Is It About My Cube?

Posted on Jun 16th 2011 at 06:49:46 PM by (lisalover1)
Posted under Gamecube, Sega, Multiplayer, Racing, Avoid

[img width=420 height=591]http://www.coverbrowser.com/image/gamecube-games/306-1.jpg[/img]

Here at Is It About My Cube, it is certainly my job to inform you of good games. I enjoy talking for paragraphs upon paragraphs about games that I honestly believe are worth your time and money. That goes without saying. However, it is also my duty to warn you of bad games. This is the tough part. I went into Wreckless: The Yakuza Missions expecting a slightly watered-down Yakuza game for the Gamecube. I wanted to beat up punks and thugs on the streets of Tokyo, the kind of things that the series is loved for. What I got was something very, very different. Fellow Gamecube fans and gamers at large, let me say with complete assurance that this is not Yakuza. Do not be fooled by the title; it means nothing. So, in that case, what is Wreckless: The Yakuza Missions? Let's explore this mess to find out.


Gameplay

From the moment I started playing Wreckless, I knew something was wrong. Actually, even well before that, I knew something was wrong, but since this section is about gameplay, we will leave that for later. When I started to play the first mission, the first thing I noticed were the controls. Let me preface this by saying that Wreckless: The Yakuza Missions is meant to boil down all the fun of the Yakuza games into driving missions alone, with most of the missions centered around destroying other vehicles or objects by ramming your car into them. Sounds passable on paper, but in reality, it makes for a disaster. Whenever you make even the slightest movement on the analog stick, your car goes fishtailing and careening into a 90 degree turn. Unless you gently tap the stick a little bit to turn, then you will crash into a wall, and essentially have no chance of completing the mission. Speaking of crashing, if you do hit a wall, then your car will spin out, come to a complete stop, and only then can you start driving again. In a game that is meant to be about crashes, this makes for insanely frustrating gameplay. It really feels like the developers didn't think about how the game was meant to be played in the context of the goals set out for you; it is more akin to a racing game, where crashing is meant to be a punishment of poor performance, as opposed to games like this where it is an inevitable part of gameplay.

Another badly-thought-out aspect of the game is the missions themselves. Almost all of the missions presented are single-minded in their goal: "Wreck this object, then go and wreck another object, but now you're being timed." The game presents a cripplingly narrow scope of mission objectives to complete, and many of them feel just like blatant copies of each other. They are uninspired, bland, tedious, and annoying to play. Adding this to the awful controls makes each mission a nightmare to complete. I have to admit that I was for once unable to finish this game before reviewing it; something that I usually will do out of principle. I apologize for this, but I simply could not force myself to play it any more, and it did not seem like it was going to get better anytime soon. Besides, with the missions being so repetitive, I feel like I could just replay the ones I had already beaten, and essentially have gotten the same result as playing through the rest of the game. It is a terrible shame to see such restriction brought on a game that is part of the Yakuza series; one known for its interesting and creative gameplay, being akin to a Japanese Grand Theft Auto. Wreckless, however, is nothing more than a terrible Burnout clone.

Gameplay: 3/10

[img width=640 height=480]http://xboxmedia.ign.com/media/previews/image/wreckless/yakuza33_640w.jpg[/img]

Story

Instead of following the standard Yakuza game formula of allowing you to play as a member of the titular Japanese Mafia, the first story mode puts you in control of the Flying Dragons police squad, assigned to stop the local Yakuza organization. The dialogue in the game's cutscenes are abysmal and make absolutely no sense and are inappropriate to the rest of the plot, taking on a lighthearted and silly feel that is completely out of place in a game of this genre. Actually, scratch that; it would be wrong to say that a coherent plot in this game, since it is mission-based and can be played out of order to a certain capacity. It is saying something when you actively try to do something else to occupy your time during cutscenes; not out of boredom, but out of disgust. Perhaps I am being too harsh, but it is my opinion that this game deserves such criticism. In fact, the only reason that I did not simply skip past the cutscenes altogether was for the purpose of this review. There is nothing of interest to be found in the story nor the dialogue. However, it should get a point for even existing at all, considering this is a driving game.

Story: 1/10

[img width=640 height=480]http://image.com.com/gamespot/images/2002/gamecube/wreckless/w_screen001.jpg[/img]

Sound

The music in Wreckless is certainly not good, but it isn't terrible. In fact, it may be the most tolerable aspect of the game. It is bland and entirely forgettable [I actually had to go back to the game for this segment just to remember what it sounded like], but it was not outright offensive; something the rest of the game was unable to achieve. You will likely not notice the music at all, but that also means it will not distract you, so I am willing to cut the game some slack. One area where I must cast judgement, however, is the voice acting. *Sigh* Seriously, where do they get actors like this? Not only are all the voices done in a stilted, robotic monotone, they are out of sync with the character actions. It's kind of like watching one of those old Japanese movies that received a hilariously bad dub. This is essentially the video game equivalent of that, since it is a similar situation. The voices are annoying to listen to and bland. I strongly recommend skipping or at least muting all of the game's cutscenes. In fact, unless you were previously interested, I would recommend skipping the game altogether.

Sound: 3/10


[Sorry, this was all I could find for game music.]

Graphics

The visuals in Wreckless were passable, but not particularly notable. The game was actually originally designed to be an Xbox-exclusive, but late in development, it was also ported to the Gamecube and PS2. Now, the Xbox version looks great, using many fancy graphical effects and high-resolution textures that the system could accomplish standing on its head, but something went very wrong during porting. Activision clearly didn't know their way around the Gamecube's hardware, as it actually ended up with the worst version of the game. Even worse than the PS2! It is not a matter of whether the system is powerful enough or not, because the Gamecube certainly could unquestionably handle the graphical flair present in the Xbox version, it was simply the fact that the developers were lazy in porting the game properly. But, still, these are certainly not the worst graphics I have seen on the Gamecube, but they are only good enough. Good enough to justify the fact that this is a next-generation console with distinctly next-generation graphics from the 32/64-bit era. Technically, the game is equally mediocre. The on-screen action often makes the game take a sizable framerate drop, and then jets back up to 60 FPS in a heartbeat. I am impressed [for lack of a better word] that the game can manage 60 FPS at all, but the constant fluctuation between low and high is disorienting and makes gameplay difficult.

