GAME BOY ADVANCE GAMES
FOR vBAGx
this thread will be updated regularly
Pokemon : Fire Red Version
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The enduring appeal of Pokémon may seem inexplicable to the uninitiated, but it's certainly no accident. The world of Pokémon is a cute, kid-friendly one, filled with hundreds of different colorful creatures, many of which are inspired by real animals. Each unique Pokémon has a clever name and a distinct combination of traits and abilities. In the gameworld, trainers capture these critters out in the wild and then duel them against other trainers and their creatures. It's sort of a violent premise, actually, and therein probably lies part of the allure--yet the world of Pokémon is so lighthearted and charming that even cynical players are liable to get swept into it if they give it so much as a chance.
As in the original Pokémon Red and Blue, in FireRed and LeafGreen, you play as a character with aspirations to become the greatest Pokémon trainer in the land. Unlike in the original Pokémon games, though, you can now play as either a boy or a girl. Either way, you'll be trying to discover every last breed of those mysterious creatures in the process. Along the way, you'll square off against the nefarious Team Rocket, not to mention dozens of rival Pokémon trainers. Just getting to the end of the story takes about 25 hours, and you'll have uncovered only a fraction of the Pokémon in the game by that time--so there's tons of lasting value here, especially since you can keep playing once the main quest is over. In fact, hardcore Pokémon fans would argue that you're only just getting started at this point. Once you've finished the quest, many more new Pokémon become available for catching, and it's possible to go back and challenge any of the trainers you've previously encountered for some tough high-level challenges.
As with previous simultaneously released Pokémon games, FireRed and LeafGreen are essentially identical products whose only differences are precisely which Pokémon creatures they contain. Neither version contains all of the Pokémon, so you'll need to trade with another player in order to catch 'em all. But there's little point in actually getting both versions of the game for yourself.
Its one real innovation was battles between pairs of Pokémon (the vast majority of fights were still one-on-one), and that twist carries over into FireRed and LeafGreen, which otherwise plays just like Pokémon always has. Basically, you'll run around in the game's fairly vast world of towns interconnected with stretches of wilderness, and as you go, you'll often run into rival trainers as well as wild Pokémon, at which time the game switches to battle mode. The turn-based battles are simple in execution--each of your Pokémon has a maximum of four different actions it can use in a fight--and yet there's genuine complexity in the balance between different types of Pokémon.
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rigved1
7th August 2008, 10:48
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The fan focus is evident right off the bat, as Chain of Memories picks up immediately where the original Kingdom Hearts left off. Our spiky-haired protagonist, Sora, is wandering a land of open fields together with his fast companions, Donald Duck and Goofy. They end up drawn to the gates of a great castle, where they are confronted by an enigmatic robed and cowled figure speaking in riddles. It turns out that the trio has become trapped in a place called Castle. where simple cards adopt special properties. It's evident that nefarious business is afoot, but the band of heroes has no choice but to explore the castle in an effort to find King Mickey and Sora's friend Riku. And there's an added twist: The worlds you'll visit and the familiar characters you'll meet are all drawn from Sora's memories. His memory is being manipulated by a group known as the Organization, a clan of mysterious folk that seems to be intent on guiding Sora and his friends to accomplish some dark purpose. The events in this game are meant to tie together the stories from the original Kingdom Hearts and its eventual PlayStation 2 sequel, making it a Kingdom Hearts 1.5 of sorts.
You'll be controlling Sora alone on his adventure, because whenever he enters a new world by means of a set of special cards, Goofy and Donald are separated from him. Moving from floor to floor in Castle Oblivion is accomplished by clearing the various worlds, which are essentially the same Disney worlds you might have visited in Kingdom Hearts. The desert city of Agrabah from Aladdin is here, as well as ghostly Halloween Town from The Nightmare Before Christmas, Winnie the Pooh's sleepy 100 Acre Wood, and more. You won't be visiting any new Disney locations or very many original areas, which might be disappointing for those who hoped for new places to explore. The worlds are all segmented into a series of small, interconnected rooms. You move from room to room by unlocking doors with cards that you'll find in the field, pick up from enemies, or gain from special encounters or events. You can jump and swing your keyblade in the field; your blade can strike objects to open them, allow you to interact with doors, or let you hit an enemy for an initiative attack. The rooms are typically filled with foes (called the Heartless) that will roam the area, and while you can avoid them if you wish, getting the first attack nets you a good battle advantage.
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rigved1
7th August 2008, 10:54
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You'd think that after five games in four years people would have had their fill of the Mega Man Battle Network series. Apparently not, because Capcom has just put out the sixth installment, chronicling the further adventures of the kid net- battler Lan and his cyberspace partner Mega Man. Longtime fans may be disappointed to discover that there's really nothing in Mega Man Battle Network 6 that wasn't in the previous games, but they'll likely feel compelled to finish this one anyway, since the story provides the payoff for events that have been building since the first game. On the flip side, this new game gives newcomers to Capcom's role-playing series the perfect opportunity to jump in, because it incorporates all of the key features from the five previous games, recaps a fair amount of Lan and Mega Man's past, and serves as the launching pad for future games that will star a new pair of heroes.
Like its five predecessors, Mega Man Battle Network 6 combines traditional role-playing with action-oriented combat. The central idea is that the real world and cyberspace exist as two separate-but-linked universes. A young boy named Lan wanders around and interacts with people and places in the real world, while his electronic counterpart, a Navi named Mega Man, explores cyber dungeons in the virtual world and partakes in random battles against evil Navis (called viruses). The things you do in cyberspace will unlock doors or activate machines in the real world, and vice versa.
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manig
7th August 2008, 11:10
You can get all the GBA roms here:
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But take care of your eyes as the screen is too small on UIQ3 phones.
babe_gurl
8th August 2008, 07:58
Do u have the emulator?
rigved1
8th August 2008, 10:09
Crash Bandicoot Purple: Ripto's Rampage
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Crash Bandicoot and Spyro the Dragon have been popular ever since games featuring the two mascots first appeared on the original PlayStation console. Vivendi Universal has had the rights to both characters for a while, so it was only a matter of time before someone at the company came up with the idea to pair them together in a crossover of some sort. That crossover has finally reached fruition as two separate games--Crash Bandicoot Purple: Ripto's Rampage and Spyro Orange: The Cortex Conspiracy (both for the Game Boy Advance). They're both side-scrolling action games, and the story is basically the same in each (Ripto and Cortex have joined forces to try to get rid of Spyro and Crash once and for all). Besides the abilities that the characters in each game have, the biggest difference between the two is that one (Spyro) is geared toward novice players, while the other (Crash) is geared toward seasoned players. Taken on its own, Crash Purple a very good game with a nice amount of variety.
Crash Bandicoot Purple: Ripto's Rampage doesn't stray too far from the formula established by previous Crash games. There are five worlds, each consisting of two main levels. The main levels are set up like a typical side-scroller. Crash can jump, double-jump, and perform a spin attack that knocks away enemies. At the end of each world, you'll go up against one of Ripto's henchmen in a boss fight. Rather than strictly focus on platforming, Ripto's Rampage shakes things up a bit. There are portals located throughout each of the main levels, usually seven or eight per level, that lead to minigames, and the only way to earn gems is by completing these minigames. Most exits require purple gems, which you get just for finishing a minigame, but the doorway to the final world requires silver gems, which are only given out if you manage to break all of the crates within a minigame. Since some minigames use forced scrolling or have time limits, you can look forward to many repeated attempts just to earn those coveted silver gems.
