Game Boy Advance

[floatleft]http://www.snackbar-games.com/images/reviews/mariovsdk/cover.jpg[/floatleft]As a newcomer and a veritable outsider to the portable gaming world I often thought of the GBA as a way for Nintendo to resell NES and SNES games to make a quick buck. Not only was I wrong in that assumption, but Nintendo seems to put quite a bit into the games they release for GBA. One such title is Mario vs. Donkey Kong. This one grabbed my attention from the first time I saw it which wasn’t too long before I acquired my GBA.

The premise behind MvsDK is quite simple. Donkey Kong ripped off all the Mini-Mario toys from Toad’s shop. You are tasked with the job or retrieving them. You have to race through 6 worlds defeating Donkey Kong in each of them. Each world is made up of 6 main levels, a Mini-Mario level and a boss level where you battle DK himself. The main levels are comprised of 2 parts, the first part requires you to find the key and unlock the door to the next area; in the second part you have to collect one of the toys that DK stole. Each level is timed and is a complex puzzle that may keep you scratching your head in later levels. The quicker you complete the level, the higher your time bonus is.

Along the way you will learn new moves and be able to utilize weapons that make your quest easier. Many familiar characters from the Super Mario universe make appearances in this fresh puzzle game.

[floatright]http://www.snackbar-games.com/images/reviews/mariovsdk/ss02_thumb.jpg[/floatright]In all honesty, this is probably my favorite GBA so far. I am by no means well versed in GBA games, but Mario vs DK is awesome. The graphics are a side view 2D with a feel of 3D. I am not sure how to describe it, but once you see the screenshots you will know what I mean.

The controls and the game concepts are very simple and they really deliver. A jumps and B picks things up and throws them. There are a whole slew of acrobatic moves that you can use to complete the levels from handstands, to backflips, to gymnastic style high bar swings. It is really quite an impressive repertoire of moves that Mario has under his belt in this title. The L and R shoulder buttons activate the Free Scroll Mode that allows you to view the level.

Littered throughout each main level are 3 presents that you can collect in addition to completing the level. These items are optional, but well worth the time to get them. Not only do the presents give you points, but collecting all 3 will send you to a bonus stage after the main level where you can earn extra lives. There are only 2 types of bonus stages so the variation is low, but they are very very short. In addition to the presents, there are extra lives scattered throughout the levels which makes it even easier to amass an ever increasing number of lives.

[floatleft]http://www.snackbar-games.com/images/reviews/mariovsdk/ss08_thumb.jpg[/floatleft]You may be thinking that 6 worlds with 8 levels (6 main, 1 mini-mario, and 1 boss) could go pretty quickly and you would be almost right. Some of the puzzles require very special planning to complete and one wrong move will necessitate a level restart. Many of the later levels also get very tough as they are chalked full of enemies as well as obstacles that make things less than simple. After defeating all 6 worlds there is also a 2nd more difficult quest is unlocked, aka the Plus Levels. One big difference in the Plus Levels is that instead of carrying the key, you must find the Mini-Mario and lead him to the door to unlock it in the same fashion that you complete the Mini-Mario worlds of each level.

In addition to the Plus levels, you can also unlock Expert Levels. Expert levels are unlocked by acquiring all 3 presents in the main levels of each world in addition to getting the hi score. Each level you get the hi score on will be denoted with a gold star. Expert levels are the hardest of the bunch.

Mario vs Donkey Kong is a very simple but fantastic looking platform style puzzle game that really rocks. The short but difficult levels make it easy to stop at any time and the available 2nd quest makes it appealing even for long bursts of gaming. All in all I would say MvsDK is a worthy addition to any handheld library. I fully recommend it and I don’t say that very often.

