandai (evil in the same sense of that "evil" Cartman from an episode of South Park).  But in a first in 2D DBZ fighting game history, they picked a development team that actually knew something about fighting games--Arc System Works, the developers of the Guilty Gear series.

The result is a good, fairly-balanced game that is fun to play.  The graphics and sound are about as true to the series as a portable system could muster, and the control is simple-- B does a light attack, A does a strong attack, L tags out, R charges, R+A does a strong fireball, R+B does a weak fireball, and R+A+B does a context-sensitive super attack. The attack done by R+A+B depends on both the "power" of the character and the position relative to the opponent; for example, Freeza's Death Ball can only be done at 100% power above the opponent.

The system of balance is exhibited in that the characters each have three levels, denoting a particular level of power for the character.  For example, Level 1 Gohan is norman super-Saiyan, while Level 2 is super-Saiyan level 2, and Level 3 is "Mystic Gohan."  The system typically can have up to three characters on each side, but the levels of all the characters combined can only be up to 4.  So, it's sort of a mix between Marvel vs. Capcom 2 and Capcom v. SNK 2 in its balance system.

Another good feature here is the fact that you can go through each saga individually, as well as go through a "what if" scenario, in which you can explore the possibility of Freeza acquiring the Dragon Balls and of Majin Buu going through our heroes until he fights off his dark side and becomes a hero.

However, I said this was a good game; I didn't say it was great.  It still has its little bouts with cheapness... for example, some of the Androids in the game can fire light energy blasts ad nauseum, allowing them to pin down an opponent very effectively.  Also, the super attacks can sometimes be too easy to avoid.

Another problem can be the system whereby characters are unlocked.  One must purchase these characters with "Zenie" earned in the story mode and through challenges.  I understand that certain characters and levels may be too "powerful" to be available from the start, but it's a little strange to have to buy even goon-level guys like Ginyu.

With all this, we have a good-- but not great -- Dragonball Z game.  But all that puts it above most other DBZ games ever released.  I'd definitely recommend at least a rental for this game.
 

GUILTY GEAR X ADVANCE

SAMMY

ARC SYSTEMS

FIGHTING

 

GAME BOY ADVANCE

 

Arc System Works are the greatest company that most people have never even heard of.  These genii of gaming are responsible for the biggest shocker of the PSX's history--a well-animated 2-D fighting game, Guilty Gear.  The game was impressive, considering that it was on a console for which 2D was a distant afterthought.

Flash forward to 2000, where they, under the aegis of Sammy, create Guilty Gear X on the much more capable Naomi hardware, allowing for an easy port to the Dreamcast.  Among the features included were improved graphics running at an unprecedented 640x480 resolution, a tweaked engine, and two primary sources of cheapness removed ("win match by default" kills, multi-level special moves).

Flash forward--again--to 2001, where Sammy releases Guilty Gear games for Dreamcast, PS2, and Wonderswan Color, and announces a port of Guilty Gear X for Nintendo's wonder system... no, not the Gamecube, the Game Boy Advance! Many doubted their ability to do this, citing the lackluster KOF:EX as an example.

But Sammy succeeded where Marvelous Entertainment failed.  Sammy knew not to trust the task of porting over GGX to any company other than the one that made it--Arc System Works.  With this in mind, Sammy set Arc to the task at hand, ordering them to not come out until they had given their all to port the game over.

Did they succeed in recreating the GGX experience? (What, did you think I would purposely truncate it for the purpose of coolness?)  In my opinion, yes.  The characters have all their moves, even the "power-up" techniques of Johnny and Jam, as well as the "random" maneuvers of Faust, the "baldhead"ed doctor. The round-ending "instant" kills are present as well, and the effects of certain maneuvers, including Faultless Defense and Millia's hair slashes, are created as well as the GBA's 32-bit heart can pump them out.  The music is like a toned-down version of the original tracks, but you can still catch the fever created by the tunes.

