 |
|

05-14-2007
|
 |
Link Detectors
|
|
Join Date: Apr 2007
Location: Philippines,Manila
Posts: 563
Thanks: 8
Thanked 243 Times in 134 Posts
|
|
Gameboy Emulator Section (Play GBA in your PC! Will be Updated Frequently)
In 1999, the original Pokémon Red and Blue games hit the Game Boy, and Nintendo's pocket monster franchise has been hugely successful ever since. It has been so successful, in fact, that the original games got a remake in the new Pokémon FireRed and LeafGreen. Fans of the original games will feel a sense of déjŕ vu going through these latest games, though they'll enjoy seeing all their old Pokémon favorites in full color on the Game Boy Advance. However, both new and long-time Pokémon players will find in FireRed and LeafGreen a lengthy and involving role-playing adventure. The gameplay hasn't changed much at all over the years, but it's still just as addictive. And the inclusion of a wireless adapter with every copy of FireRed and LeafGreen makes Pokémon's popular multiplayer element more accessible than ever.
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.
Last year's Pokémon Ruby and Sapphire introduced many new breeds of Pokémon, but it didn't do much to change the series' core gameplay. 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.
http://rapidshare.com/files/35815816...lish__gba_.zip
Note: before you download the "GAME" Download first the emulator that has been attached.
Last edited by jossetteanne; 06-08-2007 at 12:36 AM.
|
|
The Following 4 Users Say Thank You to jossetteanne For This Useful Post:
|
|

05-14-2007
|
 |
Link Detectors
|
|
Join Date: Apr 2007
Location: Philippines,Manila
Posts: 563
Thanks: 8
Thanked 243 Times in 134 Posts
|
|
Kingdom Hearts : Chain of Memories
What made the original Kingdom Hearts for the PlayStation 2 so endearing was not so much its action gameplay, but more the fascinating world it created using Final Fantasy and Disney characters. In a lot of ways, the same can be said for Kingdom Hearts: Chain of Memories. While the real-time card-battling system has its issues and the exploration elements cross a lot of familiar ground, Chain of Memories still creates an interesting place where Disney worlds and Final Fantasy cameo appearances work together well. This game is clearly aimed at hooking existing fans of the developing Kingdom Hearts series, and those fans will get the most value out of Chain of Memories.
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 Oblivion, 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.
http://rapidshare.com/files/45299797...ries__USA_.zip
Last edited by jossetteanne; 07-27-2007 at 10:57 AM.
|
|
The Following 5 Users Say Thank You to jossetteanne For This Useful Post:
|
|

05-14-2007
|
 |
Link Detectors
|
|
Join Date: Apr 2007
Location: Philippines,Manila
Posts: 563
Thanks: 8
Thanked 243 Times in 134 Posts
|
|
Castlevania : Aria of Sorrow
It's a good thing you can't truly kill Dracula. Otherwise, Konami would have to stop making these excellent Castlevania games for the Game Boy Advance. Aria of Sorrow, the third Castlevania for Nintendo's portable system, is probably the best one yet, both in terms of its gameplay and design and also in terms of its production qualities. However, it must be said that Castlevania: Aria of Sorrow is at heart a very similar game to last year's Harmony of Dissonance and 2001's Circle of the Moon and that all three of these games bear more than a passing resemblance to Castlevania: Symphony of the Night, a PlayStation game dating back to 1997. Granted, Symphony of the Night perfected an excellent formula for side-scrolling action adventure games--the fact that a game like Aria of Sorrow can get away with directly copying Symphony all these years later is proof that Symphony is a classic. More to the point, like the arch villain of the series, the Castlevania formula seems to be immortal. Castlevania: Aria of Sorrow will be familiar territory for fans of this long-standing series, but they'll love it anyway, and so will anyone looking for a great action game for the Game Boy Advance.
For what it's worth, Aria of Sorrow makes a superficial effort to be different from every Castlevania before it. Namely, it's the first Castlevania that's set in a dark, gothic future, rather than in a dark, gothic past. So what's Dracula's castle like in the year 2035? Actually, it's pretty much the same as it ever was. There are maybe a handful of futuristic touches in Aria of Sorrow, but for the most part, the setting of the game is all winding, mazelike passageways through cathedrals, dining halls, catacombs, and so on, just like pretty much every Castlevania since the first one came out in 1986. Here, as the androgynous, white-haired hero, Soma Cruz (who looks just like Juste from Harmony and Alucard from Symphony), you'll wield a wide variety of medieval weapons against a wide variety of undead and demonic foes in your quest to try to find a way out of Dracula's castle. Those keeping up with the Castlevania series will recognize many of the enemies and locations in this game and will feel right at home from the moment the game begins.
The gameplay of Aria of Sorrow is definitely similar to that of its predecessors, but it's been appreciably refined and improved. For one thing, the game packs the most well balanced challenge of the three--it's easier than the very tough Circle of the Moon but tougher than the rather easy Harmony of Dissonance. It also offers more variety than either of those games. Soma can find and equip a huge arsenal of different weapons, including swords, hammers, punch daggers, and much more. These all have different properties--some are quick but lacking in range and power, while others cover a wide range but are relatively slow. Some weapons are flat-out better than others, but it's fun to experiment with all of them.
http://rapidshare.com/files/35824560..._of_Sorrow.zip
Last edited by jossetteanne; 06-08-2007 at 01:19 AM.
|
|
The Following 4 Users Say Thank You to jossetteanne For This Useful Post:
|
|