[floatleft]http://www.snackbar-games.com/images/reviews/legendofzelda/cover.jpg[/floatleft]For quite some time I have had a Gameboy Player and I didn’t really make use of it. I picked up SMA4:SMB3 and the Komani Arcade collection, but I didn’t really spend much time playing either game. Dots and I recently went on a family vacation and just prior to the vacation she saw the commercial for the Classic NES GBA SP. I have known about it for quite some time but I could tell that it made quite an impression on her as being something we needed. Long story short, it ends up being my early Father’s Day present along with the classic NES game The Legend of Zelda. LoZ is one of my favorite games of all time only being trumped by Super Mario Bros. 3 and Bionic Commando.

While on this vacation to the Magic Kingdom I spent far too much time playing my wonderful new toy. I haven’t had time to finish the first quest yet, but I really dig this retro throw back to my gaming roots. Like many of you, I got my start with the NES and I was ensnared by the nostalgic look of the Classic NES GBA SP. It has been a good long time since I had engaged in any type of mobile gaming, but I am glad that we took the plunge since I have obviously been missing quite a few awesome games.

[floatright]http://www.snackbar-games.com/images/reviews/legendofzelda/ss02_thumb.jpg[/floatright]The original Legend of Zelda debuted in 1987 and was quite a milestone in gaming at the time. The re-released GBA port of the game is an identical re-release of the original game. The amazing thing is that the game is just as solid as it ever was and even though I have the original game on one of the collector’s edition Gamecube discs, there is something special about playing it on a NES styled GBA, but I digress.

The game plays just as it did back on the NES with slowdowns caused by a screen full of enemies and all. I was able to adapt back to the controls on the GBA far quicker than I did with the Gamecube controller so playing on the GBA turned out to be much easier.

The game is 100% identical to its previous release and I have rarely come across someone that hasn’t played the original Zelda so I won’t go into detail about the game itself. It has been released as a part of Nintendo’s Classic NES Series for GBA and I think it is a stellar idea. There are so many NES games that I wish would be re-released so I could play them on newer hardware and Nintendo knows that. I am not sure if the $20 price tag is justified since LoZ is right about 17 years old now, but I was willing to pay it. $15 would probably make this game a little more appetizing to casual gamers that may be new to gaming. Zelda fans and GBA owners absolutely have to put this one on their short list, preferably at the top.

[floatleft]http://www.snackbar-games.com/images/reviews/legendofzelda/ss05_thumb.jpg[/floatleft]Legend of Zelda packs the same stellar punch that it did when I was 8 years old and it was amazing how all the secrets and tricks in the game seemed to come flooding back to me all these years later. The graphics are standard fare 8-bit, but the gameplay is just as addicting as it ever was. I implore everyone that doesn’t own this to find a copy as soon as possible. Unless of course you own the Zelda Collectors Disc for Gamecube, then you probably have already satisfied your Classic Zelda fix.

[floatleft]http://www.snackbar-games.com/images/reviews/contraadvance/cover.jpg[/floatleft]Contra Advance is a throwback to the 2d Contra games that appeared on NES, SNES, and Genesis in the early 90s. The original NES game paved the way for probably the most famous cheat code in gaming history that has even had [url=http://www.gameskins.com/item–Infinite-Tee–gssh010]t-shirts[/url] with its button combinations emblazoned upon them. Contra Advance is a remake of Contra III which appeared on the SNES way back in 1992.

It has been nearly a decade since I remember playing Contra last and I had a very difficult time getting back into the rhythm of things with Contra Advance. In recent years I have been spoiled by platform games with unlimited lives that restart you merely a few minutes away from where you last died. Contra Advance gives you no such luxury. Armed with the customary “1 weapon at a time” philosophy of the anti Red Falcon operatives I set out to battle aliens through 6 difficult stages and overcome the enemy threat. Had this been a real military exercise I probably would have failed.

The control setup on Contra Advance is exactly as you will remember it: Jump and Shoot. No more, no less. Since you can only carry 1 gun at a time there is no need to switch weapons. Contra Advance really subscribes to the “less is more philosophy” in this remake title. This is a change from the original Contra III where you could carry more than 1 gun and swap them. You will also notice an absence of the aura bomb. The lack of 4 buttons on the GBA makes this a necessary change as those shoulder buttons are not always easy to hit during intense action.