The characters are smaller than usual (shades of Samurai Shodown SNES, anyone?), but they're still animated and detailed very well.  There is minimal slowdown during some of the more intense "instant" kills, but believe me, when one of the players is already doomed, it doesn't affect gameplay one iota. They even incorporated the "Heaven or Hell" from the original arcade game, with a somewhat subdued voice saying it as well.  Certain areas are toned down graphically, however: The select screen no longer seems to have the "Please select of [sic] a character" bars running along, and the win screen doesn't have the "endless in a victory of a [sic] yourself" text appearing almost HotD-like.  There also don't seem to be taunts, but if taunts are going to keep you from buying this game, I really have to warn you to hold on to those straws.

As an added bonus, the end text is in English, so you'll most likely be able to understand what you were fighting for. :)  This is definitely on par with SSFII Turbo Revival in terms of portable fighting games.  This is a Guilty Gear X-perience you shouldn't pass up.  There, I did it.  Happy?

FINAL FANTASY TACTICS ADV.

NINTENDO

SQUARE-ENIX

STRATEGY

 

GAME BOY ADVANCE

 

Pros: Lots of classes and abilities, great music, Laws, good number of quests.

Cons: Certain abilities are over-powered; music seems inappropriate at times, Laws, some classes seem superfluous, plot seems transparent, seems too easy

First off, we have the best known of the three games here, and most likely the most anticipated. In this game, a boy known as Marche and his friends find a mysterious book. After reading it, they all go home and sleep, after which they somehow wind up having their town turned into a fantasy world. Marche has to find out how this happened, and also how to change it back.

One of the interesting things in this game is that each fight is governed by "Laws." These laws affect what you can and cannot do in the fight; for example, one Law might prevent you from using Fire-based abilities, while another might prevent you from using projectile weapons. At first, the laws can feel frustrating and confining, but as you progress and can "change" laws, you can use them to your advantage. If you violate the laws, you’ll either get a yellow card or a red card, depending on the number of offenses and the nature of the offense (if you kill an enemy in the violation of a law, you’ll get a red card). Red cards will send you to prison, while yellow cards will earn you a mere warning. Both will issue you a fine, however, affecting your items, equipment, money, or stats. To get the cards removed, you will have to go to the prison and send the affected party member to jail for a set number of battles, as well as pay a token fine. This, however, is better than the alternative-higher and higher fines. Also, if Marche gets imprisoned, you get an automatic Game Over. So be careful.

The customization in this game is pretty good. Each character can use the abilities from up to two classes at once, which can occasionally benefit the "secondary" class with more beneficial stat growth. To learn new classes, you have to master a certain number of abilities (learned from weapons) from one or more classes. The different types of abilities are Action abilities, Reaction abilities (used as defenses, like "Counter," "Reflex," which can actually dodge an attack, or "Block Arrows"), Support abilities (like Maintenance, which can prevent equipment theft; or Immunity, which allows you to resist status ailments), and Combo abilities, which allow more than one character to attack an enemy at once for hefty damage. The problem with the abilities is that certain abilities seem unbalanced, like "Damage > MP," which causes an attacked character to lose MP instead of HP. Unless you have your characters swarm a character using this, he’ll effectively be invincible. Meanwhile, some of the classes seem to be mere "means to an end"-Beastmaster is only useful if you want to either a) teach a Blue Mage abilities, or b) build up to a Morpher or Sage.

The music in this game is very well done. The only complaint I have is that some of it seems inappropriate-when you’re fighting zombies, you don’t need to hear a light-hearted tune.

Meanwhile, the plot plays out with certain quests. The different quests are battle quests, negotiation quests, searching quests, and "clan battle" quests. All but the "clan battle" and battle quests require you to dispatch one character for either a set number of days, a set number of battles, or until a set number of enemies are defeated. If you’re not careful, you may find yourself short-handed, and the plot seems to only involve a small percentage of the quests.