The minigames in Ripto's Rampage are really, really good, and there's a wide assortment of them. One of the more whimsical minigames is an inner-tube game that's a blatant copy of Toobin', an arcade game that was put out by Midway in the 1980s. Crash sits in an inner tube going down a river. The controls let you steer the tube and kick in a burst of speed when you need it. All along the river there are sandbars, mines, torpedoes, and whirlpools that you have to avoid, while at the same time you must try to smash any crates that you see floating in the water. Other minigames include a Breakout-style pinball game, a tank game that lets you wander around mazelike levels hunting other tanks, a pig-riding game that's set up like the mine-cart levels from Donkey Kong Country, and a horizontally scrolling shooter where you need to use rockets and bombs to blast away at enemies and boxes. For those of you who enjoyed the previous Crash GBA games, there's also a minigame that imitates how the levels in those games were set up. You're put into a side-scrolling level that's packed with enemies and various crates--regular crates, bouncy crates, TNT crates, and more--and you need to reach the end in a limited amount of time. Like in the Crash games of old, the trick is figuring out what order to smash the crates in so that you can make it to the end and earn both gems. In all, there are at least a dozen unique minigames.
Crash Bandicoot Purple and Spyro Orange have a similar look and similar music and generally tell the same story. The dialogue scenes at the end of each world are shown from the vantage point of the lead character, but the supporting casts have been shuffled so that Spyro's friends appear in Crash's game and Crash's friends appear in Spyro's game. Their comments are limited to hints about the current level, however, and don't have much bearing at all on the overall story. In both games, the rendered character sprites are smoothly animated, and the backgrounds display a great deal of cleverness--you'll find bonus trading cards hidden behind shrubs, bouncy crates that lead to hidden treasures in Crash's game, and secret ledges in Spyro's game that can be reached only by taking a leap of faith and using Spyro's flying ability. The backgrounds in Spyro Orange don't have as much going on in them as the environments in Crash Purple do, probably because the developers wanted to limit how busy the backdrops were so that novice players wouldn't get confused. Whatever the reason, there are fewer enemies, fewer obstacles, and fewer creatures like mice and butterflies puttering around in Spyro's game, which makes Spyro Orange seem like it was hastily thrown together in comparison to Crash Purple--even though both games share the same graphical look.
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Dynasty Warriors Advance
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Dynasty Warriors, Koei's action-strategy franchise, has gained a loyal following since its first appearance on the PlayStation back in 1997--which is pretty impressive considering that the subject matter deals with historical events in Chinese history. Five games and multiple consoles later, the series has finally come to the Game Boy Advance in the form of Dynasty Warriors Advance. Like its console predecessors, the GBA game strikes a balance between the action and strategy genres, and, at the same time, immerses players in "what-if" storylines concerning famous Chinese generals. Unfortunately, this pint-sized coup d'etat has been scaled back considerably from its console counterparts, to the point that very little of what made the console games enjoyable survived the cutting-room floor.
Dynasty Warriors Advance is set during the Three Kingdoms period in Chinese history, which lasted roughly from AD 184 until AD 280. The Han dynasty ended, leaving three individual kingdoms of Wu, Wei, and Shu to spend the next century fighting for control of China. Many famous generals, such as Cao Cao, Cao Ren, Liu Bei, and Lu Xun, made their mark over the years by claiming victories in battles that literally shifted the balance to one side's favor. In Dynasty Warriors Advance, you can pick one of 13 famous generals and lead their troops through the entire era, possibly altering China's history in the process.
Once you choose a general, you'll find yourself in the first battle--Hu Lao Gate--staring at a map populated with castles, supply depots, and character icons. Gameplay is split into two phases: a strategy phase and an action phase. Neither is very complicated. The strategy phase works just like a board game. There are red and blue character icons situated on the map. The red ones represent your allies, and the blue ones are the enemies. You can move your own general one space per turn, while the CPU takes command of all of the other icons, both ally and enemy. When you make contact with an enemy, the action phase is initiated. This is where the magic happens. Your lone general is thrust onto a battlefield and you have to eliminate groups of enemies in real time by mashing the attack buttons. You can run around, dash, activate booster abilities, and perform different attack combos by keying in various combinations of the A and B buttons.
Even though the premise and gameplay sound esoteric and highfalutin, the console Dynasty Warriors games have no problem making the whole concept seem approachable and interesting. And that's because battles in the console versions resemble the kinds of thousand-man skirmishes you'd see in movies like Braveheart or Troy. Often, dozens, if not hundreds, of soldiers are displayed all at once. This sense of scope and scale is electrifying, especially considering how you can wander the environment and pick fights with lone captains or entire clusters of swordsmen. The GBA game, by contrast, can only display seven characters onscreen at any given time. As such, battles on the handheld lack the scope that battles on the console have.
And that's really the problem with Dynasty Warriors Advance--so many cutbacks were made to cram it onto the GBA that it's missing most of what made the console versions so enjoyable. Let's say you enter a battle against 50 enemy soldiers. Since the game can only display seven characters at once (including your general), it means that enemies come out six at a time. Battles drag on longer as a result, and, worst of all, the GBA game is that much easier since crowd control is never a challenge. Meanwhile, the sprites themselves are small, bigheaded, and poorly animated. Watching Cao Cao wave his sword around chunkily like Samurai Tailor in a classic 1970s Saturday Night Live sketch is hardly awe-inspiring. Not only do the flat, top-down environments obviously lack the scale that the large 3D environments on the consoles have, but they're also pretty bland. Except for a random wave motion or torch flame effect here and there, there's nothing going on in these woods and villages. The same holds true for the audio. If not for rock music constantly playing in the background, all you'd ever hear are the same metal clashing and groaning sound samples over and over again.
Beyond the technical cutbacks, there are numerous gameplay cutbacks, too. The GBA game has fewer kinds of enemies than the console games do. In Dynasty Warriors Advance, you encounter the same three enemies constantly--swordsmen, spearmen, and archers. The absence of flame-throwing juggernauts and captains on horseback is a real downer. You also can't do things like hire bodyguards or specify which officers accompany you into battle, which were two of the console games' nicer features. At least the arsenal of weapons and boost powers are still mostly intact. Each general specializes in three weapon types and has a set of six different boost powers that can be used to enhance attributes such as strength, speed, and combo effectiveness. There are approximately 250 weapons to find throughout the game, which, along with the leveling that occurs for killing soldiers, can turn your rookie general into a one-man army in no time. None of this matters, though, because the enemy artificial intelligence has also been greatly diminished. Standard enemies rarely attack or block, and CPU-controlled captains are only slightly more difficult because of their increased health and damage output. Basically, the action sequences in Dynasty Warriors Advance have been reduced to pure button mashing.
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Megaman Cybeast Gregar 6
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You'd think that after five games in four years people would have had their fill of the Mega Man Battle Network series. Apparently not, because Capcom has just put out the sixth installment, chronicling the further adventures of the kid net- battler Lan and his cyberspace partner Mega Man. Longtime fans may be disappointed to discover that there's really nothing in Mega Man Battle Network 6 that wasn't in the previous games, but they'll likely feel compelled to finish this one anyway, since the story provides the payoff for events that have been building since the first game. On the flip side, this new game gives newcomers to Capcom's role-playing series the perfect opportunity to jump in, because it incorporates all of the key features from the five previous games, recaps a fair amount of Lan and Mega Man's past, and serves as the launching pad for future games that will star a new pair of heroes.
