Showing posts with label vs. Show all posts
Showing posts with label vs. Show all posts
Sunday, April 26, 2015
Battle vs chess
Battle vs Chess is based on the simple yet ingenious concept of creating a fusion between professional chess software and upbeat, combat oriented game mechanics, complete with richly animated game pieces. At the outset of a match things seem quite basic: a 3D game board pits two opponents against each other in a seemingly ordinary game of chess. The game board itself is set in one of six available environments, each with its own unique landscape and presentation features. Traditionally recognized game pieces have been given a facelift as hulking stone golems and beastly chimaeras take the place of the typical rook and knight pieces respectively.
While each game piece is animated with a number of different idle motions as it patiently awaits the coming move, the excitement doesnt begin until its path has been chosen.
Features
- Multiple richly crafted army sets combined with six different gameboard environments introduce an unheard of visual complexity
- Utilizing the famous Fritz! chess software program, equipped with 10 distinct levels of difficulty, participants of all skill levels are provided with an appropriate degree of challenge
- The state of the art 3D graphics engine powers the breath taking visuals through the incorporation of HDR and particle effects
- Cinematic quality animated sequences pull players into the action of the game
- The innovative fusion of professional chess software and action oriented fighting simulations result in a strategic action experience unlike anything before
Saturday, March 14, 2015
Friday, March 13, 2015
Nathan vs His Game Collection Day 20 The Destruction of Spondylus

DINOSAURS. AW YEAH.
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| Dynowarz: The Destruction of Spondylus |
A little background
Dynowarzs box art is something wonderful to behold. A giant red dino, being shot through the head in a wanton act of violence by Spaceman Spiff there, with the hardcore, gangster font "DYNOWARZ" blasting itself across the screen. Also, theyre on like the moon or something. This box art? Phenomenal.
The game itself? Uh...
Dynowarz was released in April of 1989 by...*sigh*...Bandai. Not to hate on Bandai all the time, but they really werent on top of their game during the NES era. And they "modernized" by merging with Namco and selling you "Level Up" dlc for the Tales games. So, in truth, theyre kind of still sucky.
Im just gonna paste whats on the back of the box, here, and leave it at that.
"Something was terribly wrong in the distant man-made Spondylus Solar System. One by one the planets central life support computers had been infected with a life threatening virus while the planet surfaces had been overrun with computerized dinosaurs known as Robosaurs. Under attack in his laboratory on Alpha Planet, Professor Proteus, the mastermind of the Spondylus System and the founder of the Robosaur project suddenly realized that this deadly sabotage could only be the work of his former partner, the deranged Dr. Brainius.
Years earlier, the doctor had fled Alpha Planet after Professor Proteus had exposed him for performing forbidden robotic experiments on human subjects. At last, he has returned to seek his revenge using the Professors own creations! But little did he realize that Proteus had been hard at work for the past few years perfecting the ultimate Robosaur, Cyborasaurus.
There was only one hope to save the Spondylus System."
"Something was terribly wrong in the distant man-made Spondylus Solar System. One by one the planets central life support computers had been infected with a life threatening virus while the planet surfaces had been overrun with computerized dinosaurs known as Robosaurs. Under attack in his laboratory on Alpha Planet, Professor Proteus, the mastermind of the Spondylus System and the founder of the Robosaur project suddenly realized that this deadly sabotage could only be the work of his former partner, the deranged Dr. Brainius.
Years earlier, the doctor had fled Alpha Planet after Professor Proteus had exposed him for performing forbidden robotic experiments on human subjects. At last, he has returned to seek his revenge using the Professors own creations! But little did he realize that Proteus had been hard at work for the past few years perfecting the ultimate Robosaur, Cyborasaurus.
There was only one hope to save the Spondylus System."
First impressions last forever
You dont start off as a dinosaur. Instant negative points. You play as a blob of blue that I think is a guy. He can jump like 200 feet in the air and has really bad platforming controls. However, after blasting through other nondescript blobs, you find a giant dino head sticking up through the floor and you jump into it.
Begun, the Dynowarz has!