[floatright]http://www.snackbar-games.com/images/reviews/contraadvance/ss02_thumb.jpg[/floatright]I have a tendency to rush through platform games and die on very simple parts time and time again because I remember doing that with Mario games back on my NES. Once again I attempted to breeze through this game only to have a pretty difficult time getting past even the first level. There are only 6 stages so the game would be very short had I been able to breeze through each level, but it wasn’t. The first level whipped my butt and taught me a new respect for patience in gaming. After some practice I honed my skills and laid the smack down on some aliens.

The experience was just as I had remembered it and having 5 or 6 lives sure wasn’t as appealing as having 30, even though you do get a plethora of continues. As I played through each level meticulously trying to find just the right pattern for each boss and just the right timing for each jump I became very nostalgic about the whole thing. My frustrations began to mount and I would take a break so as to not damage my precious new Classic GBA. After completing each level I would write down the code so I could pick up right where I left off. I had a hard enough time beating each level so there was no reason for me to have to play them again.

The level codes were incredibly tedious and annoying. You complete a level only to find out that you are expected to type in a 20+ alphanumeric code to restart there at a later date. This got on my nerves and really cut back on the number of times that I wanted to play after I had beating any of the levels. Forget remembering the code, I hope you enjoy playing the first level.

[floatleft]http://www.snackbar-games.com/images/reviews/contraadvance/ss05_thumb.jpg[/floatleft]Most of the time I played with the music off, but a few times I cranked it up and really basked in the 1990s midi soundtrack that accompanied the game. It isn’t something I would recommend doing on a regular basis; your ears will thank me.

Overall, Contra Advance was a mighty frustrating experience. At only 6 levels it is mighty short, but those levels could possibly take a while to complete, especially if you lack the patience to recognize patterns (*cough*ME*cough*). Contra Advance is a decent 2d shooter that seems way too short for the price. Nostalgic Contra III fans may find the port a little disappointing considering some pretty massive changes were made, but it’s a fun game to toss in for a few levels. It even supports the GBA link cable for some co-op action. I don’t know that I would recommend this as a purchase given its length, but if you are looking for a challenging on-the-go shooter to play with a friend, Contra Advance may be just what you are looking for. If not, you can probably just look the other way.

[floatleft]http://www.snackbar-games.com/images/reviews/mandlsuperstarsaga/cover.jpg[/floatleft]Mario & Luigi: Super Star Saga is the first RPG I have played in over a year, and it does not disappoint. The whole game is endowed with enormous amounts of personality and humor that draw you into the story, and the battle system is much more interactive than the traditional “pick things out of a menu” style of play used in so many RPGs. Despite a few minor complaints, I would say this game is the most fun I have had with the Gameboy Advance yet.

Anyone who has played the original Super Mario RPG will instantly see what the writers behind Mario & Luigi were aiming for. The game acts as a tribute to past Mario games, filled with cameos by major players, and appearances by most traditional Mario enemies. The Beanbean kingdom, where the game takes place, has it’s own wonderful look and feel, but the high points for me were the appearance of major and minor players from past Mario Games.

The environments are typical of RPGs, but with some emphasis on jumping puzzles. You are limited in where you can go by the power ups and “Bros. Powers” you have learned. These Bros. Powers range from Mario jumping on Luigi’s shoulders to make a long distance spinning jump to the brothers hitting each other with hammers and lighting each other on fire to produce various effects. I’m glad to know that so many of life’s problems can be solved by hitting one’s siblings over the head with a hammer.