Graphics: 3/10

[img width=640 height=480]http://img.gamespot.com/gamespot/images/2002/gamecube/wreckless/w_screen004.jpg[/img]

Extras/Value

There are a good amount of unlockable cars available in Wreckless, each which do seem to have distinct strengths, and a great deal of the cars are outlandishly-designed and bizarre, so in that respect, the cars available in the game are certainly interesting; the game does have a decent selection of vehicles to drive, and features two separate story modes to play through, but it all turns out to be effort wasted when attached to poorly-conceived game mechanics. I do admire the game developers trying anything extra they could to make the game appear substantial, but it comes off more as trying to put lipstick on a pig than anything. There are also bonuses for completing secondary objectives in missions, such as hitting a certain number of scenery objects before completing the mission, which qualifies as the game's Hard Mode. The game also features a Multiplayer mode, but the aforementioned slowdown can make missions a bit of a chore when 2 people are playing. Wreckless: The Yakuza Missions is currently going for $1.99 at Gamestop, which is actually quite fair. You are indeed likely to get approximately $2 worth of fun out of Wreckless. This is actually probably the biggest thing the game has going for it right now; that it has a price so low that it makes ramen noodles jealous. If you are still interested after this review, then I supposed you don't have much to lose.

Extras/Value: 5/10

[img width=640 height=480]http://media.teamxbox.com/games/ss/39/image4315.jpg[/img]



Overall

Unless you are a big Yakuza fan, then stay away from Wreckless: The Yakuza Missions. It is a poorly-made, uninspired game that has no resemblance to the other games in the series. But I must stress that even standing on its own, it is a bad game. Even if the other Yakuza games never existed, this would have been a disappointment. Why did it turn out the way it did? Perhaps it was because it was made by Activision, and is just a case of a western developer trying to develop for an eastern franchise. Perhaps it was a lack of budget and motivation. Perhaps it was always destined to be a quick cash-in game for the franchise. All of these are likely components of the truth, but I can say with certainty that Wreckless: The Yakuza Missions for the Nintendo Gamecube is a bad video game.





Overall: 3/10

This is Lisalover1, scaring the living piss out of driving instructors.



Posted on May 20th 2011 at 02:58:51 AM by (lisalover1)
Posted under Gamecube, Nintendo, Multiplayer, Racing, Kirby, HAL



The Gamecube has always been a controversial console amongst gamers, mainly because it was a very experimental console for Nintendo. They were trying a lot of new concepts during this period, and came out much wiser from the experience. In the process, many fans felt like their favorite series strayed too far from their paths, and became too different than what they are used to. This happened to Mario, Zelda, Metroid, and yes, also Kirby. All these series received Gamecube games that were radically different than previous games in their respective series. While all of these were arguably great games, the latter franchise's Gamecube entry always gets the most flak among this crowd. The game of which I speak is Kirby Air Ride. Many fans have dismissed it for being too simplistic, even for a kart racer. Also, of course, for not being a traditional platformer. But, does it really deserve all the hate? Is Kirby's Gamecube debut something that should be overlooked by gamers? Well, to put it bluntly...
[img width=243 height=150]http://s3.amazonaws.com/kym-assets/photos/images/original/000/070/111/halolz-dot-com-nope.avi.gif?1283697184[/img]

Gameplay

The main point of contention for Kirby Air Ride was that it is essentially a one-button game. Yes, all of the game's racing functions can be performed with the Analog Stick and "A" button. Mario Kart used multiple buttons, so gamers were wondering why Nintendo decided to take an even more simplistic route. Well, just let me say that it is always better to build a game around the functions it was designed for, rather than try and shoehorn in a bunch of different ones. There is a reason why Kirby Air Ride technically only uses one button; it only needs one. Your character automatically accelerates to the fastest speed over time, and the A button is either used for breaking and boosting, or is context-sensitive based on different parts of the track. Sound confusing? Well, I will admit that it did take some getting used to, but the end result actually ends up being one of the more intuitive control schemes I have seen in a Kart Racer. The game employs a "Boost" system, which, when you press the A button, slows you down, and a meter builds up at the bottom of the screen. When the meter reaches the maximum point, you can perform a speed boost. This allows the button to function as a brake, as well. The game's tracks allow for some rather clever exploitations of this mechanic, as well. Braking and boosting around sharp turns, or boosting when you are on moving portions of the track are ways that you can use boosting creatively. As I said, the A button can also be context-sensitive. If you press the button while over a flashing green arrow on the track, you will automatically boost, even at full speed. Pressing the button over curious-looking patches of track can open up secret passageways, shortcuts, or generate different power-ups. The implementation of all these functions into one button would almost certainly spell disaster in most games, but Nintendo's masterful game design shines through as clear as day in Kirby Air Ride. All the tracks are designed in such a way that the times in which the button does not do what you intend are few and far between, creating a brilliantly simple yet adaptable racing experience.

Kirby Air Ride has three gameplay modes, all of which support 4-player multiplayer. The main mode, Air Ride, is the racing game that most people were expecting to get. There are nine tracks to choose from, and over a dozen vehicles to ride. Other than the notably well-designed and intricate tracks, there is not much else to say about Air Ride mode. If you have played a kart racing game before, then you know what to expect: Fast, fun, and cartoony racing action. Although, I have to say that the tracks in Kirby Air Ride do have a very different feel to them than ones in Mario Kart. In Mario Kart, your racer is, for the most part, not going to leave the ground throughout the whole race. Kirby Air Ride, however, has vehicles that allow you to fly for a short period after jumping, and even one that allows you to fly from anywhere. This means that you will not only be able to explore the lateral areas of a track, but the vertical ones, too. It makes the tracks feel very 3-dimensional by allowing this degree of freedom. The second game mode available is called Top Ride, a single-screen, top-down racing game reminiscent of games like RC Pro Am or Speed Sprint. The tracks in this mode are short but nicely-detailed, and should be more than sufficient for fans of this subgenre of racing games. I personally am not a fan of this kind of game, but I know that people who are say that this game mode is very good, and has a lot of personality. The last mode is possibly the best on of them all, called City Trial. This mode puts you and 3 other racers in an open city area to explore and collect power-ups for a brief period of time. After time is up, you race your upgraded vehicles in a randomly-chosen arena, track, or mini-game. I cannot stress how much fun this mode is in multiplayer. You and three other friends battling over power-ups, stealing items from one another, or even another person's upgraded vehicle makes for some hilarious and competitive gameplay. Random stage events also occur throughout the course of a City Trial match: A giant monster comes out of nowhere and wreaks havoc on the city, the nearby volcano erupts, etc. If this mode ends up being total chaos in multiplayer, then you're doing it right.

Gameplay: 9/10



Story

There is no story in Kirby Air Ride. Absolutely none. Not in the main game, not in the end credits, not even in the instruction manual. There is absolutely no explanation for why Kirby is racing with clones of himself on Warp Stars. I was kind of expecting to find something in the game, but now that I think about it, there are actually very few racing games, especially kart games, with stories to them. In fact, the only major kart racer that I remember to have a real story to it was ModNation Racers, so maybe racing games don't need a story. I am not going to be able to say much more here, as I can only stall for so long before you realize that I just wrote a whole paragraph specifically about nothing, so I will just end here.