Yet another problem lies in the Laws. They are governed by a judge, who seems to keep any fallen members of your party from dying permanently. You don’t have to be as careful in this game as in other games, unless there’s no judge, in which case the battle is anarchy. Also, some of the laws are really a pain, like the "Dmg 2" laws, which prevent you from doing damage to a certain race, or even to monsters.

This game is pretty good overall, but it’s not the best game out there. A lot of the value of the game lies in the Final Fantasy name. That said, the upcoming FFXII seems to borrow from it, using its races and universe. Overall, the game, in my opinion, deserves a 7 out of 10.

FIRE PRO WRESTLING

BAY AREA MARKETING

SPIKE

WRESTLING

 

GAME BOY ADVANCE

 

The Fire Pro Wrestling series is legendary in Japan.  The depth of the game engine, along with the amazing customization possible, have been acclaimed the world over.  Each game in the series has seemingly myriad characters to choose from, each with several dozen maneuvers.  And all this without a license from any major US or Japanese federation.

It was only a matter of time before one of these games came over here, and in fact, Fire Pro Wrestling A for the Game Boy Advance was brought over for the system's US launch.  And again, there is nary a license to be had.  But that's not a bad thing... it's a GOOD thing.  I'm sure most of you remember many licensed wrestling games--ECW Hardcore Revolution, anyone?--that don't really capture the atmosphere of the federation in question.  And let's not get started on WCW Backstage Assault.  My point is, without a license, Spike was able--nay, forced--to make the game shine on its own merits, rather than just try to make it sell based on its association with the WWF.  And boy, does this game shine.

First of all, the characters all look and act enough like their real-world doppelgangers to overlook the nagging lack of license.  And the gameplay is scaled back (consider that the FirePro games have been made for every system from the Super Famicom to the Saturn to the Dreamcast) just enough to accomodate the layout of the GBA, but not so much that it's too simplistic: B does light attacks, A does medium, B+A does strong, R runs, and L allows your superstar to catch his/her breath.  And to grapple, you just walk into the opponent--a FirePro staple.

About that breath thing... Another hallmark of the FPW series is its realism. The characters will actually get tired over the course of the match, and if you hit them right, they'll even "bleed."  There's a slight redness on the character then, and at the moment of bloodletting, you can hear a scream.  In fact, if you overexert yourself, even if you have the upper hand in a match, you'll barely be able to move!  And if you see "CRITICAL!"--well, suffice it to say that the match is over.

There are a diverse amount of matches available, as well.  1-on-1, tag team, handicap (2-1), 4-way matches (normal elimination, last man standing, or over-the-top), exploding electric cage matches (you don't win, you survive), and even a UFC-style octagon brawl.

The superstars seem to represent virtually every federation in existence (at the time of the game's release, anyway :P)--WWF, WCW, New Japan, All Japan, NOAH, FMW, as well as several shootfighting organizations such as PRIDE and UFC (the whole Gracie family seems to be in full effect), and even guys who aren't in any fed (at the time, including Rob Van Dam, Abdullah the Butcher and Sabu) or even wrestling anymore (Andre the Giant, Bob Backlund).

Also, there are "audience matches," in which you have to progress through various tiers of matches, getting a certain level of approval.  But in each mode, the audience favors a different approach:  One audience might favor 2-minute squashes, while another might go for 30-minute classics, and another might favor dirty tactics such as low blows and forks to the head.  If you manage to get through the mode in question, you'll unlock secret superstars, including Ric Flair, Johnny Ace, and Shawn Michaels.

With a total of over 200 superstars, you'd think there would be no need for more, though.   However, Spike know what their audience wants, and they put in a create-a-wrestler feature that's actually pretty damned meaty.  You can change the skin tone of your fighter, the head, the size of the clothes (small, medium, large or fat), and even decide how he double-teams his opponents.  And there's even some fairly good entrance music in this game--including a dead ringer for Stone Cold Steve Austin's music.  And of course, you can pick three taunts--one for your entrance into the ring, one for the match, and one after your hard-fought victory.  This stands in stark (VERY stark) contrast to THQ's Road to Wrestlemania, which only has about 20 or so stars and has no create mode.