[floatright]http://www.snackbar-games.com/images/reviews/mandlsuperstarsaga/ss02_thumb.jpg[/floatright]The combat system will also be familiar to those who played Super Mario RPG. Instead of simply choosing a command for your character to perform and sitting back to enjoy the show, you must tap or hold buttons at the right times to make a perfect attack or to defend yourself. Properly timed and executed defense can make a big difference in a fight. You can even affect the opening of a battle based on how you interact with enemies in the overworld screens. For example, jumping onto an overworld enemy causes all of the enemies to take damage as you enter the battle screen, and hitting one with a hammer stuns them for a round. These elements add a level of interactivity that is often lacking in turn-based RPGs.

The “Bros. Attacks” are the game’s equivalent of magic. They involve both characters using a series of skills together to cause lots of damage and other effects to an enemy. They involve a sequence of properly timed button presses. These can either be displayed for you, or you can run the technique in slow-motion, or you can try to do it all from memory without the aid of slow-mo or on-screen hints. The less hints you use, the more powerful these are. The moves are hilarious looking, but too difficult to learn in contrast with the rest of the game, so I didn’t use them very often.

The graphics and design for this game were incredible. Everything was very colorful and filled with personality. Mixed with the writing, it really brought the whole idea of the Mario world to life. Every character had a few excellent yet fairly simple animations to help you feel their misery and elation as the game progressed. The sounds that matched every animation were also simple yet amazingly appropriate. Overall I felt that this game did an even better job of portraying the characters and world than Super Mario RPG did.

[floatleft]http://www.snackbar-games.com/images/reviews/mandlsuperstarsaga/ss03_thumb.jpg[/floatleft]I did have one minor complaint about the game. Like many modern games, Mario & Luigi only allows you to save at specific save spots. This worked fine in Super Mario RPG, but Mario & Luigi is a portable game. This means you might be playing it in a situation where the game must be turned off at any time, losing all data since the last save. While save points were usually fairly common, the game would have benefited from an extra temporary save that is deleted when it is used, but is always available. Super Mario Advance 4 has this feature, and more games should start using this method.

The effective use of Mario nostalgia, more interactive battle techniques, and excellent graphics and sound design helped give this game a level of personality and fun that is lacking in many games out today. Anyone who is a fan of Mario or RPGs owes it to themselves to give this game a try. Mario & Luigi: Super Star Saga is definitely a worthy successor to Super Mario RPG, and we can only hope that more games like this will appear in the future.

There Goes Another Fifteen Hours of My Life:
The Castlevania Aria of Sorrow Story

To say that I am a fan of the Castlevania series on the GBA is a bit of an understatement so it would be impossible to write a completely unbiased review of what I consider to be a MUST have game. While my memories of the first installment of the GBA Castlevania series, Circle of the Moon, is a bit of a distant memory, I still retain some vision problems resulting from the many hours dedicated to slaughtering every Skeleton or Axe Armor in the 2 by 2 inch game. Now if you have ever played any Castlevania game on any console, with the exception of the bucket of chum that was released for the N64, and said to your self “this isn’t the worst game in the history of man kind” you need to play Aria of Sorrow. While this is by far the shortest game of the series, it has excellent replay value, which I will go into in greater detail later in the review.

Now the number one complaint with the original Castlevania game for the GBA was the graphics. The game was made so dark you would need to be sitting directly on the surface of the Sun to make out even the largest of details. Some one told me they saw a texture in the game once but I don’t believe them. Fortunately, Aria of Sorrow has a brighter, sunnier, I’m trapped in Dracula’s castle full of demons and the undead look. This is great because the character models are spectacular considering that the largest enemy in the game is only slightly larger than a postage stamp. And the backgrounds are what you would expect, lots of rundown castles with bats flying all around, large halls filled with portraits of long ago slain family members of the undead and of course, under ground caverns of total spookiness WOOOOOOOOOOO (ghost noise). There were few instances were I found myself being gnawed upon by an invisible enemy. The brighter appearance also simplifies the often-difficult tasks of platforming and item detection.

The sound in AoS is typical Castlevania. Konami must have the same guy writing all the music for every game because after only a few seconds of listening you know were you are, you’re in the jungle baby, you’re gonna die!!!!!!!!!! There is a great deal of variation from area to area not only in look but sound. Each area of the castle has different background music appropriate for the location. My only complaint was that the music was often inaudible due to the .00001-watt speaker Nintendo deemed appropriate for the GBA.