Also, since you technically get in and out of your robot dinosaur, this basically makes this Blaster Master, except replace the car with a giant metal T-Rex. Point: Dynowarz.
Begun, the Dynowarz has!
Also, since you technically get in and out of your robot dinosaur, this basically makes this Blaster Master, except replace the car with a giant metal T-Rex. Point: Dynowarz.

But as I played further...
Dynowarz is honestly just a mediocre platformer. While as midget pixel blob man you can jump 3/4 of the way up the screen and get a variety of gun powerups, as Dyno (who is engaging in the "Warz") you have a limited, clunky jump, and start armed with just your fists. Yeah. You know how T-Rexes have tiny arms? Thats your starting weapon: punch with tiny arms. Great.
You later get other totally not dinosaur related powerups, like a boomerang fist (?!) a sort of laser shot, and some other power up I cant remember off the top of my head. You can upgrade them, but only if you get the same upgrade powerup two times in a row. Or else itll switch you back to another one at level one, which sucks.
After beating the level and the painfully easy bosses, youll switch to the guy again and jump into a nearby building to blow up Mother Brain. Why the dino couldnt just destroy it from the outside is beyond me. Then you beam up (literally) and start the process over.
The controls arent great, the graphics are ok I guess, and while I do like they try to switch up gameply styles between dino and man, neither are very fun. But hey, Im punching robot Stegosauri in the face with a Robot T-Rex on an alien world. Thats aight.
You later get other totally not dinosaur related powerups, like a boomerang fist (?!) a sort of laser shot, and some other power up I cant remember off the top of my head. You can upgrade them, but only if you get the same upgrade powerup two times in a row. Or else itll switch you back to another one at level one, which sucks.
After beating the level and the painfully easy bosses, youll switch to the guy again and jump into a nearby building to blow up Mother Brain. Why the dino couldnt just destroy it from the outside is beyond me. Then you beam up (literally) and start the process over.
The controls arent great, the graphics are ok I guess, and while I do like they try to switch up gameply styles between dino and man, neither are very fun. But hey, Im punching robot Stegosauri in the face with a Robot T-Rex on an alien world. Thats aight.
So whats the conclusion?
I secretly have a soft spot in my cold, dead heart for Dynowarz: The Destruction of Spondylus. It gives you one life but unlimited continues, and the only real difficulty in the game is the pits and the fact that when you get hit you leap back like a quarter of the screen (usually into the aforementioned pits). The human levels arent that great and the bosses are lame and easy, but its still...charming? Somehow?
Maybe my love of dinosaurs is overwhelming me. Speaking of which, why dont we make any dinosaur games anymore? What, did they stop being cool?
Copies are cheap; usually $3-5.
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Maybe my love of dinosaurs is overwhelming me. Speaking of which, why dont we make any dinosaur games anymore? What, did they stop being cool?
Copies are cheap; usually $3-5.
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| Elevator Action |
A little background
Elevator Action is the NES port of the classic arcade game of the same name. Made, released, and ported by Taito in August of 1987, this game has the honor of being the second most played game on my TI-86 calculator, the most played being Tetris. It also stars a kleptomaniac ginger, so I can relate to that as well. Odds are youve at least heard of this game, and probably played it, so the question is if the NES port is still any good.
First impressions last forever
I remember why I both like and hate this game: it involves elevators. Lots of elevators. A bit of action, but mostly just elevators.
The goals simple: get the documents and get out. You can manually control the elevator and have it pause between floors until the coast is clear (unlike any elevator ever), and also hide in doors and shoot dudes who pop out of doors. So thats kind of like Rolling Thunder or Codename: Viper. Only not at all.
Also, sometimes they turn out the lights, and the game gets hard.
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But as I played further...
This is a classic arcade game, but honestly one I found kind of boring. To be fair, its a bit different than most: it requires a lot of planning ahead and devising strategy, hanging back when necessary rather than always moving forward (though you will need to move forward at some point). Killing people isnt necessarily the way to win, as the only goal you have is to get the documents and get out. Its fun, pretty crazy, and not too frustrating compared to other arcade games (like Burger Time). I never really dug it, but I can still appreciate it.