In short, this is probably the single best portable wrestling game ever made--and like SNK vs. Capcom for NGPC, it will be the standard by which all others in its genre will be judged.  If I had one complaint, it's that they don't have proper hardcore or cage matches--and would it kill them to put in a ladder match?  (Maybe it would, in which case, I apologize ;)  If you have a GBA, and even remotely enjoy wrestling (even in the "guilty pleasure" vein), buy this game.
 

KING OF FIGHTERS EX NEOBLOOD

MARVELOUS

ARTOON

FIGHTING

 

GAME BOY ADVANCE

 


Solid SNK died.  But they came back.  Either they survived, or there are two of them...

Sorry, wrong game.  Anyway, about six months ago, I heard about a King of Fighters game being released for the Game Boy Advance.  The game was actually being done by a company called Marvelous Entertainment, a company that also does such things as anime dating games and distribution of an anime called Medarot (Medabots in US).  I was pretty psyched to get this game--it was supposed to fill in the gap between KOF'97 and KOF'99.

Now that I've played it, I'm not so sure it's THE game.

Don't get me wrong, it's a good game.  The graphics are good, and the only real trouble I had with the controls were doing qcf, hcb motions and doing SDM's.  To do SDM's in this game, you have to hit both attack strengths. However, the strong attack buttons are the triggers, and getting the timing off consistently requires mastery of the Force or a third arm.  Also, there's a significant lack of frames here.  Not so much that it's unplayable, but there's definitely a noticeable lack of animation.  Also, the collision on the command throws is very picky--you have to be right next to the guy to land a Super Argentine Backbreaker by Clark.

From the get-go, there are 18 characters to play as here.  Six others are designated strikers, and there are also "extra strikers" from KOF Evolution.  The designated strikers are Shingo (Kyo's team), Joe (Fatal Fury), Yuri (Art of Fighting), Whip (Ikari), Chin (Psycho Soldier) and Jhun (Korea).  The "protagonist" team in this game is made up of Kyo Kusanagi (of course), Benimaru "Polnareff" Nikaido, and a newcomer by the name of Moe (that's Mo-eh) Habana, Kyo's caretaker of American origin (her parents are Japanese).  Her attacks seem to give off cherry blossoms the same way that Kyo's give off flames.

The plot seems to be the same: KOF tournament, invitations go out, secret goings-on revealed.  Some of the designated strikers are actually explained out of the game by the storyline (Yuri has the mumps, Joe is entertaining the king of Thailand).  Of course, Iori can't be too far behind Kyo; indeed, he serves as the game's sub-boss.  When you beat him, the organizer of the tournament, our old sky(scraper)diving friend, Geese Howard, makes his appearance.  Apparently, he enlisted Iori to help him attain the Orochi power, or something like that.  The endings seem a bit "sparse;" they entail Geese saying something, then his background exploding, then your team standing outside Geese Tower saying something, then Iori standing outside Geese Tower saying something, then the credits.  Hmmph.

The music seems to be pretty well-done, representing an approximation of some of the KOF2000 themes, including the Psycho Soldier team's 2000 theme.

In short, it's a good game that could have been much better.  Marvelous is good, but they're no SNK.  Just as well, because there's only room enough for one SNK and one Big Boss!  Wait, what are you doing with that dart full of horse tranquilizers?

<phoot>

So sleepeeeeee zzzzz...

KING OF FIGHTERS EX 2

ATLUS

SUN-TEC

FIGHTING

 

GAME BOY ADVANCE

 

Pros: Much improved over original, great new characters, incentive to excel
Cons: The sound leaves something to be desired

The first King of Fighters EX game was not particularly good. It played as some approximation of the KOF series, but the collision was worse than the Game Boy games, the sound was inconsistent, and the animation was horrible. That, and the buttons couldn't be configured other than 3-button/4-button.