Like its five predecessors, Mega Man Battle Network 6 combines traditional role-playing with action-oriented combat. The central idea is that the real world and cyberspace exist as two separate-but-linked universes. A young boy named Lan wanders around and interacts with people and places in the real world, while his electronic counterpart, a Navi named Mega Man, explores cyber dungeons in the virtual world and partakes in random battles against evil Navis (called viruses). The things you do in cyberspace will unlock doors or activate machines in the real world, and vice versa.
Combat isn't turn based like it usually is in role-playing games. Instead, battles happen in real time on a 6x3 grid, which is split evenly into player and enemy areas. Naturally, you want to deplete their health meters before they obliterate yours. Mega Man can use his buster cannon in battle, but his better attacks are randomly decided by drawing tiny cards known as battle chips. Five chips are selected at the beginning of each battle, and when they're used, others are drawn to take their places. Some chips are better against certain types of enemies, and some can dole out damage to a whole swath of grid squares. Multiple attacks can be chained together by using chips with the same name or letter designation, and some chips can be combined to create stronger attacks. That's where most of the game's strategy comes from: collecting and organizing the battle chips in your active folder. In all, there are 250 unique chips to find and collect.
Previous games have let Mega Man transform into other Navis on a limited basis, but only when the appropriate chip was used. This new game eases up the Navi cross system to the extent that you can now transform Mega Man into any of 10 other Navis and gain their powers for as many turns as necessary, without the need to wait for any specific chip. For instance, to transform into Heat Man, the only thing you need to do is select him from the list. Once you do so, your flame attacks will gain an attack bonus and Mega Man will become strong against grass-type viruses and weak against water-type viruses.
Dark-attack chips and chaos unisons, which in previous games let Mega Man harness powerful dark attacks at the risk of losing health permanently, have been eliminated from Mega Man Battle Network 6. In their place is the new BeastOut system. Roughly four hours into the story mode, Mega Man conveniently absorbs a powerful cybeast creature, which he can unite with in battle. Uniting with a cybeast doesn't require any special conditions. All you need to do is select the BeastOut button, and Mega Man will transform, gaining a significant attack bonus and the ability to charge up most attacks in the process. The only limits on the use of cybeasts are that they're only active for three turns and Mega Man will run amok if you don't wait a few turns before using the BeastOut button again. As the game's subtitle suggests, there are two cybeasts, called Falzar and Gregar. Falzar lets Mega Man float above the battlefield, rendering him immune to broken and cracked panels, whereas Gregar outfits Mega Man with a beefy armor upgrade. You can even BeastOut after transforming into another Navi, which gives you the best of both worlds: a supercharged, elemental Navi.
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Digimon Battle Spirit 2
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Digimon BattleSpirit2 includes all of the classic fighting fun of the original Digimon BattleSpirit with tons of new exciting features! Kerpymon has created chaos in the once blissful Digital World... Can you defeat Kerpymon once and for all?
* Unlock the exclusive mini-game!
* Linkable! Head to head action for 2 players*
* Collect Spirit Balls and Digivolve to Beast Form!
* New Feature! Collect Ancient Spirits to Digivolve to Ancient Form!
* 2 player mode requires each player to use a separate Game Pak.
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rigved1
8th August 2008, 10:23
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Virtua Tennis is a great handheld sports game. It has all of the necessary tennis fundamentals, such as lobs, drop shots, backhands, and angles, but it also throws in a bit of extra arcade flavor in the spots where a standard game of tennis would quickly prove boring. There are 16 characters to play as and unlock, 14 courts, and three gameplay modes. One of these modes, world tour, is an RPG-style option where you can create your own character, play minigames, purchase upgrades, and participate in more than 20 tournaments.
If you've played a tennis video game within the last decade, you're already familiar with this game's basic mechanics. To serve, you tap a button to initiate the toss and then press it again when the ball is at its apex in order to swing with maximum power. When the opponent makes a return, you can tap the A or B buttons to launch a smash or flat shot, or you can tap both at the same time for a lob. If you tap too soon, your player won't swing instantly, but rather will wind up and anticipate the incoming volley. The longer you press, the stronger the return, and the longer you aim the directional pad, the more you'll aim the shot. When you're playing doubles, you can tap the L or R buttons to set the strategy of your teammate. Generally speaking, the controls are quite friendly. The physics are pretty good as well. Lobs give you plenty of time to get under them for the smash, but drop shots rarely return with anything more than a quick arc. Each of the different court surfaces also influences the overall pace, with clay and concrete practically charging the ball with acceleration.
The computer puts up a challenging offense, at least for a while. Intense volleys and nasty drop shots occur with frequent regularity, but you'll also find that most computer-controlled players have a weakness that's easy to exploit or that they fall into predictable patterns. These patterns and weaknesses aren't foolproof, however, so you'll still have to work for the win even with an advantage. If you play in the world tour mode, the game is even more of a challenge, because you don't initially have the speed or control to perform the majority of dirty tactics.
Although you can participate in an arcade-style tournament, as well as exhibition matches, it is the world tour mode that ultimately gives Virtua Tennis its depth. Here, you can create two custom characters--a male and a female--and improve their tennis abilities through minigames and tournaments. They begin with almost no ability whatsoever, but by playing minigames you can earn points that apply toward a variety of skill upgrades, such as speed, technique, stamina, topspin, and strength. There are a dozen different areas to improve, and each has many levels to achieve before topping out. As you build your player, you can compete in tournaments and purchase better equipment to further your chances of winning.
The minigames in the world tour mode are wickedly fun. There's a competition where you aim serves in order to build the perfect hamburger, complete with a soft drink on the side. In another, you have to lob shots at a group of moving tanks in order to stop them from pelting you with red tennis balls. There's even a minigame where you have to smash returns toward colored eggs in order to hatch the animals inside. It takes place in a barn. There are 10 such minigames, and they become steadily more challenging as your characters improve.
Another wonderful feature is that you can use the GBA's link capability to play singles and doubles with up to four human players. The game never skips a beat even with four players connected, which is good news considering that you'll eventually be able to tear computer opponents to ribbons.
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Bleach Advanced - Kurenai ni Sumaru Soul Society
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At its core, Bleach Advanced is a turn-based RPG cut from the same cloth as games like Final Fantasy and Golden Sun. Players set out with a party of five characters and wander the land defeating demons, all the while gaining new weapons, beefing up stats, and accumulating little bits of the story along the way. Fans of plot development will be in heaven with Bleach Advanced. There's text to read on literally every single screen. Also, many of the conversations and events in the game incorporate a Choose Your Own Adventure-style dynamic, where the choices you make influence the kinds of information you get and the places you can go. In fact, these choices even affect which of five possible ending sequences you see when you finish the game. Because of the game's T rating, Bleach Advanced is able to deal with concepts like death, betrayal, and right versus wrong. There are also a few mild sexual innuendos here and there.