Story: 5/10

[img width=700 height=437]http://images2.fanpop.com/images/photos/5500000/Kirby-Air-Ride-Wallpaper-kirby-5558741-1280-800.jpg[/img]

Sound

I was pleasantly surprised by the music in Kirby Air Ride. Like Star Fox Assault, most of the music is orchestral, and very well-done. Kirby's music however, has a much more lively and perky tone to it than Star Fox. Every track is well-written, and is perfectly suited to each track. I greatly enjoyed listening to the music, and it stands out as one of the best parts of the game. I don't think I will ever forget Kirby Air Ride's soundtrack. I am hesitant to say this, but it may be worth getting the game just to hear the music. The audio quality is astounding, and uses the Gamecube Disc's enhanced storage capacity to the fullest. If you have a good speaker setup in your gaming den, then prepare for some serious ear candy. HAL put their heart and soul into creating this game's music, and it shows by passing with flying colors. It is just a shame that there was never an official soundtrack released, because I would buy it in a heartbeat. As for the sound effects, they are all crisp and clear, but my only complaint is that some variety in the effects would have helped. Different crashing sounds, etc. But, that is a minor complaint.

Sound: 9.5/10



Graphics

Kirby Air Ride features some awfully respectable visuals for a Gamecube game. The environments are detailed with features that often go deep into the fantastical and give each track its own distinct personality. The lava dragons in the Magma Flows level, the futuristic lighting in the Machine Passage stage, and plenty of other things make the game feel alive. The character models are quite good; Kirby certainly looks as puffy and round as ever, with none of the jagged edges that were in the beta version of Kirby Air Ride when it was still a Nintendo 64 game. Yes, the graphics were completely revamped for the Gamecube final version, and I am certainly glad they did. The game's textures could have used some work though; you can still see the boundary lines on the edges of some tracks, which looks awfully bizarre when compared to the good character models. If you have a component cable for your 'Cube (and you really should by now), the game can run in 480p, which helps smooth things out even more, and makes for a much cleaner picture. I will say it again; the Gamecube has probably the best-quality 480p of the past generation. Kirby Air Ride isn't the best demonstration of this higher resolution, at least, it doesn't use it as well as The Legend of Zelda: The Wind Waker, but it is a nice touch that I like to have in Gamecube games. As this is a racing game, the game has to be able to handle a lot of action on-screen at once. Thankfully, I never saw Kirby Air Ride drop in framerate even once while playing it, even in multiplayer! Behold the processing power of the mighty Gamecube!

Graphics: 8/10

[img width=377 height=300]http://img.neoseeker.com/screenshots/R2FtZXMvR2FtZUN1YmUvUmFjaW5nL0dlbmVyYWw=/kirbys_air_ride_image4.jpg[/img]

Extras/Value

There is something interesting in this game that often gets overlooked, but I always regard as an important inclusion. It has somewhat of a precursor to achievements, in that by completing certain hidden tasks, you can open up squares on a grid. Some squares give you unlockables upon clearing them, such as new vehicles, characters, tracks, modes, etc. There are a ton of things to unlock, so you can be sure that there will always be something to do in Kirby Air Ride. Nintendo later re-used this unlockables grid in Super Smash Bros. Brawl for the Wii. I don't think many people will ever legitimately complete this game, but that level of replay value certainly means you will get your money's worth. It should also be mentioned that this game was one of the few Gamecube games to support multiplayer LAN play, allowing you to hook up 1-3 other Gamecubes, and play over the wired network. I have not been able to try this, as I do not have two Gamecubes with Broadband adapters, but I can assume that it is quite fun to play. Don't forget that with the help of a program like Xlink Kai, you can actually play Kirby Air Ride online by tricking the Gamecube into thinking it is connected to a local network, when it is really online. The Gamecube's online scene is still alive and kicking, so get a friend or two to join for an online match together. If you all have Gamecubes with Broadband adapters, that is. Kirby Air Ride is currently selling at Gamestop for $20. That is certainly a bit more expensive than I expected, even for a first-party Gamecube game. This is an excellent game, but I am not sure if a used copy is worth that much. I recommend buying it, just find somewhere where it is cheaper.

Extras/Value: 7.5/10

[img width=605 height=388]http://firsthour.net/screenshots/kirby-air-ride/kirby-air-ride-checklist-filled.png[/img]



Overall

Nintendo is arguably the king of kart racing games with Mario Kart, which all but invented the genre, but Kirby Air Ride is a good enough and unique enough game to stand on its own. It is still a kart racer at heart, but it does things different enough that it is a worthy contender for Mario Kart and other games of the genre. It is absolutely worth your time, and should be in every well-rounded Gamecube library. Nintendo may have lost the console war in the last generation, but that doesn't mean that it didn't show the Gamecube all the love that they could while it was around. Games like Kirby Air Ride show that trademark Nintendo gusto and heart that reminds us why we became gamers in the first place.





Overall: 8/10

This is Lisalover1, wishing on a shooting warp star for a maxim tomato.



Posted on Apr 24th 2011 at 09:57:47 PM by (lisalover1)
Posted under Gamecube, Nintendo, Simulation, GBA, Multiplayer

[img width=420 height=588]http://4.bp.blogspot.com/_NfJ8kj6otFs/TInU0GWQ1CI/AAAAAAAAADA/FE4EO6LiMXk/s1600/AnimalCrossingCover.jpg[/img]

[Note: This post was originally written in late November, hence the mentions to Thanksgiving.]

Happy Thanksgiving to everyone in America [and a belated Happy Thanksgiving to Canada]! You're probably going to be with family a lot over the holidays, so I'm going to review a classic Gamecube game that you can show everyone. Every now and then, we need a break from all the action that most games give us. We need a break from the high-octane power fantasies that are most prevalent in gaming today, and simply try something more soothing. We just need something to calm our nerves. I heard someone say once [although I don't quite remember who] that Animal Crossing is not just relaxing; it's practically healing, which is why it is good that games like it exist. Animal Crossing fills a much-needed gap in the gaming world, and it is appreciated for that. So, what exactly makes Animal Crossing not just a good game, but a necessary game?