The second one is much better. They no longer have "designated strikers" in this game, and the animation is much better. They also have a 2-button control scheme in which you can play like KOF R-2.

The plot is as follows: Something is affecting the seal placed on Orochi in 1997. Children are being abducted. This can only mean one thing: It's time for another King of Fighters tournament. However, Chizuru Kagura can't attend, because she has to keep an eye on the seal. So, she sends her servant, Reiji, in her stead. Meanwhile, Iori has a new team made up of Jun, a supermodel, and Miu, a schoolgirl who attacks with crow feathers. The other teams are as follows: Korea team (Kim, Chang, Choi), Ikari team (Ralf, Clark, Leona), Psycho Soldier team (Athena, Kensou, Bao), Fatal Fury team (Terry, Andy, Mai), Art of Fighting team (Ryo, Yuri, Takuma), and Kyo's team (Kyo, Moe, Reiji).

The game controls just like the normal KOF games, and you can customize the button assignments, even right down to the combinations for rolling and striker calls. The graphics look remarkably like KOF, right down to the backgrounds from KOF2000.

Meanwhile, the sound is a mixed bag. The music is pretty good, coming from KOF2000, but the voice is a mixed bag. There are some of the classic quotes, like "Hey, c'mon c'mon!" and the entire Maiden Masher dialogue, right from the start to the end. But some of it isn't there.

Meanwhile, there's a rating system that ranks your performance according to how well you fight (perfects, straights, hyper finishes), and as you unlock the "Master Orochi" rank for each character, you'll unlock options like more difficulty levels and secret characters, as well as a "counter mode" like in KOF EX.

The boss is vintage KOF... a boss that is cheap as hell, but that can be beaten with the right strategy. Also, the way the striker system works here is as follows: First round, your second guy is the striker and you have three striker calls. Second round, third guy is the striker and you get four calls. Third round, no striker.

In all, this game deserves a 9/10 for not just being a good game, but a much-improved game.
 

KINGDOM HEARTS: CHAIN...

SQUARE-ENIX

JUPITER

ACTION RPG

 

GAME BOY ADVANCE

 


I'm sure that many Playstation 2 gamers out there remember the game Kingdom Hearts, which brought together Square characters, Disney characters, and original characters, topping the mix off with famous voice actors including David Boreanaz, Haley Joel Osment, and even Lance Bass. With the second Kingdom Hearts game to be released soon for the PS2, Square Enix and Disney Interactive- realizing that there will be a gap in the story- have released a Game Boy Advance interlude in the series.

In this new game, Sora, Donald, and Goofy happen upon a robed figure who offers to grant Sora something he holds dear... but he must lose something first. This takes our heroes to Castle Oblivion, where they expect to find King Mickey, but lose many of their memories. As they go through the castle, they encounter old friends, and come face to face with a mysterious organization that seeks to gain the power of Sora's Keyblade for itself.

To put it simply, the graphics and sound are nothing less than you would expect from either Disney or Square: if nothing else, this is the one "sure thing" that both companies can be expected to get right without any problems. Also, you will hear Sora calling for various characters, as well as the voices of said characters, throughout the battle. Even some full-motion video sequences, as well as a surprisingly high-quality rendition of Utada Hikaru's "Simple and Clean" from the first Kingdom Hearts, have made the cut here.

The story is interesting... without any major spoilers, the main theme seems to be that memories are important, and some memories that seem lost are just buried deep within our minds. Also, the dialogue is pretty good, making sure that everything is tied together tightly (on a side note, somehow, the word "hell" got past Standards and Practices- and apparently the ESRB, since the game got rated "E" regardless of its inclusion).

The gameplay combines isometric dungeon-crawling with elements from Paper Mario-  attacking enemies on the main map will give you the initiative, letting you attack stunned opponents on the battlefield. The battles seem to be a more free-roaming version of the Megaman Battle Network system... your attacks, spells, items and summons are done using cards, and high cards will "break" low cards, negating the move and leaving the victim open for counterattack.  Also, you have "sleights" that function like the Advance Programs in MMBN, allowing for devastating combos or just stronger versions of spells or summons. Also, certain monsters, including bosses, yield "enemy cards" that can do anything from increase the value of all your cards by 1 to prevent your attack cards from being broken.