So whats the conclusion?
I like how I said I "dont really dig it" right after saying I played it a ton on my calculator. Hey, its not like I had a lot of TI-86 games.
Point being: Elevator Action is still solid, and as far as ports go its near perfect. While this, like all other arcade games, depends entirely on if you liked the original arcade game, Id say Elevator Action is well-rounded enough that everybody can at least get a few solid rounds out of it. Whether youll pick it up after that is up to you (and again, NES carts like this dont save scores after you turn them off). But still, a fun little diversion.
Copies are usually $5-10
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| Excitebike |
A little background
So hey, the Excitebike theme is pretty great, even if its only nine seconds long. Just put it on repeat and have a happy day.
Excitebike is an NES launch game in October of 1985, and is well remembered among fans. This game was re-released as "Vs. Excitebike" on the Famicom disc system, with the option to actually save your custom tracks. Its also worth pointing out that the Wii port in the Virtual Console also allows you to save tracks. So thats great.
And the "brrrrrpppp" sound of the motor of the bike always goes through my head whenever I see that box art, so you got that too.
First impressions last forever
Man, this game is classic. Also, tons of fun!
Theres two modes: one where you race other players (but they just sort of...are there. Youre really going against time and theyre in the way) and one by yourself. Yourself is boring but lets you not have to worry about anything but the tracks, but I prefer playing with other racers because its less drab.
Mastering the jumps, speeds, and when to use nitro is tricky but easy to figure out. Im sure some people have gotten absurdly masterful at the game, but for me its just a fine time trying to not biff it.
Also, the track editor is pretty good.
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But as I played further...
It really sucks they didnt save your tracks with a battery. I know this was a launch title, but it still sucks. Can you imagine making tracks, then loaning the cart to a friend to have them test them out? That would have been cool. Also, having two player would have been nice.
Regardless, this is nitpicks. Excitebike is a simple concept (drive over a complex track of jumps, bumps, etc. while not biffing it) with a sadly limited number of tracks, but its so fun youll forgive it. I love Excitebike, and spent way too much time playing it for this retrospective review.
So whats the conclusion?
While I could argue that Trials and Joe Danger are better, more modern sequels (and they are), theres still something inherently charming about the original Excitebike. While a few minor niggles exist, most are from the point of view of Future Game Development, looking back (like saving tracks, etc.). For what it is, Excitebike does well enough, and is an essential part of any collection.
Copies usually are cheap; around $5.
Nathan vs His Game Collection Day 2 ADVENTURE

Day 2 is all about adventure. Adventure. FREAKING ADVENTURE!!!
So lets cut to the chase and get on with the...adventure.
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| Abadox: The Deadly Inner War |
A little background
Abadox was released by Milton Bradley in March of 1990, but was designed by Natsume, who is on my mind since I recently bought a copy of Lufia 2. Its "another damn NES shmup," but with the twist being its grotesque visuals and hard-as-balls gameplay. A fun fact: the music was written by Kiyohiro Sada, who also wrote the music for Contra and Rushn Attack.
Also, is it just me, or is the whole "Deadly Inner War" subtitle for the cover only? It doesnt show up on the title screen.
First impressions last forever
I died in like the first couple of seconds in this game and it starts you completely over. Not cool.
But what really struck me is how awesomely gross this game looks. From the pulsating red ground beneath that looks like twisting intestines to the creepy mouth-biting enemies (that I swear Super Meat Boy took inspiration from) and the fact that the second half of the first level has you flying over a giant slobbering tongue, Abadox makes it clear that its going to be as gross as possible. Its like Lifeforce, only instead of weirdness its parts of the body. Its easily the "goriest" NES game Ive played.
But damn! Its hard! I made it to the first boss barely and couldnt beat him and had to run a continue. Hard!

But as I played further...
I found out that through memorization you can actually get some pretty cool power-ups, including a spread shot, laser shot, and orbiting bullet deflectors. Get three of these, and the game becomes pretty cake...at least for the first level.