Gameplay

Animal Crossing is a Life Simulator, in the same vein as titles like Harvest Moon or The Sims. You go about the game day-to-day, talking with neighbors, collecting items/furniture, making money, decorating your house, etc. There's always something to do, so you're sure not to get bored for some time. The game was first advertised as "the game that keeps playing, even when you're not", and it really lives up to that idea. Everything in the game happens in real-time, so when the sun rises/sets in real life, it will probably also do so in the game. Certain activities are only available at certain times on certain days, while many very rare events happen randomly, in which case, you just have to keep looking for them every day. Holidays in Animal Crossing generally involve some sort of festival in which every member of the community participates. It's actually quite fun to play on these days; some of the outcomes of festivals may even get you a really rare item. And therein lies the core of the gameplay; item collection. Your ultimate "goal" in Animal Crossing is to pay off your debts, expand your house, and decorate it. There are other goals to accomplish, such as completing every entry in the town museum, but as I said, the main goal is to make your house awesome. There are hundreds of different items and pieces of furniture to collect, and you can make your house look like whatever your imagination and pocketbook will allow. You can even collect miniature NES systems that include certain games, which is a really nice touch. Some items can only be obtained through extensively complicated and difficult means [more than one has you participate in an event on the Animal Crossing website!], but usually these items are really interesting and fun. As with all Life Sim games, Animal Crossing is extremely addictive, meaning you can easily log months of game time in, seeing everything the game has to offer. Also, when you're done in your town, you can visit a friend's town, too. All you need is their memory card, and you can visit, meet your friend's neighbors, check what is available in their shop, etc. These things add infinite replay value to the game [if you could call it replay value; the game never really ends]. Animal Crossing also features a certain level of multiplayer; up to 4 players can live in the same town, so if you'll forgive the horrendously-overused cliche, it really is a game for the whole family. I do wish Nintendo would have incorporated direct online features into the game. The Gamecube needed to prove its worth in this area very badly during its life, and it was never utilized very well. A feature where you could download new holidays, events, items, or neighbors would have been a great feature, and would have given the game even more play time, and always give you something new to do. The sequel, Animal Crossing: Wild World for the DS had online functionality, but only to visit other player's towns in multiplayer. This was still a great idea, but I just wish it, along with the DLC, would have been with the series from the start. It would be the final piece in the puzzle of a truly living, breathing world in your 'Cube.

Gameplay: 9/10

[img width=640 height=489]http://i1-news.softpedia-static.com/images/extra/large/animalcrossgc_004-large.jpg[/img]

Story

In Animal Crossing, you play as [insert name here], a new citizen in the quiet town of [insert name here]. As you progress though the game, you meet new neighbors, such as [various] or the ever-cheerful [to be determined]. Okay, enough with that joke. As you can see, a lot of the game's story is either nonexistent, random, or player-determined. The only things that remain predetermined are certain NPCs that stay in town regardless of what events happen, like the extortionist asshole shopkeeper, Tom Nook [to whom you must pay back your SUBSTANTIAL house debt], the incredibly lazy museum curator, Blathers, and the absolute bane of my existence, Resetti, an unbelievably long-winded mole that shows up every single time you neglect to save your game, and whose lectures get exponentially longer and more irritating each time you do so. Your normal neighbors are much more manageable, and are actually nice to you. There's really not much else to say about the story in the game; there is none. This doesn't mean that the Life Sim genre is universally devoid of story, though. Certain games in the Harvest Moon series have completely demolished this barrier. Once again, a game like this doesn't need a story, because the gameplay is more than enough. I'm starting to sound like a broken record, aren't I?

Story: 8/10

[img width=700 height=560]http://franchisemedia.ign.com/images/02/75/27580_RESETTI.jpg[/img]

Sound

I'm going to be honest; I din't like the music in Animal Crossing. It came across as bland, repetitive, and even irritating at times. The sequel's music was actually much better, and conveyed a more soothing, pleasant tone. I don't know what happened with the Gamecube version, though. The whole thing just feels wrong. It feels like Nintendo wanted to create an almost comical effect with the audio, but it really falls flat for such a slow-paced game. The one good thing I will say is that each tune seems to fit the situation well; they are just for the most part not very good songs. There a few nice ones in there, like the rainy day song, which I posted here, but overall, it's just not very good. As I said, the music in Wild World is leaps and bounds better, so don't get too discouraged. Nintendo should have gone back and taken another look on what this series is really about to make good music for it. As it stands, the music is mostly tolerable, but certainly not great.

Audio: 5/10



Graphics

Animal Crossing actually originally debuted on the Nintendo 64 in Japan, where it was called Doubutsu no Mori, translated into Animal Forest. There were several differences between Forest and Crossing, but the core game remained the same. The good news was that Animal Forest was a really great-looking N64 game, which translated into a good-looking Gamecube game. Also, the updated Gamecube version supports 480p, a higher resolution than the N64 version offered. But realism isn't everything. Far from it; the best thing about the game's graphics is its charming art style. Everything in the game is presented in a cartoony fashion, with basic, pastel textures and definite angles, which are all very easy on the eyes. While the game failed in finding suitable audio, it greatly succeeds in a suitable art style. Some of the objects in the game, particularly background objects, are in 2D, which help even more with the game's aesthetic. While the game's graphics won't blow you away, they certainly fit the gameplay like a glove.

Graphics: 7.5/10

[img width=566 height=462]http://fotos.trucoteca.com/fotos/4521/animal-crossing-50.jpg[/img]

Extras/Value

I mentioned before that there are a bunch of neat easter eggs in Animal Crossing, like the collectible NES games, for example. There is a bunch of hidden furniture to collect, which gives you a real sense of accomplishment when you collect a whole set. There is also an island that you can visit off the coast of your town, which can only be accessed on a Game Boy Advance via a Gamecube-to-GBA Link Cable. It's a nice little bonus feature, and there are some special items that can only be obtained on the island, so if you want to get something really rare, you might have to hook up your GBA. There's another function that the GBA has in the game, though. You can use the E-Reader device for the system, and scan cards on it to unlock even more things in the game. While the E-Reader may have been a commercial flop, it is still a cool idea, and demonstrates Nintendo's resourcefulness. There is so much to unlock in this game that I don't think anyone has ever legitimately unlocked everything. Even if it has been done, it might take a couple years of play. You're really going to get your money's worth with Animal Crossing. Speaking of which, the game is currently $10 at Gamestop; not too shabby.

Extras/Value: 9/10

[img width=600 height=441]http://a881.ac-images.myspacecdn.com/images01/34/l_0b4579a1988feb4b7f595c100e9434d8.jpg[/img]



Overall

Animal Crossing is not meant to be a game that is played constantly [although many people do so]; it is meant to be played in short bursts, and is designed around that style. It is a game that you can put countless cumulative hours into, perfecting and completing everything over time. Nintendo really made a good move in localizing this oddball title, because it is really something unique and fun. Of course, it has now become a lucrative series, but it was a bit of a risk back when it was first released. I can now honestly say that this is one of the 'Cube's best time-wasters, and is a joy to play. If you haven't tried Animal Crossing before, you should probably try Wild World first, but the Gamecube version holds up well, too.