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Avatar : The Burning Earth
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Most levels offer a controllable first character that can be swapped with a support character, complete with regular, charge attacks, and support moves. Characters control well, and being able to swap between them on the fly is a nice addition. Actually, everything about the combat is a pleasant nod to old school beat ‘em ups. There are a handful of playable characters to master and learning the various ways to double team enemies can be a lot of fun. One example: using Sokka to throw a rang and dizzy an enemy, followed by Aang's dash drive to send them flying and taking out nearby enemies. Sadly there are very few enemy types in the game. Katara has a freeze attack that can be used for enemies and puzzles, Toph disperses pillars that get larger the longer they are held underground, Iroh spits fire, and Zuko throws fireballs. As you can see, there is no shortage of moves and for a simple game, the combo approach works quite well. There just isn't enough action, plain and simple. Add to it the limited variety of enemy types.
Chapters are designed around comboing strings of enemies and completing puzzles to move to the next section, with occasional boss fights thrown in for good measure. The puzzles require using each character's special abilities to activate switches, move blocks, and dash through gates. Some are more challenging than others, but once you figure out the general idea, it becomes repetitive and will have you hoping for more fighting and less puzzle solving. There is no character development, but there is a point system that directly relates to the rank you receive for each chapter. It would also have been nice to be able to choose the characters to take in to each level, instead of having them predetermined.
The password system is unnecessarily difficult. There's a grid and you're supposed to put faces of the characters in certain squares. Seems easy enough, but the faces aren't labeled. So you have to try and draw the faces on a piece of paper and then pick the right ones when re-entering the password. Once you do it a few times and learn who is who, it's simple, but man it definitely brings back the old days of gaming (note I didn't write “good” old days).
Overall, Avatar isn't a bad game. It's just so repetitive and short that I would be remiss in recommending it. The action and dual-character system works quite well, but there is far too little fighting and far too many puzzles. A few additions and this could have been a great action game. As it stands: it's only for the hardest of hardcore Avatar fans, and only if they don't already have a DS.
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Naruto_-_Saikyou_Ninja_Daikesshuu_2_(J).rar
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Naruto_RPG_-_Uketsugareshi_Hi_no_Ishi_(J).rar
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Naruto_-_Ninja_Council_(U).rar
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Naruto_-_Ninja_Council_2_(U).rar
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Naruto_-_Konoha_Senki_(J).rar
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Sorry I can't post the info cuz I'm REALLY busy in the time being
rigved1
8th August 2008, 10:33
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Your home base is the Gryffindor common room. From here, you can practice various minigames related to Harry's studies, and compete in popular school activities such as gobstones and exploding snap. If you play the Nintendo DS version, you can also partake in a round of quidditch and play the after-school minigames with your friends using the system's download play function. Ron and Hermione stand vigil near the common room's entryway. Talking to either of them will cause the next bit of the story to unfold. Usually, this means going out on a fetch quest to talk to someone or to find an item situated somewhere around Hogwarts. While you're traveling from one place to the next, you'll invariably be asked to use your magic to help out other students, or be challenged to a duel by Malfoy and his Slytherin cronies.
The basic story is faithful to the film's progression. As the story unfolds, you'll enlist Harry's friends into a secret society, learn defensive spells behind Lady Umbridge's back, take lessons at Hogwarts, and constantly square off with Slytherin and other evildoers--just as Harry did in the film. Likewise, the game's depiction of Hogwarts is superb. They've scanned the backgrounds and turned them into 3D environments that you can walk around in. Every floor of Hogwarts, all of the rooms and secret paintings depicted in the films, and all of the surrounding landmarks are yours to explore. Compared side by side, the DS and GBA versions look quite similar. However, the graphics in the DS version are more detailed and include cute animated touches, such as revolving staircases and blowing leaves. In both versions, the audio consists of musical cues and sound effects that evoke the same Euro-fantasy mood that the films' soundtracks do.
It doesn't take long before the novelty of exploring Hogwarts wears off. There are dozens of fetch quests, and most of them involve walking through a multitude of corridors and buildings. You'll smile the first time you hoof it through places like the magical staircase, the trophy room, and the outer walls. Unfortunately, between backtracking and subsequent quests, you'll see those same places countless times. The amount of walking is ridiculous, especially since a large number of missions involve mundane goals like using a spell to fix cabinets, or collecting the ingredients another student needs for a potion. As you go through the game, you won't be able to shake the feeling that the sole purpose of these filler moments is to stretch a two-hour story into eight hours of gameplay. To make matters worse, the bits of story that were borrowed from the film have had the life sucked out of them. They left out the majority of Umbridge's cruelest moments, probably to maintain the game's "E" rating, but her nastiness is watered down even further because key events tend to play out as matter-of-fact sequences of still images. You also don't actually participate in some major battles, and the ones you do have a hand in take place as bland, turn-based duels.
Apart from walking around and talking to people, most actions are handled as minigames. To cast spells like reparo or wingardium leviosa, for example, you select an object and then follow the onscreen prompts. If you play the GBA version, you'll have to push the correct sequence of buttons before time runs out. If you play the DS version, you'll have to use the stylus to tap and drag objects on the touch screen. Of the two, the minigames in the DS version are more engaging because you actually feel like you're physically stirring potions and waving Harry's wand around. In total, there are roughly two dozen different minigames. Each fetch quest incorporates at least two or three of them, but, save for a few exceptions, you can also practice the majority of them in the Gryffindor common room. The various minigames are fun for a short time. Sadly, they're not so much fun that you'll want to forgive the lethargic story or the litany of tedious fetch quests.
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Harry Potter : Quidditch Cup
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Quidditch is basically a variation of soccer played on flying broomsticks. Each team is composed of seven players, who are broken down into strikers/midfielders, defenders, and goalies--only in this game, they're called chasers, beaters, and keepers. The point of the game is to have one of your chasers take the ball, which is called a quaffle, and throw it into one of the three hoops on the opposing team's side of the field. The fielders on the opposing team can try and tackle you with special moves, or they can call in one of their beaters to throw you off of your broom by hitting you with what's called a bludger--a living ball that wanders the field for the sole purpose of being whacked into the players. Each score is worth 10 points. At the end of the match, one player from each team is chosen to chase a birdlike creature called a snitch. Whichever player captures the snitch earns 150 additional points for their team. That's quidditch in a nutshell, and while it may sound bizarre, it actually makes a lot of sense in the British-tinted universe of the Harry Potter books.
EA Games did a nice job of bringing quidditch to life on the GBA. For most of the match, you're moving your chasers up and down the field and trying to chain together passes to fill your power bar at the top of the screen. This power bar allows you to perform special tackles and shots that pretty much guarantee your control over the ball. Once the power bars for both teams collide, the golden snitch flies onto the field and the perspective moves behind one of your players. This is called seeker mode, and your goal here is to catch the snitch before you run out of boost. To keep your boost bar filled, you need to grab the blue orbs that pass by at regular intervals. The more orbs you miss, the greater the odds that your opponent will overtake you and claim the snitch for his team.