Level two mixes it up with it being vertical instead of horizontal, except you are going down. Thats new, right? Unfortunately, its also absurdly tough, and when I died just once by touching a wall I lost all my power-ups and was back to the pea-shooter. I managed to make it to the second half of the second stage before my lack of firepower (and an insane number of homing wall-turret-pustules combined with skinny passageways) caused me to rage quit. Also, slowdown. Slowdown everywhere.
Also, I have an NES four-score, so you bet your butt I turned on turbo for that. It isnt as helpful as youd think, but at least then I didnt have to mash the button.
So whats the conclusion?
I still think its a decent enough game for "another damn NES shmup," but hardly a definitive one like Lifeforce or Gradius. This one Id advise only if you are really into these types of NES games, or can get it for cheap. I do think the visuals make this game an experience that is worth it, but youll need to have either mad skills, tons of patience, or a Game Genie to see the entire game. Copies are pretty plentiful, and usually run between $5-10.
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| (Hudsons) Adventure Island |
A little background
Hudson Soft (may they rest in peace) had already made a name for themselves with the now-sensational Bomberman game before charting off into Marios territory with Adventure Island in September of 1988. Starring a caveman-on-the-box, vacationer-in-flip-flops older man named Master Higgens (which is an awesome name), the game ended up spawning a franchise that made it all the way up to the SNES days before dropping off the face of the planet.
First impressions last forever
This game looks dated. You know those old NES games, like Kid Niki, where everything looks weirdly flat because people hadnt learned how to shade or use black-outlines yet? Adventure Islands all over that. The graphics are still super charming though, with the bright island visuals being very appealing, and the enemies (usually a bunch of unique animal types like snails, bouncing octopi, and tiny obnoxious frogs) are actually kind of cute. Also the music is awesome.
The game has pretty tough, though. I died once from hunger, and a single touch of an enemy will kill you. That first snake is so obnoxious; he fires a projectile just as you are about to hit him, which your axe bounces off of and you die instantly.
But hey, skateboarding on clouds.

But as I played further...
Theres one rather massive problem with this game that prevents me from enjoying it: no continues. There technically is a way to continue if you find the secret Hudson Bee that shows up only once in the game, and then enter a combo password on the title screen, but who would have known that in 1988? NOBODY.
So without the continue option (if you miss the bee or just dont know the secret), youre looking at a rather long game with only three lives, one hit deaths, and thats it. Sorry, but as much as I think this game is charming, beating the first boss took way too many rounds of intense level memorization, and after that I died on the first world and had to start all over. No thanks.
So whats the conclusion?
Anyway, the point is that while Adventure Island really makes me want to love it (so much so I gave it a positive review on the ol main blog), unless youre a big fan of looking up how to continue, dont even bother. Like "another damn NES shmup," theres a truckload of platformers on the NES, and most of them (including this games sequels), completely outclass this dated game. Sorry, Adventure Island, but your admittance into my library was for nostalgia only.
Copies usually roll around $8-15, though Ive seen them go for less.
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| Adventure Island II |
A little background
First off: nice shadow in the picture, Nathan. Youd think you could just re-take it since you used your phone anyway. But, to show my commitment to quality, I didnt. So there you go. Awesome.
Theres a three year gap between the first Adventure Island and this sequel, which showed up in the US in February of 1991. Mario 2 had come out but not Mario 3 yet, so Id imagine people were getting a but hungry for a true Mario sequel. Instead, you get Adventure Island II here, where Higgens is back and hungry as ever.
First impressions last forever
Ok, first off? This game looks loads better than the first one. Sprites have black outlines, the backgrounds look phenomenal, and and...is that a world map? Before Mario 3? It doesnt have the paths like in Mario 3 (making it look like Higgens is just wandering around these islands without rhyme or reason), but hey...it gives context and that sense of progression, right? Damn right!
Second off: DINOSAURS. Yes, in addition to the skateboard, Higgens now rides freaking awesome dinosaurs. And, if you want, you can store power-ups you keep to the end of the level in eggs for future use, which is also frikken sweet.
But the best first impression difference? That big "Continue" on the title screen, now next to "New Game." Thank you, Hudson Soft. Thank you so much.

But as I played further...