Overall: 7.5/10

[img width=484 height=364]http://img839.imageshack.us/img839/3254/animalcrossingloveyourp.gif[/img]

This is Lisalover1, and I know you cried a little at that last image. Smiley



Posted on Apr 24th 2011 at 09:43:05 PM by (lisalover1)
Posted under Gamecube, Nintendo, Star Fox, Action, Multiplayer

[img width=465 height=646]http://www.file-extensions.org/imgs/app-picture/3952/star-fox-assault.jpg[/img]

Star Fox has caught a lot of flak from gamers over the recent years, for very little good reason, besides the derivative Star Fox Adventures, also on the Gamecube, which was negatively received. But Assault is different; it has the same rail-based 3D shooting that the series is famous for, along with several other modes. So, why did nobody give Assault a chance? Why is it never included in people's lists of best 1st-party Gamecube games? To be honest, I'm not sure. Keep reading to find out why Star Fox Assault is worth your time.

Gameplay

Star Fox Assault starts out with an intense rail-shooter space battle, much like the previous games in the series, and certainly shows that it is out to prove that the franchise is still alive and kicking in what it does best. The control is smooth and responsive, and all the standard attacks [Shot, Charge Shot, Bomb], so anyone who has played a Rail Shooter before will know what to do. The only issue I had with the controls while piloting were that the Y-Axis control was inverted, and not the X-Axis, but you can change that in the options menu. The piloting sections are cool, and if any of you Gamecube owners out there were ever jealous that Panzer Dragoon Orta was an Xbox exclusive, then these stages will ease your pain. There are also missions that take place on-foot, that allow you to use multiple weapons or a tank to shoot your way through enemies. These levels are very fast-paced and have a fair bit of diversity among equipping weapons; Pistols, Rocket launchers, Sniper Rifles, Grenades, etc. You wouldn't expect to find more than one or two extra weapons in a game like this, and to be honest, you don't really need them, unless required by mission parameters, but they are a ton of fun to use. As I said, you can also drive a tank, if you like. The tank cannot use the extra weapons, but has better defense, can hover for a brief period, and can kill weaker enemies by running over them. These missions reminded me a lot of Capcom's PN-03, another Gamecube exclusive, which is a very good thing. The third type of mission is an aerial dogfight mission, which is like the pilot missions, but gives you total freedom of movement. This mode is nice, too, and is on par with many other aerial combat games, but doesn't bring anything really new to the table; it just does the essentials notably well. There are also a couple of different sub-missions that occasionally take place after a main one, and sometimes ground and dogfight missions are combined, having you hop in and out of your Arwing to manage enemies in the air and ground. The worst part about the game, though, is its length. There are only 10 missions, so you can finish it in a day, which is a real shame, because this game has a lot of great ideas, and the gameplay is just fun in its purest form, but you only get a few short hours of it. I would have loved to see at least another 10 levels; more if possible, but I guess beggars can't be choosers.

Gameplay: 8/10

[img width=700 height=466]http://img.gamespot.com/gamespot/images/2005/033/reviews/561297_20050203_screen004.jpg[/img]

Story

I was seriously surprised by Star Fox Assault's story; it was much deeper than I expected from an action game. I have never gotten very far in a Star Fox game before, but I always assumed it had little story, and didn't really need one, but this game's story totally came out of left field. I'm not saying it's anywhere near what you might find in an RPG or an Adventure game, but it stands heads and shoulders above other action and shooter games, making it feel more like an action movie. Now, don't get me wrong; I don't want to make this out to be any more than it is, but I still think Nintendo should be commended for writing up something quite different. I had some issues with awkward dialogue in the game; mostly from the fact that it was written with kids as the primary audience, so it is jarring [and kind of funny] to hear frequent profanity substitute words. It just feels really out of place. Other than that, I think Star Fox Assault has a relatively good story when compared to the rest of the genre, but once again, it is crippled by the disappointingly short length of the game.

Story: 8.5/10

[img width=480 height=360]http://i.ytimg.com/vi/lGJPDMvOMZw/hqdefault.jpg[/img]

Sound

What do you know? I was surprised yet again by Star Fox Assault. Since this is a science fiction game, I expected a soundtrack heavy with rock and techno tunes, but all the music in the game is actually orchestral! It sounds very good, too; I can tell that a fair bit of work was put into the music. I thought the orchestra music would sound out of place in a game like this, but with all the huge battles going on in each mission, it fits like a glove. The sound effects, on the other hand, sound pretty generic and basic, but in retrospect, it's probably better that they didn't interfere with the background music. The voice actors for the characters seem different than the ones I remember in Star Fox 64, but then again, I remember them being much more annoying in that game. All the actors are well-suited for the characters they represent, so no complaints there. Overall, I seriously enjoyed Star Fox Assault's soundtrack; maybe not enough so that I would put it on my MP3 player, but enough to make me come back to the game.

Sound: 8/10



Graphics

The graphics in Star Fox Assault are all right when doing ground missions, and are great when doing pilot missions. All the chaos going on in the background of the latter mission type really gives you the sense of an epic battle in space. That, and the detail on each ship looks nice, making it all the more shocking to see all of this happening at a quick, steady framerate, especially on missions where two both aerial dogfights and ground combat are going on at once. Thus, it isn't the game's graphical detail that is impressive; it is the amount of action going on at any given time that makes you wonder how it is possible. It just all comes together to a game that has much more technical than visual prowess. The graphics are still above average, though, especially during cutscenes, where everything is bumped up to a much higher level of detail. I would still say that the in-game graphics are a step down from its predecessor, Star Fox Adventures, but it is likely just to allow for faster action and a better framerate; because of this, I think it is a fair trade-off.

Graphics: 7/10

[img width=600 height=420]http://www.gametour.com/screenshots/gcn/sta828img2.jpg[/img]

Extras/Value

In order to offset the disappointing length, a 4-player battle mode was included that, honestly, is one of the best multiplayer experiences I have had the chance to play on the 'Cube. The mode is fun and addictive, and move along at a speedy pace, like the rest of the game. Unfortunately, there is no option for CPU-based multiplayer, so you're going to actually need some friends with you to play. But, it isn't that big of a deal; it is worth getting everyone over for some good shooting action. Just like the main game, Dogfight mode, Ground mode, and a mode that combines the two are available for multiplayer, which can lead to some really interesting and clever strategies that add a lot of depth to the game. I'm going to go so far as to say it may be worth it to buy this game just for the multiplayer, as it is just that much fun. I haven't had such a good time with a local 4-player game since Super Smash Bros. Melee. A lot of people don't know this, but it was actually Namco that did most of the development work on Star Fox Assault; Nintendo only did a bit of the development work, and all the publishing work. Thus, completing the game on Normal mode unlocks Namco's classic SHMUP, Xevious, for you to play. It's just a nice little extra cherry on top that isn't necessary, but is appreciated nonetheless. Star Fox Assault is currently selling for $15 at Gamestop. Despite how much fun this game is, I'm still going to have to recommend that you try and find it cheaper; maybe around $10 or so, due to the game's length. I have seen many copies sell for about $5, so you should have no trouble finding one. But when you do see the game, by all means, buy it, especially if you are planning a game night with some of your friends, and need to stock up on good 4-player games.