Also, this game continues Square's "world-building" obsession that seems to have started with Legend of Mana. Each floor of the castle has you picking a world card that provides the motif, and each room is determined by a particular map card. The map cards can do anything from lessen the values of your enemies' cards to stunning every enemy in a battle when you get the initiative. Also, there are cards for save points and shops, which are essential to improving your deck.

The deck is limited by the number of "Card Points" you have. Cards have a certain CP cost based on 1) the type of card (for example, spell cards may cost more CP than some weapon cards) and 2) the number on the card (the 1 will be cheapest, while the 0--which can break any other card, or even a sleight--is the most expensive). However, it is possible, either through a reward earned in a fight or a shop purchase, to get a "Premium" card, whose cost will always equal the "1" card. However, premium cards will not be reloaded when you reload your deck. Also, reloading your deck will take more time each time you do it, so at least in the early goings of the game, you may want to try to get as many attack cards in your deck as you can, rather than the more expensive spells and summons.

Kingdom Hearts: Chain of Memories should take the average player about twenty hours to finish on the first run-through. Some of the bosses are pretty hard, but each one has a particular weakness- either a susceptibility to a particular type of attack or a hole in its strategy- that can make the fight easier. Also, even after the game is over, there's more to do, including fight versus battles.

The game could probably have been longer, and there could have been more stuff in the game (why not have Leon- Squall's incarnation from the original Kingdom Hearts- as a summon, or why not have some other big Square villain as a secret boss?). However, the game is very well done overall, even with its flaws, and a must-play for Kingdom Hearts fans, if for no other reason than to get some background on the next game for the Playstation 2.

KINNIKUMAN II

BANPRESTO

 

WRESTLING

 

GAME BOY ADVANCE

 

Good: It's based on the series known as Ultimate Muscle in the US, it has commentary, a diverse array of characters.
Bad: Not your conventional wrestling game (aka no pins)

Bandai has a split personality. On the one hand is its horrible shovelware games and its ill-conceived attempt to compete with Nintendo in its element. On the other hand is its other side, Banpresto, which makes the critically-acclaimed Super Robot Wars series and the game here, Kinnikuman II.

The game involves Kinniku Mantaro's (Kid Muscle) journeys against such opponents as the dMp (Demon [making] Plant), the second-year students of the Herakles Factory, and No Respect. The modes are pretty interesting: There's the classic story mode, the tournament mode (basic arcade mode set-up), 3-on-3 (in which you pick one of 5 groups--New Muscle League, dMp, 2nd-year students, No Respect, and old Muscle League), exhibition, and training (in which you can learn the intricacies of the engine against Ramen Man and test them against Terry the Kid).

B is a light attack, A is a medium attack, and AB is a heavy attack. R grapples, and in a grapple, B does weak grapple attacks, A does strong grapple attacks, L whips an opponent into the ropes, and R throws him into the air for a high-impact move. The timing gauge affects your ability to do certain moves: You can whip an opponent into the ropes or do a weak grapple attack when the bar is in the yellow, but only when you're in the blue can you do a strong grapple attack or throw an opponent into the air.

The characters look like something out of the cartoon, right from Kinniku Mantaro to Dead Signal, a wrestler made out of road signs. The sound is excellent as well, including voices from the anime, and the control is spot-on. On the other hand, I was disappointed that a wrestling-style game with wrestling-style controls lacked the ability to pin an opponent. But, it's nothing major. It's still good.