Controlling AoS is exactly what you would expect, jump and whip, or in this game jump and slice. The replacement of the whip by a series of swords, spears, hammers, and other weapons was a bit disheartening at first. I mean, who doesn’t like to bust out a whip and not look like an S&M freak? Well fear not, the inclusion of over two dozen weapons with varying attack styles like over hand chop, side slice, poking spear action or even pop pop of your gat will leave you satisfied at the carnage you leave in your wake. Each situation requires you to carefully choose your weapon to best dispense of your foes. Lots of Medusa heads? Why not bust out your HUGE over hand sword and send that snake headed skank and her twins back to Clash of the Titans. As expected you gain abilities which are activated by the shoulder buttons like double jump, back-dash, ground slide and others as you defeat
bo
sses so some areas of the castle are unavailable until late in the game; which is a good thing as you would no doubt unwittingly bump into an Iron Golem and die a most horrible Iron Golem style death with only a plastic fork as your most powerful weapon.

Other abilities gained by the collection of souls (which replaces the Yugi Oh esque card system) allow you to explore further. The abilities range from being able to walk on water to turning into a Giant Bat and flying to previously unreachable areas. Controlling the bat is intuitive, push up on the controller, Giant Bat goes up, push down, Bat goes down, push up up down down left right left right B A B A start, Bat does a few circles and you end up in the main menu screen. Overall the control of the game is very responsive with no lag; very predictable.

Almost every Castlevania has had a reasonable degree of difficulty usually due to ridiculous platforming. You don’t believe me? Go play Simon’s Quest and try not to throw your controller as you fall for the five millionth time into a puddle and die. Thankfully, Konami allowed Soma (the main character) to take swimming lessons before setting him off to face his destiny. There are a few spots for all the die-hards out there that will make you totally pissed, like the Clock Tower full of Medusa heads and Gremlins swooping down to knock you off of one-millimeter ledges, YAY! For the most part you are fairly well equipped for each battle as by the time you reach another boss you have come across another sword or ability, which allows you to dominate. I defeated all of the bosses the first time through, with the exception of Death which took three times, and I kind of suck at platformers so one could say the difficulty was a bit on the weak side. But don’t let that detract you from playing AoS as there is a Boss Rush mode (fight all the bosses in a row with only like two healths) once you complete the game and I have yet to be able to beat that. Your character levels up rather quickly in AoS so you will be able to stomp major ass in no time. As an added bonus after you complete the game you can play through a second time with all of your collected souls and items, minus your experience points, so you will be dropping foes and pimping necrotic hoes like a mad gangsta’.

As you might be able to decipher from the previous few paragraphs I really enjoy this game and am playing through for a third time. Though it is short it is satisfying. The story keeps you interested. There is a nice, albeit linear flow to the game with plenty of hidden areas to explore (sunken pirate ship). Oh, and there is a plot twist at the end, which if you play your souls right, lengthens the game by two bosses and allows you to play through as a different character with, gasp, a whip and completely different abilities!

With over 100 different types of souls to aid you in your quest of total vampirical domination, setting up the perfect combo of three (the maximum allowed at any given time) you will no doubt need to take a few minutes to decide what combination is best for your style of attack. But isn’t that part of the fun? Customizing the overall killability of your character? It’s no FFX but the role-play elements, though few are an added bonus for an otherwise hack and slash experience.

What can I say about Aria of Sorrow? You will no doubt find this title a welcome friend as you wait an hour and a half for your tires to be replaced. But this game deserves more credit than that. Do not be surprised if you find yourself cho

osing to squint your way through this one instead of attending to your much more graphically impressive console games. You may be surprised, but not disappointed. One final note, if you don’t like this game, kill yourself now, as you are no doubt the Anti-Christ. Seven thumbs up.