Extras/Value: 7.5/10

[img width=640 height=480]http://images.fragland.net/screenshots/2273/26.jpg[/img]



Overall

Star Fox Assault, at its core, is a great game with a ton of neat and creative ideas, but all of that is cut short by its terribly brief length. The multiplayer mode offsets this, but there is no excuse for a short single-player mode. If Namco and Nintendo had put a bit more time into this game to add at least 10 more levels, this would be less of a problem, but as it stands, this game was too much crammed into too little of time. It is still an extremely fun game, and is definitely worth a purchase, but unless you frequently play games with your friends, you will just beat the game and move on, which is just a tragedy for such an otherwise good game. But, as I said, I am pretty sure you will still love Star Fox Assault, with its fast, furious, and exciting gameplay, so give the game a shot when you happen to see it for sale.





Overall: 7.5/10

This is Lisalover1, repeatedly shooting the obvious glowing weak spot.



Posted on Apr 24th 2011 at 06:51:16 PM by (lisalover1)
Posted under Gamecube, SHMUPs, G.Rev, Treasure, Genre, Multiplayer

The Shoot Em' Up genre is one of the defining genres of hardcore gaming. The best of the best can still get their %&$ kicked on a regular basis. This is one of the most appealing aspects of the genre, since only the most devoted will ever take down the final boss. A delicate combination of dexterity, decisiveness, and luck are necessary to survive a Shooter, and, dare I say, no system is complete without at least one good SHMUP. That being said, the best systems have a good library of these games, and the Gamecube is one of those systems. So, without further ado, let's start on the list of Gamecube SHMUPs!


Ikaruga

[img width=400 height=300]http://2.bp.blogspot.com/_AzTbX5qK3AA/SpbIi_QGRrI/AAAAAAAAASc/B2jM9YUKP1I/s400/ikaruga1.jpg.jpeg[/img]

The most well-known shooter on the 'Cube, and certainly the most well-respected, Ikaruga is what happens when a shock of innovation is given to the genre. In the game, you have a ship that can switch between a white mode and a black mode. While in white mode, you can absorb white bullets, not being damaged by them. However, you can still be damaged by black bullets, and vice versa. However, shooting bullets of the opposite color of an enemy does more damage, but obviously leaves you more susceptible to damage. It is an interesting system of risk and reward that really gives the game personality. The other reason Ikaruga is so revered is its difficulty. To be blunt, Ikaruga is mercilessly brutal, but it is that special kind of difficulty, that, while frustrating, is always pushing you to keep trying and go "just one more round". The controls are also perfectly executed on the controller, with notably precise movement and response time. As we know, good controls are essential to an enjoyable game. To put this another way, if you die in Ikaruga, it's your own darn fault. The game also looks fantastic, running in 480p, despite it still being in arcade screen mode. There are options to have fullscreen gameplay if you have a screen tilted on its side, but I never got a chance to test that out. Once again, I must say that Ikaruga's visuals are stunning. A lot of the graphics look like they belong in a mid-to-high-end Xbox game, expecially the detailed backgrounds. All this can be expected, since the game was made by Treasure, a company with a long-standing pedigree for making outstanding games, such as the spiritual predecessor to Ikaruga, Radiant Silvergun; another extremely fun SHMUP, and an exclusive to the Sega Saturn. If you have the means, I highly recommend picking it up. Anyway, Ikargua is one of the best shooters of the previous generation, and was not available on the PS2 or Xbox; a scenario where usually the opposite was true. the Gamecube did not have too many SHMUPs, but the ones it did have were quite good, as you will see later on in this post.


Chaos Field

[img width=640 height=448]http://insomnia.ac/reviews/naomi/chaosfield/screenshot1.jpg[/img]

Chaos Field is a very different kind of shooter. In most games in the genre, you must go through several waves of enemies before you reach the boss at the end of the stage. Well, in Chaos Field, there is no small fry. Only bosses. That means no enemies that die with a few hits, and no legions of tiny ships that you can easily mow down. In many ways, Chaos Field is more of a SHMUP trainer than a true-blue shooter, in that the parts of the game that train you to be a better player; the bosses, are all you get. You get right down to Bullet Dodging 101 at If It Moves, Shoot It University. Basically, if you can survive Chaos Field, you can succeed in most shooters. Anyway, in this game, you choose between 3 ships with their own individual pilots and shooting styles. Pretty standard in terms of a shooter. But one of the nicer game mechanics in Chaos Field is what I call the "Windshield Wiper", a beam of light that circles around your ship that, while clearing all bullets in the immediate area, does not allow you to shoot. This is a handy tool for when things get too hectic, and traces back to my idea that Chaos Field is a SHMUP trainer, as opposed to an all-out bulletfest. That doesn't mean that the game is bad; it is very enjoyable when measured up against the genre's high standards, but I think a little more effort could have been put into the presentation. The graphics are good enough, but after playing some of the better-looking games on the 'Cube, Chaos Field really starts to look mediocre. It is nowhere near being a dealbreaker, though.


Radirgy Generic

[img width=480 height=640]http://www.ntsc-uk.com/reviews/sdc/Radirgy/02.jpg[/img]

Don't let the name fool you; this game is anything but generic. Radirgy [a.k.a Radio Allergy] is a stylish SHMUP released for the Gamecube, Dreamcast, PS2, and will soon be released on the Xbox 360. The game's visuals are fresh, virbant, and colorful in comparison to most games; the visuals have the same "techno cel-shaded" feel as in games like Jet Set Radio, and it certainly makes the game interesting. To accentuate this, the game also runs in 480p. However, the game still retains its arcade screen size, so the areas to the left and right of the game window are not used. Shooter purists won't mind this, but personally, I always liked my shooters to take up the whole screen, even if they are vertically-scrolling. But, that's just my opinion. It isn't really an issue once you get into the game. The gameplay is fairly standard, but you are given a few different extra features with which to dispatch enemy ships. The first is an energy sword-like attack that deals quite a bit of damage, but you must be at point blank range to use it. Another nice feature is your special move. Instead of a bomb that takes out everything on the screen, you get a forcefield that absorbs bullets, and retaliates against enemies. The more bullets it collects, the more powerful your attack will be. It is a neat attack, and can be surprisingly effective when used correctly. The music in Radirgy is cool, and has a distinct futuristic theme that fits well with the game. Once again, the game really reminds me of Jet Set Radio in its overall presentation. One thing I should mention, though, Radirgy was not released on the Gamecube outside of Japan. It was very, VERY close to getting a US release, but was cancelled at the last minute, and added to the "Ultimate Shooting Collection" for the Wii. There are supposedly finished copies of the localized game available, and several beta discs. [Say, if you happen to have one, let me know; I'd be glad to buy it from you]. It was a real shame that it was never released; it would have been the last truly great Gamecube game.