05-14-2007
|
 |
Link Detectors
|
|
Join Date: Apr 2007
Location: Philippines,Manila
Posts: 563
Thanks: 8
Thanked 243 Times in 134 Posts
|
|
Final Fantasy Tactics Advance
Final Fantasy Tactics Advance is noteworthy for several reasons: It's a much-desired follow-up to Square's popular 1997 strategy role-playing game for the PlayStation, and it's also the first Final Fantasy game to appear on a Nintendo console in many years. Tactics Advance is also a great game in its own right, and it's well-suited to the portable Game Boy Advance. Those who fondly remember the original Final Fantasy Tactics won't find a story that's as engrossing or as complex here, but this is still a deep and involving RPG that offers dozens of hours' worth of entertaining tactical battles.
The title "Final Fantasy Tactics Advance" is somewhat misleading, because, while the game is certainly reminiscent of the PlayStation original, it's completely different in terms of storyline and certain key gameplay elements. So this is neither a sequel nor a remake, but, instead, it's another strategy RPG in the same vein as Atlus' excellent Tactics Ogre: The Knight of Lodis or the recent Disgaea: Hour of Darkness.
The story of Final Fantasy Tactics Advance was apparently inspired by the famous novel The Neverending Story--or maybe even more so by the 1984 movie of the same name--since this story seems skewed for younger audiences but is suitable for all ages. The main character is Marche, a young boy who is friends with a couple of other down-on-their-luck kids. Collectively, they aren't having a great time in their formative years--they've got problems at home and at school. One day, though, they discover a magical book that literally transforms their harsh and mundane world into one of swords and sorcery. This is a place where they can be heroes. Marche, nevertheless, believes that this new world is not his rightful place, and so he begins his long quest to find a way home.
The story has a few ironic twists, but, generally, it is neither as epic nor as prevalent as stories tend to be in other Final Fantasy games. That means you'll be spending much, much more time battling it out with bad guys than watching the story unravel. Unfortunately, occasional story sequences, such as the game's lengthy intro, cannot be skipped. This can lead to some frustrating situations, like when you're defeated by a long-winded boss of some sort and need to listen to his or her spiel once more before you can give the battle another shot. Fans of RPGs are probably used to this particular brand of punishment, though.
The actual gameplay of Final Fantasy Tactics Advance resembles that of other strategy RPGs, though, as you'd expect, it has a few twists of its own. Battles play out from an isometric perspective, and you take turns--with the computer-controlled opponents on the map--moving your characters, attacking, and/or performing other actions (like casting spells or using items or special moves). You generally try to do whatever it takes to win. The pacing is good, but, in time, you'll probably wish you could move things along a little faster. The enemy AI is pretty good, too. A typical battle is a six-on-six affair, and characters get to move in order of whoever has the highest initiative, so don't expect to be able to move all your characters one after another. Initiative-based turns add to the strategic appeal, though, unlike in the original Final Fantasy Tactics, all actions are executed instantly here. This makes magic-using characters quite powerful in the late game, since each turn they're able to cast devastating area-effect spells.
http://rapidshare.com/files/85406158...cs_Advance.zip
Last edited by jossetteanne; 01-22-2008 at 06:30 PM.
|
|
The Following 4 Users Say Thank You to jossetteanne For This Useful Post:
|
|