...I loved the game more and more. The levels are very short, but I actually like that because it kept the flow of the game moving forward quickly. Theres a lot of secrets to find, including more food, power-ups, and even warps to later islands. Theres a wide variety of dinosaurs to ride from fire-breathing ones, one that slaps rocks with its tail, and even a swimming one for the underwater levels. Higgens still is armed with his trusty axes (and still dies in one hit), but the enemies arent nearly as cheap and the ample number of dinosaurs around gives him one extra hit. Its a pretty good indication I enjoyed a game when I had problems quitting playing to come write this review.
So whats the conclusion?
Copies are a little harder to find compared to the first game, usually rolling in at around $15-20.
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| (Disneys) Adventures in The Magic Kingdom |
A little background
Ah, Capcom Disney games. Truly a legacy. With the recent announcement of the DuckTales reboot, I think its safe to say people are nostalgia tripping over good times during that golden era of Disney NES games(and SNES games; those Capcom versions of Aladdin and Goof Troop are phenomenal). Adventures in The Magic Kingdom (heretofor called AMK) came out four days before the famous DuckTales, and was technically the first Capcom developed Disney game in the US (they published Mickey Mousecapades, but that was made by Hudson, who also made Adventure Island).
AMK promised all the magic and adventure of visiting Disneyland...or maybe World? Pretty sure Land...I grew up in Cali and it follows that park layout pretty close. Anyway, it doesnt matter. It was hoping to both captivate kids into experiencing Disneyland at home and also get them to scream at their parents until they took them to the actual park. Not such a bad marketing idea; I gotta hand it to em.
First impressions last forever
The game looks good, like most Capcom games, with sharp looking graphics and decent enough music. I dont know why my main character is wearing a massive fedora (shouldnt they have had him wearing those Mickey ear hats? You know, for further advertisement?) and the park is pretty much empty except for one other person, but it gets the general gist. It was then I discovered this isnt an actual full game, per say, but a collection of five mini-games and a quiz. What are the odds that one of them is "another damn NES shmup?"

But as I played further...
No shmups; instead just a bunch of really dumpy minigames. Two are platformers (Pirates of the Caribbean and The Haunted Mansion) and arent that awful, even though in Pirates you dont get a weapon. The issue is you only have three hits and one try or else the game starts completely over. Jumping and moving feels solid enough (again, its a Capcom joint) and the music and graphics are actually pretty great. Its just punishing and, honestly, not all that fun when compared to all the other NES platforms.
Space Mountain is the birth of all QTE games, beating Asuras Wrath to the punch by over two decades. All it does is put button prompts in your "navigator" and you press them until getting far enough to beat the level. The graphics look pretty cool, like youre driving through space, and I wish the real Space Mountain ride were this long (wait in line for two hours for a minute and a half of fun. Yay!), but screw up three times and you start the whole thing over.
Autotopia is a racing game, sort of. You are supposed to be trying to pass guys, but they really just spawn as obstacles, not opponents (ala Rad Racer). Certain situations require you to take precise jumps, and if you fall out of the track or get pushed off an edge you start all over. Again, theres better versions of this same idea out there (Spy Hunter comes to mind).
But the absolute worst is Big Thunder Mountain. One of my absolute favorite rides, ruined. Youre basically careening down the mountain trying to get to the end without hitting a dead-end or crashing three times. The problem is, every intersection is too far back to actually see what is ahead, so youll make split-second decisions without actually knowing which decision is right. You can brake for some things like toll booths and rocks, but in the end its dumb luck. I made it all the way to the end of the track, but at the last second chose one exit over another. Guess what? It was the wrong exit, even though I couldnt see it until after Id made my choice. Burn in hell, Big Thunder Mountain.
Oh yeah, the last "game" is just answering old Disney trivia and walking around the park. Wee!
So whats the conclusion?
You can get it for around $5-10.
Thursday, March 12, 2015
Plants Vs Zombies Garden Warefare Trainer Released!

A requested trainer for this game title available now!
Supported versions: Origin v1.1.0
More trainers on the way soon, for now enjoy!
~LinGon
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