Historically, Harry Potter games on the GBA haven't pushed the envelope with respect to graphics or audio. Quidditch World Cup continues the trend by dishing out a serviceable yet unspectacular presentation. The field is shown from the side, in a perspective similar to that of old 16-bit football games. Quidditch World Cup looks much prettier than the Joe Montanas and 10-Yard Fights of yesteryear, however. The fields are photorealistic and the characters exhibit a great deal of movement for all of their various passes, flips, and tosses. What the developers neglected to do was add some movement to the stands or gussy up the character graphics in some way to show facial reactions or fatigue. Even though the graphics are clear and crisp, they don't have any oomph to them. The game's soundtrack picks up some of the slack, though. Digitally sampled sound effects are employed for things like tackles and scoring, and the music is taken directly from the previous two movies without sacrificing much in the way of quality.
The game's biggest problem is that quidditch itself is a simple and unbalanced sport. The only strategy during the field portion of the match involves dodging opponents when you have the quaffle and taking it away from them when you don't. Nonetheless, no matter how well or how poorly you do during most of the match, the entire outcome is decided by the snitch portion at the end. Imagine if at the end of an NFL football game, a team could execute a play that would score 15 touchdowns at one time. That would eliminate all of the suspense and thrills from 59 of the 60 minutes in regulation play, thus effectively rendering football a joke. That's what the snitch does to quidditch.
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As the title implies, Hoodlums' Revenge is a follow-up to Rayman 3: Hoodlum Havoc. The story revolves around the misdeeds of a dark lum named Andre, who Rayman's companion Globox has, once again, accidentally swallowed. Using Globox's body, Andre unleashes a horde of monsters and locks up all of the friendly teensies that normally keep the forest green and healthy. Upon learning of this chain of events, Rayman embarks on a quest to free the teensies and rescue his pal from the dark lum's control.
If you've played other isometric platformers, specifically the Spyro series, you know what to expect here. The general goal of each level is to reach the exit. Along the way, you'll have to jump between small islands, open doors by activating the appropriate switches, and deal with the various enemies strewn here and there. Using the directional pad and buttons, you can have Rayman walk around, jump, and punch. Hold the buttons longer and you can make him float or cast out his fist, which is especially useful against distant enemies. The different enemies can attack Rayman in one of two ways: either by stabbing him with swords or by tossing grenades. Most attacks don't do much damage at all. Plus, there are always plenty of health lums scattered around that will replenish Rayman's health indicator. The real danger to watch out for is the water that sits between most platforms. Rayman can't swim, so contact with water will rapidly deplete his health. Thankfully, the game offers unlimited continues, which means that the worst thing that will happen if you let Rayman drown is that you'll have to start the level over from the last checkpoint.
Previous Rayman games were typical 2D platformer fare--with emphasis placed on actions such as jumping, rope swinging, and ladder climbing. Hoodlums' Revenge is different, probably because of the limitations inherent to the isometric viewpoint. There's still a lot of platform-jumping, but, for the most part, the tasks put to the player in each level involve punching out enemies and finding the solutions to switch-based puzzles. Some of the game's 20 levels put the player in control of Globox, who, unlike Rayman, can't jump and can't get near enemies unless first loading up on prune juice. The prune juice brings out the dark lum's evil nature, which in turn gives Globox the courage to walk up to enemies and beat them senseless. In other levels, you'll have to alternate control between Rayman and Globox. Each character can do things the other can't. Rayman can climb up certain walls and his insubstantial weight allows him to ride in boats. Meanwhile, Globox is so heavy that he can activate large switches that Rayman can't. Globox also doesn't have a health indicator, which means you don't have to worry about taking damage or falling into water while controlling him. As you can imagine, the basic idea here is that you're supposed to continually switch between the characters until one of them is able to reach the exit.
Fans acquainted with Rayman's earlier outings on the GBA can at least rest easy knowing that this new game won't hurt the franchise's reputation for high-quality graphics and audio. From a technical standpoint, the backgrounds are colorful and sharp, and the developer has done a good job of orienting objects and surfaces in the environment so that they enhance the illusion of 3D that the isometric tilt establishes. Artistically, Rayman's world looks puffy and surreal. The fluffy clouds, pink trees, candy turrets, and lime green rivers look like the sorts of things you'd read about in a Dr. Seuss book. You'd expect nothing less from a game where the main character has hands and feet, but no corresponding arms or legs, and where his sidekick resembles a cross between Barney the dinosaur and the Grimace. Overall, there are loads of different enemies, and the animation for all of the characters is fairly smooth. Most of the character sprites and many of the objects in the background were made from prerendered computer models, which also contributes to the 3D effect. Meanwhile, the music and sound effects suit the settings and goings-on nicely. Each level has its own unique theme, typically something light and whimsical, and the sound effects consist of a healthy mixture of artificially generated noises and recorded speech.
The game's biggest flaws are the same ones that seem to dog every action game that employs the isometric perspective. First off, the tilt that gives the background its three-dimensional look also sometimes makes it difficult to judge the distance between platforms or to see where Rayman's feet are in relation to the ground. That can be frustrating, especially since falling into the water has such dire consequences. Another drawback is that the levels are expansive but they don't really feature much in the way of interactivity aside from switches, boats, and scalable walls. The isometric graphics put too much of a strain on the GBA's processor to allow things like rope swings or trampolines, which are trademark features of the 2D Rayman games.
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Let me start by saying that i'm a huge fan of the anime, and manga of this game. If you don't like either then it'll be a pretty bad game for you.
Story: The story starts with the whole group at yohs house. Then all of a sudden a man/ghost/zombie freaky thing guy comes up and asks for anna. His name is magister, and he want the book anna has. She won't give it so he attempts to take it, in the process the pages get spread to the different parts of the map. Yoh and his friends have to go find them before magister.
Graphics: The graphics are pretty much just fair on this game. Whenever you do a special attack it has some pretty good anime pics.
Sound: It has some pretty cool music. Some are cool, but some are really annoying, especially if your in a tight spot on the game.
Gameplay: It has a very cool little battle system. It has the basic attacks, non take turns, and it has spirits that you can equip to you. It also has some pretty cool moves.
Overall i'd say this game is awsome if you like the anime or manga, but if your just somebody looking for a game, you might want to learn a little about shaman king before getting it.
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Super Robot Taisen: Original Generation 2 is a direct continuation of its predecessor, so not only does the story pick up soon after the climactic events of the previous game, but the overall level of challenge is quite a bit higher. If you've never played the previous game, this one will confound you with a storyline densely packed with many different characters, factions, and historical events. You'll also run into some surprisingly tough missions early on, where one or two missteps can run you smack into a game-over screen. These can be frustrating, but since you can save your progress at any time, it's possible to inch your way to victory. Suffice it to say, though, this game isn't well suited for a wide audience. However, it's perfectly suited to fans of Super Robot Taisen: Original Generation, who will appreciate the return of all of their favorite characters and mechs from the first game, as well as all of the new characters, mechs, gameplay tweaks, and challenges added to this sequel. Like the previous game, Original Generation 2 is a surprisingly huge game, spanning more than 40 big missions and offering lots of replay value on top of that. Since the missions are much tougher on average here, the game could easily last you not just for many days, but many weeks.
On top of being such a challenging game, Original Generation 2 will either grab you and not let go with its storytelling, or it will overwhelm you with just how elaborate the plot is. Original Generation 2 continues the story of a futuristic Earth's struggle to suppress worldwide war in the face of imminent danger from alien, otherworldly threats. It's not a thoroughly serious plot, as it leaves plenty of room for some silly banter between some of the younger characters in the story, but this is by all means an epic space opera, similar in scope to the episodic story arcs of classic sci-fi anime. Though the story here is told almost exclusively through text dialogue and still portraits of the different characters, the quality of the writing is good, bringing to life dozens of different characters, each with distinct personalities and agendas. And you can't help but be impressed by all of the thought and detail that's gone into this tale.