LEGENDS OF WRESTLING II

ACCLAIM

 

WRESTLING

 

GAME BOY ADVANCE

 

Games have been made based on classic baseball players, classic basketball players (Jordan vs. Bird) and classic boxers (Legends of the Ring). So, Acclaim made a game called Legends of Wrestling some time back. The game wasn't that bad; it had some interesting ideas, such as all moves starting from a few basic positions, like the "head between legs" position of a piledriver; and the ability to control a classic superstar carving a path of destruction through the US. Also, it had Hulk Hogan as the frontman of the game.

The Game Boy Advance version seems to have a total of 40 superstars in it, out of the 60+ in its bigger brothers on consoles. The game has a career mode, in which you are either managed by Jimmy Hart or Lou Albano through five different US regions, the entire US, and then the world (consisting primarily of Mexico City, Montreal, and Tokyo). Depending on your ability to excite the crowd, it can take any number of matches to get the title shot for each region. Every time you go all the way through the game, you can unlock a secret character. Considering that there are 20 secret characters (out of 40 total), it would have most likely been more prudent to unlock one guy with each "region."

The controls are fairly simple, with all of the strikes and attacks (irreversible grapple maneuvers like backbreakers and jawbreakers) being done with combinations of the D-Pad and the A button, grapples being done with the B button, the R button performing defense and counters, and the L button switching focus, whipping the opponent into the ropes, and entering/exiting the ring. The problem with the control is that the collision is iffy--it can take several tries to get a tie-up, and you have to be at a precise distance from the opponent for a strike to hit. However, the less collision-sensitive areas, like timing the combos and reversals, are fairly easy to get.

The graphics can be described by Ranier Wolfcastle from the Simpsons: "My eyes! The goggles--they do nothing!" Pixellation is not your friend, Acclaim. Also, try to put some emotion into your characters' motion. As for the sound, there's not too much music in there, and it's very forgettable.

I actually had some hopes that this game would at least be fun, but it got to be a chore after a while.
 

LORD OF THE RINGS: FELLOWSHIP...

UNIVERSAL

BLACK LABEL

RPG

 

GAME BOY ADVANCE

 


Good: Better than warm milk for getting you to sleep.
Bad: Where to begin...

From Two Towers, I got the illusion that Fellowship of the Ring would be a good game.  For fucking with my mind, I will punish this game with many kicks to the groin to match the pain I endured.

The first time I booted this game up, it wouldn't load up properly.  Five kicks to the groin.

In the beginning of the game, I had to sit through a long intro involving Bilbo's goodbye to his fellow hobbits.  Two more kicks to the groin for not cutting to the chase.

The entire first part of the game served as a massive fetch quest series.  Ten kicks to the groin for sending me on a scavenger hunt.

The battles take too long, especially considering that in the beginning, you can only do 1 damage per hit and you miss 99.99% of the time.  Fifteen kicks to the groin for making battles a drawn-out exercise in futility.

To make matters even worse, there's a bug in the game that prevents you from getting past a certain point if you don't save the game AT EXACTLY THE RIGHT POINT IN TIME.  Twenty kicks to the groin for not getting all the bugs out prior to shipping.  Five more because it's bad enough that we have to put up with this bull in PC games.

Finally, because I'm fed up, fifty kicks to the groin for going back to the main menu after saving your game.

All I can say to Black Label (other than "you guys suck") is that this game is a horrible abuse upon all.  I thought Acclaim was bad.  I thought Bandai was worse.  But now, there's a new king of Hell.  Its name is Black Label Games.

To paraphrase the principal in Billy Madison, "I actually feel dumber for playing this game.  I give it 0/10, and may God have mercy on your soul."
 

LORD OF THE RINGS: TWO TOWERS

ELECTRONIC ARTS

GRIPTONITE

ACTION RPG

 

GAME BOY ADVANCE

 


Pros: It's Lord of the Rings, it's like Diablo (if you like that style)
Cons: It's like Diablo (if you don't like that style)

The Lord of the Rings is one of the greatest works of fantasy ever written. The recent release of the second part of the saga in theaters, as well as of the game for PS2 and GBA, has been well-received. The game itself is interesting, as it's not the same conventional licensed crap game.