05-15-2007
|
 |
Link Detectors
|
|
Join Date: Apr 2007
Location: Philippines,Manila
Posts: 563
Thanks: 8
Thanked 243 Times in 134 Posts
|
|
Fire Emblem: The Sacred Stones
Another epic, memorable adventure awaits in Fire Emblem: The Sacred Stones, the follow-up to 2003's similarly excellent strategy RPG, Fire Emblem. The previous game was actually the seventh in a series that had long since established itself in Japan, and at last made it to these shores. That makes The Sacred Stones the eighth Fire Emblem title, though it features an original, completely self-contained story and is equally well suited to new players as well as returning fans. Those fortunate to have played previous Fire Emblem games will find a comfortably familiar experience in The Sacred Stones, which features its own huge cast of unique characters and some noteworthy twists to the formula. However, most of the play mechanics, animations, and sound effects are the same as before, and therefore maybe not quite as impressive as they used to be. The game itself is outstanding overall, though, for all the reasons its predecessor remains one of the best Game Boy Advance games available--it, too, offers a lengthy, rewarding, thought-provoking experience that truly makes you feel as though the decisions you make, waging one exciting battle after the next, carry serious consequences.
Fire Emblem: The Sacred Stones consists of a series of strategic turn-based battles that are tied together by an elaborate, carefully crafted story featuring dozens of different characters...characters who live and die by your actions. The story touches on many of the same themes as the previous Fire Emblem game, but it's otherwise completely different, right down to the new setting of the land of Magvel. Central to the tale is a new pair of protagonists, the chivalrous royal siblings Ephraim and Eirika. When the kingdom of Grado suddenly and ruthlessly lays siege on its former allies in the kingdom of Renais, Ephraim and Eirika emerge as some of the sole survivors. Forced to go their separate ways, the two of them embark on a quest to muster an army and discover the source of Grado's treachery. You'll get to experience the story from both characters' perspectives, and parts of it even branch off, giving you a different angle on the storyline depending on whose journey you choose to follow.
Much like the previous Fire Emblem, this is a well-written, surprisingly sophisticated narrative featuring plenty of endearing heroes and villains, and no shortage of provocative, morally complex situations. The content isn't so severe that it isn't suitable for younger players, but the point is, Fire Emblem takes itself and audience seriously, though it's not without its occasional moments of comic relief, either. The storyline mostly just unfolds through lightly animated character portraits and accompanying onscreen text, yet this seemingly simple technique works surprisingly well to get the point across. The story is noninteractive and at times quite wordy, so you could skip right past it if and when you really want to. But, much like the previous game, the entertaining turn-based combat and the rich story of The Sacred Stones combine to form something much greater than the sum of these two parts.
The turn-based battles that form the basis of the gameplay in Fire Emblem have more in common with strategy games like Advance Wars than with other strategy RPGs like Final Fantasy Tactics Advance. In any given battle, you'll control a limited number of units--usually about a dozen--as you attempt to solve your mission's objective. That objective generally involves strategically battling against superior numbers of enemy forces. During your turn, you get to move all your units in any order, and if you wish to make them attack their foes, you're given an estimate of the results of that exchange before having to commit to the fight. When one unit attacks another, the game cuts to a little animated sequence showing the combatants exchange blows. If one unit runs out of health points, it's gone and out of the fight, and can usually be presumed dead. Don't think outsmarting your foes will be easy--the artificial intelligence in Fire Emblem is quite good, so you can look forward to your enemies exploiting any weaknesses in your defenses, such as by focusing their attack on your weakest forces. To make things really interesting, the game features tons of different character classes, each with their own distinct specialties. You've got knights, archers, cavaliers, priests, thieves, fighters, mercenaries, shamans, and many more to work with, including some exotic classes like pegasus knights and wyvern lords.
http://rapidshare.com/files/35817437...SA_GBA-TRM.zip
Last edited by jossetteanne; 06-08-2007 at 12:36 AM.
|
|
The Following 4 Users Say Thank You to jossetteanne For This Useful Post:
|
|