Shikigami No Shiro II

[img width=478 height=640]http://www.juegomania.org/Shikigami+no+Shiro+II+(Japon%E9s)/foto/ps2/3/3981/3981.jpg/Foto+Shikigami+no+Shiro+II+(Japon%E9s).jpg[/img]

Let me just get the history of this game out of the way, first, because it can get confusing. Shikigami no Shiro was originally a PS2 and Xbox game, and got localized under the Name Mobile Light force 2 in the US, while the original Mobile Light Force was actually a port and localization of Gunbird to the PS1. The insteresting thing is that both games used almost the exact same box art, which looks more suited for a Charlie's Angels game. However, Shikigami no Shiro 2 was released for the Gamecube, Xbox, and PS2, and was localized in America for the Xbox and PS2 under the roughly translated name Castle Shikigami 2, despite never receiving a game with the name Castle Shikigami. Europe only got the PS2 port, which was renamed Castle Shikigami 2: War of the Worlds, not to be confused with the Science Fiction classic. The Gamecube version was never localized at all. Then, Shikigami No Shiro 3 was released for the Wii and 360, where it was only localized on the Wii, and got a slightly more correctly-translated title, as Castle of Shikigami 3, making the 3rd one the only game in the series localized on a Nintendo platform. *Whew*! That was the most complicated game series chronology I had to explain since Adventure Island! Anyway, back to the subject. Shikigami No Shiro 2, as I said, is import-only, just like Radirgy. But, the game is still worth checking out. For one, you get a larger-than-normal number of players to choose from, all with distinctly different shooting styles and strengths. Yeah, that's right; I said "players", not "ships". In Shikigami No Shiro, you play as a person who flies and shoots with psychic powers. Well, it's different, I'll give it that. The backgrounds are all in 3D, and they move around a lot, giving a surprisingly cool effect when moving through an area. The background moves like a roller coaster, and is a nice supplement to the action. Other than these things, Shikigami No Shiro 2 is a fairly standard shooter, with a few extra difficulty modes to make things easy for newcomers, but still give veterans a challenge.


Hudson Selection Volume 2: Star Soldier

[img width=320 height=240]http://nfggames.com/games/starsoldier/SS_1.jpg[/img]

Now we're talking! Star Soldier, in my opinion, is the absolute pinnacle of Gamcube SHMUPs. I used to give that honor to Radirgy, but only recently have I played Star Soldier, which blows it out of the water! I have no idea how I missed out on this awesome remake, but I'm glad I discovered it when I did. Star Soldier games always have a knack for finding their way onto Nintendo consoles, and the 'Cube is no exception. This game is actually a remake of the original Star Soldier, with updated graphics, sound, and everything else. I honestly didn't expect much going in, despite knowing that the original was a classic, but I was shocked to see the effort put into remaking the game! The music is pure awesome, with tons of hard rock to get you pumped up, and is easily one of the best soundtracks I have heard in a shooter. The graphics are great, too, with a good amount of detail put into enemies and scenery. Nothing mind-blowing, but it is cool, nonetheless. You really can't tell it is a remake; it looks as good as most Gamecube games. The control is absolutely perfect. The analog stick works quite well, but the D-Pad is even better. If you happen to have a Hori Classic controller, prepare for gaming nirvana with Star Soldier. It is so tight and responsive, it makes most other SHMUPs feel inferior. Everything in the game is polished to a blinding point, and as far as I am concerned, it easily makes it the Gamecube's best shooter. You want to know the best part? When the game was released, it was a budget title, meaning it sold for much less than a normal game. It sold for 3,000 yen at release; about $30. If has escalated in resale value since then, for obvious reasons, but still, this could have easily passed as a full-price game. It would still be worth it. Hudson released 3 other remakes for the Gamecube and PS2 under the same pricing structure, and they were all superb. So, if I have not been perfectly clear, if you are a shooter fan and own a Gamecube or Wii, you have to get this game. It is another import, so you will have to find a way to play it on a non-Japanese system, but trust me, you will NOT regret it.


So, there we have it. The best Shoot Em' Up action the Gamecube has to offer. The library may not live up to the sheer number found in that of the Saturn, PS1/2, or TurboGrafx, but Nintendo's lunchbox can still stand tall and say it has an admirable SHMUP library. I would really recommend tracking down some of these titles; while only 2 were released outside Japan, they are still fun and certainly worth playing. So go give your 'Cube some shooter love today.


This is Lisalover1, inserting another $%#& credit.



Posted on Apr 24th 2011 at 05:09:42 PM by (lisalover1)
Posted under Gamecube, Sega, Multiplayer, GBA, Link Cable, Platformer, Review

[img width=420 height=584]http://www.coverbrowser.com/image/gamecube-games/27-1.jpg[/img]

Sega's history after the Dreamcast is mostly regarded to be a sad one. Many fans felt abandoned by the company, who once was known for making very creative and fresh games that stood out in quality and had a lot of heart. Unfortunately, games such as these rarely sold well, and eventually forced Sega out of the console market altogether. Sega started to produce more cookie-cutter games to appease the masses, and lost a little bit of its soul in the process. But, every once in a while, even today, the company will release a game that has the brilliant and radically different appeal of what they used to be. In a word, it has the Sega spirit. Billy Hatcher and the Giant Egg is one of those games.


Gameplay

The gameplay in Billy Hatcher, at its core, is similar to games like Super Mario 64, Banjo-Kazooie, or Jak and Daxter, all of which fall under the sub-genre of 3D platformers nicknamed "Collect-A-Thons", due to the fact that the way to advance in these games is to collect certain trinkets for achieving goals in the game, eventually giving you access to new levels. In Billy Hatcher, you must collect Emblems of Courage in each world to advance. While that is the main premise of the game, the genius comes in how you play the levels. In the game, Billy Hatcher is given a Rooster Suit by the chicken god, which gives him the power... [pause for dramatic effect] of eggs. Throughout the adventure, Billy and his 3 friends can roll around eggs they find in the world, and use them as weapons, or roll over fruit, to make them grow, and eventually hatch them to use whatever item or power-up is inside. For example, hatching one type of egg summons a creature that you can use to attack large groups of enemies. Another egg type gives you a new rooster comb for the rooster suit, which augments an egg's attack power. There are over a hundred different eggs you can hatch, which gives the game a lot of variety.