The gameplay is very much like Diablo, which means that you'll be doing quite a bit of attacking and exploring. The button layout is pretty good: B attacks, A uses an ability, L switches between abilities, and R picks up items and opens treasure chests. The game itself allows you to play as one of five characters: Frodo, the Hobbit keeper of the One Ring which must be destroyed; Gandalf, the wizard who has commissioned the task of destroying the Ring to Frodo; Aragorn, lost prince of Gondor and master Ranger; Legolas, brave Elf and archer; and Eowyn, human princess.

There are three main gauges in this game: HP, represented by a red sphere in the lower left corner (like Diablo); MP, represented by a blue sphere in the lower right corner (again, like Diablo); and Corruption, represented by an "Eye of Sauron" in the upper-right. Certain actions will raise the Corruption total, and when it gets to look like a giant eye, a Ringwraith will come after you and attempt to kill you. You'll have to find fire to stop them.

My only real complaint is that you can only hold eight items at a time other than items equipped. Other than that, you can sell items in forges and shrines; also, forges can enhance your weapons and give you random items, and shrines can give you status and ability points. There are two types of abilities: Active, which are activated by selecting them (with L) and using them (with A); and Passive, which are with you at all times and range from resistance to Corruption to the ability to use two swords.

In short, check this game out. It's pretty good for a licensed game.
 

MEGA MAN ZERO 4

CAPCOM

INTICREATES

ACTION/ADVENTURE

 

GAME BOY ADVANCE

 


PROS: Not quite as frustrating as previous MMZ games, interesting Zero Knuckle system, new customizable Cyber Elf system
CONS: Too short, somewhat gimmicky new Cyber Elf system

The Mega Man Zero series known for its frustrating difficulty along with its impressive graphics, sounds, and gameplay.  Megaman Zero 4 is no exception to this rule.

The graphics are up to par with those in the previous Mega Man Zero games, with the victims of your Z-Saber falling apart like meat sliced from a bone, and shadows trailing behind Zero as he dashes.  Similarly, the music is up to the standards of the other games in the the series.

The gameplay is just as familiar, except with four major changes.  First, the Zero Knuckle replaces the various Rods and the Shield Boomerang, and allows you to "borrow" minor enemy weapons such as a flamethrower, an axe, or even a tongue (yes, a tongue).  Secondly, a weather system affects the design of each level.  Next, the new Cyber Elf system allows you to customize your character.  Finally, you can now enhance Zero with parts assembled from the scraps of your fallen foes.  The Cyber Elf system now features only one elf with three different stat-building attributes... Nurse (healing), Animal (support), and Hacker (other, including everything from customized combination attacks to simplified attack commands).  You can change the level of each attribute by feeding the elf energy crystals.  However, if you want the highest score possible, the level of these three attributes cannot be above a set amount (which will increase as the game progresses).

The weather system also adds a fresh new spin to the familiar gameplay.  Each of the eight "robot master" levels has two different types of weather, one of which is ideal.  The four total types of weather are sunny, cloudy, snowy, and stormy; and in the ideal type, the level is more difficult and the boss uses its EX skill (which could be anything from a time-stopping blast to ball lightning covered in scrap metal).  Luckily, you only have to beat the boss under the ideal weather conditions to acquire its EX skill.  You can only equip one buster EX skill, but you can equip all of the saber skills at the same time.  Sadly, there aren't any knuckle skills.  Since one of the bosses uses a flaming uppercut, this seems kind of odd.

Even with all the enhancements made to the gameplay, Mega Man Zero 4 is not perfect.  The new cyber elf system is more restrictive than before, allowing you to equip only one ability of each type at a time.  Also, the game seems significantly shorter than previous entries in the series.  Perhaps this has more to do with the decreased difficulty than anything else, but it only took me three hours to finish the game.  Considering the average cost per hour, this would make Mega Man Zero 4 a better rental than a purchase.
 

METAL SLUG