05-16-2007
|
 |
Link Detectors
|
|
Join Date: Apr 2007
Location: Philippines,Manila
Posts: 563
Thanks: 8
Thanked 243 Times in 134 Posts
|
|
Megaman Battle Network 6 : Cybeast Falzar
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.
http://rapidshare.com/files/35823082...dependent_.zip
Last edited by jossetteanne; 06-08-2007 at 01:20 AM.
|
|
The Following 4 Users Say Thank You to jossetteanne For This Useful Post:
|
|

05-16-2007
|
 |
Link Detectors
|
|
Join Date: Apr 2007
Location: Philippines,Manila
Posts: 563
Thanks: 8
Thanked 243 Times in 134 Posts
|
|
Pokemon : Emerald Version
Through the 10 or so proper Pokémon games that Nintendo has released for the Game Boy, then the Game Boy Color, and now the Game Boy Advance, the crux of the series has remained unshakable. A preteen hero goes out into the world, complete with parental blessings, to become the world's number one trainer of a bizarre, varied, and mysterious race of creatures called Pokémon. Along the way, our hero has some funky adventures. Essentially a singular director's cut version of Pokémon Ruby and Sapphire, Pokémon Emerald will feel especially familiar, and as such, it will likely hold greater appeal to the uninitiated or those who have been on Pokémon hiatus.
After starting off as either a young girl or boy recently transplanted to a new town, you quickly ditch your homemaker mother to follow in the footsteps of your dad, who is already a celebrated Pokémon master. After being gifted your first Pokémon by local man-of-science Professor Birch, you'll head into the world to fight and capture wild Pokémon, as well as test your might against other up-and-coming trainers. Furthermore, you'll rank up your own standing as a trainer by traveling to different towns and besting the head trainer at the local Pokémon gym. You'll eventually get mixed up in some unsavory business with Team Aqua and Team Magma, two nefarious groups of Pokémon trainers, in addition to going on various adventures and side quests that you'll have to take on as you train and collect your Pokémon. The writing isn't quite as clever as Nintendo's own Advance Wars series, but it still pops and generally avoids the kind of condescending tone that makes most kids games unplayable by people outside the designated age bracket.
Pokémon are a pretty weird, inexplicable bunch of creatures. Their origins, even within the game's reality, are purposefully vague, and despite their wildly varied appearances and abilities, all Pokémon have a few basic characteristics in common. Most importantly, all Pokémon love to fight other Pokémon, whether it's in a head-to-head spar or a two-on-two match. As they fight, they gain experience and learn new moves. And occasionally, a Pokémon will evolve into a sleeker, more aggressive version of itself, taking on a new name in the process. The Pokémon series has always been expertly keyed in to the obsessive-compulsive traits of gamers, so most of the game revolves around fighting with and capturing different Pokémon.
To be clear, your character never actually fights; instead, you'll send out your own Pokémon to broker victory for you. You can carry up to six different Pokémon with you, and each can have up to four different moves, which can be offensive or defensive and can range from straightforward melee attacks to projectile attacks to even crazy psychic blasts. Despite the limited number of moves, the different alignment of each Pokémon helps inject some extra strategy into the combat. Every Pokémon is categorized by type, such as fire, electric, poison, psychic, and so on. For every type of Pokémon, there's another type whose attack is extremely effective against it, creating a nice rock-paper-scissors dynamic. This is a good reason to "catch 'em all."
Though you'll end up spending most of your time either fighting or looking for a fight, there are plenty of other activities. You can breed your Pokémon, enter them into what amount to Pokémon beauty pageants, pick and plant berries that can be turned into candies (and fed to your Pokémon for little stat bumps), and gamble in casinos, just for a few examples. There's a ton of optional stuff like this that helps flesh out the whole world.
Pokémon Emerald's biggest strength is its accessibility. The role-playing-game structure has been streamlined to make it easier to pick up and play for casual players, but without losing the depth that will keep the more committed playing for days on end. Unfortunately, Emerald's biggest weakness is that most hardcore Pokémon players already played through this adventure when it was released as Pokémon Ruby and Sapphire. However, it does add some new areas, and it tweaks a lot of minor stuff, like Pokémon abilities and certain character appearances. You can also now use the wireless GBA adapter to link up with other players to trade and battle Pokémon, and using a GameCube link cable, you can put your Pokémon into play in Pokémon Colosseum.
http://rapidshare.com/files/45300864...on_Emerald.zip
Last edited by jossetteanne; 07-27-2007 at 11:07 AM.
|
|
The Following 3 Users Say Thank You to jossetteanne For This Useful Post:
|
|