The game uses the same game engine as in Sonic Adventure 2, and it shows. You are timed in each level, and scored based on your time, the number of eggs hatched, number of enemies defeated, and how many combos you preformed [by taking out multiple enemies in a single attack], and gives you a grade, accordingly. This kind of system creates an "I can do better" mentality that made the Sonic games fun long after you beat them. Each level gives you a new objective, and you must obviously complete that objective as quickly and efficiently as possible. I should mention that if you are the type that likes to speedrun through games, this is a good one to consider. There are plenty of tricks and secrets in each level that you can exploit to finish faster, and are a joy when you find them. The only major flaw I can say about the game is it has an uncooperative camera, which, especially when your egg is at full size, makes it hard to see around your and where you're going. Overall, Billy Hatcher will give you your fix for a good 3D platformer, if that is what you're after.

Gameplay: 7.5/10

[img width=480 height=360]http://www.nintendospin.com/wp-content/uploads/2008/11/billy-hatcher-and-the-giant-egg-image1.jpg[/img]

Story

Not much to say here, but what do you expect; it's a platformer. Basically, Billy Hatcher is a normal kid who goes to see his friends one day, when they see a wounded chicken, about to be attacked by a crow. Billy saves the chicken, which turns out to be one of the guardians of Morning Land, the game's setting. The chicken god then gives Billy and his friends rooster suits, and gives them the task of saving Morning Land from the Crow Army. Soon after, Billy's friends are kidnapped, and Billy must free them, with one held in each of the first 3 worlds. By freeing his friends, new missions are unlocked in each world, where you play as them instead of Billy. As I said, it isn't much of a story, but a game like this doesn't need a very elaborate plot. It is what it is, and it's good for that purpose.

Story: 7.5/10

[img width=480 height=360]http://img.youtube.com/vi/U8kugY_EQGc/0.jpg[/img]

Sound

The soundtrack in Billy Hatcher is lighthearted and upbeat; it suits the game very well. It is very reminiscent of the music in games like Yoshi's Island or the Kirby series. It's just good music that makes you feel good. Even in boss fights, the tunes are distinctively juvenile [in a good way, though], with a clearly exaggerated tone that feels comical, yet dangerous, as if it was ripped right out of an old Batman cartoon. It's hard to explain, but you will understand when you hear it. If I had to describe the game's soundtrack in one word, it would be "Catchy". You'll probably find yourself humming the tunes later, and enjoying it. I must also say that the main theme of the game, while somewhat irritating, still got stuck in my head, and is fun to listen to.

The characters in Billy Hatcher have almost no voiced dialogue, with the only exceptions being for a few words and some exclamations. My only problem is that there are actually a bit too few of said sounds and exclamations, leading to some of them being noticeably recycled at points. But, for the most part, the characters open their mouths about as often as Mario, so don't worry about annoying Sonic-esque voices.

Sound: 8.5/10



Graphics

Billy Hatcher is yet another fine-looking Gamecube game, running in 480p progressive scan, and boasting an exceptionally detailed opening FMV. The visuals in the game are colorful and cartoony, with very few sharp edges, making for some very virbant and lively scenery. The character and enemy models are creative and interesting, as are the bosses of each world, which are spectacular to see in motion. The graphics could have been a bit smoother, but that's just me looking for a flaw; there's always room for improvement in any game. While not among the ranks of some of the best graphics on the 'Cube, Billy Hatcher and the Giant Egg has an endearing art style that Sega has spent years trying to perfect through previous games.

Graphics: 8/10

[img width=640 height=512]http://image.jeuxvideo.com/images/pc/b/h/bhgepc012.jpg[/img]

Extras/Value

There are certainly a lot of neat extras in Billy Hatcher, enough to warrant the purchase alone! The first is the multiplayer battle mode, in which up to 4 players fight in an arena with eggs, in a standard last-man-standing fight. There are actually some pretty clever strategies you can come up with in this mode. For example, there is one egg exclusive to the multiplayer mode that lets you plant a fake egg that explodes when another player touches it. I like to place it in an empty egg nest [where new eggs spawn from in the game], so opponents can't tell the difference between the fake egg and the real egg. You can imagine how funny it is to watch. The multiplayer mode could have used a couple more arenas and features, but as it stands, it is solid, and well worth a play with your friends. It really reminded me of Donkey Kong 64's multiplayer battles, now that I think about it.

Another cool feature of the game is that it utilizes the Gamecube-to-Game Boy Advance link cable. If you had a GBA and link cable, you could upload minigames onto your GBA that stay there as long as you leave your GBA turned on. Some of the minigames are actually really good, in that except for length, they look and feel like actual GBA releases! The NiGHTS game alone is almost makes up for the lack of a real portable NiGHTS game. In fact, they're so good, I feel bad referring to them as minigames. Most of the games are scaled-down versions of classic Sega games, such as NiGHTS into Dreams, Puyo Puyo, Chu Chu Rocket, and even Billy Hatcher itself. Remember what I said about the Sega Spirit? This is what I mean. This is the Sega that we all know and love; the Sega that never forgets who they are, and who will always look after its fans. Unfortunately, it is also the Sega that rarely shows its face. But this is exactly what happens when it does. Once again, I cannot emphasize enough how well-made these minigames are! Actually, if I remember correctly, a while back, some hackers found a way to extract these games from the disc, and make them into actual GBA roms! Now that's saying something. Speaking of classic Sega, you can also hatch hidden Sega characters in certain stages, by getting all the hidden coins on that stage. You can use these characters to help you fight. Some of the characters you can unlock are NiGHTS, Amigo, Rappy [A common enemy in Phantasy Star Online], and of course, Sonic, Tails, and Knuckles. There are a few more you can find, but I can't remember them right off-hand. Still, it shows that Sega really gave it their all with this game, down to the very last detail.

I would definitely say that Billy Hatcher and the Giant Egg is worth a purchase. It's currently only $5 at Gamestop, so you can buy it with just spare change. Most gamecube games can be had for very cheap prices right now, so if you're looking to beef up your GC library, you might want to start soon, before Gamestop stops carrying Gamecube games. So, get Billy Hatcher while you can, because you might not have the chance later, for the same price.

Extras/Value: 10/10

[img width=533 height=400]http://i.testfreaks.se/images/products/600x400/63/billy-hatcher-and-the-giant-egg-gamecube.831039.jpg[/img]

Overall

Billy Hatcher and the Giant Egg is, for all purposes, the kind of game that defines who Sega is, was, and will always truly be. The Sega we normally see is not the real Sega; it is just its new parent company, Sammy. They took over, and things haven't been the same since. But, the real Sega is buried deep beneath that huge mass of shovelware and awful sequels. People are always talking about "the last great Sega game", but I have to disagree. There is no end to Sega, they will always be there, but they won't always be the ones in charge. But, Sega will try their hardest to give us the games that its' fans love, as often as they can. This game, along with a few others, are reminders to always let us know that they care. They really still care.




Overall: 8.5/10[/b]


This is Lisalover1, off to go give my Sega Saturn the playtime it deserves.


                                                                                                                                                                                                                                               
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