The story unfolds somewhat differently than that of the previous game, which let you choose from two different starting characters. In Original Generation 2, the story always starts out the same way, but there are various points in the plot that branch off, letting you choose to follow either one group of characters or another for the next sequence of missions. This gives you a chance to follow those characters you're most interested in, and it creates a lot of additional replay value, as well. The story of Original Generation 2 also gives you a lot of internal monologue from the different characters, lending you clearer insight into their personal views and motivations. Fans of the previous game will be downright happy to see the cast of Original Generation back in action in this sequel, complete with some new character portraits showing off a broader range of emotions.
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Scheduled for release later this year, the Game Boy Advance is getting its own Tiny Toon Adventures video game. Featuring the antics of Babs and Buster Bunny, Tiny Toon Adventures is a side-scrolling action game that is heavy on animated violence.
Tiny Toon Adventures is very early in development, but it's scheduled to feature hand-to-hand combat, jumping, and a number of Toon-inspired power-ups, such as portable holes, pies, and TNT. Although a great deal of diversity is planned, the version we saw featured only the ability to run, jump, punch, and pick up objects.
From what we could gather from these basic elements, character animation, background detail, and energetic gameplay are the tenets of this licensed Tiny Toon Adventures game. Buster's feet kick up dust as he runs and his face grimaces as he punches, while ghastly ghosts sail about in all directions, courtesy of the GBA's scaling and transparency capabilities. The graveyard level features a number of headstones to leap from and trees to climb, as well as a number of rocks to use as weapons.
We'll bring you more on this fistic Tiny Toon Adventures game as it nears completion.
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You begin your urban adventure by creating your alter ego. You can choose to play as either a boy or a girl, whom you can name and customize with different-colored clothing. This modern rags-to-riches tale begins appropriately enough: You get fired from your menial job, and in your efforts to earn it back, you end up in even bigger trouble. You end up in the slammer, to be precise. Fortunately, you can convince the affable detective who puts you away to, in turn, put you on probation. You'll then earn some money from shooting hoops at a basketball court, and then use these funds to put a down payment on a new apartment. Now it's time to rise through the city's social hierarchy, by befriending everyone you meet, bettering yourself as a person, making lots of dough, and buying better stuff. The Urbz isn't a strictly linear adventure, but you'll still go through its main series of story-driven tasks sequentially, while exploring the New Orleans-inspired city of Miniopolis and interacting with all its denizens.
The Urbz turns out to be quite a long game, and will probably take you at least 20 or 25 hours to get through. On the DS, it can take even longer, since this version features additional content not found on the GBA--most notably, a unique series of missions involving an ambitious sushi chef, trained monkeys, and a pet show. You'll find that the city feels pretty big from the get-go, even though it's really only a couple of blocks in size. However, this is just the tip of the iceberg, as you'll unlock many more areas to explore as you progress through the story. Yet the real reason The Urbz provides such a long-lasting play experience is that the gameplay, partly for the better and partly for the worse, is noticeably padded out.
As in The Sims, your character here has a number of "motives" that you need to keep satisfied as you go about your other tasks. You'll be able to clearly monitor these via a series of colored bars onscreen, and filling them back up to optimal levels is a simple matter of using an appropriate object. For example, if your hygiene motive is running low, it's time for a shower, or if your bladder motive is running low, it's off to the toilet. Your apartment will be furnished with some of the basic amenities to help you stay on top of these important matters, but other places in the city will let you accomplish the same goals. In practice, you'll probably find that attending to all your motives is overly time-consuming. If one of your motives falls to less than 20 percent of its maximum, your character will fidget for several moments, and then become unresponsive to dialogue with other characters until you get that motive fixed. Plus, certain key appliances may eventually break, requiring you to take the extra time to get them repaired. There's plenty of additional gameplay in The Urbz, so doing all that while also maintaining your motives can feel like quite a handful. Still, you can't fault the game for giving you plenty to consider at any given moment.
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rigved1
8th August 2008, 10:52
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The GBA version of Baldur's Gate: Dark Alliance unfolds exactly as the original PS2, Xbox, and GameCube versions of the game did. After an unfortunate mugging, your character awakens in the town of Baldur's Gate and learns that the same thieves who stole your goods are also responsible for a series of murders that have recently befallen the town. The initial search to root out these scoundrels ultimately leads your character on a quest to save the world, which, in practical terms, spans three unique lands and more than 28 unique game locations.
At the outset, there are three character classes to pick from: fighter, wizard, and archer. A fourth class, elven fighter, becomes available the first time you complete the game. This may not seem like a wide array of choices, but the abilities and attributes that make up each class amount to wildly divergent play styles for each of the four characters. The fighter is a tank who can deflect most attacks by blocking. The fighter can also dole out upwards of 200 points of damage per strike. However, the character's ability to avoid long-range attacks is poor, as are the accuracy and strength of its own long-range attacks. On the contrary, the wizard and archer are strong in the areas where the fighter is weak. So if you choose a wizard, you'll use spells to do your dirty work, while the added charisma bonus will allow you to buy armor and potions more cheaply than any of the other classes. The archer is more of a hit-and-run-style character. The archer is not as powerful as the fighter or the wizard but is much quicker and more capable of landing arrows at great distances. Last but not least, the elven fighter is a reward for completing the game, because this warrior combines all of the positive aspects of the other classes.
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I think this game is pretty good once you get into it.....I play this on my DS lite.I think Jump!Ultimate Stars is much better as a Yu Yu Hakusho game.I havent played Jump!Ultimate Stars but I can tell it is 10 times better than this.That still doesnt make this game bad though.The gameplay is pretty good.You can do sppirit gun and other Yusuke moves but you get to play as more heroes too.I wanted to get Jump! Ultimate Stars but when I was at my aunts house they didnt have it there.Im buying it probably this month.Or mabey the next month.Or the month after.
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Teen Titans for the GBA system is pretty cool from my point of view. The graphics are definately at top rate for a Gameboy Advanced game, and the quality of the game is to be at a high rank as well. The only things I wish could be better for the game, are the difficulty, (this game is WAY too easy) and the amount of gameplay. (this game is WAY too short) but with those being the only negatives I can think of for the game, I would say Majesco has done a GREAT job with this game.
Ok, So this game will definately be ADORED by anyone who watches the TV show and likes it. You can play as any of the five titans from the show and they all have different unique fighting styles. You go through like, six or seven diferent stages fighting off Hive Academy memebers with the fun ability to change from titan to titan in mid-gameplay. This feature is very fun but also makes the game VERY easy. If you are about to perish as one titan, all you have to do is switch to a titan with full health. You have this on top of the health power ups you find as you go on, and any titan who isnt fighting is having thier health quickly regenerated. So they made it like, impossible to lose. I seriously havent died yet haveing the game for almost a month.
If anyone remembers Streets Of Rage of the sega system, the style of this game in a lot of ways is similar to that of Streets Of Rage. So that is some good news for all of you side scroller lovers.