05-16-2007
|
 |
Link Detectors
|
|
Join Date: Apr 2007
Location: Philippines,Manila
Posts: 563
Thanks: 8
Thanked 243 Times in 134 Posts
|
|
Mario & Luigi : Superstar Saga
An evil witch has stolen Princess Peach's voice, replacing her fair speech with explosives! As chaos breaks out in the Mushroom Kingdom, Mario and Luigi head for the castle and meet up with Bowser, who just arrived to kidnap the princess. When they find out what happened, these sworn enemies join forces and follow the witch to a neighboring kingdom. After an aerial ambush crashes their ship and sends Bowser to who-knows-where, Mario and Luigi embark on foot, learning new moves and combining their brotherly might to fight off enemies, as they venture toward the kingdom's castle. Features
* Unique RPG elements allow you to level up Mario and Luigi, increase their stats and powers and even buy them equipment.
* Explore the strange BeanBean kingdom using a unique simultaneous-control setup that lets you control each brother separately or team up for super moves.
* Laugh out loud at the hilarious character dialogue.
* Enjoy the involved story, puzzle-solving challenges and the experience of a classic role-playing game combined with the jumping challenges of a platformer and an all-new, reflex-testing battle system.
* Interact with other classic Mario characters and enemies throughout the game.
* Pak also includes Mario Bros. Battle and Mario Bros. Classic. Both games can be played in Multi-Pak mode with all the Super Mario Advance games.
Mario & Luigi: Superstar Saga is packed with an abundance of absurdly-fun minigames like Border Jump, in which Mario and Luigi must skip rope with two Hammer Bros. Other minigames include Mystery Carts, Star 'Stache Smash, the Barrel Game and more. Each minigame offers an opportunity for valuable rewards.
Combine your brotherly powers to pull off powerful Bros. Powers and Bros. Actions. With Bros. Powers, Mario and Luigi tag team on enemy baddies, unleashing the full force of their combined plumber power in special button-combo maneuvers. With Bros. Actions, Mario and Luigi cooperate to get access to hard-to-reach places--for instance, Luigi can use Mario as a trampoline and Mario can piggy-back on Luigi and spin to fly them across short distances.
The music and graphics are equally superb. The graphics easily match anything on the GBA, lending the game a bright, cartoonish appeal without shading the game in an overly-cute style. Much of the music is taken from previous Mario adventures, making the game's soundtrack a medley of Mario's greatest hits.
http://rapidshare.com/files/45301390...rstar_Saga.zip
Last edited by jossetteanne; 07-27-2007 at 11:18 AM.
|
|
The Following 4 Users Say Thank You to jossetteanne For This Useful Post:
|
|

05-17-2007
|
 |
Link Detectors
|
|
Join Date: Apr 2007
Location: Philippines,Manila
Posts: 563
Thanks: 8
Thanked 243 Times in 134 Posts
|
|
Crash Bandicoot Purple: Ripto's Rampage
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.
http://rapidshare.com/files/35827264...page___GBA.zip
Last edited by jossetteanne; 07-27-2007 at 11:06 AM.
|
|
The Following 5 Users Say Thank You to jossetteanne For This Useful Post:
|
|

05-17-2007
|
 |
Link Detectors
|
|
Join Date: Apr 2007
Location: Philippines,Manila
Posts: 563
Thanks: 8
Thanked 243 Times in 134 Posts
|
|
Pokemon : Chaos Black Version
Last edited by jossetteanne; 06-08-2007 at 01:26 AM.
|
|
The Following 5 Users Say Thank You to jossetteanne For This Useful Post:
|
|
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
All times are GMT +5. The time now is 12:10 PM.
|