Ok, so the attributes needed for you to like this game are:
- You have to be a fan of the show
AND/OR
- You have to like side scroller beat-em-ups
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The first game of Teen Titans on GBA was great, but this is far from it. You must like the show to like this game, as with the first. You take the position of the titans, (one at a time now) to defeat the Brotherhood of Evil. Because you only have one titan at a time, this task is more complicated than the first time around. You run around and beat things up a lot, and you may die a lot because you only have one titan. The graphics are good for a GBA, and the sound is good too. Its very cheap, which is a plus. The story is so-so, and the fighting is fairly fun. Overall, I was dissapointed. The biggest complaint I have is having only one titan, untill the very end. So, i would recomend this to fans of the show who are very patient and not picky about their games.
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If you've played The Sands of Time on one of the major systems, you already know the story in the GBA game. If you haven't, here's a recap: You're a Persian prince (duh) in the ancient Middle East who's discovered an enchanted weapon, the Dagger of Time. By using this dagger, you unwittingly unleash the Sands of Time on the Sultan's kingdom, thus letting loose a bunch of monsters and generally reducing everything to a shambles. You'll play as both the prince and a capable princess named Farah as you navigate the many trap-filled rooms of the Sultan's palace and attempt to thwart the machinations of the evil vizier who ultimately controls the Sands of Time.
This new version of Prince of Persia on the Game Boy Advance may remind old-time gamers of the original Prince of Persia released way, way back in the late '80s. This new one, too, takes place from a side-scrolling perspective and has you swinging from platform to platform, climbing up poles, avoiding devious traps, and generally traversing dangerous areas of the palace. You'll also do a fair amount of sword-slashing against monsters, humanoid opponents under the influence of the Sands of Time, and the occasional boss character. With the enchanted dagger, you'll be able to effectively reverse time (for a few seconds) if you leap to your doom or get beaten by an enemy. Unlike the console versions, where the time reversal ability is only useful as a means of saving yourself, the GBA version will sometimes have you use it creatively to solve puzzles or combat bosses, which is a nice twist. All in all, the gameplay is done well and gives you a good variety of things to do, though the game is fairly short, clocking in under the 10 hour mark.
If you played The Sands of Time on one of the major consoles, you played strictly as the prince and received intermittent aid from Farah. However, the GBA version lets you switch between the prince and Farah (after you meet her) at will to solve puzzles that require two separate characters to work together. You can easily change to the other character by using the select button, which makes this dual-character system both accessible and pretty cool. Farah isn't as well-rounded a fighter as the prince; she attacks with a bow and arrow rather than with a powerful sword, and she can't rewind time. It's still nice to see some new stuff here that wasn't even in the console versions of the game. Overall, the progression of The Sands of Time on the GBA is pretty straightforward. You progress through increasingly complex levels of a sprawling castle, whose map is a little reminiscent of recent Metroid and Castlevania games, and you'll gain new moves and abilities as you solve puzzles, avoid traps, and uncover new areas.
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:partyman::triodance::partyman:
Picking up toward the tail end of the Dragon Ball Z saga, you start Buu's Fury with Goku making the hard decision to not return to Earth after Cell is defeated. Along the way, you'll get your chance to play as Goku, Vegeta, Gohan, Goten, Trunks, as well as a couple of surprise characters here and there. If you're a fan of the series, you'll instantly be able to recognize exactly where you are in the saga. Toward the end of this epic tale, the series went off in many different directions, all culminating in an ending that few saw coming. As the name of the game implies, this time you're tasked with defeating the most powerful foe that the Z-Fighters have faced, Majin Buu, and along the way you'll also clash with some other incredibly powerful enemies. All told, this game packs in close to 100 episodes of the series into just a couple of hours, making for quite a whirlwind tour to say the least. The game clocks in at around seven hours long--longer if you choose to complete some lengthy side quests for a bit of fan service. If you already know how the events of the series unfold, that's enough for you to know that this game moves along very quickly, condensing an absolute ton of story into a short amount of game time.
Buu's Fury marks the third installment of this series for Webfoot, the developers of the game. Webfoot has refined the experience of the series even further by separating the distinct chapters of the game much like an episode of the cartoon. If you've played the previous two games, you'll notice that this game does a much better job of capturing the feel of Dragon Ball Z. This time around, there are some scattered sound samples, speech windows with well-drawn faces of who you're speaking to, and music that sounds like it's right out of the show. Fans will relish the attention to detail. The gameplay has also seen a fair share of enhancements. Players will be treated to responsive controls and to what is generally a good-playing game. Perhaps the biggest change is that now your characters have a speed statistic that can be affected by the equipment you wear. This aspect is where the biggest quirk the game has is brought to light, which ultimately makes the game incredibly easy.
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The opening cinema shows an adult Goku training with his friend Uub. Seconds later, we see Goku transformed back into a teenager at the hand of a jealous Pilaf and the black star dragon balls. In order to return to normal, Goku and his friends must retrieve the dragon balls, which just so happen to have scattered themselves to different planets in the solar system. Basically, the plot provides the necessary explanation as to why players have to journey from planet to planet and beat up the henchmen and bosses located on each of the game's 12 levels.
You won't find much innovation in the design, but it's still pretty fun to play, because, like any good beat-'em-up, Dragon Ball GT: Transformation makes it easy to dispatch the baddies. Movement happens on a 2.5D plane, so you can maneuver around enemies. Characters can run, jump, and float at the touch of a button. Each character has its own unique attacks and combos, including powerful ki blasts that can sail the full length of the screen. Objects in the environment, such as rocks and street signs, can be picked up and thrown, or destroyed to reveal items that can upgrade your characters' health, strength, and ki attributes.
The game's most interesting aspect is that it's team-oriented. Before you start a game, you have to form a team of three characters from a roster of nine available GT characters. During the game, you can swap teammates at any time by pressing the Select button. Characters regain health when they're out of action, which is nice. The main thing to keep in mind when you play is that when a team member runs out of health, he or she is put out of commission for the rest of the level. Aside from the tag-team dynamic, Dragon Ball GT: Transformation plays just like any other beat-'em-up. You'll run into generic enemies as you walk through each level and then face off against various big, bad bosses at the end.
It's a shame that the story mode doesn't support multiplayer. Certainly this type of game is more enjoyable when you can churn through it with a friend. There are three survival-style bonus games to try, which do support link play in addition to solo play, but it's hardly worth tracking down multiple copies of the game. Rounding out the features is the ability to unlock various hidden characters and galleries by spending the money you pick up during the story mode.
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Advanced Adventure ambitiously distills the entire 153-episode run of the original Dragon Ball series into 15 side-scrolling levels. Every important event in Goku's childhood is covered, from his first meetings with Bulma and Master Roshi, to his conquest of the Red Ribbon army, up through the aftermath of his first encounter with King Piccolo. Dozens of characters made appearances in the show throughout the years. Somehow, the developers have managed to cram most of them into this game, either as actors in cutscenes or as one of the many bosses Goku must fight in his never-ending quest to gather the seven dragon balls.
To say that the story mode gets off on the wrong foot would be an understatement. The first level is a plain jungle path filled with generic monsters that seems to go on forever. To make matters worse, you initially only have access to Goku's basic punches and kicks. The next level sends Goku into the sky atop the flying nimbus, which would be sweet, except that there are only a few blue lizards and a single shape-shifting boss to fight.
Thankfully, as you play through each subsequent level, the game gets better and better. Later levels introduce platforming sections, multiple paths, and secret rooms. Fans of the show will recognize the many enemies populating each level. Most levels have a boss at the end, in the form of one of Piccolo's underlings or some large contraption developed by the Red Ribbon army. New combination attacks, stick attacks, and spirit attacks are added to Goku's repertoire as you collect the various items situated within each level. Airborne flying nimbus levels and one-on-one matches are interspersed between the standard levels. The nimbus levels are mainly for show, and the outcome of one-on-one matches generally depends on who attacks first, but both are welcome diversions from the standard beat-'em-up levels. There are even a couple of minigames.
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Yuu Yuu Hakusho (Or Yu Yu Hakusho) has been a hit in Japan since it's release in the early 90's. Since then, there are few games that actually do the title any justice, spanning from SNES to even the recent PS2. Yu Yu Hakusho: Dark Tournament was a mediocre fighting game, that was anticipated by fans, 'nd left a great hole in our love for the anime.
Fortunately, there was a GBA release called Yu Yu Hakusho: Tournament Tactics. This contains all the main characters from Yusuke to Hiei, 'nd contains random series characters that each have their own special moves that range from melee, ranged, or other. Dark Tournament characters, such as Jin the Wind Demon, Chuu the Drunk, 'nd even pre-DT's Yukina. The sound and the graphics are probably the only downfall for the game, although it -is- for the GBA.
The game play is pretty good, with the ability to recharge health/mana by sacrificing a turn. You can also taunt enemies to get them to attack any of your characters, while you give a low-health companion a chance to heal up once more. It does take a short time to learn how to control the characters and with all their special attacks, but when it clicks, it clicks.
All and all, this is definetely a fans-only game. It delivers anything a fan would want in a Yu Yu Hakusho title: a non-stupid game.
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eriskon1
6th September 2008, 22:56
all rapidshare links? i wanted to get the roms but sad to say i can't download from rapidshare, it always say that my IP is already downloading from RS even if im not downloading anything... other mirror sites available?
lukash28
9th September 2008, 04:04
ok :)
But tell me how am I supposed to install these games on my p1i??
If I can't why are you posting it here ??
megsdelica
12th September 2008, 13:28
any mirror links like mediafire?
dmac007
19th January 2009, 17:33
error file not found why?
gdtkla10
21st January 2009, 12:19
how playing this game on UIQ3???
Chaosstorm
21st January 2009, 17:11
download the vbag gba emulator ...
dmac007
22nd January 2009, 04:02
all are errors in rapidshare, file not found
alex4659
1st February 2009, 02:57
Dynasty Warriors Advance
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Dynasty Warriors, Koei's action-strategy franchise, has gained a loyal following since its first appearance on the PlayStation back in 1997--which is pretty impressive considering that the subject matter deals with historical events in Chinese history. Five games and multiple consoles later, the series has finally come to the Game Boy Advance in the form of Dynasty Warriors Advance. Like its console predecessors, the GBA game strikes a balance between the action and strategy genres, and, at the same time, immerses players in "what-if" storylines concerning famous Chinese generals. Unfortunately, this pint-sized coup d'etat has been scaled back considerably from its console counterparts, to the point that very little of what made the console games enjoyable survived the cutting-room floor.
Dynasty Warriors Advance is set during the Three Kingdoms period in Chinese history, which lasted roughly from AD 184 until AD 280. The Han dynasty ended, leaving three individual kingdoms of Wu, Wei, and Shu to spend the next century fighting for control of China. Many famous generals, such as Cao Cao, Cao Ren, Liu Bei, and Lu Xun, made their mark over the years by claiming victories in battles that literally shifted the balance to one side's favor. In Dynasty Warriors Advance, you can pick one of 13 famous generals and lead their troops through the entire era, possibly altering China's history in the process.
Once you choose a general, you'll find yourself in the first battle--Hu Lao Gate--staring at a map populated with castles, supply depots, and character icons. Gameplay is split into two phases: a strategy phase and an action phase. Neither is very complicated. The strategy phase works just like a board game. There are red and blue character icons situated on the map. The red ones represent your allies, and the blue ones are the enemies. You can move your own general one space per turn, while the CPU takes command of all of the other icons, both ally and enemy. When you make contact with an enemy, the action phase is initiated. This is where the magic happens. Your lone general is thrust onto a battlefield and you have to eliminate groups of enemies in real time by mashing the attack buttons. You can run around, dash, activate booster abilities, and perform different attack combos by keying in various combinations of the A and B buttons.
Even though the premise and gameplay sound esoteric and highfalutin, the console Dynasty Warriors games have no problem making the whole concept seem approachable and interesting. And that's because battles in the console versions resemble the kinds of thousand-man skirmishes you'd see in movies like Braveheart or Troy. Often, dozens, if not hundreds, of soldiers are displayed all at once. This sense of scope and scale is electrifying, especially considering how you can wander the environment and pick fights with lone captains or entire clusters of swordsmen. The GBA game, by contrast, can only display seven characters onscreen at any given time. As such, battles on the handheld lack the scope that battles on the console have.
And that's really the problem with Dynasty Warriors Advance--so many cutbacks were made to cram it onto the GBA that it's missing most of what made the console versions so enjoyable. Let's say you enter a battle against 50 enemy soldiers. Since the game can only display seven characters at once (including your general), it means that enemies come out six at a time. Battles drag on longer as a result, and, worst of all, the GBA game is that much easier since crowd control is never a challenge. Meanwhile, the sprites themselves are small, bigheaded, and poorly animated. Watching Cao Cao wave his sword around chunkily like Samurai Tailor in a classic 1970s Saturday Night Live sketch is hardly awe-inspiring. Not only do the flat, top-down environments obviously lack the scale that the large 3D environments on the consoles have, but they're also pretty bland. Except for a random wave motion or torch flame effect here and there, there's nothing going on in these woods and villages. The same holds true for the audio. If not for rock music constantly playing in the background, all you'd ever hear are the same metal clashing and groaning sound samples over and over again.
Beyond the technical cutbacks, there are numerous gameplay cutbacks, too. The GBA game has fewer kinds of enemies than the console games do. In Dynasty Warriors Advance, you encounter the same three enemies constantly--swordsmen, spearmen, and archers. The absence of flame-throwing juggernauts and captains on horseback is a real downer. You also can't do things like hire bodyguards or specify which officers accompany you into battle, which were two of the console games' nicer features. At least the arsenal of weapons and boost powers are still mostly intact. Each general specializes in three weapon types and has a set of six different boost powers that can be used to enhance attributes such as strength, speed, and combo effectiveness. There are approximately 250 weapons to find throughout the game, which, along with the leveling that occurs for killing soldiers, can turn your rookie general into a one-man army in no time. None of this matters, though, because the enemy artificial intelligence has also been greatly diminished. Standard enemies rarely attack or block, and CPU-controlled captains are only slightly more difficult because of their increased health and damage output. Basically, the action sequences in Dynasty Warriors Advance have been reduced to pure button mashing.
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there is an error with the link... please check it out.
thanks,
Alex
cypharr
21st April 2009, 22:38
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bosox
23rd April 2009, 20:00
i dont have GBA emulator...
and i need help me to searc application GBA emulation for p1i
jash12per
12th May 2009, 10:14
Help, how can I make this work on my Sony G700??..